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
  205. package/lib/components/screens/training/components/hud/TrainingLeftHUD.js.map +1 -1
  206. package/lib/components/screens/training/components/hud/TrainingRightHUD.d.ts.map +1 -1
  207. package/lib/components/screens/training/components/hud/TrainingRightHUD.js.map +1 -1
  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
  249. package/lib/components/shared/mobile/PerformanceMonitor.d.ts.map +1 -1
  250. package/lib/components/shared/mobile/StanceWheelPure.d.ts +0 -1
  251. package/lib/components/shared/mobile/StanceWheelPure.d.ts.map +1 -1
  252. package/lib/components/shared/mobile/StanceWheelPure.js +0 -1
  253. package/lib/components/shared/mobile/StanceWheelPure.js.map +1 -1
  254. package/lib/components/shared/mobile/TouchOptimizer.d.ts +0 -4
  255. package/lib/components/shared/mobile/TouchOptimizer.d.ts.map +1 -1
  256. package/lib/components/shared/mobile/TouchOptimizer.js +0 -3
  257. package/lib/components/shared/mobile/TouchOptimizer.js.map +1 -1
  258. package/lib/components/shared/mobile/VirtualDPad.d.ts.map +1 -1
  259. package/lib/components/shared/mobile/VirtualDPad.js +0 -1
  260. package/lib/components/shared/mobile/VirtualDPad.js.map +1 -1
  261. package/lib/components/shared/mobile/index.d.ts.map +1 -1
  262. package/lib/components/shared/three/anatomy/BodySurface.d.ts.map +1 -1
  263. package/lib/components/shared/three/anatomy/BodySurface.js.map +1 -1
  264. package/lib/components/shared/three/anatomy/BoneAttachedMuscles.d.ts.map +1 -1
  265. package/lib/components/shared/three/anatomy/BoneAttachedMuscles.js.map +1 -1
  266. package/lib/components/shared/three/anatomy/BoneClothing.d.ts.map +1 -1
  267. package/lib/components/shared/three/anatomy/BoneClothing.js.map +1 -1
  268. package/lib/components/shared/three/anatomy/BoneRenderer.d.ts +0 -1
  269. package/lib/components/shared/three/anatomy/BoneRenderer.d.ts.map +1 -1
  270. package/lib/components/shared/three/anatomy/BoneRenderer.js.map +1 -1
  271. package/lib/components/shared/three/anatomy/Face3D.d.ts.map +1 -1
  272. package/lib/components/shared/three/anatomy/Face3D.js.map +1 -1
  273. package/lib/components/shared/three/anatomy/Foot3D.d.ts +0 -1
  274. package/lib/components/shared/three/anatomy/Foot3D.d.ts.map +1 -1
  275. package/lib/components/shared/three/anatomy/Foot3D.js.map +1 -1
  276. package/lib/components/shared/three/anatomy/Hand3D.d.ts +0 -1
  277. package/lib/components/shared/three/anatomy/Hand3D.d.ts.map +1 -1
  278. package/lib/components/shared/three/anatomy/Hand3D.js.map +1 -1
  279. package/lib/components/shared/three/effects/ActionFeedback.d.ts.map +1 -1
  280. package/lib/components/shared/three/effects/ActionFeedback.js.map +1 -1
  281. package/lib/components/shared/three/effects/DamageNumbers.d.ts.map +1 -1
  282. package/lib/components/shared/three/effects/DamageNumbers.js.map +1 -1
  283. package/lib/components/shared/three/effects/ExplosiveBurstEffect3D.d.ts.map +1 -1
  284. package/lib/components/shared/three/effects/GrapplingIndicator3D.d.ts.map +1 -1
  285. package/lib/components/shared/three/effects/HitEffects3D.d.ts.map +1 -1
  286. package/lib/components/shared/three/effects/HitEffects3D.js.map +1 -1
  287. package/lib/components/shared/three/effects/LimbExposureIndicator3D.d.ts.map +1 -1
  288. package/lib/components/shared/three/effects/NerveDisruptionEffect3D.d.ts.map +1 -1
  289. package/lib/components/shared/three/effects/PlayerStateIndicators.d.ts.map +1 -1
  290. package/lib/components/shared/three/effects/PlayerStateIndicators.js.map +1 -1
  291. package/lib/components/shared/three/effects/StanceSymbol3D.d.ts.map +1 -1
  292. package/lib/components/shared/three/effects/StanceSymbol3D.js.map +1 -1
  293. package/lib/components/shared/three/effects/StanceTransitionEffect.d.ts.map +1 -1
  294. package/lib/components/shared/three/effects/StanceTransitionEffect.js.map +1 -1
  295. package/lib/components/shared/three/effects/ThunderEffect3D.d.ts.map +1 -1
  296. package/lib/components/shared/three/effects/VitalPointMarkers3D.d.ts.map +1 -1
  297. package/lib/components/shared/three/effects/VitalPointMarkers3D.js.map +1 -1
  298. package/lib/components/shared/three/index.d.ts.map +1 -1
  299. package/lib/components/shared/three/indicators/ElementalColorSystem.d.ts +0 -6
  300. package/lib/components/shared/three/indicators/ElementalColorSystem.d.ts.map +1 -1
  301. package/lib/components/shared/three/indicators/ElementalColorSystem.js +0 -4
  302. package/lib/components/shared/three/indicators/ElementalColorSystem.js.map +1 -1
  303. package/lib/components/shared/three/indicators/GuardIndicator.d.ts +0 -1
  304. package/lib/components/shared/three/indicators/GuardIndicator.d.ts.map +1 -1
  305. package/lib/components/shared/three/indicators/GuardIndicator.js +0 -1
  306. package/lib/components/shared/three/indicators/GuardIndicator.js.map +1 -1
  307. package/lib/components/shared/three/indicators/HapticFeedback.d.ts +0 -7
  308. package/lib/components/shared/three/indicators/HapticFeedback.d.ts.map +1 -1
  309. package/lib/components/shared/three/indicators/HapticFeedback.js +0 -2
  310. package/lib/components/shared/three/indicators/HapticFeedback.js.map +1 -1
  311. package/lib/components/shared/three/indicators/StanceChangeIndicator.d.ts +0 -1
  312. package/lib/components/shared/three/indicators/StanceChangeIndicator.d.ts.map +1 -1
  313. package/lib/components/shared/three/indicators/StanceChangeIndicator.js +0 -1
  314. package/lib/components/shared/three/indicators/StanceChangeIndicator.js.map +1 -1
  315. package/lib/components/shared/three/indicators/TrigramSymbol3D.d.ts +0 -1
  316. package/lib/components/shared/three/indicators/TrigramSymbol3D.d.ts.map +1 -1
  317. package/lib/components/shared/three/models/Player3DWithTransitions.d.ts.map +1 -1
  318. package/lib/components/shared/three/models/Player3DWithTransitions.js.map +1 -1
  319. package/lib/components/shared/three/models/SkeletalPlayer3D.d.ts.map +1 -1
  320. package/lib/components/shared/three/models/SkeletalPlayer3D.js.map +1 -1
  321. package/lib/components/shared/three/optimization/AdaptiveQuality.d.ts.map +1 -1
  322. package/lib/components/shared/three/optimization/AdaptiveQuality.js.map +1 -1
  323. package/lib/components/shared/three/optimization/InstancedGeometry.d.ts.map +1 -1
  324. package/lib/components/shared/three/optimization/LODSystem.d.ts.map +1 -1
  325. package/lib/components/shared/three/scene/AtmosphericParticles3D.d.ts.map +1 -1
  326. package/lib/components/shared/three/scene/AtmosphericParticles3D.js.map +1 -1
  327. package/lib/components/shared/three/scene/BackgroundScene3D.d.ts.map +1 -1
  328. package/lib/components/shared/three/scene/BackgroundScene3D.js.map +1 -1
  329. package/lib/components/shared/three/scene/CombatArena3D.d.ts.map +1 -1
  330. package/lib/components/shared/three/scene/CombatArena3D.js.map +1 -1
  331. package/lib/components/shared/three/scene/DebugCollision.d.ts +0 -2
  332. package/lib/components/shared/three/scene/DebugCollision.d.ts.map +1 -1
  333. package/lib/components/shared/three/scene/KoreanSignage3D.d.ts.map +1 -1
  334. package/lib/components/shared/three/scene/KoreanSignage3D.js.map +1 -1
  335. package/lib/components/shared/three/ui/ArchetypeCard.d.ts.map +1 -1
  336. package/lib/components/shared/three/ui/ArchetypeCard.js.map +1 -1
  337. package/lib/components/shared/three/ui/BodyPartHealthDisplay.d.ts.map +1 -1
  338. package/lib/components/shared/three/ui/BodyPartHealthDisplay.js.map +1 -1
  339. package/lib/components/shared/three/ui/BreathingIndicator.d.ts.map +1 -1
  340. package/lib/components/shared/three/ui/BreathingIndicator2.js.map +1 -1
  341. package/lib/components/shared/three/ui/CombatReadinessBar.d.ts.map +1 -1
  342. package/lib/components/shared/three/ui/CombatReadinessBar.js.map +1 -1
  343. package/lib/components/shared/three/ui/ComboCounter.d.ts.map +1 -1
  344. package/lib/components/shared/three/ui/ComboCounter.js.map +1 -1
  345. package/lib/components/shared/three/ui/HealthBar.d.ts.map +1 -1
  346. package/lib/components/shared/three/ui/HealthBar.js.map +1 -1
  347. package/lib/components/shared/three/ui/KoreanButton.d.ts.map +1 -1
  348. package/lib/components/shared/three/ui/KoreanButton.js.map +1 -1
  349. package/lib/components/shared/three/ui/KoreanPanel.d.ts.map +1 -1
  350. package/lib/components/shared/three/ui/KoreanPanel.js.map +1 -1
  351. package/lib/components/shared/three/ui/KoreanText.d.ts.map +1 -1
  352. package/lib/components/shared/three/ui/KoreanText.js.map +1 -1
  353. package/lib/components/shared/three/ui/MenuList.d.ts.map +1 -1
  354. package/lib/components/shared/three/ui/MenuList.js.map +1 -1
  355. package/lib/components/shared/three/ui/PlayerHUD.d.ts.map +1 -1
  356. package/lib/components/shared/three/ui/PlayerHUD.js.map +1 -1
  357. package/lib/components/shared/three/ui/ProgressBar.d.ts.map +1 -1
  358. package/lib/components/shared/three/ui/ProgressBar.js.map +1 -1
  359. package/lib/components/shared/three/ui/SpeedIndicatorHUD.d.ts +0 -1
  360. package/lib/components/shared/three/ui/SpeedIndicatorHUD.d.ts.map +1 -1
  361. package/lib/components/shared/three/ui/SpeedIndicatorHUD.js +0 -1
  362. package/lib/components/shared/three/ui/SpeedIndicatorHUD.js.map +1 -1
  363. package/lib/components/shared/three/ui/StaminaBar.d.ts.map +1 -1
  364. package/lib/components/shared/three/ui/StaminaBar.js.map +1 -1
  365. package/lib/components/shared/three/ui/TechniqueBar.d.ts.map +1 -1
  366. package/lib/components/shared/three/ui/TechniqueBar.js.map +1 -1
  367. package/lib/components/shared/three/ui/TechniqueBarContainer.d.ts.map +1 -1
  368. package/lib/components/shared/three/ui/TechniqueCard.d.ts.map +1 -1
  369. package/lib/components/shared/three/ui/TechniqueCard.js.map +1 -1
  370. package/lib/components/shared/three/ui/VitalPointOverlayControlsHtml.d.ts.map +1 -1
  371. package/lib/components/shared/three/ui/VitalPointOverlayControlsHtml.js.map +1 -1
  372. package/lib/components/shared/three/ui/VulnerabilityWindowHUD.d.ts.map +1 -1
  373. package/lib/components/shared/ui/BaseHUDContainer.d.ts.map +1 -1
  374. package/lib/components/shared/ui/BaseHUDContainer.js.map +1 -1
  375. package/lib/components/shared/ui/CombatTimer.d.ts.map +1 -1
  376. package/lib/components/shared/ui/CombatTimer.js.map +1 -1
  377. package/lib/components/shared/ui/ErrorBoundary.d.ts.map +1 -1
  378. package/lib/components/shared/ui/ErrorModal.d.ts.map +1 -1
  379. package/lib/components/shared/ui/ErrorModal.js.map +1 -1
  380. package/lib/components/shared/ui/HUDSection.d.ts.map +1 -1
  381. package/lib/components/shared/ui/LoadingState.d.ts.map +1 -1
  382. package/lib/components/shared/ui/LoadingState.js.map +1 -1
  383. package/lib/components/shared/ui/MobileHUDLayout.d.ts +0 -1
  384. package/lib/components/shared/ui/MobileHUDLayout.d.ts.map +1 -1
  385. package/lib/components/shared/ui/ResponsiveContainer.d.ts +0 -1
  386. package/lib/components/shared/ui/ResponsiveContainer.d.ts.map +1 -1
  387. package/lib/components/shared/ui/SplashScreen.d.ts.map +1 -1
  388. package/lib/components/shared/ui/SplashScreen.js +2 -2
  389. package/lib/components/shared/ui/SplashScreen.js.map +1 -1
  390. package/lib/components/shared/ui/StyledHUDPanel.d.ts.map +1 -1
  391. package/lib/components/shared/ui/VitalPointOverlayControlsPure.d.ts.map +1 -1
  392. package/lib/components/shared/ui/VitalPointOverlayControlsPure.js.map +1 -1
  393. package/lib/components/shared/ui/VolumeControl.d.ts.map +1 -1
  394. package/lib/components/shared/ui/VolumeControl.js.map +1 -1
  395. package/lib/components/shared/ui/shared/ConfirmDialog.d.ts.map +1 -1
  396. package/lib/components/shared/ui/shared/ConfirmDialog.js.map +1 -1
  397. package/lib/components/test/Hello3D.d.ts.map +1 -1
  398. package/lib/components/ui/combat/BalanceIndicatorOverlayHtml.d.ts.map +1 -1
  399. package/lib/components/ui/combat/BalanceIndicatorOverlayHtml.js.map +1 -1
  400. package/lib/components/ui/combat/ComboCounter.d.ts.map +1 -1
  401. package/lib/components/ui/combat/PressureMeter.d.ts.map +1 -1
  402. package/lib/systems/CombatSystem.d.ts +0 -6
  403. package/lib/systems/CombatSystem.d.ts.map +1 -1
  404. package/lib/systems/CombatSystem.js +0 -6
  405. package/lib/systems/CombatSystem.js.map +1 -1
  406. package/lib/systems/EffectCalculator.d.ts +0 -7
  407. package/lib/systems/EffectCalculator.d.ts.map +1 -1
  408. package/lib/systems/EffectCalculator.js +0 -4
  409. package/lib/systems/EffectCalculator.js.map +1 -1
  410. package/lib/systems/LayoutSystem.d.ts +0 -1
  411. package/lib/systems/LayoutSystem.d.ts.map +1 -1
  412. package/lib/systems/LayoutSystem.js +0 -1
  413. package/lib/systems/LayoutSystem.js.map +1 -1
  414. package/lib/systems/PlayerEffectManager.d.ts +0 -10
  415. package/lib/systems/PlayerEffectManager.d.ts.map +1 -1
  416. package/lib/systems/PlayerEffectManager.js +0 -3
  417. package/lib/systems/PlayerEffectManager.js.map +1 -1
  418. package/lib/systems/ResponsiveScaling.d.ts +0 -12
  419. package/lib/systems/ResponsiveScaling.d.ts.map +1 -1
  420. package/lib/systems/ResponsiveScaling.js +0 -12
  421. package/lib/systems/ResponsiveScaling.js.map +1 -1
  422. package/lib/systems/TrigramSystem.d.ts +0 -13
  423. package/lib/systems/TrigramSystem.d.ts.map +1 -1
  424. package/lib/systems/TrigramSystem.js +0 -13
  425. package/lib/systems/TrigramSystem.js.map +1 -1
  426. package/lib/systems/VitalPointSystem.d.ts +0 -10
  427. package/lib/systems/VitalPointSystem.d.ts.map +1 -1
  428. package/lib/systems/VitalPointSystem.js +0 -10
  429. package/lib/systems/VitalPointSystem.js.map +1 -1
  430. package/lib/systems/animation/builders/KeyframeInterpolation.d.ts +0 -4
  431. package/lib/systems/animation/builders/KeyframeInterpolation.d.ts.map +1 -1
  432. package/lib/systems/animation/builders/KeyframeInterpolation.js +0 -1
  433. package/lib/systems/animation/builders/KeyframeInterpolation.js.map +1 -1
  434. package/lib/systems/animation/builders/SkeletonRig.d.ts +0 -4
  435. package/lib/systems/animation/builders/SkeletonRig.d.ts.map +1 -1
  436. package/lib/systems/animation/builders/SkeletonRig.js +0 -3
  437. package/lib/systems/animation/builders/SkeletonRig.js.map +1 -1
  438. package/lib/systems/animation/catalogs/RecoveryAnimations.d.ts +0 -5
  439. package/lib/systems/animation/catalogs/RecoveryAnimations.d.ts.map +1 -1
  440. package/lib/systems/animation/catalogs/RecoveryAnimations.js +0 -5
  441. package/lib/systems/animation/catalogs/RecoveryAnimations.js.map +1 -1
  442. package/lib/systems/animation/core/AnimationHitTiming.d.ts +0 -6
  443. package/lib/systems/animation/core/AnimationHitTiming.d.ts.map +1 -1
  444. package/lib/systems/animation/core/AnimationHitTiming.js +0 -4
  445. package/lib/systems/animation/core/AnimationHitTiming.js.map +1 -1
  446. package/lib/systems/animation/core/AnimationTransitions.d.ts +0 -3
  447. package/lib/systems/animation/core/AnimationTransitions.d.ts.map +1 -1
  448. package/lib/systems/animation/core/AnimationTransitions.js.map +1 -1
  449. package/lib/systems/animation/core/LateralityTransform.d.ts +0 -3
  450. package/lib/systems/animation/core/LateralityTransform.d.ts.map +1 -1
  451. package/lib/systems/animation/core/LateralityTransform.js +0 -1
  452. package/lib/systems/animation/core/LateralityTransform.js.map +1 -1
  453. package/lib/systems/animation/core/RecoveryPhaseEnhancer.d.ts +0 -1
  454. package/lib/systems/animation/core/RecoveryPhaseEnhancer.d.ts.map +1 -1
  455. package/lib/systems/animation/core/RecoveryPhaseEnhancer.js.map +1 -1
  456. package/lib/systems/animation/core/TechniqueAnimationMapper.d.ts +0 -10
  457. package/lib/systems/animation/core/TechniqueAnimationMapper.d.ts.map +1 -1
  458. package/lib/systems/animation/core/TechniqueAnimationMapper.js +0 -8
  459. package/lib/systems/animation/core/TechniqueAnimationMapper.js.map +1 -1
  460. package/lib/systems/animation/core/TrigramAnimationMapping.d.ts +0 -10
  461. package/lib/systems/animation/core/TrigramAnimationMapping.d.ts.map +1 -1
  462. package/lib/systems/animation/core/TrigramStanceTransitions.d.ts +0 -2
  463. package/lib/systems/animation/core/TrigramStanceTransitions.d.ts.map +1 -1
  464. package/lib/systems/animation/core/types.d.ts +0 -39
  465. package/lib/systems/animation/core/types.d.ts.map +1 -1
  466. package/lib/systems/animation/core/types.js +0 -9
  467. package/lib/systems/animation/core/types.js.map +1 -1
  468. package/lib/systems/animation/systems/AdvancedJointMovements.d.ts +0 -27
  469. package/lib/systems/animation/systems/AdvancedJointMovements.d.ts.map +1 -1
  470. package/lib/systems/animation/systems/AdvancedJointMovements.js +0 -1
  471. package/lib/systems/animation/systems/AdvancedJointMovements.js.map +1 -1
  472. package/lib/systems/animation/systems/BodyFacingSystem.d.ts +0 -19
  473. package/lib/systems/animation/systems/BodyFacingSystem.d.ts.map +1 -1
  474. package/lib/systems/animation/systems/BodyFacingSystem.js +0 -14
  475. package/lib/systems/animation/systems/BodyFacingSystem.js.map +1 -1
  476. package/lib/systems/animation/systems/FacialExpressions.d.ts +0 -10
  477. package/lib/systems/animation/systems/FacialExpressions.d.ts.map +1 -1
  478. package/lib/systems/animation/systems/FacialExpressions.js +0 -2
  479. package/lib/systems/animation/systems/FacialExpressions.js.map +1 -1
  480. package/lib/systems/animation/systems/FallAnimations.d.ts +0 -4
  481. package/lib/systems/animation/systems/FallAnimations.d.ts.map +1 -1
  482. package/lib/systems/animation/systems/FallAnimations.js +0 -2
  483. package/lib/systems/animation/systems/FallAnimations.js.map +1 -1
  484. package/lib/systems/animation/systems/HeadMovements.d.ts +0 -10
  485. package/lib/systems/animation/systems/HeadMovements.d.ts.map +1 -1
  486. package/lib/systems/bodypart/BodyPartDamageIntegration.d.ts +0 -7
  487. package/lib/systems/bodypart/BodyPartDamageIntegration.d.ts.map +1 -1
  488. package/lib/systems/bodypart/BodyPartDamageIntegration.js +0 -7
  489. package/lib/systems/bodypart/BodyPartDamageIntegration.js.map +1 -1
  490. package/lib/systems/bodypart/BodyPartHealthSystem.d.ts +0 -13
  491. package/lib/systems/bodypart/BodyPartHealthSystem.d.ts.map +1 -1
  492. package/lib/systems/bodypart/BodyPartHealthSystem.js +0 -13
  493. package/lib/systems/bodypart/BodyPartHealthSystem.js.map +1 -1
  494. package/lib/systems/bodypart/BodyPartPositionMapping.d.ts +0 -6
  495. package/lib/systems/bodypart/BodyPartPositionMapping.d.ts.map +1 -1
  496. package/lib/systems/bodypart/BodyPartPositionMapping.js +0 -6
  497. package/lib/systems/bodypart/BodyPartPositionMapping.js.map +1 -1
  498. package/lib/systems/bodypart/CombatInjuryIntegration.d.ts +0 -10
  499. package/lib/systems/bodypart/CombatInjuryIntegration.d.ts.map +1 -1
  500. package/lib/systems/bodypart/CombatInjuryIntegration.js +0 -8
  501. package/lib/systems/bodypart/CombatInjuryIntegration.js.map +1 -1
  502. package/lib/systems/bodypart/InjuryIntegration.d.ts +0 -2
  503. package/lib/systems/bodypart/InjuryIntegration.d.ts.map +1 -1
  504. package/lib/systems/bodypart/InjuryIntegration.js +0 -2
  505. package/lib/systems/bodypart/InjuryIntegration.js.map +1 -1
  506. package/lib/systems/bodypart/InjuryTracker.d.ts +0 -14
  507. package/lib/systems/bodypart/InjuryTracker.d.ts.map +1 -1
  508. package/lib/systems/bodypart/InjuryTracker.js +0 -12
  509. package/lib/systems/bodypart/InjuryTracker.js.map +1 -1
  510. package/lib/systems/bodypart/MovementPenaltySystem.d.ts +0 -8
  511. package/lib/systems/bodypart/MovementPenaltySystem.d.ts.map +1 -1
  512. package/lib/systems/bodypart/MovementPenaltySystem.js +0 -8
  513. package/lib/systems/bodypart/MovementPenaltySystem.js.map +1 -1
  514. package/lib/systems/bodypart/PlayerInjuryTrackingManager.d.ts +0 -8
  515. package/lib/systems/bodypart/PlayerInjuryTrackingManager.d.ts.map +1 -1
  516. package/lib/systems/bodypart/PlayerInjuryTrackingManager.js +0 -8
  517. package/lib/systems/bodypart/PlayerInjuryTrackingManager.js.map +1 -1
  518. package/lib/systems/bodypart/types.d.ts +0 -13
  519. package/lib/systems/bodypart/types.d.ts.map +1 -1
  520. package/lib/systems/bodypart/types.js +0 -5
  521. package/lib/systems/bodypart/types.js.map +1 -1
  522. package/lib/systems/breathing/BreathingDisruptionSystem.d.ts +0 -3
  523. package/lib/systems/breathing/BreathingDisruptionSystem.d.ts.map +1 -1
  524. package/lib/systems/breathing/BreathingDisruptionSystem.js +0 -2
  525. package/lib/systems/breathing/BreathingDisruptionSystem.js.map +1 -1
  526. package/lib/systems/combat/BalanceSystem.d.ts +0 -25
  527. package/lib/systems/combat/BalanceSystem.d.ts.map +1 -1
  528. package/lib/systems/combat/BalanceSystem.js +0 -25
  529. package/lib/systems/combat/BalanceSystem.js.map +1 -1
  530. package/lib/systems/combat/BreakingStatusEffects.d.ts +0 -4
  531. package/lib/systems/combat/BreakingStatusEffects.d.ts.map +1 -1
  532. package/lib/systems/combat/BreakingStatusEffects.js +0 -3
  533. package/lib/systems/combat/BreakingStatusEffects.js.map +1 -1
  534. package/lib/systems/combat/CombatStateSystem.d.ts +0 -9
  535. package/lib/systems/combat/CombatStateSystem.d.ts.map +1 -1
  536. package/lib/systems/combat/CombatStateSystem.js +0 -9
  537. package/lib/systems/combat/CombatStateSystem.js.map +1 -1
  538. package/lib/systems/combat/ConsciousnessSystem.d.ts +0 -16
  539. package/lib/systems/combat/ConsciousnessSystem.d.ts.map +1 -1
  540. package/lib/systems/combat/ConsciousnessSystem.js +0 -16
  541. package/lib/systems/combat/ConsciousnessSystem.js.map +1 -1
  542. package/lib/systems/combat/FallIntegration.d.ts +0 -3
  543. package/lib/systems/combat/FallIntegration.d.ts.map +1 -1
  544. package/lib/systems/combat/FallIntegration.js +0 -3
  545. package/lib/systems/combat/FallIntegration.js.map +1 -1
  546. package/lib/systems/combat/GrappleSystem.d.ts +0 -2
  547. package/lib/systems/combat/GrappleSystem.d.ts.map +1 -1
  548. package/lib/systems/combat/GrappleSystem.js +0 -2
  549. package/lib/systems/combat/GrappleSystem.js.map +1 -1
  550. package/lib/systems/combat/LimbExposureSystem.d.ts +0 -7
  551. package/lib/systems/combat/LimbExposureSystem.d.ts.map +1 -1
  552. package/lib/systems/combat/LimbExposureSystem.js +0 -7
  553. package/lib/systems/combat/LimbExposureSystem.js.map +1 -1
  554. package/lib/systems/combat/PainResponseSystem.d.ts +0 -11
  555. package/lib/systems/combat/PainResponseSystem.d.ts.map +1 -1
  556. package/lib/systems/combat/PainResponseSystem.js +0 -11
  557. package/lib/systems/combat/PainResponseSystem.js.map +1 -1
  558. package/lib/systems/combat/painConsciousnessUtils.d.ts +0 -7
  559. package/lib/systems/combat/painConsciousnessUtils.d.ts.map +1 -1
  560. package/lib/systems/combat/painConsciousnessUtils.js +0 -7
  561. package/lib/systems/combat/painConsciousnessUtils.js.map +1 -1
  562. package/lib/systems/effects.d.ts +11 -0
  563. package/lib/systems/effects.d.ts.map +1 -1
  564. package/lib/systems/effects.js +10 -0
  565. package/lib/systems/effects.js.map +1 -1
  566. package/lib/systems/game.d.ts +16 -0
  567. package/lib/systems/game.d.ts.map +1 -1
  568. package/lib/systems/game.js +1 -0
  569. package/lib/systems/game.js.map +1 -1
  570. package/lib/systems/index.d.ts +5 -1
  571. package/lib/systems/index.d.ts.map +1 -1
  572. package/lib/systems/index.js.map +1 -1
  573. package/lib/systems/movement/InjuryMovementModifier.d.ts +0 -10
  574. package/lib/systems/movement/InjuryMovementModifier.d.ts.map +1 -1
  575. package/lib/systems/movement/InjuryMovementModifier.js +0 -7
  576. package/lib/systems/movement/InjuryMovementModifier.js.map +1 -1
  577. package/lib/systems/movement/integration.d.ts +0 -3
  578. package/lib/systems/movement/integration.d.ts.map +1 -1
  579. package/lib/systems/movement/integration.js +0 -3
  580. package/lib/systems/movement/integration.js.map +1 -1
  581. package/lib/systems/physics/AttackMovementPhysics.d.ts +0 -9
  582. package/lib/systems/physics/AttackMovementPhysics.d.ts.map +1 -1
  583. package/lib/systems/physics/AttackMovementPhysics.js +0 -7
  584. package/lib/systems/physics/AttackMovementPhysics.js.map +1 -1
  585. package/lib/systems/physics/CollisionDetection.d.ts +0 -6
  586. package/lib/systems/physics/CollisionDetection.d.ts.map +1 -1
  587. package/lib/systems/physics/CollisionDetection.js +0 -6
  588. package/lib/systems/physics/CollisionDetection.js.map +1 -1
  589. package/lib/systems/physics/CoordinateMapper.d.ts +0 -1
  590. package/lib/systems/physics/CoordinateMapper.d.ts.map +1 -1
  591. package/lib/systems/physics/CoordinateMapper.js +0 -1
  592. package/lib/systems/physics/CoordinateMapper.js.map +1 -1
  593. package/lib/systems/physics/KnockbackPhysics.d.ts +0 -11
  594. package/lib/systems/physics/KnockbackPhysics.d.ts.map +1 -1
  595. package/lib/systems/physics/KnockbackPhysics.js +0 -8
  596. package/lib/systems/physics/KnockbackPhysics.js.map +1 -1
  597. package/lib/systems/physics/MovementPhysics.d.ts +0 -10
  598. package/lib/systems/physics/MovementPhysics.d.ts.map +1 -1
  599. package/lib/systems/physics/MovementPhysics.js +0 -8
  600. package/lib/systems/physics/MovementPhysics.js.map +1 -1
  601. package/lib/systems/physics/PhysicalReachCalculator.d.ts +0 -6
  602. package/lib/systems/physics/PhysicalReachCalculator.d.ts.map +1 -1
  603. package/lib/systems/physics/PhysicalReachCalculator.js +0 -5
  604. package/lib/systems/physics/PhysicalReachCalculator.js.map +1 -1
  605. package/lib/systems/physics/SpeedModifierSystem.d.ts +0 -5
  606. package/lib/systems/physics/SpeedModifierSystem.d.ts.map +1 -1
  607. package/lib/systems/physics/SpeedModifierSystem.js +0 -4
  608. package/lib/systems/physics/SpeedModifierSystem.js.map +1 -1
  609. package/lib/systems/player.d.ts +0 -5
  610. package/lib/systems/player.d.ts.map +1 -1
  611. package/lib/systems/trigram/TrigramCalculator.d.ts +0 -1
  612. package/lib/systems/trigram/TrigramCalculator.d.ts.map +1 -1
  613. package/lib/systems/trigram/TrigramCalculator.js +0 -1
  614. package/lib/systems/trigram/TrigramCalculator.js.map +1 -1
  615. package/lib/systems/trigram/types.d.ts +0 -4
  616. package/lib/systems/trigram/types.d.ts.map +1 -1
  617. package/lib/systems/trigram/types.js +0 -2
  618. package/lib/systems/trigram/types.js.map +1 -1
  619. package/lib/systems/types.d.ts +7 -2
  620. package/lib/systems/types.d.ts.map +1 -1
  621. package/lib/systems/types.js.map +1 -1
  622. package/lib/systems/vitalpoint/DamageCalculator.d.ts +0 -3
  623. package/lib/systems/vitalpoint/DamageCalculator.d.ts.map +1 -1
  624. package/lib/systems/vitalpoint/DamageCalculator.js +0 -3
  625. package/lib/systems/vitalpoint/DamageCalculator.js.map +1 -1
  626. package/lib/systems/vitalpoint/KoreanVitalPoints.d.ts +0 -8
  627. package/lib/systems/vitalpoint/KoreanVitalPoints.d.ts.map +1 -1
  628. package/lib/systems/vitalpoint/KoreanVitalPoints.js +0 -8
  629. package/lib/systems/vitalpoint/KoreanVitalPoints.js.map +1 -1
  630. package/lib/systems/vitalpoint/VitalPointsData.d.ts +0 -3
  631. package/lib/systems/vitalpoint/VitalPointsData.d.ts.map +1 -1
  632. package/lib/systems/vitalpoint/VitalPointsData.js +0 -1
  633. package/lib/systems/vitalpoint/VitalPointsData.js.map +1 -1
  634. package/lib/types/PhysicsTypes.d.ts +21 -78
  635. package/lib/types/PhysicsTypes.d.ts.map +1 -1
  636. package/lib/types/PhysicsTypes.js +17 -63
  637. package/lib/types/PhysicsTypes.js.map +1 -1
  638. package/lib/types/clothing.d.ts +0 -9
  639. package/lib/types/clothing.d.ts.map +1 -1
  640. package/lib/types/constants/animations.d.ts +35 -1
  641. package/lib/types/constants/animations.d.ts.map +1 -1
  642. package/lib/types/constants/animations.js +12 -1
  643. package/lib/types/constants/animations.js.map +1 -1
  644. package/lib/types/constants/colors.d.ts +28 -2
  645. package/lib/types/constants/colors.d.ts.map +1 -1
  646. package/lib/types/constants/colors.js +30 -4
  647. package/lib/types/constants/colors.js.map +1 -1
  648. package/lib/types/constants/index.d.ts +5 -1
  649. package/lib/types/constants/index.d.ts.map +1 -1
  650. package/lib/types/constants/index.js.map +1 -1
  651. package/lib/types/constants/performance.d.ts +0 -2
  652. package/lib/types/constants/performance.d.ts.map +1 -1
  653. package/lib/types/constants/performance.js +0 -2
  654. package/lib/types/constants/performance.js.map +1 -1
  655. package/lib/types/constants/typography.d.ts +40 -2
  656. package/lib/types/constants/typography.d.ts.map +1 -1
  657. package/lib/types/constants/typography.js +40 -2
  658. package/lib/types/constants/typography.js.map +1 -1
  659. package/lib/types/constants/ui.d.ts +89 -1
  660. package/lib/types/constants/ui.d.ts.map +1 -1
  661. package/lib/types/constants/ui.js +33 -1
  662. package/lib/types/constants/ui.js.map +1 -1
  663. package/lib/types/facial.d.ts +0 -15
  664. package/lib/types/facial.d.ts.map +1 -1
  665. package/lib/types/facial.js +0 -8
  666. package/lib/types/facial.js.map +1 -1
  667. package/lib/types/hand-animation.d.ts +34 -147
  668. package/lib/types/hand-animation.d.ts.map +1 -1
  669. package/lib/types/hand-animation.js +0 -2
  670. package/lib/types/hand-animation.js.map +1 -1
  671. package/lib/types/injury.d.ts +0 -2
  672. package/lib/types/injury.d.ts.map +1 -1
  673. package/lib/types/injury.js +0 -1
  674. package/lib/types/injury.js.map +1 -1
  675. package/lib/types/physics.d.ts +0 -21
  676. package/lib/types/physics.d.ts.map +1 -1
  677. package/lib/types/physics.js +0 -6
  678. package/lib/types/physics.js.map +1 -1
  679. package/lib/types/physicsConstants.d.ts +0 -12
  680. package/lib/types/physicsConstants.d.ts.map +1 -1
  681. package/lib/types/physicsConstants.js +0 -12
  682. package/lib/types/physicsConstants.js.map +1 -1
  683. package/lib/types/player-visual.d.ts +45 -189
  684. package/lib/types/player-visual.d.ts.map +1 -1
  685. package/lib/types/technique.d.ts +1 -5
  686. package/lib/types/technique.d.ts.map +1 -1
  687. package/lib/types/techniqueId.d.ts +0 -1
  688. package/lib/types/techniqueId.d.ts.map +1 -1
  689. package/lib/types/techniqueId.js +0 -1
  690. package/lib/types/techniqueId.js.map +1 -1
  691. package/lib/utils/arenaWorldDimensions.d.ts +0 -11
  692. package/lib/utils/arenaWorldDimensions.d.ts.map +1 -1
  693. package/lib/utils/arenaWorldDimensions.js +0 -6
  694. package/lib/utils/arenaWorldDimensions.js.map +1 -1
  695. package/lib/utils/controlMapping.d.ts +3 -4
  696. package/lib/utils/controlMapping.d.ts.map +1 -1
  697. package/lib/utils/controlMapping.js +1 -2
  698. package/lib/utils/controlMapping.js.map +1 -1
  699. package/lib/utils/deviceDetection.d.ts +0 -5
  700. package/lib/utils/deviceDetection.d.ts.map +1 -1
  701. package/lib/utils/deviceDetection.js +0 -5
  702. package/lib/utils/deviceDetection.js.map +1 -1
  703. package/lib/utils/hapticFeedback.d.ts +23 -95
  704. package/lib/utils/hapticFeedback.d.ts.map +1 -1
  705. package/lib/utils/hapticFeedback.js +9 -39
  706. package/lib/utils/hapticFeedback.js.map +1 -1
  707. package/lib/utils/haptics.d.ts +0 -3
  708. package/lib/utils/haptics.d.ts.map +1 -1
  709. package/lib/utils/haptics.js +0 -1
  710. package/lib/utils/haptics.js.map +1 -1
  711. package/lib/utils/math.d.ts +0 -3
  712. package/lib/utils/math.d.ts.map +1 -1
  713. package/lib/utils/math.js +0 -2
  714. package/lib/utils/math.js.map +1 -1
  715. package/lib/utils/mobileLayoutHelpers.d.ts +0 -3
  716. package/lib/utils/mobileLayoutHelpers.d.ts.map +1 -1
  717. package/lib/utils/mobileLayoutHelpers.js +0 -1
  718. package/lib/utils/mobileLayoutHelpers.js.map +1 -1
  719. package/lib/utils/mobileUIUtils.d.ts +5 -100
  720. package/lib/utils/mobileUIUtils.d.ts.map +1 -1
  721. package/lib/utils/mobileUIUtils.js +0 -9
  722. package/lib/utils/mobileUIUtils.js.map +1 -1
  723. package/lib/utils/physicalAttributeValidation.d.ts.map +1 -1
  724. package/lib/utils/player3DHelpers.d.ts.map +1 -1
  725. package/lib/utils/player3DHelpers.js.map +1 -1
  726. package/lib/utils/responsiveLayoutHelpers.d.ts +0 -65
  727. package/lib/utils/responsiveLayoutHelpers.d.ts.map +1 -1
  728. package/lib/utils/responsiveLayoutHelpers.js +0 -65
  729. package/lib/utils/responsiveLayoutHelpers.js.map +1 -1
  730. package/lib/utils/responsiveOrientationConstants.d.ts +0 -7
  731. package/lib/utils/responsiveOrientationConstants.d.ts.map +1 -1
  732. package/lib/utils/responsiveOrientationConstants.js +0 -7
  733. package/lib/utils/responsiveOrientationConstants.js.map +1 -1
  734. package/lib/utils/safeAreaUtils.d.ts +0 -6
  735. package/lib/utils/safeAreaUtils.d.ts.map +1 -1
  736. package/lib/utils/safeAreaUtils.js +0 -2
  737. package/lib/utils/safeAreaUtils.js.map +1 -1
  738. package/lib/utils/sharedPhysicsConfig.d.ts +0 -4
  739. package/lib/utils/sharedPhysicsConfig.d.ts.map +1 -1
  740. package/lib/utils/sharedPhysicsConfig.js +0 -2
  741. package/lib/utils/sharedPhysicsConfig.js.map +1 -1
  742. package/lib/utils/skeletonScaling.d.ts +0 -9
  743. package/lib/utils/skeletonScaling.d.ts.map +1 -1
  744. package/lib/utils/skeletonScaling.js +0 -1
  745. package/lib/utils/skeletonScaling.js.map +1 -1
  746. package/package.json +7 -7
@@ -1 +1 @@
1
- {"version":3,"file":"MovementPenaltySystem.js","names":[],"sources":["../../../src/systems/bodypart/MovementPenaltySystem.ts"],"sourcesContent":["/**\n * Movement Penalty System\n * \n * **Korean**: 이동 패널티 시스템\n * \n * Implements injury-based movement penalties where leg and body damage reduces\n * movement speed, stance changes, and mobility capabilities. This system applies\n * realistic combat trauma effects based on Korean martial arts principles.\n * \n * ## System Features\n * \n * - Progressive speed reduction based on leg health\n * - Asymmetric damage (left/right leg affects directional movement)\n * - Instant penalties from knee/ankle strikes (5 seconds)\n * - Stance change duration penalties\n * - Advanced stance restrictions when critically injured\n * - Balance integration for VULNERABLE/HELPLESS states\n * \n * ## Movement Speed Penalties\n * \n * | Leg Health | State | Speed | Can Run |\n * |------------|-------|-------|---------|\n * | 100-70% | Normal | 100% | Yes |\n * | 69-50% | Limping | 80% | Yes |\n * | 49-30% | Severe Limp | 60% | Yes |\n * | <30% | Hobbled | 40% | No |\n * \n * ## Stance Change Penalties\n * \n * - Legs <50% health: Stance change takes 2x longer\n * - Legs <30% health: Cannot change to advanced stances (only basic)\n * \n * @module systems/bodypart/MovementPenaltySystem\n * @category Body Part System\n * @korean 이동패널티시스템\n */\n\nimport {\n BodyPart,\n BodyPartHealth,\n BodyPartMaxHealth,\n LegInjuryState,\n MovementPenalty,\n InstantMovementPenalty,\n MOVEMENT_PENALTY_CONSTANTS,\n} from \"./types\";\n\n/**\n * Movement Penalty System class.\n * \n * **Korean**: 이동 패널티 시스템 클래스\n * \n * Calculates movement penalties from leg injuries, manages instant penalties\n * from knee/ankle strikes, and integrates with balance system.\n * \n * @example\n * ```typescript\n * const system = new MovementPenaltySystem();\n * \n * // Calculate current movement penalty\n * const penalty = system.calculateMovementPenalty(\n * bodyPartHealth,\n * maxHealth,\n * activeInstantPenalty\n * );\n * \n * // Apply to movement speed\n * const actualSpeed = baseSpeed * penalty.speedMultiplier;\n * ```\n * \n * @public\n * @category Body Part System\n */\nexport class MovementPenaltySystem {\n /**\n * Calculate movement penalty from body part health.\n * \n * **Korean**: 이동 패널티 계산\n * \n * Analyzes leg health and returns comprehensive movement penalty including\n * speed multiplier, stance change penalties, and balance effects.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @param instantPenalty - Optional active instant penalty\n * @param currentTime - Current timestamp for instant penalty expiry check\n * @returns Movement penalty with all modifiers\n * \n * @public\n */\n calculateMovementPenalty(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth,\n instantPenalty?: InstantMovementPenalty,\n currentTime: number = Date.now()\n ): MovementPenalty {\n // Calculate average leg health percentage\n const leftLegPercent = health.legLeft / maxHealth.legLeft;\n const rightLegPercent = health.legRight / maxHealth.legRight;\n const avgLegHealth = (leftLegPercent + rightLegPercent) / 2;\n\n // Determine injury state and base speed multiplier\n const { injuryState, speedMultiplier } = this.getInjuryStateFromHealth(avgLegHealth);\n\n // Check if instant penalty is active\n const hasActiveInstantPenalty = \n instantPenalty !== undefined &&\n instantPenalty.appliedAt + instantPenalty.duration > currentTime;\n\n // Apply instant penalty if active, otherwise use base multiplier\n const finalSpeedMultiplier = hasActiveInstantPenalty && instantPenalty\n ? Math.min(speedMultiplier, instantPenalty.speedMultiplier)\n : speedMultiplier;\n\n // Calculate stance change penalty\n const stanceChangePenalty = \n avgLegHealth < MOVEMENT_PENALTY_CONSTANTS.STANCE_CHANGE.CRITICAL_THRESHOLD\n ? MOVEMENT_PENALTY_CONSTANTS.STANCE_CHANGE.INJURED\n : MOVEMENT_PENALTY_CONSTANTS.STANCE_CHANGE.NORMAL;\n\n // Determine if advanced stances are restricted\n const advancedStancesRestricted =\n avgLegHealth < MOVEMENT_PENALTY_CONSTANTS.STANCE_CHANGE.RESTRICTION_THRESHOLD;\n\n // Calculate balance modifier (lower leg health = worse balance)\n const balanceModifier = Math.max(0.3, avgLegHealth);\n\n // Determine if player can run\n const canRun = injuryState !== LegInjuryState.HOBBLED;\n\n return {\n speedMultiplier: finalSpeedMultiplier,\n canRun,\n injuryState,\n stanceChangePenalty,\n advancedStancesRestricted,\n balanceModifier,\n hasInstantPenalty: hasActiveInstantPenalty,\n instantPenaltyExpiry: hasActiveInstantPenalty && instantPenalty\n ? instantPenalty.appliedAt + instantPenalty.duration\n : 0,\n };\n }\n\n /**\n * Get injury state and speed multiplier from leg health percentage.\n * \n * **Korean**: 부상 상태 및 속도 배율 조회\n * \n * @param legHealthPercent - Average leg health as percentage (0.0-1.0)\n * @returns Injury state and corresponding speed multiplier\n * \n * @private\n */\n private getInjuryStateFromHealth(legHealthPercent: number): {\n injuryState: LegInjuryState;\n speedMultiplier: number;\n } {\n const { THRESHOLDS, SPEED_MULTIPLIERS } = MOVEMENT_PENALTY_CONSTANTS;\n\n if (legHealthPercent >= THRESHOLDS.NORMAL) {\n return {\n injuryState: LegInjuryState.NORMAL,\n speedMultiplier: SPEED_MULTIPLIERS.NORMAL,\n };\n } else if (legHealthPercent >= THRESHOLDS.LIMPING) {\n return {\n injuryState: LegInjuryState.LIMPING,\n speedMultiplier: SPEED_MULTIPLIERS.LIMPING,\n };\n } else if (legHealthPercent >= THRESHOLDS.SEVERE_LIMP) {\n return {\n injuryState: LegInjuryState.SEVERE_LIMP,\n speedMultiplier: SPEED_MULTIPLIERS.SEVERE_LIMP,\n };\n } else {\n return {\n injuryState: LegInjuryState.HOBBLED,\n speedMultiplier: SPEED_MULTIPLIERS.HOBBLED,\n };\n }\n }\n\n /**\n * Calculate asymmetric movement penalty based on movement direction and injured leg.\n * \n * **Korean**: 비대칭 이동 패널티 계산\n * \n * Left leg damage affects left-side movements more, and vice versa.\n * This creates realistic limping behavior where movement toward the injured\n * side is more impaired.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @param movementDirection - Direction of movement (positive = right, negative = left)\n * @returns Additional speed multiplier for asymmetric penalty\n * \n * @public\n */\n calculateAsymmetricPenalty(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth,\n movementDirection: { x: number; y: number }\n ): number {\n const leftLegPercent = health.legLeft / maxHealth.legLeft;\n const rightLegPercent = health.legRight / maxHealth.legRight;\n\n // Only apply asymmetric penalty if one leg is significantly more damaged\n const legHealthDifference = Math.abs(leftLegPercent - rightLegPercent);\n if (legHealthDifference < 0.15) {\n // Both legs similarly damaged - no asymmetric penalty\n return 1.0;\n }\n\n // Determine which leg is more injured\n const leftLegMoreInjured = leftLegPercent < rightLegPercent;\n\n // Horizontal movement direction (x-axis)\n const movingLeft = movementDirection.x < -0.1;\n const movingRight = movementDirection.x > 0.1;\n\n if (leftLegMoreInjured) {\n // Left leg injured - left movement more impaired\n if (movingLeft) {\n return MOVEMENT_PENALTY_CONSTANTS.ASYMMETRIC.SAME_SIDE_PENALTY;\n } else if (movingRight) {\n return MOVEMENT_PENALTY_CONSTANTS.ASYMMETRIC.OPPOSITE_SIDE_PENALTY;\n }\n } else {\n // Right leg injured - right movement more impaired\n if (movingRight) {\n return MOVEMENT_PENALTY_CONSTANTS.ASYMMETRIC.SAME_SIDE_PENALTY;\n } else if (movingLeft) {\n return MOVEMENT_PENALTY_CONSTANTS.ASYMMETRIC.OPPOSITE_SIDE_PENALTY;\n }\n }\n\n return 1.0; // No horizontal movement\n }\n\n /**\n * Create instant movement penalty from knee/ankle strike.\n * \n * **Korean**: 순간 이동 패널티 생성\n * \n * Applied when knee or ankle vital points are struck, causing immediate\n * severe movement impairment for 5 seconds.\n * \n * @param affectedPart - Body part that was struck (LEG_LEFT or LEG_RIGHT)\n * @param currentTime - Timestamp when strike occurred\n * @returns Instant movement penalty configuration\n * \n * @public\n */\n createInstantPenalty(\n affectedPart: BodyPart.LEG_LEFT | BodyPart.LEG_RIGHT,\n currentTime: number = Date.now()\n ): InstantMovementPenalty {\n return {\n speedMultiplier: MOVEMENT_PENALTY_CONSTANTS.INSTANT_PENALTY.SPEED_MULTIPLIER,\n duration: MOVEMENT_PENALTY_CONSTANTS.INSTANT_PENALTY.DURATION,\n appliedAt: currentTime,\n affectedPart,\n };\n }\n\n /**\n * Check if player should enter VULNERABLE state from leg damage.\n * \n * **Korean**: 취약 상태 확인\n * \n * Low leg health increases chance of entering vulnerable state,\n * making player more susceptible to follow-up attacks.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @returns True if player should enter vulnerable state\n * \n * @public\n */\n shouldEnterVulnerableState(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth\n ): boolean {\n const leftLegPercent = health.legLeft / maxHealth.legLeft;\n const rightLegPercent = health.legRight / maxHealth.legRight;\n const avgLegHealth = (leftLegPercent + rightLegPercent) / 2;\n\n // Enter vulnerable state when legs are critically damaged\n return avgLegHealth < MOVEMENT_PENALTY_CONSTANTS.THRESHOLDS.SEVERE_LIMP;\n }\n\n /**\n * Check if player should enter HELPLESS state from leg damage.\n * \n * **Korean**: 무력 상태 확인\n * \n * Both legs critically damaged or hobbled - player cannot maintain\n * effective combat stance and is highly vulnerable.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @returns True if player should enter helpless state\n * \n * @public\n */\n shouldEnterHelplessState(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth\n ): boolean {\n const leftLegPercent = health.legLeft / maxHealth.legLeft;\n const rightLegPercent = health.legRight / maxHealth.legRight;\n\n // Enter helpless state when both legs are hobbled\n return (\n leftLegPercent < MOVEMENT_PENALTY_CONSTANTS.THRESHOLDS.SEVERE_LIMP &&\n rightLegPercent < MOVEMENT_PENALTY_CONSTANTS.THRESHOLDS.SEVERE_LIMP\n );\n }\n\n /**\n * Calculate modified movement speed with all penalties applied.\n * \n * **Korean**: 수정된 이동 속도 계산\n * \n * Applies base movement penalty, asymmetric penalties, and instant penalties\n * to calculate the final movement speed.\n * \n * @param baseSpeed - Base movement speed (pixels per frame)\n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @param movementDirection - Direction vector of movement\n * @param instantPenalty - Optional active instant penalty\n * @param currentTime - Current timestamp\n * @returns Final movement speed with all penalties applied\n * \n * @public\n */\n calculateModifiedSpeed(\n baseSpeed: number,\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth,\n movementDirection: { x: number; y: number },\n instantPenalty?: InstantMovementPenalty,\n currentTime: number = Date.now()\n ): number {\n // Get base movement penalty\n const penalty = this.calculateMovementPenalty(\n health,\n maxHealth,\n instantPenalty,\n currentTime\n );\n\n // Calculate asymmetric penalty\n const asymmetricMultiplier = this.calculateAsymmetricPenalty(\n health,\n maxHealth,\n movementDirection\n );\n\n // Apply all multipliers\n return baseSpeed * penalty.speedMultiplier * asymmetricMultiplier;\n }\n}\n\n/**\n * Singleton instance of Movement Penalty System.\n * \n * **Korean**: 이동 패널티 시스템 싱글톤\n * \n * Provides global access to the movement penalty system throughout the game.\n * \n * @public\n */\nexport const movementPenaltySystem = new MovementPenaltySystem();\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAyEA,IAAa,wBAAb,MAAmC;;;;;;;;;;;;;;;;;CAiBjC,yBACE,QACA,WACA,gBACA,cAAsB,KAAK,KAAK,EACf;EAIjB,MAAM,gBAFiB,OAAO,UAAU,UAAU,UAC1B,OAAO,WAAW,UAAU,YACM;EAG1D,MAAM,EAAE,aAAa,oBAAoB,KAAK,yBAAyB,aAAa;EAGpF,MAAM,0BACJ,mBAAmB,KAAA,KACnB,eAAe,YAAY,eAAe,WAAW;EAGvD,MAAM,uBAAuB,2BAA2B,iBACpD,KAAK,IAAI,iBAAiB,eAAe,gBAAgB,GACzD;EAGJ,MAAM,sBACJ,eAAe,2BAA2B,cAAc,qBACpD,2BAA2B,cAAc,UACzC,2BAA2B,cAAc;EAG/C,MAAM,4BACJ,eAAe,2BAA2B,cAAc;EAG1D,MAAM,kBAAkB,KAAK,IAAI,IAAK,aAAa;EAKnD,OAAO;GACL,iBAAiB;GACjB,QAJa,gBAAgB,eAAe;GAK5C;GACA;GACA;GACA;GACA,mBAAmB;GACnB,sBAAsB,2BAA2B,iBAC7C,eAAe,YAAY,eAAe,WAC1C;GACL;;;;;;;;;;;;CAaH,yBAAiC,kBAG/B;EACA,MAAM,EAAE,YAAY,sBAAsB;EAE1C,IAAI,oBAAoB,WAAW,QACjC,OAAO;GACL,aAAa,eAAe;GAC5B,iBAAiB,kBAAkB;GACpC;OACI,IAAI,oBAAoB,WAAW,SACxC,OAAO;GACL,aAAa,eAAe;GAC5B,iBAAiB,kBAAkB;GACpC;OACI,IAAI,oBAAoB,WAAW,aACxC,OAAO;GACL,aAAa,eAAe;GAC5B,iBAAiB,kBAAkB;GACpC;OAED,OAAO;GACL,aAAa,eAAe;GAC5B,iBAAiB,kBAAkB;GACpC;;;;;;;;;;;;;;;;;;CAoBL,2BACE,QACA,WACA,mBACQ;EACR,MAAM,iBAAiB,OAAO,UAAU,UAAU;EAClD,MAAM,kBAAkB,OAAO,WAAW,UAAU;EAIpD,IAD4B,KAAK,IAAI,iBAAiB,gBAClD,GAAsB,KAExB,OAAO;EAIT,MAAM,qBAAqB,iBAAiB;EAG5C,MAAM,aAAa,kBAAkB,IAAI;EACzC,MAAM,cAAc,kBAAkB,IAAI;EAE1C,IAAI;OAEE,YACF,OAAO,2BAA2B,WAAW;QACxC,IAAI,aACT,OAAO,2BAA2B,WAAW;SAI/C,IAAI,aACF,OAAO,2BAA2B,WAAW;OACxC,IAAI,YACT,OAAO,2BAA2B,WAAW;EAIjD,OAAO;;;;;;;;;;;;;;;;CAiBT,qBACE,cACA,cAAsB,KAAK,KAAK,EACR;EACxB,OAAO;GACL,iBAAiB,2BAA2B,gBAAgB;GAC5D,UAAU,2BAA2B,gBAAgB;GACrD,WAAW;GACX;GACD;;;;;;;;;;;;;;;;CAiBH,2BACE,QACA,WACS;EAMT,QALuB,OAAO,UAAU,UAAU,UAC1B,OAAO,WAAW,UAAU,YACM,IAGpC,2BAA2B,WAAW;;;;;;;;;;;;;;;;CAiB9D,yBACE,QACA,WACS;EACT,MAAM,iBAAiB,OAAO,UAAU,UAAU;EAClD,MAAM,kBAAkB,OAAO,WAAW,UAAU;EAGpD,OACE,iBAAiB,2BAA2B,WAAW,eACvD,kBAAkB,2BAA2B,WAAW;;;;;;;;;;;;;;;;;;;;CAsB5D,uBACE,WACA,QACA,WACA,mBACA,gBACA,cAAsB,KAAK,KAAK,EACxB;EAER,MAAM,UAAU,KAAK,yBACnB,QACA,WACA,gBACA,YACD;EAGD,MAAM,uBAAuB,KAAK,2BAChC,QACA,WACA,kBACD;EAGD,OAAO,YAAY,QAAQ,kBAAkB;;;;;;;;;;;;AAajD,IAAa,wBAAwB,IAAI,uBAAuB"}
1
+ {"version":3,"file":"MovementPenaltySystem.js","names":[],"sources":["../../../src/systems/bodypart/MovementPenaltySystem.ts"],"sourcesContent":["/**\n * Movement Penalty System\n * \n * **Korean**: 이동 패널티 시스템\n * \n * Implements injury-based movement penalties where leg and body damage reduces\n * movement speed, stance changes, and mobility capabilities. This system applies\n * realistic combat trauma effects based on Korean martial arts principles.\n * \n * ## System Features\n * \n * - Progressive speed reduction based on leg health\n * - Asymmetric damage (left/right leg affects directional movement)\n * - Instant penalties from knee/ankle strikes (5 seconds)\n * - Stance change duration penalties\n * - Advanced stance restrictions when critically injured\n * - Balance integration for VULNERABLE/HELPLESS states\n * \n * ## Movement Speed Penalties\n * \n * | Leg Health | State | Speed | Can Run |\n * |------------|-------|-------|---------|\n * | 100-70% | Normal | 100% | Yes |\n * | 69-50% | Limping | 80% | Yes |\n * | 49-30% | Severe Limp | 60% | Yes |\n * | <30% | Hobbled | 40% | No |\n * \n * ## Stance Change Penalties\n * \n * - Legs <50% health: Stance change takes 2x longer\n * - Legs <30% health: Cannot change to advanced stances (only basic)\n * \n * @module systems/bodypart/MovementPenaltySystem\n * @category Body Part System\n * @korean 이동패널티시스템\n */\n\nimport {\n BodyPart,\n BodyPartHealth,\n BodyPartMaxHealth,\n LegInjuryState,\n MovementPenalty,\n InstantMovementPenalty,\n MOVEMENT_PENALTY_CONSTANTS,\n} from \"./types\";\n\n/**\n * Movement Penalty System class.\n * \n * **Korean**: 이동 패널티 시스템 클래스\n * \n * Calculates movement penalties from leg injuries, manages instant penalties\n * from knee/ankle strikes, and integrates with balance system.\n * \n * @example\n * ```typescript\n * const system = new MovementPenaltySystem();\n * \n * // Calculate current movement penalty\n * const penalty = system.calculateMovementPenalty(\n * bodyPartHealth,\n * maxHealth,\n * activeInstantPenalty\n * );\n * \n * // Apply to movement speed\n * const actualSpeed = baseSpeed * penalty.speedMultiplier;\n * ```\n * \n * @category Body Part System\n */\nexport class MovementPenaltySystem {\n /**\n * Calculate movement penalty from body part health.\n * \n * **Korean**: 이동 패널티 계산\n * \n * Analyzes leg health and returns comprehensive movement penalty including\n * speed multiplier, stance change penalties, and balance effects.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @param instantPenalty - Optional active instant penalty\n * @param currentTime - Current timestamp for instant penalty expiry check\n * @returns Movement penalty with all modifiers\n * \n */\n calculateMovementPenalty(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth,\n instantPenalty?: InstantMovementPenalty,\n currentTime: number = Date.now()\n ): MovementPenalty {\n // Calculate average leg health percentage\n const leftLegPercent = health.legLeft / maxHealth.legLeft;\n const rightLegPercent = health.legRight / maxHealth.legRight;\n const avgLegHealth = (leftLegPercent + rightLegPercent) / 2;\n\n // Determine injury state and base speed multiplier\n const { injuryState, speedMultiplier } = this.getInjuryStateFromHealth(avgLegHealth);\n\n // Check if instant penalty is active\n const hasActiveInstantPenalty = \n instantPenalty !== undefined &&\n instantPenalty.appliedAt + instantPenalty.duration > currentTime;\n\n // Apply instant penalty if active, otherwise use base multiplier\n const finalSpeedMultiplier = hasActiveInstantPenalty && instantPenalty\n ? Math.min(speedMultiplier, instantPenalty.speedMultiplier)\n : speedMultiplier;\n\n // Calculate stance change penalty\n const stanceChangePenalty = \n avgLegHealth < MOVEMENT_PENALTY_CONSTANTS.STANCE_CHANGE.CRITICAL_THRESHOLD\n ? MOVEMENT_PENALTY_CONSTANTS.STANCE_CHANGE.INJURED\n : MOVEMENT_PENALTY_CONSTANTS.STANCE_CHANGE.NORMAL;\n\n // Determine if advanced stances are restricted\n const advancedStancesRestricted =\n avgLegHealth < MOVEMENT_PENALTY_CONSTANTS.STANCE_CHANGE.RESTRICTION_THRESHOLD;\n\n // Calculate balance modifier (lower leg health = worse balance)\n const balanceModifier = Math.max(0.3, avgLegHealth);\n\n // Determine if player can run\n const canRun = injuryState !== LegInjuryState.HOBBLED;\n\n return {\n speedMultiplier: finalSpeedMultiplier,\n canRun,\n injuryState,\n stanceChangePenalty,\n advancedStancesRestricted,\n balanceModifier,\n hasInstantPenalty: hasActiveInstantPenalty,\n instantPenaltyExpiry: hasActiveInstantPenalty && instantPenalty\n ? instantPenalty.appliedAt + instantPenalty.duration\n : 0,\n };\n }\n\n /**\n * Get injury state and speed multiplier from leg health percentage.\n * \n * **Korean**: 부상 상태 및 속도 배율 조회\n * \n * @param legHealthPercent - Average leg health as percentage (0.0-1.0)\n * @returns Injury state and corresponding speed multiplier\n * \n * @private\n */\n private getInjuryStateFromHealth(legHealthPercent: number): {\n injuryState: LegInjuryState;\n speedMultiplier: number;\n } {\n const { THRESHOLDS, SPEED_MULTIPLIERS } = MOVEMENT_PENALTY_CONSTANTS;\n\n if (legHealthPercent >= THRESHOLDS.NORMAL) {\n return {\n injuryState: LegInjuryState.NORMAL,\n speedMultiplier: SPEED_MULTIPLIERS.NORMAL,\n };\n } else if (legHealthPercent >= THRESHOLDS.LIMPING) {\n return {\n injuryState: LegInjuryState.LIMPING,\n speedMultiplier: SPEED_MULTIPLIERS.LIMPING,\n };\n } else if (legHealthPercent >= THRESHOLDS.SEVERE_LIMP) {\n return {\n injuryState: LegInjuryState.SEVERE_LIMP,\n speedMultiplier: SPEED_MULTIPLIERS.SEVERE_LIMP,\n };\n } else {\n return {\n injuryState: LegInjuryState.HOBBLED,\n speedMultiplier: SPEED_MULTIPLIERS.HOBBLED,\n };\n }\n }\n\n /**\n * Calculate asymmetric movement penalty based on movement direction and injured leg.\n * \n * **Korean**: 비대칭 이동 패널티 계산\n * \n * Left leg damage affects left-side movements more, and vice versa.\n * This creates realistic limping behavior where movement toward the injured\n * side is more impaired.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @param movementDirection - Direction of movement (positive = right, negative = left)\n * @returns Additional speed multiplier for asymmetric penalty\n * \n */\n calculateAsymmetricPenalty(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth,\n movementDirection: { x: number; y: number }\n ): number {\n const leftLegPercent = health.legLeft / maxHealth.legLeft;\n const rightLegPercent = health.legRight / maxHealth.legRight;\n\n // Only apply asymmetric penalty if one leg is significantly more damaged\n const legHealthDifference = Math.abs(leftLegPercent - rightLegPercent);\n if (legHealthDifference < 0.15) {\n // Both legs similarly damaged - no asymmetric penalty\n return 1.0;\n }\n\n // Determine which leg is more injured\n const leftLegMoreInjured = leftLegPercent < rightLegPercent;\n\n // Horizontal movement direction (x-axis)\n const movingLeft = movementDirection.x < -0.1;\n const movingRight = movementDirection.x > 0.1;\n\n if (leftLegMoreInjured) {\n // Left leg injured - left movement more impaired\n if (movingLeft) {\n return MOVEMENT_PENALTY_CONSTANTS.ASYMMETRIC.SAME_SIDE_PENALTY;\n } else if (movingRight) {\n return MOVEMENT_PENALTY_CONSTANTS.ASYMMETRIC.OPPOSITE_SIDE_PENALTY;\n }\n } else {\n // Right leg injured - right movement more impaired\n if (movingRight) {\n return MOVEMENT_PENALTY_CONSTANTS.ASYMMETRIC.SAME_SIDE_PENALTY;\n } else if (movingLeft) {\n return MOVEMENT_PENALTY_CONSTANTS.ASYMMETRIC.OPPOSITE_SIDE_PENALTY;\n }\n }\n\n return 1.0; // No horizontal movement\n }\n\n /**\n * Create instant movement penalty from knee/ankle strike.\n * \n * **Korean**: 순간 이동 패널티 생성\n * \n * Applied when knee or ankle vital points are struck, causing immediate\n * severe movement impairment for 5 seconds.\n * \n * @param affectedPart - Body part that was struck (LEG_LEFT or LEG_RIGHT)\n * @param currentTime - Timestamp when strike occurred\n * @returns Instant movement penalty configuration\n * \n */\n createInstantPenalty(\n affectedPart: BodyPart.LEG_LEFT | BodyPart.LEG_RIGHT,\n currentTime: number = Date.now()\n ): InstantMovementPenalty {\n return {\n speedMultiplier: MOVEMENT_PENALTY_CONSTANTS.INSTANT_PENALTY.SPEED_MULTIPLIER,\n duration: MOVEMENT_PENALTY_CONSTANTS.INSTANT_PENALTY.DURATION,\n appliedAt: currentTime,\n affectedPart,\n };\n }\n\n /**\n * Check if player should enter VULNERABLE state from leg damage.\n * \n * **Korean**: 취약 상태 확인\n * \n * Low leg health increases chance of entering vulnerable state,\n * making player more susceptible to follow-up attacks.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @returns True if player should enter vulnerable state\n * \n */\n shouldEnterVulnerableState(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth\n ): boolean {\n const leftLegPercent = health.legLeft / maxHealth.legLeft;\n const rightLegPercent = health.legRight / maxHealth.legRight;\n const avgLegHealth = (leftLegPercent + rightLegPercent) / 2;\n\n // Enter vulnerable state when legs are critically damaged\n return avgLegHealth < MOVEMENT_PENALTY_CONSTANTS.THRESHOLDS.SEVERE_LIMP;\n }\n\n /**\n * Check if player should enter HELPLESS state from leg damage.\n * \n * **Korean**: 무력 상태 확인\n * \n * Both legs critically damaged or hobbled - player cannot maintain\n * effective combat stance and is highly vulnerable.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @returns True if player should enter helpless state\n * \n */\n shouldEnterHelplessState(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth\n ): boolean {\n const leftLegPercent = health.legLeft / maxHealth.legLeft;\n const rightLegPercent = health.legRight / maxHealth.legRight;\n\n // Enter helpless state when both legs are hobbled\n return (\n leftLegPercent < MOVEMENT_PENALTY_CONSTANTS.THRESHOLDS.SEVERE_LIMP &&\n rightLegPercent < MOVEMENT_PENALTY_CONSTANTS.THRESHOLDS.SEVERE_LIMP\n );\n }\n\n /**\n * Calculate modified movement speed with all penalties applied.\n * \n * **Korean**: 수정된 이동 속도 계산\n * \n * Applies base movement penalty, asymmetric penalties, and instant penalties\n * to calculate the final movement speed.\n * \n * @param baseSpeed - Base movement speed (pixels per frame)\n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @param movementDirection - Direction vector of movement\n * @param instantPenalty - Optional active instant penalty\n * @param currentTime - Current timestamp\n * @returns Final movement speed with all penalties applied\n * \n */\n calculateModifiedSpeed(\n baseSpeed: number,\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth,\n movementDirection: { x: number; y: number },\n instantPenalty?: InstantMovementPenalty,\n currentTime: number = Date.now()\n ): number {\n // Get base movement penalty\n const penalty = this.calculateMovementPenalty(\n health,\n maxHealth,\n instantPenalty,\n currentTime\n );\n\n // Calculate asymmetric penalty\n const asymmetricMultiplier = this.calculateAsymmetricPenalty(\n health,\n maxHealth,\n movementDirection\n );\n\n // Apply all multipliers\n return baseSpeed * penalty.speedMultiplier * asymmetricMultiplier;\n }\n}\n\n/**\n * Singleton instance of Movement Penalty System.\n * \n * **Korean**: 이동 패널티 시스템 싱글톤\n * \n * Provides global access to the movement penalty system throughout the game.\n * \n */\nexport const movementPenaltySystem = new MovementPenaltySystem();\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAwEA,IAAa,wBAAb,MAAmC;;;;;;;;;;;;;;;;CAgBjC,yBACE,QACA,WACA,gBACA,cAAsB,KAAK,KAAK,EACf;EAIjB,MAAM,gBAFiB,OAAO,UAAU,UAAU,UAC1B,OAAO,WAAW,UAAU,YACM;EAG1D,MAAM,EAAE,aAAa,oBAAoB,KAAK,yBAAyB,aAAa;EAGpF,MAAM,0BACJ,mBAAmB,KAAA,KACnB,eAAe,YAAY,eAAe,WAAW;EAGvD,MAAM,uBAAuB,2BAA2B,iBACpD,KAAK,IAAI,iBAAiB,eAAe,gBAAgB,GACzD;EAGJ,MAAM,sBACJ,eAAe,2BAA2B,cAAc,qBACpD,2BAA2B,cAAc,UACzC,2BAA2B,cAAc;EAG/C,MAAM,4BACJ,eAAe,2BAA2B,cAAc;EAG1D,MAAM,kBAAkB,KAAK,IAAI,IAAK,aAAa;EAKnD,OAAO;GACL,iBAAiB;GACjB,QAJa,gBAAgB,eAAe;GAK5C;GACA;GACA;GACA;GACA,mBAAmB;GACnB,sBAAsB,2BAA2B,iBAC7C,eAAe,YAAY,eAAe,WAC1C;GACL;;;;;;;;;;;;CAaH,yBAAiC,kBAG/B;EACA,MAAM,EAAE,YAAY,sBAAsB;EAE1C,IAAI,oBAAoB,WAAW,QACjC,OAAO;GACL,aAAa,eAAe;GAC5B,iBAAiB,kBAAkB;GACpC;OACI,IAAI,oBAAoB,WAAW,SACxC,OAAO;GACL,aAAa,eAAe;GAC5B,iBAAiB,kBAAkB;GACpC;OACI,IAAI,oBAAoB,WAAW,aACxC,OAAO;GACL,aAAa,eAAe;GAC5B,iBAAiB,kBAAkB;GACpC;OAED,OAAO;GACL,aAAa,eAAe;GAC5B,iBAAiB,kBAAkB;GACpC;;;;;;;;;;;;;;;;;CAmBL,2BACE,QACA,WACA,mBACQ;EACR,MAAM,iBAAiB,OAAO,UAAU,UAAU;EAClD,MAAM,kBAAkB,OAAO,WAAW,UAAU;EAIpD,IAD4B,KAAK,IAAI,iBAAiB,gBAClD,GAAsB,KAExB,OAAO;EAIT,MAAM,qBAAqB,iBAAiB;EAG5C,MAAM,aAAa,kBAAkB,IAAI;EACzC,MAAM,cAAc,kBAAkB,IAAI;EAE1C,IAAI;OAEE,YACF,OAAO,2BAA2B,WAAW;QACxC,IAAI,aACT,OAAO,2BAA2B,WAAW;SAI/C,IAAI,aACF,OAAO,2BAA2B,WAAW;OACxC,IAAI,YACT,OAAO,2BAA2B,WAAW;EAIjD,OAAO;;;;;;;;;;;;;;;CAgBT,qBACE,cACA,cAAsB,KAAK,KAAK,EACR;EACxB,OAAO;GACL,iBAAiB,2BAA2B,gBAAgB;GAC5D,UAAU,2BAA2B,gBAAgB;GACrD,WAAW;GACX;GACD;;;;;;;;;;;;;;;CAgBH,2BACE,QACA,WACS;EAMT,QALuB,OAAO,UAAU,UAAU,UAC1B,OAAO,WAAW,UAAU,YACM,IAGpC,2BAA2B,WAAW;;;;;;;;;;;;;;;CAgB9D,yBACE,QACA,WACS;EACT,MAAM,iBAAiB,OAAO,UAAU,UAAU;EAClD,MAAM,kBAAkB,OAAO,WAAW,UAAU;EAGpD,OACE,iBAAiB,2BAA2B,WAAW,eACvD,kBAAkB,2BAA2B,WAAW;;;;;;;;;;;;;;;;;;;CAqB5D,uBACE,WACA,QACA,WACA,mBACA,gBACA,cAAsB,KAAK,KAAK,EACxB;EAER,MAAM,UAAU,KAAK,yBACnB,QACA,WACA,gBACA,YACD;EAGD,MAAM,uBAAuB,KAAK,2BAChC,QACA,WACA,kBACD;EAGD,OAAO,YAAY,QAAQ,kBAAkB;;;;;;;;;;;AAYjD,IAAa,wBAAwB,IAAI,uBAAuB"}
@@ -40,7 +40,6 @@ import { CombatInjuryIntegration } from "./CombatInjuryIntegration";
40
40
  * manager.clearPlayerInjuries('player-1');
41
41
  * ```
42
42
  *
43
- * @public
44
43
  */
45
44
  export declare class PlayerInjuryTrackingManager {
46
45
  private trackers;
@@ -53,7 +52,6 @@ export declare class PlayerInjuryTrackingManager {
53
52
  * @param playerId - Unique player identifier (string or number)
54
53
  * @returns InjuryTracker instance for the player
55
54
  *
56
- * @public
57
55
  */
58
56
  getTrackerForPlayer(playerId: string | number): InjuryTracker;
59
57
  /**
@@ -64,7 +62,6 @@ export declare class PlayerInjuryTrackingManager {
64
62
  * @param playerId - Unique player identifier (string or number)
65
63
  * @returns CombatInjuryIntegration instance for the player
66
64
  *
67
- * @public
68
65
  */
69
66
  getIntegrationForPlayer(playerId: string | number): CombatInjuryIntegration;
70
67
  /**
@@ -76,7 +73,6 @@ export declare class PlayerInjuryTrackingManager {
76
73
  *
77
74
  * @param playerId - Unique player identifier (string or number)
78
75
  *
79
- * @public
80
76
  */
81
77
  clearPlayerInjuries(playerId: string | number): void;
82
78
  /**
@@ -86,7 +82,6 @@ export declare class PlayerInjuryTrackingManager {
86
82
  *
87
83
  * @param playerId - Unique player identifier (string or number)
88
84
  *
89
- * @public
90
85
  */
91
86
  removePlayer(playerId: string | number): void;
92
87
  /**
@@ -96,7 +91,6 @@ export declare class PlayerInjuryTrackingManager {
96
91
  *
97
92
  * Useful for resetting the entire game state.
98
93
  *
99
- * @public
100
94
  */
101
95
  clearAll(): void;
102
96
  /**
@@ -106,7 +100,6 @@ export declare class PlayerInjuryTrackingManager {
106
100
  *
107
101
  * @returns Array of player IDs
108
102
  *
109
- * @public
110
103
  */
111
104
  getActivePlayerIds(): string[];
112
105
  }
@@ -131,7 +124,6 @@ export declare class PlayerInjuryTrackingManager {
131
124
  * });
132
125
  * ```
133
126
  *
134
- * @public
135
127
  */
136
128
  export declare const playerInjuryManager: PlayerInjuryTrackingManager;
137
129
  //# sourceMappingURL=PlayerInjuryTrackingManager.d.ts.map
@@ -1 +1 @@
1
- {"version":3,"file":"PlayerInjuryTrackingManager.d.ts","sourceRoot":"","sources":["../../../src/systems/bodypart/PlayerInjuryTrackingManager.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AAEH,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAChD,OAAO,EAAE,uBAAuB,EAAE,MAAM,2BAA2B,CAAC;AAEpE;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,qBAAa,2BAA2B;IACtC,OAAO,CAAC,QAAQ,CAAoC;IACpD,OAAO,CAAC,YAAY,CAA8C;IAElE;;;;;;;;;OASG;IACH,mBAAmB,CAAC,QAAQ,EAAE,MAAM,GAAG,MAAM,GAAG,aAAa;IAU7D;;;;;;;;;OASG;IACH,uBAAuB,CAAC,QAAQ,EAAE,MAAM,GAAG,MAAM,GAAG,uBAAuB;IAiB3E;;;;;;;;;;OAUG;IACH,mBAAmB,CAAC,QAAQ,EAAE,MAAM,GAAG,MAAM,GAAG,IAAI;IAQpD;;;;;;;;OAQG;IACH,YAAY,CAAC,QAAQ,EAAE,MAAM,GAAG,MAAM,GAAG,IAAI;IAM7C;;;;;;;;OAQG;IACH,QAAQ,IAAI,IAAI;IAKhB;;;;;;;;OAQG;IACH,kBAAkB,IAAI,MAAM,EAAE;CAG/B;AAED;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,eAAO,MAAM,mBAAmB,6BAAoC,CAAC"}
1
+ {"version":3,"file":"PlayerInjuryTrackingManager.d.ts","sourceRoot":"","sources":["../../../src/systems/bodypart/PlayerInjuryTrackingManager.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AAEH,OAAO,EAAE,aAAa,EAAE,MAAM,iBAAiB,CAAC;AAChD,OAAO,EAAE,uBAAuB,EAAE,MAAM,2BAA2B,CAAC;AAEpE;;;;;;;;;;;;;;;;;;;;;;;;;;;GA2BG;AACH,qBAAa,2BAA2B;IACtC,OAAO,CAAC,QAAQ,CAAoC;IACpD,OAAO,CAAC,YAAY,CAA8C;IAElE;;;;;;;;OAQG;IACH,mBAAmB,CAAC,QAAQ,EAAE,MAAM,GAAG,MAAM,GAAG,aAAa;IAU7D;;;;;;;;OAQG;IACH,uBAAuB,CAAC,QAAQ,EAAE,MAAM,GAAG,MAAM,GAAG,uBAAuB;IAiB3E;;;;;;;;;OASG;IACH,mBAAmB,CAAC,QAAQ,EAAE,MAAM,GAAG,MAAM,GAAG,IAAI;IAQpD;;;;;;;OAOG;IACH,YAAY,CAAC,QAAQ,EAAE,MAAM,GAAG,MAAM,GAAG,IAAI;IAM7C;;;;;;;OAOG;IACH,QAAQ,IAAI,IAAI;IAKhB;;;;;;;OAOG;IACH,kBAAkB,IAAI,MAAM,EAAE;CAG/B;AAED;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,eAAO,MAAM,mBAAmB,6BAAoC,CAAC"}
@@ -41,7 +41,6 @@ import { CombatInjuryIntegration } from "./CombatInjuryIntegration.js";
41
41
  * manager.clearPlayerInjuries('player-1');
42
42
  * ```
43
43
  *
44
- * @public
45
44
  */
46
45
  var PlayerInjuryTrackingManager = class {
47
46
  trackers = /* @__PURE__ */ new Map();
@@ -54,7 +53,6 @@ var PlayerInjuryTrackingManager = class {
54
53
  * @param playerId - Unique player identifier (string or number)
55
54
  * @returns InjuryTracker instance for the player
56
55
  *
57
- * @public
58
56
  */
59
57
  getTrackerForPlayer(playerId) {
60
58
  const key = String(playerId);
@@ -73,7 +71,6 @@ var PlayerInjuryTrackingManager = class {
73
71
  * @param playerId - Unique player identifier (string or number)
74
72
  * @returns CombatInjuryIntegration instance for the player
75
73
  *
76
- * @public
77
74
  */
78
75
  getIntegrationForPlayer(playerId) {
79
76
  const key = String(playerId);
@@ -98,7 +95,6 @@ var PlayerInjuryTrackingManager = class {
98
95
  *
99
96
  * @param playerId - Unique player identifier (string or number)
100
97
  *
101
- * @public
102
98
  */
103
99
  clearPlayerInjuries(playerId) {
104
100
  const key = String(playerId);
@@ -112,7 +108,6 @@ var PlayerInjuryTrackingManager = class {
112
108
  *
113
109
  * @param playerId - Unique player identifier (string or number)
114
110
  *
115
- * @public
116
111
  */
117
112
  removePlayer(playerId) {
118
113
  const key = String(playerId);
@@ -126,7 +121,6 @@ var PlayerInjuryTrackingManager = class {
126
121
  *
127
122
  * Useful for resetting the entire game state.
128
123
  *
129
- * @public
130
124
  */
131
125
  clearAll() {
132
126
  this.trackers.clear();
@@ -139,7 +133,6 @@ var PlayerInjuryTrackingManager = class {
139
133
  *
140
134
  * @returns Array of player IDs
141
135
  *
142
- * @public
143
136
  */
144
137
  getActivePlayerIds() {
145
138
  return Array.from(this.trackers.keys());
@@ -166,7 +159,6 @@ var PlayerInjuryTrackingManager = class {
166
159
  * });
167
160
  * ```
168
161
  *
169
- * @public
170
162
  */
171
163
  var playerInjuryManager = new PlayerInjuryTrackingManager();
172
164
  //#endregion
@@ -1 +1 @@
1
- {"version":3,"file":"PlayerInjuryTrackingManager.js","names":[],"sources":["../../../src/systems/bodypart/PlayerInjuryTrackingManager.ts"],"sourcesContent":["/**\n * Player Injury Tracking Manager\n * \n * **Korean**: 플레이어 부상 추적 관리자\n * \n * Manages per-player injury tracking to prevent mixing injuries between\n * multiple characters in combat scenarios. Each player gets their own\n * InjuryTracker instance.\n * \n * @module systems/bodypart\n * @category Injury Tracking\n * @korean 부상추적\n */\n\nimport { InjuryTracker } from \"./InjuryTracker\";\nimport { CombatInjuryIntegration } from \"./CombatInjuryIntegration\";\n\n/**\n * Manager for per-player injury tracking.\n * \n * **Korean**: 플레이어별 부상 추적 관리자\n * \n * Maintains separate {@link InjuryTracker} and {@link CombatInjuryIntegration}\n * instances for each player to ensure injuries don't get mixed between characters.\n * \n * @example\n * ```typescript\n * const manager = new PlayerInjuryTrackingManager();\n * \n * // Get or create tracker for a player\n * const player1Tracker = manager.getTrackerForPlayer('player-1');\n * const player1Integration = manager.getIntegrationForPlayer('player-1');\n * \n * // Record injury for specific player\n * player1Integration.recordCombatDamage({\n * damage: 35,\n * bodyRegion: BodyRegion.TORSO,\n * damageType: DamageType.BLUNT,\n * });\n * \n * // Clear injuries for a player (e.g., between rounds)\n * manager.clearPlayerInjuries('player-1');\n * ```\n * \n * @public\n */\nexport class PlayerInjuryTrackingManager {\n private trackers = new Map<string, InjuryTracker>();\n private integrations = new Map<string, CombatInjuryIntegration>();\n\n /**\n * Get the InjuryTracker for a specific player, creating it if needed.\n * \n * **Korean**: 특정 플레이어의 InjuryTracker 가져오기 (필요시 생성)\n * \n * @param playerId - Unique player identifier (string or number)\n * @returns InjuryTracker instance for the player\n * \n * @public\n */\n getTrackerForPlayer(playerId: string | number): InjuryTracker {\n const key = String(playerId);\n let tracker = this.trackers.get(key);\n if (!tracker) {\n tracker = new InjuryTracker();\n this.trackers.set(key, tracker);\n }\n return tracker;\n }\n\n /**\n * Get the CombatInjuryIntegration for a specific player, creating it if needed.\n * \n * **Korean**: 특정 플레이어의 CombatInjuryIntegration 가져오기 (필요시 생성)\n * \n * @param playerId - Unique player identifier (string or number)\n * @returns CombatInjuryIntegration instance for the player\n * \n * @public\n */\n getIntegrationForPlayer(playerId: string | number): CombatInjuryIntegration {\n const key = String(playerId);\n let integration = this.integrations.get(key);\n if (!integration) {\n const tracker = this.getTrackerForPlayer(playerId);\n // Pass complete config with tracker override\n integration = new CombatInjuryIntegration({\n enabled: true,\n minDamage: 5,\n bloodThreshold: 30,\n tracker,\n });\n this.integrations.set(key, integration);\n }\n return integration;\n }\n\n /**\n * Clear all injuries for a specific player.\n * \n * **Korean**: 특정 플레이어의 모든 부상 제거\n * \n * Useful for round resets or when a player is defeated.\n * \n * @param playerId - Unique player identifier (string or number)\n * \n * @public\n */\n clearPlayerInjuries(playerId: string | number): void {\n const key = String(playerId);\n const tracker = this.trackers.get(key);\n if (tracker) {\n tracker.clearInjuries();\n }\n }\n\n /**\n * Remove tracking data for a player (e.g., when they leave the game).\n * \n * **Korean**: 플레이어 추적 데이터 제거\n * \n * @param playerId - Unique player identifier (string or number)\n * \n * @public\n */\n removePlayer(playerId: string | number): void {\n const key = String(playerId);\n this.trackers.delete(key);\n this.integrations.delete(key);\n }\n\n /**\n * Clear all player tracking data.\n * \n * **Korean**: 모든 플레이어 추적 데이터 제거\n * \n * Useful for resetting the entire game state.\n * \n * @public\n */\n clearAll(): void {\n this.trackers.clear();\n this.integrations.clear();\n }\n\n /**\n * Get all active player IDs being tracked.\n * \n * **Korean**: 추적 중인 모든 플레이어 ID 가져오기\n * \n * @returns Array of player IDs\n * \n * @public\n */\n getActivePlayerIds(): string[] {\n return Array.from(this.trackers.keys());\n }\n}\n\n/**\n * Global singleton manager for player injury tracking.\n * \n * **Korean**: 플레이어 부상 추적을 위한 전역 싱글톤 관리자\n * \n * This singleton manages per-player injury trackers to ensure injuries\n * from different characters don't get mixed together.\n * \n * @example\n * ```typescript\n * import { playerInjuryManager } from '@/systems/bodypart';\n * \n * // In combat code:\n * const defenderIntegration = playerInjuryManager.getIntegrationForPlayer(defender.id);\n * defenderIntegration.recordCombatDamage({\n * damage: result.damage,\n * bodyRegion,\n * damageType,\n * });\n * ```\n * \n * @public\n */\nexport const playerInjuryManager = new PlayerInjuryTrackingManager();\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA8CA,IAAa,8BAAb,MAAyC;CACvC,2BAAmB,IAAI,KAA4B;CACnD,+BAAuB,IAAI,KAAsC;;;;;;;;;;;CAYjE,oBAAoB,UAA0C;EAC5D,MAAM,MAAM,OAAO,SAAS;EAC5B,IAAI,UAAU,KAAK,SAAS,IAAI,IAAI;EACpC,IAAI,CAAC,SAAS;GACZ,UAAU,IAAI,eAAe;GAC7B,KAAK,SAAS,IAAI,KAAK,QAAQ;;EAEjC,OAAO;;;;;;;;;;;;CAaT,wBAAwB,UAAoD;EAC1E,MAAM,MAAM,OAAO,SAAS;EAC5B,IAAI,cAAc,KAAK,aAAa,IAAI,IAAI;EAC5C,IAAI,CAAC,aAAa;GAGhB,cAAc,IAAI,wBAAwB;IACxC,SAAS;IACT,WAAW;IACX,gBAAgB;IAChB,SANc,KAAK,oBAAoB,SAMvC;IACD,CAAC;GACF,KAAK,aAAa,IAAI,KAAK,YAAY;;EAEzC,OAAO;;;;;;;;;;;;;CAcT,oBAAoB,UAAiC;EACnD,MAAM,MAAM,OAAO,SAAS;EAC5B,MAAM,UAAU,KAAK,SAAS,IAAI,IAAI;EACtC,IAAI,SACF,QAAQ,eAAe;;;;;;;;;;;CAa3B,aAAa,UAAiC;EAC5C,MAAM,MAAM,OAAO,SAAS;EAC5B,KAAK,SAAS,OAAO,IAAI;EACzB,KAAK,aAAa,OAAO,IAAI;;;;;;;;;;;CAY/B,WAAiB;EACf,KAAK,SAAS,OAAO;EACrB,KAAK,aAAa,OAAO;;;;;;;;;;;CAY3B,qBAA+B;EAC7B,OAAO,MAAM,KAAK,KAAK,SAAS,MAAM,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;;AA2B3C,IAAa,sBAAsB,IAAI,6BAA6B"}
1
+ {"version":3,"file":"PlayerInjuryTrackingManager.js","names":[],"sources":["../../../src/systems/bodypart/PlayerInjuryTrackingManager.ts"],"sourcesContent":["/**\n * Player Injury Tracking Manager\n * \n * **Korean**: 플레이어 부상 추적 관리자\n * \n * Manages per-player injury tracking to prevent mixing injuries between\n * multiple characters in combat scenarios. Each player gets their own\n * InjuryTracker instance.\n * \n * @module systems/bodypart\n * @category Injury Tracking\n * @korean 부상추적\n */\n\nimport { InjuryTracker } from \"./InjuryTracker\";\nimport { CombatInjuryIntegration } from \"./CombatInjuryIntegration\";\n\n/**\n * Manager for per-player injury tracking.\n * \n * **Korean**: 플레이어별 부상 추적 관리자\n * \n * Maintains separate {@link InjuryTracker} and {@link CombatInjuryIntegration}\n * instances for each player to ensure injuries don't get mixed between characters.\n * \n * @example\n * ```typescript\n * const manager = new PlayerInjuryTrackingManager();\n * \n * // Get or create tracker for a player\n * const player1Tracker = manager.getTrackerForPlayer('player-1');\n * const player1Integration = manager.getIntegrationForPlayer('player-1');\n * \n * // Record injury for specific player\n * player1Integration.recordCombatDamage({\n * damage: 35,\n * bodyRegion: BodyRegion.TORSO,\n * damageType: DamageType.BLUNT,\n * });\n * \n * // Clear injuries for a player (e.g., between rounds)\n * manager.clearPlayerInjuries('player-1');\n * ```\n * \n */\nexport class PlayerInjuryTrackingManager {\n private trackers = new Map<string, InjuryTracker>();\n private integrations = new Map<string, CombatInjuryIntegration>();\n\n /**\n * Get the InjuryTracker for a specific player, creating it if needed.\n * \n * **Korean**: 특정 플레이어의 InjuryTracker 가져오기 (필요시 생성)\n * \n * @param playerId - Unique player identifier (string or number)\n * @returns InjuryTracker instance for the player\n * \n */\n getTrackerForPlayer(playerId: string | number): InjuryTracker {\n const key = String(playerId);\n let tracker = this.trackers.get(key);\n if (!tracker) {\n tracker = new InjuryTracker();\n this.trackers.set(key, tracker);\n }\n return tracker;\n }\n\n /**\n * Get the CombatInjuryIntegration for a specific player, creating it if needed.\n * \n * **Korean**: 특정 플레이어의 CombatInjuryIntegration 가져오기 (필요시 생성)\n * \n * @param playerId - Unique player identifier (string or number)\n * @returns CombatInjuryIntegration instance for the player\n * \n */\n getIntegrationForPlayer(playerId: string | number): CombatInjuryIntegration {\n const key = String(playerId);\n let integration = this.integrations.get(key);\n if (!integration) {\n const tracker = this.getTrackerForPlayer(playerId);\n // Pass complete config with tracker override\n integration = new CombatInjuryIntegration({\n enabled: true,\n minDamage: 5,\n bloodThreshold: 30,\n tracker,\n });\n this.integrations.set(key, integration);\n }\n return integration;\n }\n\n /**\n * Clear all injuries for a specific player.\n * \n * **Korean**: 특정 플레이어의 모든 부상 제거\n * \n * Useful for round resets or when a player is defeated.\n * \n * @param playerId - Unique player identifier (string or number)\n * \n */\n clearPlayerInjuries(playerId: string | number): void {\n const key = String(playerId);\n const tracker = this.trackers.get(key);\n if (tracker) {\n tracker.clearInjuries();\n }\n }\n\n /**\n * Remove tracking data for a player (e.g., when they leave the game).\n * \n * **Korean**: 플레이어 추적 데이터 제거\n * \n * @param playerId - Unique player identifier (string or number)\n * \n */\n removePlayer(playerId: string | number): void {\n const key = String(playerId);\n this.trackers.delete(key);\n this.integrations.delete(key);\n }\n\n /**\n * Clear all player tracking data.\n * \n * **Korean**: 모든 플레이어 추적 데이터 제거\n * \n * Useful for resetting the entire game state.\n * \n */\n clearAll(): void {\n this.trackers.clear();\n this.integrations.clear();\n }\n\n /**\n * Get all active player IDs being tracked.\n * \n * **Korean**: 추적 중인 모든 플레이어 ID 가져오기\n * \n * @returns Array of player IDs\n * \n */\n getActivePlayerIds(): string[] {\n return Array.from(this.trackers.keys());\n }\n}\n\n/**\n * Global singleton manager for player injury tracking.\n * \n * **Korean**: 플레이어 부상 추적을 위한 전역 싱글톤 관리자\n * \n * This singleton manages per-player injury trackers to ensure injuries\n * from different characters don't get mixed together.\n * \n * @example\n * ```typescript\n * import { playerInjuryManager } from '@/systems/bodypart';\n * \n * // In combat code:\n * const defenderIntegration = playerInjuryManager.getIntegrationForPlayer(defender.id);\n * defenderIntegration.recordCombatDamage({\n * damage: result.damage,\n * bodyRegion,\n * damageType,\n * });\n * ```\n * \n */\nexport const playerInjuryManager = new PlayerInjuryTrackingManager();\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA6CA,IAAa,8BAAb,MAAyC;CACvC,2BAAmB,IAAI,KAA4B;CACnD,+BAAuB,IAAI,KAAsC;;;;;;;;;;CAWjE,oBAAoB,UAA0C;EAC5D,MAAM,MAAM,OAAO,SAAS;EAC5B,IAAI,UAAU,KAAK,SAAS,IAAI,IAAI;EACpC,IAAI,CAAC,SAAS;GACZ,UAAU,IAAI,eAAe;GAC7B,KAAK,SAAS,IAAI,KAAK,QAAQ;;EAEjC,OAAO;;;;;;;;;;;CAYT,wBAAwB,UAAoD;EAC1E,MAAM,MAAM,OAAO,SAAS;EAC5B,IAAI,cAAc,KAAK,aAAa,IAAI,IAAI;EAC5C,IAAI,CAAC,aAAa;GAGhB,cAAc,IAAI,wBAAwB;IACxC,SAAS;IACT,WAAW;IACX,gBAAgB;IAChB,SANc,KAAK,oBAAoB,SAMvC;IACD,CAAC;GACF,KAAK,aAAa,IAAI,KAAK,YAAY;;EAEzC,OAAO;;;;;;;;;;;;CAaT,oBAAoB,UAAiC;EACnD,MAAM,MAAM,OAAO,SAAS;EAC5B,MAAM,UAAU,KAAK,SAAS,IAAI,IAAI;EACtC,IAAI,SACF,QAAQ,eAAe;;;;;;;;;;CAY3B,aAAa,UAAiC;EAC5C,MAAM,MAAM,OAAO,SAAS;EAC5B,KAAK,SAAS,OAAO,IAAI;EACzB,KAAK,aAAa,OAAO,IAAI;;;;;;;;;;CAW/B,WAAiB;EACf,KAAK,SAAS,OAAO;EACrB,KAAK,aAAa,OAAO;;;;;;;;;;CAW3B,qBAA+B;EAC7B,OAAO,MAAM,KAAK,KAAK,SAAS,MAAM,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;AA0B3C,IAAa,sBAAsB,IAAI,6BAA6B"}
@@ -39,7 +39,6 @@ import { KoreanText } from "../../types";
39
39
  * const health = player.bodyPartHealth[bodyPart]; // 0-100
40
40
  * ```
41
41
  *
42
- * @public
43
42
  * @category Body Part System
44
43
  * @korean 신체부위
45
44
  */
@@ -92,7 +91,6 @@ export declare enum BodyPart {
92
91
  * };
93
92
  * ```
94
93
  *
95
- * @public
96
94
  * @category Body Part System
97
95
  * @korean 신체부위체력
98
96
  */
@@ -122,7 +120,6 @@ export interface BodyPartHealth {
122
120
  * Defines the maximum HP capacity for each body part. Can be modified by
123
121
  * archetype, equipment, or training bonuses.
124
122
  *
125
- * @public
126
123
  * @category Body Part System
127
124
  * @korean 최대신체부위체력
128
125
  */
@@ -170,7 +167,6 @@ export interface BodyPartMaxHealth {
170
167
  * };
171
168
  * ```
172
169
  *
173
- * @public
174
170
  * @category Body Part System
175
171
  * @korean 신체부위효과
176
172
  */
@@ -208,7 +204,6 @@ export interface BodyPartEffects {
208
204
  * };
209
205
  * ```
210
206
  *
211
- * @public
212
207
  * @category Body Part System
213
208
  * @korean 신체부위피해분배
214
209
  */
@@ -232,7 +227,6 @@ export interface BodyPartDamageDistribution {
232
227
  * Provides UI-friendly data about body part health status including
233
228
  * color coding, status text, and icon information.
234
229
  *
235
- * @public
236
230
  * @category Body Part System
237
231
  * @korean 신체부위상태
238
232
  */
@@ -262,7 +256,6 @@ export interface BodyPartStatus {
262
256
  * Defines thresholds, multipliers, and constants used by the body part
263
257
  * health system for damage calculation and effect application.
264
258
  *
265
- * @public
266
259
  * @category Body Part System
267
260
  * @korean 신체부위설정
268
261
  */
@@ -288,7 +281,6 @@ export interface BodyPartHealthConfig {
288
281
  /**
289
282
  * Default configuration values for body part health system.
290
283
  *
291
- * @public
292
284
  * @category Body Part System
293
285
  */
294
286
  export declare const DEFAULT_BODY_PART_CONFIG: BodyPartHealthConfig;
@@ -303,7 +295,6 @@ export declare const DEFAULT_BODY_PART_CONFIG: BodyPartHealthConfig;
303
295
  * - Arms <50%: Attack damage -30%
304
296
  * - Legs <50%: Movement speed -40%
305
297
  *
306
- * @public
307
298
  * @category Body Part System
308
299
  */
309
300
  export declare const BODY_PART_EFFECT_CONSTANTS: {
@@ -335,7 +326,6 @@ export declare const BODY_PART_EFFECT_CONSTANTS: {
335
326
  *
336
327
  * Defines movement impairment states based on leg health percentage.
337
328
  *
338
- * @public
339
329
  * @category Body Part System
340
330
  * @korean 다리부상정도
341
331
  */
@@ -357,7 +347,6 @@ export declare enum LegInjuryState {
357
347
  * Describes the current movement impairment including speed reduction,
358
348
  * stance change penalties, and balance effects.
359
349
  *
360
- * @public
361
350
  * @category Body Part System
362
351
  * @korean 이동패널티
363
352
  */
@@ -387,7 +376,6 @@ export interface MovementPenalty {
387
376
  * Applied immediately upon striking knee or ankle vital points,
388
377
  * causing temporary severe movement impairment.
389
378
  *
390
- * @public
391
379
  * @category Body Part System
392
380
  * @korean 순간이동패널티
393
381
  */
@@ -412,7 +400,6 @@ export interface InstantMovementPenalty {
412
400
  * - 49-30%: Severe limp (-40% speed)
413
401
  * - <30%: Hobbled (-60% speed, cannot run)
414
402
  *
415
- * @public
416
403
  * @category Body Part System
417
404
  */
418
405
  export declare const MOVEMENT_PENALTY_CONSTANTS: {
@@ -1 +1 @@
1
- {"version":3,"file":"types.d.ts","sourceRoot":"","sources":["../../../src/systems/bodypart/types.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AAEH,OAAO,EAAE,UAAU,EAAE,MAAM,SAAS,CAAC;AAErC;;;;;;;;;;;;;;;;;GAiBG;AACH,oBAAY,QAAQ;IAClB,wDAAwD;IACxD,IAAI,SAAS;IACb,qDAAqD;IACrD,IAAI,SAAS;IACb,2DAA2D;IAC3D,WAAW,eAAe;IAC1B,sDAAsD;IACtD,WAAW,eAAe;IAC1B,wDAAwD;IACxD,QAAQ,YAAY;IACpB,0DAA0D;IAC1D,SAAS,aAAa;IACtB,8CAA8C;IAC9C,QAAQ,YAAY;IACpB,+CAA+C;IAC/C,SAAS,aAAa;CACvB;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAkCG;AACH,MAAM,WAAW,cAAc;IAC7B,qDAAqD;IACrD,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,iEAAiE;IACjE,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,+DAA+D;IAC/D,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,wEAAwE;IACxE,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,6DAA6D;IAC7D,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,+DAA+D;IAC/D,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,+DAA+D;IAC/D,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,gEAAgE;IAChE,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;CAC3B;AAED;;;;;;;;;;;GAWG;AACH,MAAM,WAAW,iBAAiB;IAChC,0BAA0B;IAC1B,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,0BAA0B;IAC1B,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,iCAAiC;IACjC,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,iCAAiC;IACjC,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,8BAA8B;IAC9B,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,+BAA+B;IAC/B,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,8BAA8B;IAC9B,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,+BAA+B;IAC/B,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;CAC3B;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA6BG;AACH,MAAM,WAAW,eAAe;IAC9B,+EAA+E;IAC/E,QAAQ,CAAC,qBAAqB,EAAE,MAAM,CAAC;IACvC,oEAAoE;IACpE,QAAQ,CAAC,oBAAoB,EAAE,MAAM,CAAC;IACtC,2DAA2D;IAC3D,QAAQ,CAAC,oBAAoB,EAAE,MAAM,CAAC;IACtC,4DAA4D;IAC5D,QAAQ,CAAC,qBAAqB,EAAE,MAAM,CAAC;IACvC,mEAAmE;IACnE,QAAQ,CAAC,eAAe,EAAE,MAAM,CAAC;IACjC,qEAAqE;IACrE,QAAQ,CAAC,yBAAyB,EAAE,MAAM,CAAC;CAC5C;AAED;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,MAAM,WAAW,0BAA0B;IACzC,8CAA8C;IAC9C,QAAQ,CAAC,OAAO,EAAE;QAChB,QAAQ,CAAC,IAAI,EAAE,QAAQ,CAAC;QACxB,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;KAC7B,CAAC;IACF,mDAAmD;IACnD,QAAQ,CAAC,SAAS,EAAE,SAAS;QAC3B,QAAQ,CAAC,IAAI,EAAE,QAAQ,CAAC;QACxB,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;KAC7B,EAAE,CAAC;CACL;AAED;;;;;;;;;;;GAWG;AACH,MAAM,WAAW,cAAc;IAC7B,2BAA2B;IAC3B,QAAQ,CAAC,IAAI,EAAE,QAAQ,CAAC;IACxB,6BAA6B;IAC7B,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,qBAAqB;IACrB,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,kCAAkC;IAClC,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,yBAAyB;IACzB,QAAQ,CAAC,MAAM,EAAE,UAAU,CAAC;IAC5B,qCAAqC;IACrC,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,8CAA8C;IAC9C,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;IAC3B,0CAA0C;IAC1C,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;CAC5B;AAED;;;;;;;;;;;GAWG;AACH,MAAM,WAAW,oBAAoB;IACnC,4CAA4C;IAC5C,QAAQ,CAAC,gBAAgB,EAAE,MAAM,CAAC;IAClC,wDAAwD;IACxD,QAAQ,CAAC,qBAAqB,EAAE,MAAM,CAAC;IACvC,wDAAwD;IACxD,QAAQ,CAAC,qBAAqB,EAAE,MAAM,CAAC;IACvC,yDAAyD;IACzD,QAAQ,CAAC,sBAAsB,EAAE,MAAM,CAAC;IACxC,wDAAwD;IACxD,QAAQ,CAAC,iBAAiB,EAAE,MAAM,CAAC;IACnC,iDAAiD;IACjD,QAAQ,CAAC,iBAAiB,EAAE;QAC1B,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;QACvB,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;QACvB,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;QACxB,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;KAC3B,CAAC;CACH;AAED;;;;;GAKG;AACH,eAAO,MAAM,wBAAwB,EAAE,oBAY7B,CAAC;AAEX;;;;;;;;;;;;;GAaG;AACH,eAAO,MAAM,0BAA0B;IACrC,0BAA0B;;;;;IAK1B,2BAA2B;;;;;IAK3B,yBAAyB;;;;;IAKzB,yBAAyB;;;;;CAKjB,CAAC;AAEX;;;;;;;;;;GAUG;AACH,oBAAY,cAAc;IACxB,2CAA2C;IAC3C,MAAM,WAAW;IACjB,kCAAkC;IAClC,OAAO,YAAY;IACnB,sCAAsC;IACtC,WAAW,gBAAgB;IAC3B,4CAA4C;IAC5C,OAAO,YAAY;CACpB;AAED;;;;;;;;;;;GAWG;AACH,MAAM,WAAW,eAAe;IAC9B,0CAA0C;IAC1C,QAAQ,CAAC,eAAe,EAAE,MAAM,CAAC;IACjC,kDAAkD;IAClD,QAAQ,CAAC,MAAM,EAAE,OAAO,CAAC;IACzB,2BAA2B;IAC3B,QAAQ,CAAC,WAAW,EAAE,cAAc,CAAC;IACrC,wEAAwE;IACxE,QAAQ,CAAC,mBAAmB,EAAE,MAAM,CAAC;IACrC,8CAA8C;IAC9C,QAAQ,CAAC,yBAAyB,EAAE,OAAO,CAAC;IAC5C,iDAAiD;IACjD,QAAQ,CAAC,eAAe,EAAE,MAAM,CAAC;IACjC,iEAAiE;IACjE,QAAQ,CAAC,iBAAiB,EAAE,OAAO,CAAC;IACpC,+DAA+D;IAC/D,QAAQ,CAAC,oBAAoB,EAAE,MAAM,CAAC;CACvC;AAED;;;;;;;;;;;GAWG;AACH,MAAM,WAAW,sBAAsB;IACrC,8CAA8C;IAC9C,QAAQ,CAAC,eAAe,EAAE,MAAM,CAAC;IACjC,+BAA+B;IAC/B,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,yCAAyC;IACzC,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,gCAAgC;IAChC,QAAQ,CAAC,YAAY,EAAE,QAAQ,CAAC;CACjC;AAED;;;;;;;;;;;;;GAaG;AACH,eAAO,MAAM,0BAA0B;IACrC,qDAAqD;;;;;;;IAQrD,8CAA8C;;;;;;;IAQ9C,wCAAwC;;;;;;;IAQxC,8CAA8C;;;;;IAM9C,gCAAgC;;QAE9B,8CAA8C;;QAE9C,iDAAiD;;;CAG3C,CAAC"}
1
+ {"version":3,"file":"types.d.ts","sourceRoot":"","sources":["../../../src/systems/bodypart/types.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AAEH,OAAO,EAAE,UAAU,EAAE,MAAM,SAAS,CAAC;AAErC;;;;;;;;;;;;;;;;GAgBG;AACH,oBAAY,QAAQ;IAClB,wDAAwD;IACxD,IAAI,SAAS;IACb,qDAAqD;IACrD,IAAI,SAAS;IACb,2DAA2D;IAC3D,WAAW,eAAe;IAC1B,sDAAsD;IACtD,WAAW,eAAe;IAC1B,wDAAwD;IACxD,QAAQ,YAAY;IACpB,0DAA0D;IAC1D,SAAS,aAAa;IACtB,8CAA8C;IAC9C,QAAQ,YAAY;IACpB,+CAA+C;IAC/C,SAAS,aAAa;CACvB;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiCG;AACH,MAAM,WAAW,cAAc;IAC7B,qDAAqD;IACrD,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,iEAAiE;IACjE,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,+DAA+D;IAC/D,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,wEAAwE;IACxE,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,6DAA6D;IAC7D,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,+DAA+D;IAC/D,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,+DAA+D;IAC/D,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,gEAAgE;IAChE,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;CAC3B;AAED;;;;;;;;;;GAUG;AACH,MAAM,WAAW,iBAAiB;IAChC,0BAA0B;IAC1B,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,0BAA0B;IAC1B,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,iCAAiC;IACjC,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,iCAAiC;IACjC,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,8BAA8B;IAC9B,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,+BAA+B;IAC/B,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,8BAA8B;IAC9B,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,+BAA+B;IAC/B,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;CAC3B;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AACH,MAAM,WAAW,eAAe;IAC9B,+EAA+E;IAC/E,QAAQ,CAAC,qBAAqB,EAAE,MAAM,CAAC;IACvC,oEAAoE;IACpE,QAAQ,CAAC,oBAAoB,EAAE,MAAM,CAAC;IACtC,2DAA2D;IAC3D,QAAQ,CAAC,oBAAoB,EAAE,MAAM,CAAC;IACtC,4DAA4D;IAC5D,QAAQ,CAAC,qBAAqB,EAAE,MAAM,CAAC;IACvC,mEAAmE;IACnE,QAAQ,CAAC,eAAe,EAAE,MAAM,CAAC;IACjC,qEAAqE;IACrE,QAAQ,CAAC,yBAAyB,EAAE,MAAM,CAAC;CAC5C;AAED;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,MAAM,WAAW,0BAA0B;IACzC,8CAA8C;IAC9C,QAAQ,CAAC,OAAO,EAAE;QAChB,QAAQ,CAAC,IAAI,EAAE,QAAQ,CAAC;QACxB,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;KAC7B,CAAC;IACF,mDAAmD;IACnD,QAAQ,CAAC,SAAS,EAAE,SAAS;QAC3B,QAAQ,CAAC,IAAI,EAAE,QAAQ,CAAC;QACxB,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;KAC7B,EAAE,CAAC;CACL;AAED;;;;;;;;;;GAUG;AACH,MAAM,WAAW,cAAc;IAC7B,2BAA2B;IAC3B,QAAQ,CAAC,IAAI,EAAE,QAAQ,CAAC;IACxB,6BAA6B;IAC7B,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,qBAAqB;IACrB,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,kCAAkC;IAClC,QAAQ,CAAC,UAAU,EAAE,MAAM,CAAC;IAC5B,yBAAyB;IACzB,QAAQ,CAAC,MAAM,EAAE,UAAU,CAAC;IAC5B,qCAAqC;IACrC,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;IACvB,8CAA8C;IAC9C,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;IAC3B,0CAA0C;IAC1C,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;CAC5B;AAED;;;;;;;;;;GAUG;AACH,MAAM,WAAW,oBAAoB;IACnC,4CAA4C;IAC5C,QAAQ,CAAC,gBAAgB,EAAE,MAAM,CAAC;IAClC,wDAAwD;IACxD,QAAQ,CAAC,qBAAqB,EAAE,MAAM,CAAC;IACvC,wDAAwD;IACxD,QAAQ,CAAC,qBAAqB,EAAE,MAAM,CAAC;IACvC,yDAAyD;IACzD,QAAQ,CAAC,sBAAsB,EAAE,MAAM,CAAC;IACxC,wDAAwD;IACxD,QAAQ,CAAC,iBAAiB,EAAE,MAAM,CAAC;IACnC,iDAAiD;IACjD,QAAQ,CAAC,iBAAiB,EAAE;QAC1B,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;QACvB,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;QACvB,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;QACxB,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;KAC3B,CAAC;CACH;AAED;;;;GAIG;AACH,eAAO,MAAM,wBAAwB,EAAE,oBAY7B,CAAC;AAEX;;;;;;;;;;;;GAYG;AACH,eAAO,MAAM,0BAA0B;IACrC,0BAA0B;;;;;IAK1B,2BAA2B;;;;;IAK3B,yBAAyB;;;;;IAKzB,yBAAyB;;;;;CAKjB,CAAC;AAEX;;;;;;;;;GASG;AACH,oBAAY,cAAc;IACxB,2CAA2C;IAC3C,MAAM,WAAW;IACjB,kCAAkC;IAClC,OAAO,YAAY;IACnB,sCAAsC;IACtC,WAAW,gBAAgB;IAC3B,4CAA4C;IAC5C,OAAO,YAAY;CACpB;AAED;;;;;;;;;;GAUG;AACH,MAAM,WAAW,eAAe;IAC9B,0CAA0C;IAC1C,QAAQ,CAAC,eAAe,EAAE,MAAM,CAAC;IACjC,kDAAkD;IAClD,QAAQ,CAAC,MAAM,EAAE,OAAO,CAAC;IACzB,2BAA2B;IAC3B,QAAQ,CAAC,WAAW,EAAE,cAAc,CAAC;IACrC,wEAAwE;IACxE,QAAQ,CAAC,mBAAmB,EAAE,MAAM,CAAC;IACrC,8CAA8C;IAC9C,QAAQ,CAAC,yBAAyB,EAAE,OAAO,CAAC;IAC5C,iDAAiD;IACjD,QAAQ,CAAC,eAAe,EAAE,MAAM,CAAC;IACjC,iEAAiE;IACjE,QAAQ,CAAC,iBAAiB,EAAE,OAAO,CAAC;IACpC,+DAA+D;IAC/D,QAAQ,CAAC,oBAAoB,EAAE,MAAM,CAAC;CACvC;AAED;;;;;;;;;;GAUG;AACH,MAAM,WAAW,sBAAsB;IACrC,8CAA8C;IAC9C,QAAQ,CAAC,eAAe,EAAE,MAAM,CAAC;IACjC,+BAA+B;IAC/B,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,yCAAyC;IACzC,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,gCAAgC;IAChC,QAAQ,CAAC,YAAY,EAAE,QAAQ,CAAC;CACjC;AAED;;;;;;;;;;;;GAYG;AACH,eAAO,MAAM,0BAA0B;IACrC,qDAAqD;;;;;;;IAQrD,8CAA8C;;;;;;;IAQ9C,wCAAwC;;;;;;;IAQxC,8CAA8C;;;;;IAM9C,gCAAgC;;QAE9B,8CAA8C;;QAE9C,iDAAiD;;;CAG3C,CAAC"}
@@ -13,7 +13,6 @@
13
13
  * const health = player.bodyPartHealth[bodyPart]; // 0-100
14
14
  * ```
15
15
  *
16
- * @public
17
16
  * @category Body Part System
18
17
  * @korean 신체부위
19
18
  */
@@ -39,7 +38,6 @@ var BodyPart = /* @__PURE__ */ function(BodyPart) {
39
38
  /**
40
39
  * Default configuration values for body part health system.
41
40
  *
42
- * @public
43
41
  * @category Body Part System
44
42
  */
45
43
  var DEFAULT_BODY_PART_CONFIG = {
@@ -66,7 +64,6 @@ var DEFAULT_BODY_PART_CONFIG = {
66
64
  * - Arms <50%: Attack damage -30%
67
65
  * - Legs <50%: Movement speed -40%
68
66
  *
69
- * @public
70
67
  * @category Body Part System
71
68
  */
72
69
  var BODY_PART_EFFECT_CONSTANTS = {
@@ -98,7 +95,6 @@ var BODY_PART_EFFECT_CONSTANTS = {
98
95
  *
99
96
  * Defines movement impairment states based on leg health percentage.
100
97
  *
101
- * @public
102
98
  * @category Body Part System
103
99
  * @korean 다리부상정도
104
100
  */
@@ -124,7 +120,6 @@ var LegInjuryState = /* @__PURE__ */ function(LegInjuryState) {
124
120
  * - 49-30%: Severe limp (-40% speed)
125
121
  * - <30%: Hobbled (-60% speed, cannot run)
126
122
  *
127
- * @public
128
123
  * @category Body Part System
129
124
  */
130
125
  var MOVEMENT_PENALTY_CONSTANTS = {
@@ -1 +1 @@
1
- {"version":3,"file":"types.js","names":[],"sources":["../../../src/systems/bodypart/types.ts"],"sourcesContent":["/**\n * Body Part Health System Types\n * \n * **Korean**: 신체부위 체력 시스템 타입\n * \n * This module defines types for the body part-specific health tracking system,\n * which replaces the single health bar with independent health tracking for\n * each major body region. This enables realistic localized damage and combat\n * trauma simulation.\n * \n * ## Body Part Health Philosophy\n * \n * Traditional Korean martial arts emphasize targeting specific body regions\n * to achieve maximum combat effectiveness. This system reflects that by\n * tracking damage to:\n * - **HEAD** (두부): Consciousness and awareness\n * - **NECK** (경부): Vascular and respiratory function\n * - **TORSO_UPPER** (상부 몸통): Heart, lungs, vital organs\n * - **TORSO_LOWER** (하부 몸통): Stamina and core strength\n * - **ARM_LEFT/RIGHT** (좌/우팔): Attack capability\n * - **LEG_LEFT/RIGHT** (좌/우다리): Mobility and balance\n * \n * @module systems/bodypart/types\n * @category Body Part System\n * @korean 신체부위타입\n */\n\nimport { KoreanText } from \"@/types\";\n\n/**\n * Body part identifiers for health tracking.\n * \n * **Korean**: 신체 부위 (Body Parts)\n * \n * Each body part tracks independent health from 0-100 HP. Damage to specific\n * parts affects different combat capabilities based on anatomical function.\n * \n * @example\n * ```typescript\n * const bodyPart: BodyPart = BodyPart.HEAD;\n * const health = player.bodyPartHealth[bodyPart]; // 0-100\n * ```\n * \n * @public\n * @category Body Part System\n * @korean 신체부위\n */\nexport enum BodyPart {\n /** Head region - affects consciousness and awareness */\n HEAD = \"head\",\n /** Neck region - affects breathing and blood flow */\n NECK = \"neck\",\n /** Upper torso - affects heart, lungs, stamina recovery */\n TORSO_UPPER = \"torsoUpper\",\n /** Lower torso - affects core strength and balance */\n TORSO_LOWER = \"torsoLower\",\n /** Left arm - affects attack capability on left side */\n ARM_LEFT = \"armLeft\",\n /** Right arm - affects attack capability on right side */\n ARM_RIGHT = \"armRight\",\n /** Left leg - affects movement and balance */\n LEG_LEFT = \"legLeft\",\n /** Right leg - affects movement and balance */\n LEG_RIGHT = \"legRight\",\n}\n\n/**\n * Health values for each body part (0-100 HP per part).\n * \n * **Korean**: 신체 부위별 체력\n * \n * Tracks independent health pools for each major body region. When a body part\n * reaches 0 HP, it becomes non-functional and applies severe combat penalties.\n * \n * ## Default Health Values\n * \n * All body parts start at 100 HP. Different archetypes may have variations:\n * - **무사 (Musa)**: Balanced health across all parts\n * - **암살자 (Amsalja)**: Lower torso health, higher arm precision\n * - **해커 (Hacker)**: Enhanced head/neck (cyber augmentation)\n * - **정보요원 (Jeongbo)**: Balanced with slight defensive boost\n * - **조직폭력배 (Jojik)**: Higher torso/leg health (street hardened)\n * \n * @example\n * ```typescript\n * const bodyHealth: BodyPartHealth = {\n * head: 100,\n * neck: 100,\n * torsoUpper: 100,\n * torsoLower: 100,\n * armLeft: 100,\n * armRight: 100,\n * legLeft: 100,\n * legRight: 100,\n * };\n * ```\n * \n * @public\n * @category Body Part System\n * @korean 신체부위체력\n */\nexport interface BodyPartHealth {\n /** Head health (0-100 HP) - affects consciousness */\n readonly head: number;\n /** Neck health (0-100 HP) - affects breathing and circulation */\n readonly neck: number;\n /** Upper torso health (0-100 HP) - affects stamina recovery */\n readonly torsoUpper: number;\n /** Lower torso health (0-100 HP) - affects balance and core strength */\n readonly torsoLower: number;\n /** Left arm health (0-100 HP) - affects left-side attacks */\n readonly armLeft: number;\n /** Right arm health (0-100 HP) - affects right-side attacks */\n readonly armRight: number;\n /** Left leg health (0-100 HP) - affects movement and stance */\n readonly legLeft: number;\n /** Right leg health (0-100 HP) - affects movement and stance */\n readonly legRight: number;\n}\n\n/**\n * Maximum health values for each body part.\n * \n * **Korean**: 최대 신체 부위 체력\n * \n * Defines the maximum HP capacity for each body part. Can be modified by\n * archetype, equipment, or training bonuses.\n * \n * @public\n * @category Body Part System\n * @korean 최대신체부위체력\n */\nexport interface BodyPartMaxHealth {\n /** Maximum head health */\n readonly head: number;\n /** Maximum neck health */\n readonly neck: number;\n /** Maximum upper torso health */\n readonly torsoUpper: number;\n /** Maximum lower torso health */\n readonly torsoLower: number;\n /** Maximum left arm health */\n readonly armLeft: number;\n /** Maximum right arm health */\n readonly armRight: number;\n /** Maximum left leg health */\n readonly legLeft: number;\n /** Maximum right leg health */\n readonly legRight: number;\n}\n\n/**\n * Combat capability effects from body part damage.\n * \n * **Korean**: 신체 부위 손상 효과\n * \n * Defines how damage to specific body parts affects combat performance.\n * Effects are applied as multipliers to base stats (0.0 = disabled, 1.0 = normal).\n * \n * ## Effect Thresholds\n * \n * - **100-75% HP**: No penalties (1.0x)\n * - **75-50% HP**: Minor penalties (0.9-0.8x)\n * - **50-25% HP**: Major penalties (0.7-0.5x)\n * - **25-0% HP**: Severe penalties (0.3-0.1x)\n * - **0% HP**: Non-functional (0.0x)\n * \n * @example\n * ```typescript\n * const effects: BodyPartEffects = {\n * consciousnessModifier: 0.75, // Head at 50% HP\n * staminaRegenModifier: 0.5, // Torso damaged\n * attackDamageModifier: 0.7, // Arm injured\n * movementSpeedModifier: 0.6, // Leg damaged\n * };\n * ```\n * \n * @public\n * @category Body Part System\n * @korean 신체부위효과\n */\nexport interface BodyPartEffects {\n /** Consciousness and awareness multiplier (0.0-1.0) - from head/neck damage */\n readonly consciousnessModifier: number;\n /** Stamina regeneration multiplier (0.0-1.0) - from torso damage */\n readonly staminaRegenModifier: number;\n /** Attack damage multiplier (0.0-1.0) - from arm damage */\n readonly attackDamageModifier: number;\n /** Movement speed multiplier (0.0-1.0) - from leg damage */\n readonly movementSpeedModifier: number;\n /** Balance modifier (0.0-1.0) - from lower torso and leg damage */\n readonly balanceModifier: number;\n /** Technique accuracy multiplier (0.0-1.0) - from head/arm damage */\n readonly techniqueAccuracyModifier: number;\n}\n\n/**\n * Damage distribution configuration for body parts.\n * \n * **Korean**: 신체 부위 피해 분배\n * \n * Defines how damage from attacks is distributed across body parts based on\n * the hit location and attack type. Not all damage goes to a single part;\n * impact can affect adjacent regions.\n * \n * @example\n * ```typescript\n * // Strike to head distributes damage\n * const distribution: BodyPartDamageDistribution = {\n * primary: { part: BodyPart.HEAD, percentage: 0.8 },\n * secondary: [\n * { part: BodyPart.NECK, percentage: 0.2 }\n * ]\n * };\n * ```\n * \n * @public\n * @category Body Part System\n * @korean 신체부위피해분배\n */\nexport interface BodyPartDamageDistribution {\n /** Primary body part receiving most damage */\n readonly primary: {\n readonly part: BodyPart;\n readonly percentage: number; // 0.0-1.0\n };\n /** Secondary body parts receiving splash damage */\n readonly secondary: readonly {\n readonly part: BodyPart;\n readonly percentage: number; // 0.0-1.0\n }[];\n}\n\n/**\n * Body part status information for UI display.\n * \n * **Korean**: 신체 부위 상태 정보\n * \n * Provides UI-friendly data about body part health status including\n * color coding, status text, and icon information.\n * \n * @public\n * @category Body Part System\n * @korean 신체부위상태\n */\nexport interface BodyPartStatus {\n /** Body part identifier */\n readonly part: BodyPart;\n /** Current health (0-100) */\n readonly health: number;\n /** Maximum health */\n readonly maxHealth: number;\n /** Health percentage (0.0-1.0) */\n readonly percentage: number;\n /** Status description */\n readonly status: KoreanText;\n /** Color code for UI (hex number) */\n readonly color: number;\n /** Whether this part is critically damaged */\n readonly critical: boolean;\n /** Whether this part is non-functional */\n readonly disabled: boolean;\n}\n\n/**\n * Configuration for body part health system.\n * \n * **Korean**: 신체 부위 시스템 설정\n * \n * Defines thresholds, multipliers, and constants used by the body part\n * health system for damage calculation and effect application.\n * \n * @public\n * @category Body Part System\n * @korean 신체부위설정\n */\nexport interface BodyPartHealthConfig {\n /** Default max health for all body parts */\n readonly defaultMaxHealth: number;\n /** Health threshold for minor penalties (percentage) */\n readonly minorPenaltyThreshold: number;\n /** Health threshold for major penalties (percentage) */\n readonly majorPenaltyThreshold: number;\n /** Health threshold for severe penalties (percentage) */\n readonly severePenaltyThreshold: number;\n /** Health threshold for critical status (percentage) */\n readonly criticalThreshold: number;\n /** Effect multipliers for each threshold tier */\n readonly effectMultipliers: {\n readonly minor: number;\n readonly major: number;\n readonly severe: number;\n readonly critical: number;\n };\n}\n\n/**\n * Default configuration values for body part health system.\n * \n * @public\n * @category Body Part System\n */\nexport const DEFAULT_BODY_PART_CONFIG: BodyPartHealthConfig = {\n defaultMaxHealth: 100,\n minorPenaltyThreshold: 0.75, // 75% HP\n majorPenaltyThreshold: 0.50, // 50% HP\n severePenaltyThreshold: 0.25, // 25% HP\n criticalThreshold: 0.10, // 10% HP\n effectMultipliers: {\n minor: 0.90, // 10% penalty\n major: 0.70, // 30% penalty\n severe: 0.40, // 60% penalty\n critical: 0.10, // 90% penalty\n },\n} as const;\n\n/**\n * Body part health effect constants matching acceptance criteria.\n * \n * **Korean**: 신체 부위 효과 상수\n * \n * Defines specific combat penalties as per requirements:\n * - Head <50%: Consciousness penalties\n * - Torso <50%: Stamina regen -50%\n * - Arms <50%: Attack damage -30%\n * - Legs <50%: Movement speed -40%\n * \n * @public\n * @category Body Part System\n */\nexport const BODY_PART_EFFECT_CONSTANTS = {\n /** Head damage effects */\n HEAD: {\n CONSCIOUSNESS_PENALTY_AT_50: 0.75, // 25% consciousness reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Torso damage effects */\n TORSO: {\n STAMINA_REGEN_PENALTY_AT_50: 0.50, // 50% stamina regen reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Arm damage effects */\n ARMS: {\n ATTACK_DAMAGE_PENALTY_AT_50: 0.70, // 30% attack damage reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Leg damage effects */\n LEGS: {\n MOVEMENT_SPEED_PENALTY_AT_50: 0.60, // 40% movement speed reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n} as const;\n\n/**\n * Leg injury severity levels for movement penalties.\n * \n * **Korean**: 다리 부상 정도 (Leg Injury Severity)\n * \n * Defines movement impairment states based on leg health percentage.\n * \n * @public\n * @category Body Part System\n * @korean 다리부상정도\n */\nexport enum LegInjuryState {\n /** Normal movement - Leg health 100-70% */\n NORMAL = \"normal\",\n /** Limping - Leg health 69-50% */\n LIMPING = \"limping\",\n /** Severe limp - Leg health 49-30% */\n SEVERE_LIMP = \"severe_limp\",\n /** Hobbled - Leg health <30%, cannot run */\n HOBBLED = \"hobbled\",\n}\n\n/**\n * Movement penalty applied from leg damage.\n * \n * **Korean**: 이동 패널티 (Movement Penalty)\n * \n * Describes the current movement impairment including speed reduction,\n * stance change penalties, and balance effects.\n * \n * @public\n * @category Body Part System\n * @korean 이동패널티\n */\nexport interface MovementPenalty {\n /** Movement speed multiplier (0.0-1.0) */\n readonly speedMultiplier: number;\n /** Whether player can run (false when hobbled) */\n readonly canRun: boolean;\n /** Current injury state */\n readonly injuryState: LegInjuryState;\n /** Stance change duration multiplier (1.0 = normal, 2.0 = 2x slower) */\n readonly stanceChangePenalty: number;\n /** Whether advanced stances are restricted */\n readonly advancedStancesRestricted: boolean;\n /** Balance modifier from leg damage (0.0-1.0) */\n readonly balanceModifier: number;\n /** Whether instant penalty is active (from knee/ankle strike) */\n readonly hasInstantPenalty: boolean;\n /** Timestamp when instant penalty expires (0 if not active) */\n readonly instantPenaltyExpiry: number;\n}\n\n/**\n * Instant movement penalty from knee/ankle strikes.\n * \n * **Korean**: 순간 이동 패널티 (Instant Movement Penalty)\n * \n * Applied immediately upon striking knee or ankle vital points,\n * causing temporary severe movement impairment.\n * \n * @public\n * @category Body Part System\n * @korean 순간이동패널티\n */\nexport interface InstantMovementPenalty {\n /** Speed multiplier during instant penalty */\n readonly speedMultiplier: number;\n /** Duration in milliseconds */\n readonly duration: number;\n /** Timestamp when penalty was applied */\n readonly appliedAt: number;\n /** Body part that was struck */\n readonly affectedPart: BodyPart;\n}\n\n/**\n * Movement penalty constants matching acceptance criteria.\n * \n * **Korean**: 이동 패널티 상수\n * \n * Defines thresholds and multipliers for injury-based movement penalties:\n * - 100-70%: Normal speed (100%)\n * - 69-50%: Limping (-20% speed)\n * - 49-30%: Severe limp (-40% speed)\n * - <30%: Hobbled (-60% speed, cannot run)\n * \n * @public\n * @category Body Part System\n */\nexport const MOVEMENT_PENALTY_CONSTANTS = {\n /** Health percentage thresholds for injury states */\n THRESHOLDS: {\n NORMAL: 0.70, // 70% and above\n LIMPING: 0.50, // 50-69%\n SEVERE_LIMP: 0.30, // 30-49%\n HOBBLED: 0.0, // Below 30%\n },\n \n /** Speed multipliers for each injury state */\n SPEED_MULTIPLIERS: {\n NORMAL: 1.0, // 100% speed\n LIMPING: 0.8, // 80% speed (-20%)\n SEVERE_LIMP: 0.6, // 60% speed (-40%)\n HOBBLED: 0.4, // 40% speed (-60%)\n },\n \n /** Stance change penalty multipliers */\n STANCE_CHANGE: {\n NORMAL: 1.0, // Normal duration\n INJURED: 2.0, // 2x duration when legs <50%\n CRITICAL_THRESHOLD: 0.50, // Threshold for stance penalties\n RESTRICTION_THRESHOLD: 0.30, // Threshold for advanced stance restriction\n },\n \n /** Instant penalty from knee/ankle strikes */\n INSTANT_PENALTY: {\n SPEED_MULTIPLIER: 0.3, // 30% speed for 5 seconds\n DURATION: 5000, // 5 seconds in milliseconds\n },\n \n /** Asymmetric damage effects */\n ASYMMETRIC: {\n /** Penalty when moving toward injured side */\n SAME_SIDE_PENALTY: 0.8, // Additional 20% penalty\n /** Penalty when moving away from injured side */\n OPPOSITE_SIDE_PENALTY: 0.9, // Additional 10% penalty\n },\n} as const;\n"],"mappings":";;;;;;;;;;;;;;;;;;;AA+CA,IAAY,WAAL,yBAAA,UAAA;;CAEL,SAAA,UAAO;;CAEP,SAAA,UAAO;;CAEP,SAAA,iBAAc;;CAEd,SAAA,iBAAc;;CAEd,SAAA,cAAW;;CAEX,SAAA,eAAY;;CAEZ,SAAA,cAAW;;CAEX,SAAA,eAAY;;KACb;;;;;;;AA8OD,IAAa,2BAAiD;CAC5D,kBAAkB;CAClB,uBAAuB;CACvB,uBAAuB;CACvB,wBAAwB;CACxB,mBAAmB;CACnB,mBAAmB;EACjB,OAAO;EACP,OAAO;EACP,QAAQ;EACR,UAAU;EACX;CACF;;;;;;;;;;;;;;;AAgBD,IAAa,6BAA6B;;CAExC,MAAM;EACJ,6BAA6B;EAC7B,oBAAoB;EACrB;;CAED,OAAO;EACL,6BAA6B;EAC7B,oBAAoB;EACrB;;CAED,MAAM;EACJ,6BAA6B;EAC7B,oBAAoB;EACrB;;CAED,MAAM;EACJ,8BAA8B;EAC9B,oBAAoB;EACrB;CACF;;;;;;;;;;;;AAaD,IAAY,iBAAL,yBAAA,gBAAA;;CAEL,eAAA,YAAS;;CAET,eAAA,aAAU;;CAEV,eAAA,iBAAc;;CAEd,eAAA,aAAU;;KACX;;;;;;;;;;;;;;;AAsED,IAAa,6BAA6B;;CAExC,YAAY;EACV,QAAQ;EACR,SAAS;EACT,aAAa;EACb,SAAS;EACV;;CAGD,mBAAmB;EACjB,QAAQ;EACR,SAAS;EACT,aAAa;EACb,SAAS;EACV;;CAGD,eAAe;EACb,QAAQ;EACR,SAAS;EACT,oBAAoB;EACpB,uBAAuB;EACxB;;CAGD,iBAAiB;EACf,kBAAkB;EAClB,UAAU;EACX;;CAGD,YAAY;;EAEV,mBAAmB;;EAEnB,uBAAuB;EACxB;CACF"}
1
+ {"version":3,"file":"types.js","names":[],"sources":["../../../src/systems/bodypart/types.ts"],"sourcesContent":["/**\n * Body Part Health System Types\n * \n * **Korean**: 신체부위 체력 시스템 타입\n * \n * This module defines types for the body part-specific health tracking system,\n * which replaces the single health bar with independent health tracking for\n * each major body region. This enables realistic localized damage and combat\n * trauma simulation.\n * \n * ## Body Part Health Philosophy\n * \n * Traditional Korean martial arts emphasize targeting specific body regions\n * to achieve maximum combat effectiveness. This system reflects that by\n * tracking damage to:\n * - **HEAD** (두부): Consciousness and awareness\n * - **NECK** (경부): Vascular and respiratory function\n * - **TORSO_UPPER** (상부 몸통): Heart, lungs, vital organs\n * - **TORSO_LOWER** (하부 몸통): Stamina and core strength\n * - **ARM_LEFT/RIGHT** (좌/우팔): Attack capability\n * - **LEG_LEFT/RIGHT** (좌/우다리): Mobility and balance\n * \n * @module systems/bodypart/types\n * @category Body Part System\n * @korean 신체부위타입\n */\n\nimport { KoreanText } from \"@/types\";\n\n/**\n * Body part identifiers for health tracking.\n * \n * **Korean**: 신체 부위 (Body Parts)\n * \n * Each body part tracks independent health from 0-100 HP. Damage to specific\n * parts affects different combat capabilities based on anatomical function.\n * \n * @example\n * ```typescript\n * const bodyPart: BodyPart = BodyPart.HEAD;\n * const health = player.bodyPartHealth[bodyPart]; // 0-100\n * ```\n * \n * @category Body Part System\n * @korean 신체부위\n */\nexport enum BodyPart {\n /** Head region - affects consciousness and awareness */\n HEAD = \"head\",\n /** Neck region - affects breathing and blood flow */\n NECK = \"neck\",\n /** Upper torso - affects heart, lungs, stamina recovery */\n TORSO_UPPER = \"torsoUpper\",\n /** Lower torso - affects core strength and balance */\n TORSO_LOWER = \"torsoLower\",\n /** Left arm - affects attack capability on left side */\n ARM_LEFT = \"armLeft\",\n /** Right arm - affects attack capability on right side */\n ARM_RIGHT = \"armRight\",\n /** Left leg - affects movement and balance */\n LEG_LEFT = \"legLeft\",\n /** Right leg - affects movement and balance */\n LEG_RIGHT = \"legRight\",\n}\n\n/**\n * Health values for each body part (0-100 HP per part).\n * \n * **Korean**: 신체 부위별 체력\n * \n * Tracks independent health pools for each major body region. When a body part\n * reaches 0 HP, it becomes non-functional and applies severe combat penalties.\n * \n * ## Default Health Values\n * \n * All body parts start at 100 HP. Different archetypes may have variations:\n * - **무사 (Musa)**: Balanced health across all parts\n * - **암살자 (Amsalja)**: Lower torso health, higher arm precision\n * - **해커 (Hacker)**: Enhanced head/neck (cyber augmentation)\n * - **정보요원 (Jeongbo)**: Balanced with slight defensive boost\n * - **조직폭력배 (Jojik)**: Higher torso/leg health (street hardened)\n * \n * @example\n * ```typescript\n * const bodyHealth: BodyPartHealth = {\n * head: 100,\n * neck: 100,\n * torsoUpper: 100,\n * torsoLower: 100,\n * armLeft: 100,\n * armRight: 100,\n * legLeft: 100,\n * legRight: 100,\n * };\n * ```\n * \n * @category Body Part System\n * @korean 신체부위체력\n */\nexport interface BodyPartHealth {\n /** Head health (0-100 HP) - affects consciousness */\n readonly head: number;\n /** Neck health (0-100 HP) - affects breathing and circulation */\n readonly neck: number;\n /** Upper torso health (0-100 HP) - affects stamina recovery */\n readonly torsoUpper: number;\n /** Lower torso health (0-100 HP) - affects balance and core strength */\n readonly torsoLower: number;\n /** Left arm health (0-100 HP) - affects left-side attacks */\n readonly armLeft: number;\n /** Right arm health (0-100 HP) - affects right-side attacks */\n readonly armRight: number;\n /** Left leg health (0-100 HP) - affects movement and stance */\n readonly legLeft: number;\n /** Right leg health (0-100 HP) - affects movement and stance */\n readonly legRight: number;\n}\n\n/**\n * Maximum health values for each body part.\n * \n * **Korean**: 최대 신체 부위 체력\n * \n * Defines the maximum HP capacity for each body part. Can be modified by\n * archetype, equipment, or training bonuses.\n * \n * @category Body Part System\n * @korean 최대신체부위체력\n */\nexport interface BodyPartMaxHealth {\n /** Maximum head health */\n readonly head: number;\n /** Maximum neck health */\n readonly neck: number;\n /** Maximum upper torso health */\n readonly torsoUpper: number;\n /** Maximum lower torso health */\n readonly torsoLower: number;\n /** Maximum left arm health */\n readonly armLeft: number;\n /** Maximum right arm health */\n readonly armRight: number;\n /** Maximum left leg health */\n readonly legLeft: number;\n /** Maximum right leg health */\n readonly legRight: number;\n}\n\n/**\n * Combat capability effects from body part damage.\n * \n * **Korean**: 신체 부위 손상 효과\n * \n * Defines how damage to specific body parts affects combat performance.\n * Effects are applied as multipliers to base stats (0.0 = disabled, 1.0 = normal).\n * \n * ## Effect Thresholds\n * \n * - **100-75% HP**: No penalties (1.0x)\n * - **75-50% HP**: Minor penalties (0.9-0.8x)\n * - **50-25% HP**: Major penalties (0.7-0.5x)\n * - **25-0% HP**: Severe penalties (0.3-0.1x)\n * - **0% HP**: Non-functional (0.0x)\n * \n * @example\n * ```typescript\n * const effects: BodyPartEffects = {\n * consciousnessModifier: 0.75, // Head at 50% HP\n * staminaRegenModifier: 0.5, // Torso damaged\n * attackDamageModifier: 0.7, // Arm injured\n * movementSpeedModifier: 0.6, // Leg damaged\n * };\n * ```\n * \n * @category Body Part System\n * @korean 신체부위효과\n */\nexport interface BodyPartEffects {\n /** Consciousness and awareness multiplier (0.0-1.0) - from head/neck damage */\n readonly consciousnessModifier: number;\n /** Stamina regeneration multiplier (0.0-1.0) - from torso damage */\n readonly staminaRegenModifier: number;\n /** Attack damage multiplier (0.0-1.0) - from arm damage */\n readonly attackDamageModifier: number;\n /** Movement speed multiplier (0.0-1.0) - from leg damage */\n readonly movementSpeedModifier: number;\n /** Balance modifier (0.0-1.0) - from lower torso and leg damage */\n readonly balanceModifier: number;\n /** Technique accuracy multiplier (0.0-1.0) - from head/arm damage */\n readonly techniqueAccuracyModifier: number;\n}\n\n/**\n * Damage distribution configuration for body parts.\n * \n * **Korean**: 신체 부위 피해 분배\n * \n * Defines how damage from attacks is distributed across body parts based on\n * the hit location and attack type. Not all damage goes to a single part;\n * impact can affect adjacent regions.\n * \n * @example\n * ```typescript\n * // Strike to head distributes damage\n * const distribution: BodyPartDamageDistribution = {\n * primary: { part: BodyPart.HEAD, percentage: 0.8 },\n * secondary: [\n * { part: BodyPart.NECK, percentage: 0.2 }\n * ]\n * };\n * ```\n * \n * @category Body Part System\n * @korean 신체부위피해분배\n */\nexport interface BodyPartDamageDistribution {\n /** Primary body part receiving most damage */\n readonly primary: {\n readonly part: BodyPart;\n readonly percentage: number; // 0.0-1.0\n };\n /** Secondary body parts receiving splash damage */\n readonly secondary: readonly {\n readonly part: BodyPart;\n readonly percentage: number; // 0.0-1.0\n }[];\n}\n\n/**\n * Body part status information for UI display.\n * \n * **Korean**: 신체 부위 상태 정보\n * \n * Provides UI-friendly data about body part health status including\n * color coding, status text, and icon information.\n * \n * @category Body Part System\n * @korean 신체부위상태\n */\nexport interface BodyPartStatus {\n /** Body part identifier */\n readonly part: BodyPart;\n /** Current health (0-100) */\n readonly health: number;\n /** Maximum health */\n readonly maxHealth: number;\n /** Health percentage (0.0-1.0) */\n readonly percentage: number;\n /** Status description */\n readonly status: KoreanText;\n /** Color code for UI (hex number) */\n readonly color: number;\n /** Whether this part is critically damaged */\n readonly critical: boolean;\n /** Whether this part is non-functional */\n readonly disabled: boolean;\n}\n\n/**\n * Configuration for body part health system.\n * \n * **Korean**: 신체 부위 시스템 설정\n * \n * Defines thresholds, multipliers, and constants used by the body part\n * health system for damage calculation and effect application.\n * \n * @category Body Part System\n * @korean 신체부위설정\n */\nexport interface BodyPartHealthConfig {\n /** Default max health for all body parts */\n readonly defaultMaxHealth: number;\n /** Health threshold for minor penalties (percentage) */\n readonly minorPenaltyThreshold: number;\n /** Health threshold for major penalties (percentage) */\n readonly majorPenaltyThreshold: number;\n /** Health threshold for severe penalties (percentage) */\n readonly severePenaltyThreshold: number;\n /** Health threshold for critical status (percentage) */\n readonly criticalThreshold: number;\n /** Effect multipliers for each threshold tier */\n readonly effectMultipliers: {\n readonly minor: number;\n readonly major: number;\n readonly severe: number;\n readonly critical: number;\n };\n}\n\n/**\n * Default configuration values for body part health system.\n * \n * @category Body Part System\n */\nexport const DEFAULT_BODY_PART_CONFIG: BodyPartHealthConfig = {\n defaultMaxHealth: 100,\n minorPenaltyThreshold: 0.75, // 75% HP\n majorPenaltyThreshold: 0.50, // 50% HP\n severePenaltyThreshold: 0.25, // 25% HP\n criticalThreshold: 0.10, // 10% HP\n effectMultipliers: {\n minor: 0.90, // 10% penalty\n major: 0.70, // 30% penalty\n severe: 0.40, // 60% penalty\n critical: 0.10, // 90% penalty\n },\n} as const;\n\n/**\n * Body part health effect constants matching acceptance criteria.\n * \n * **Korean**: 신체 부위 효과 상수\n * \n * Defines specific combat penalties as per requirements:\n * - Head <50%: Consciousness penalties\n * - Torso <50%: Stamina regen -50%\n * - Arms <50%: Attack damage -30%\n * - Legs <50%: Movement speed -40%\n * \n * @category Body Part System\n */\nexport const BODY_PART_EFFECT_CONSTANTS = {\n /** Head damage effects */\n HEAD: {\n CONSCIOUSNESS_PENALTY_AT_50: 0.75, // 25% consciousness reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Torso damage effects */\n TORSO: {\n STAMINA_REGEN_PENALTY_AT_50: 0.50, // 50% stamina regen reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Arm damage effects */\n ARMS: {\n ATTACK_DAMAGE_PENALTY_AT_50: 0.70, // 30% attack damage reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Leg damage effects */\n LEGS: {\n MOVEMENT_SPEED_PENALTY_AT_50: 0.60, // 40% movement speed reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n} as const;\n\n/**\n * Leg injury severity levels for movement penalties.\n * \n * **Korean**: 다리 부상 정도 (Leg Injury Severity)\n * \n * Defines movement impairment states based on leg health percentage.\n * \n * @category Body Part System\n * @korean 다리부상정도\n */\nexport enum LegInjuryState {\n /** Normal movement - Leg health 100-70% */\n NORMAL = \"normal\",\n /** Limping - Leg health 69-50% */\n LIMPING = \"limping\",\n /** Severe limp - Leg health 49-30% */\n SEVERE_LIMP = \"severe_limp\",\n /** Hobbled - Leg health <30%, cannot run */\n HOBBLED = \"hobbled\",\n}\n\n/**\n * Movement penalty applied from leg damage.\n * \n * **Korean**: 이동 패널티 (Movement Penalty)\n * \n * Describes the current movement impairment including speed reduction,\n * stance change penalties, and balance effects.\n * \n * @category Body Part System\n * @korean 이동패널티\n */\nexport interface MovementPenalty {\n /** Movement speed multiplier (0.0-1.0) */\n readonly speedMultiplier: number;\n /** Whether player can run (false when hobbled) */\n readonly canRun: boolean;\n /** Current injury state */\n readonly injuryState: LegInjuryState;\n /** Stance change duration multiplier (1.0 = normal, 2.0 = 2x slower) */\n readonly stanceChangePenalty: number;\n /** Whether advanced stances are restricted */\n readonly advancedStancesRestricted: boolean;\n /** Balance modifier from leg damage (0.0-1.0) */\n readonly balanceModifier: number;\n /** Whether instant penalty is active (from knee/ankle strike) */\n readonly hasInstantPenalty: boolean;\n /** Timestamp when instant penalty expires (0 if not active) */\n readonly instantPenaltyExpiry: number;\n}\n\n/**\n * Instant movement penalty from knee/ankle strikes.\n * \n * **Korean**: 순간 이동 패널티 (Instant Movement Penalty)\n * \n * Applied immediately upon striking knee or ankle vital points,\n * causing temporary severe movement impairment.\n * \n * @category Body Part System\n * @korean 순간이동패널티\n */\nexport interface InstantMovementPenalty {\n /** Speed multiplier during instant penalty */\n readonly speedMultiplier: number;\n /** Duration in milliseconds */\n readonly duration: number;\n /** Timestamp when penalty was applied */\n readonly appliedAt: number;\n /** Body part that was struck */\n readonly affectedPart: BodyPart;\n}\n\n/**\n * Movement penalty constants matching acceptance criteria.\n * \n * **Korean**: 이동 패널티 상수\n * \n * Defines thresholds and multipliers for injury-based movement penalties:\n * - 100-70%: Normal speed (100%)\n * - 69-50%: Limping (-20% speed)\n * - 49-30%: Severe limp (-40% speed)\n * - <30%: Hobbled (-60% speed, cannot run)\n * \n * @category Body Part System\n */\nexport const MOVEMENT_PENALTY_CONSTANTS = {\n /** Health percentage thresholds for injury states */\n THRESHOLDS: {\n NORMAL: 0.70, // 70% and above\n LIMPING: 0.50, // 50-69%\n SEVERE_LIMP: 0.30, // 30-49%\n HOBBLED: 0.0, // Below 30%\n },\n \n /** Speed multipliers for each injury state */\n SPEED_MULTIPLIERS: {\n NORMAL: 1.0, // 100% speed\n LIMPING: 0.8, // 80% speed (-20%)\n SEVERE_LIMP: 0.6, // 60% speed (-40%)\n HOBBLED: 0.4, // 40% speed (-60%)\n },\n \n /** Stance change penalty multipliers */\n STANCE_CHANGE: {\n NORMAL: 1.0, // Normal duration\n INJURED: 2.0, // 2x duration when legs <50%\n CRITICAL_THRESHOLD: 0.50, // Threshold for stance penalties\n RESTRICTION_THRESHOLD: 0.30, // Threshold for advanced stance restriction\n },\n \n /** Instant penalty from knee/ankle strikes */\n INSTANT_PENALTY: {\n SPEED_MULTIPLIER: 0.3, // 30% speed for 5 seconds\n DURATION: 5000, // 5 seconds in milliseconds\n },\n \n /** Asymmetric damage effects */\n ASYMMETRIC: {\n /** Penalty when moving toward injured side */\n SAME_SIDE_PENALTY: 0.8, // Additional 20% penalty\n /** Penalty when moving away from injured side */\n OPPOSITE_SIDE_PENALTY: 0.9, // Additional 10% penalty\n },\n} as const;\n"],"mappings":";;;;;;;;;;;;;;;;;;AA8CA,IAAY,WAAL,yBAAA,UAAA;;CAEL,SAAA,UAAO;;CAEP,SAAA,UAAO;;CAEP,SAAA,iBAAc;;CAEd,SAAA,iBAAc;;CAEd,SAAA,cAAW;;CAEX,SAAA,eAAY;;CAEZ,SAAA,cAAW;;CAEX,SAAA,eAAY;;KACb;;;;;;AAuOD,IAAa,2BAAiD;CAC5D,kBAAkB;CAClB,uBAAuB;CACvB,uBAAuB;CACvB,wBAAwB;CACxB,mBAAmB;CACnB,mBAAmB;EACjB,OAAO;EACP,OAAO;EACP,QAAQ;EACR,UAAU;EACX;CACF;;;;;;;;;;;;;;AAeD,IAAa,6BAA6B;;CAExC,MAAM;EACJ,6BAA6B;EAC7B,oBAAoB;EACrB;;CAED,OAAO;EACL,6BAA6B;EAC7B,oBAAoB;EACrB;;CAED,MAAM;EACJ,6BAA6B;EAC7B,oBAAoB;EACrB;;CAED,MAAM;EACJ,8BAA8B;EAC9B,oBAAoB;EACrB;CACF;;;;;;;;;;;AAYD,IAAY,iBAAL,yBAAA,gBAAA;;CAEL,eAAA,YAAS;;CAET,eAAA,aAAU;;CAEV,eAAA,iBAAc;;CAEd,eAAA,aAAU;;KACX;;;;;;;;;;;;;;AAmED,IAAa,6BAA6B;;CAExC,YAAY;EACV,QAAQ;EACR,SAAS;EACT,aAAa;EACb,SAAS;EACV;;CAGD,mBAAmB;EACjB,QAAQ;EACR,SAAS;EACT,aAAa;EACb,SAAS;EACV;;CAGD,eAAe;EACb,QAAQ;EACR,SAAS;EACT,oBAAoB;EACpB,uBAAuB;EACxB;;CAGD,iBAAiB;EACf,kBAAkB;EAClB,UAAU;EACX;;CAGD,YAAY;;EAEV,mBAAmB;;EAEnB,uBAAuB;EACxB;CACF"}
@@ -43,7 +43,6 @@ import { PlayerState } from "../player";
43
43
  * Progressive levels of respiratory impairment from torso strikes.
44
44
  * Higher levels stack duration and increase stamina regeneration penalties.
45
45
  *
46
- * @public
47
46
  * @category Combat Systems
48
47
  * @korean 호흡곤란수준
49
48
  */
@@ -80,7 +79,6 @@ export declare enum BreathingDisruptionLevel {
80
79
  * Tracks active breathing difficulty with Korean-English terminology.
81
80
  * Integrates with the status effect system for consistent duration tracking.
82
81
  *
83
- * @public
84
82
  * @category Combat Systems
85
83
  * @korean 호흡곤란효과
86
84
  */
@@ -102,7 +100,6 @@ export interface BreathingDisruptionEffect extends StatusEffect {
102
100
  * Manages breathing disruption effects from torso targeting.
103
101
  * Integrates with vital point system and stamina regeneration.
104
102
  *
105
- * @public
106
103
  * @category Combat Systems
107
104
  */
108
105
  export declare class BreathingDisruptionSystem {
@@ -1 +1 @@
1
- {"version":3,"file":"BreathingDisruptionSystem.d.ts","sourceRoot":"","sources":["../../../src/systems/breathing/BreathingDisruptionSystem.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiCG;AAEH,OAAO,EAAc,oBAAoB,EAAE,MAAM,SAAS,CAAC;AAC3D,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC/C,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAG/C;;;;;;;;;;;GAWG;AACH,oBAAY,wBAAwB;IAClC,4DAA4D;IAC5D,IAAI,SAAS;IAEb;;;;;OAKG;IACH,MAAM,WAAW;IAEjB;;;;;OAKG;IACH,OAAO,YAAY;IAEnB;;;;;OAKG;IACH,eAAe,oBAAoB;CACpC;AAED;;;;;;;;;;;GAWG;AACH,MAAM,WAAW,yBAA0B,SAAQ,YAAY;IAC7D,2CAA2C;IAC3C,QAAQ,CAAC,IAAI,EAAE,oBAAoB,CAAC,cAAc,CAAC;IAEnD,0CAA0C;IAC1C,QAAQ,CAAC,KAAK,EAAE,wBAAwB,CAAC;IAEzC,+EAA+E;IAC/E,QAAQ,CAAC,sBAAsB,EAAE,MAAM,CAAC;IAExC,+DAA+D;IAC/D,QAAQ,CAAC,SAAS,EAAE,IAAI,CAAC;CAC1B;AAgED;;;;;;;;;;GAUG;AACH,qBAAa,yBAAyB;IACpC;;;;;;;;;;;;;;;;;;;OAmBG;IACH,MAAM,CAAC,YAAY,CACjB,KAAK,EAAE,OAAO,CAAC,wBAAwB,EAAE,wBAAwB,CAAC,IAAI,CAAC,EACvE,MAAM,EAAE,MAAM,EACd,SAAS,EAAE,MAAM,GAChB,yBAAyB;IAkB5B;;;;;;;OAOG;IACH,OAAO,CAAC,MAAM,CAAC,gBAAgB;IAe/B;;;;;;;;;;;;;;;;;;;;;;OAsBG;IACH,MAAM,CAAC,wBAAwB,CAC7B,MAAM,EAAE,MAAM,EACd,aAAa,EAAE,OAAO,GACrB,wBAAwB;IAgB3B;;;;;;;;;;;;;;;;;;;;;;;;;;;OA2BG;IACH,MAAM,CAAC,WAAW,CAChB,cAAc,EAAE,yBAAyB,EACzC,QAAQ,EAAE,OAAO,CAAC,wBAAwB,EAAE,wBAAwB,CAAC,IAAI,CAAC,EAC1E,MAAM,EAAE,MAAM,EACd,SAAS,EAAE,MAAM,GAChB,yBAAyB;IAwB5B;;;;;;OAMG;IACH,OAAO,CAAC,MAAM,CAAC,cAAc;IAiB7B;;;;;;;;;OASG;IACH,MAAM,CAAC,eAAe,CACpB,MAAM,EAAE,WAAW,GAClB,yBAAyB,GAAG,SAAS;IASxC;;;;;;;;;;;;;;;;;;;;;;OAsBG;IACH,MAAM,CAAC,qBAAqB,CAC1B,MAAM,EAAE,WAAW,EACnB,aAAa,EAAE,MAAM,GACpB,MAAM;IAUT;;;;;;;;;;OAUG;IACH,MAAM,CAAC,UAAU,CAAC,MAAM,EAAE,WAAW,GAAG,OAAO;IAqB/C;;;;;;;;;;;;;;;;;;;;;OAqBG;IACH,MAAM,CAAC,oBAAoB,CACzB,MAAM,EAAE,yBAAyB,EACjC,SAAS,EAAE,MAAM,EACjB,SAAS,EAAE,MAAM,GAChB,yBAAyB,GAAG,SAAS;IAmBxC;;;;;;;;;OASG;IACH,MAAM,CAAC,eAAe,CAAC,MAAM,EAAE,WAAW,GAAG,wBAAwB;IAKrE;;;;;OAKG;IACH,MAAM,CAAC,QAAQ,CAAC,MAAM,EAAE,WAAW,GAAG,OAAO;CAG9C"}
1
+ {"version":3,"file":"BreathingDisruptionSystem.d.ts","sourceRoot":"","sources":["../../../src/systems/breathing/BreathingDisruptionSystem.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAiCG;AAEH,OAAO,EAAc,oBAAoB,EAAE,MAAM,SAAS,CAAC;AAC3D,OAAO,EAAE,YAAY,EAAE,MAAM,iBAAiB,CAAC;AAC/C,OAAO,EAAE,WAAW,EAAE,MAAM,kBAAkB,CAAC;AAG/C;;;;;;;;;;GAUG;AACH,oBAAY,wBAAwB;IAClC,4DAA4D;IAC5D,IAAI,SAAS;IAEb;;;;;OAKG;IACH,MAAM,WAAW;IAEjB;;;;;OAKG;IACH,OAAO,YAAY;IAEnB;;;;;OAKG;IACH,eAAe,oBAAoB;CACpC;AAED;;;;;;;;;;GAUG;AACH,MAAM,WAAW,yBAA0B,SAAQ,YAAY;IAC7D,2CAA2C;IAC3C,QAAQ,CAAC,IAAI,EAAE,oBAAoB,CAAC,cAAc,CAAC;IAEnD,0CAA0C;IAC1C,QAAQ,CAAC,KAAK,EAAE,wBAAwB,CAAC;IAEzC,+EAA+E;IAC/E,QAAQ,CAAC,sBAAsB,EAAE,MAAM,CAAC;IAExC,+DAA+D;IAC/D,QAAQ,CAAC,SAAS,EAAE,IAAI,CAAC;CAC1B;AAgED;;;;;;;;;GASG;AACH,qBAAa,yBAAyB;IACpC;;;;;;;;;;;;;;;;;;;OAmBG;IACH,MAAM,CAAC,YAAY,CACjB,KAAK,EAAE,OAAO,CAAC,wBAAwB,EAAE,wBAAwB,CAAC,IAAI,CAAC,EACvE,MAAM,EAAE,MAAM,EACd,SAAS,EAAE,MAAM,GAChB,yBAAyB;IAkB5B;;;;;;;OAOG;IACH,OAAO,CAAC,MAAM,CAAC,gBAAgB;IAe/B;;;;;;;;;;;;;;;;;;;;;;OAsBG;IACH,MAAM,CAAC,wBAAwB,CAC7B,MAAM,EAAE,MAAM,EACd,aAAa,EAAE,OAAO,GACrB,wBAAwB;IAgB3B;;;;;;;;;;;;;;;;;;;;;;;;;;;OA2BG;IACH,MAAM,CAAC,WAAW,CAChB,cAAc,EAAE,yBAAyB,EACzC,QAAQ,EAAE,OAAO,CAAC,wBAAwB,EAAE,wBAAwB,CAAC,IAAI,CAAC,EAC1E,MAAM,EAAE,MAAM,EACd,SAAS,EAAE,MAAM,GAChB,yBAAyB;IAwB5B;;;;;;OAMG;IACH,OAAO,CAAC,MAAM,CAAC,cAAc;IAiB7B;;;;;;;;;OASG;IACH,MAAM,CAAC,eAAe,CACpB,MAAM,EAAE,WAAW,GAClB,yBAAyB,GAAG,SAAS;IASxC;;;;;;;;;;;;;;;;;;;;;;OAsBG;IACH,MAAM,CAAC,qBAAqB,CAC1B,MAAM,EAAE,WAAW,EACnB,aAAa,EAAE,MAAM,GACpB,MAAM;IAUT;;;;;;;;;;OAUG;IACH,MAAM,CAAC,UAAU,CAAC,MAAM,EAAE,WAAW,GAAG,OAAO;IAqB/C;;;;;;;;;;;;;;;;;;;;;OAqBG;IACH,MAAM,CAAC,oBAAoB,CACzB,MAAM,EAAE,yBAAyB,EACjC,SAAS,EAAE,MAAM,EACjB,SAAS,EAAE,MAAM,GAChB,yBAAyB,GAAG,SAAS;IAmBxC;;;;;;;;;OASG;IACH,MAAM,CAAC,eAAe,CAAC,MAAM,EAAE,WAAW,GAAG,wBAAwB;IAKrE;;;;;OAKG;IACH,MAAM,CAAC,QAAQ,CAAC,MAAM,EAAE,WAAW,GAAG,OAAO;CAG9C"}
@@ -43,7 +43,6 @@ import { EffectIntensity } from "../effects.js";
43
43
  * Progressive levels of respiratory impairment from torso strikes.
44
44
  * Higher levels stack duration and increase stamina regeneration penalties.
45
45
  *
46
- * @public
47
46
  * @category Combat Systems
48
47
  * @korean 호흡곤란수준
49
48
  */
@@ -125,7 +124,6 @@ var BREATHING_DISRUPTION_CONFIGS = {
125
124
  * Manages breathing disruption effects from torso targeting.
126
125
  * Integrates with vital point system and stamina regeneration.
127
126
  *
128
- * @public
129
127
  * @category Combat Systems
130
128
  */
131
129
  var BreathingDisruptionSystem = class {