blacktrigram 0.7.44 → 0.7.45

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (746) hide show
  1. package/lib/audio/AudioManager.d.ts +26 -0
  2. package/lib/audio/AudioManager.d.ts.map +1 -1
  3. package/lib/audio/AudioManager.js +26 -0
  4. package/lib/audio/AudioManager.js.map +1 -1
  5. package/lib/audio/index.d.ts.map +1 -1
  6. package/lib/audio/index.js.map +1 -1
  7. package/lib/audio/types.d.ts +18 -2
  8. package/lib/audio/types.d.ts.map +1 -1
  9. package/lib/audio/types.js +1 -0
  10. package/lib/audio/types.js.map +1 -1
  11. package/lib/components/effects/WindParticles3D.d.ts.map +1 -1
  12. package/lib/components/index.d.ts.map +1 -1
  13. package/lib/components/index.js.map +1 -1
  14. package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -1
  15. package/lib/components/screens/combat/CombatScreen3D.js.map +1 -1
  16. package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +0 -1
  17. package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -1
  18. package/lib/components/screens/combat/components/controls/KeyboardHints.js +0 -1
  19. package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -1
  20. package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -1
  21. package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -1
  22. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -1
  23. package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -1
  24. package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -1
  25. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -1
  26. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -1
  27. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -1
  28. package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -1
  29. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -1
  30. package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -1
  31. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -1
  32. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -1
  33. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -1
  34. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -1
  35. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -1
  36. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -1
  37. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -1
  38. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -1
  39. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -1
  40. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -1
  41. package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -1
  42. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -1
  43. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -1
  44. package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -1
  45. package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -1
  46. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -1
  47. package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -1
  48. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -1
  49. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -1
  50. package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -1
  51. package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -1
  52. package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -1
  53. package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -1
  54. package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -1
  55. package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -1
  56. package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -1
  57. package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -1
  58. package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -1
  59. package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -1
  60. package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -1
  61. package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -1
  62. package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -1
  63. package/lib/components/screens/combat/components/hud/CombatPortraitStatusStrip.d.ts.map +1 -1
  64. package/lib/components/screens/combat/components/hud/CombatPortraitStatusStrip.js.map +1 -1
  65. package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -1
  66. package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -1
  67. package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -1
  68. package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -1
  69. package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -1
  70. package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -1
  71. package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -1
  72. package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -1
  73. package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -1
  74. package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -1
  75. package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -1
  76. package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -1
  77. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +0 -1
  78. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -1
  79. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +0 -1
  80. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -1
  81. package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -1
  82. package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -1
  83. package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +0 -2
  84. package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -1
  85. package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +0 -1
  86. package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -1
  87. package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -1
  88. package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -1
  89. package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -1
  90. package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -1
  91. package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -1
  92. package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -1
  93. package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -1
  94. package/lib/components/screens/combat/hooks/useCombatActions.js.map +1 -1
  95. package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -1
  96. package/lib/components/screens/combat/hooks/useCombatAttackMovement.js.map +1 -1
  97. package/lib/components/screens/combat/hooks/useCombatAudio.d.ts.map +1 -1
  98. package/lib/components/screens/combat/hooks/useCombatAudio.js.map +1 -1
  99. package/lib/components/screens/combat/hooks/useCombatLayout.d.ts.map +1 -1
  100. package/lib/components/screens/combat/hooks/useCombatLayout.js.map +1 -1
  101. package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -1
  102. package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -1
  103. package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -1
  104. package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -1
  105. package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -1
  106. package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -1
  107. package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts.map +1 -1
  108. package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.js.map +1 -1
  109. package/lib/components/screens/controls/components/GamepadVisualization3D.d.ts.map +1 -1
  110. package/lib/components/screens/controls/components/GamepadVisualization3D.js.map +1 -1
  111. package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.d.ts.map +1 -1
  112. package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.js.map +1 -1
  113. package/lib/components/screens/controls/components/Key3D.d.ts.map +1 -1
  114. package/lib/components/screens/controls/components/Key3D.js.map +1 -1
  115. package/lib/components/screens/controls/components/VisualKeyboard3D.d.ts.map +1 -1
  116. package/lib/components/screens/controls/components/VisualKeyboard3D.js.map +1 -1
  117. package/lib/components/screens/controls/constants/ControlsConstants.d.ts.map +1 -1
  118. package/lib/components/screens/controls/constants/ControlsConstants.js.map +1 -1
  119. package/lib/components/screens/controls/hooks/useControlsState.d.ts.map +1 -1
  120. package/lib/components/screens/controls/hooks/useControlsState.js.map +1 -1
  121. package/lib/components/screens/endscreen/EndScreen3D.d.ts.map +1 -1
  122. package/lib/components/screens/endscreen/EndScreen3D.js.map +1 -1
  123. package/lib/components/screens/endscreen/components/DefeatAnimation3D.d.ts.map +1 -1
  124. package/lib/components/screens/endscreen/components/DefeatAnimation3D.js.map +1 -1
  125. package/lib/components/screens/endscreen/components/NavigationButtonsOverlayHtml.d.ts.map +1 -1
  126. package/lib/components/screens/endscreen/components/NavigationButtonsOverlayHtml.js.map +1 -1
  127. package/lib/components/screens/endscreen/components/PerformanceBreakdownOverlayHtml.d.ts.map +1 -1
  128. package/lib/components/screens/endscreen/components/PerformanceBreakdownOverlayHtml.js.map +1 -1
  129. package/lib/components/screens/endscreen/components/PerformanceRatingOverlayHtml.d.ts.map +1 -1
  130. package/lib/components/screens/endscreen/components/PerformanceRatingOverlayHtml.js.map +1 -1
  131. package/lib/components/screens/endscreen/components/VictoryAnimation3D.d.ts.map +1 -1
  132. package/lib/components/screens/endscreen/components/VictoryAnimation3D.js.map +1 -1
  133. package/lib/components/screens/endscreen/components/WinnerDisplayOverlayHtml.d.ts.map +1 -1
  134. package/lib/components/screens/endscreen/components/WinnerDisplayOverlayHtml.js.map +1 -1
  135. package/lib/components/screens/endscreen/components/index.d.ts.map +1 -1
  136. package/lib/components/screens/endscreen/index.d.ts.map +1 -1
  137. package/lib/components/screens/intro/IntroScreen3D.d.ts.map +1 -1
  138. package/lib/components/screens/intro/IntroScreen3D.js +1 -1
  139. package/lib/components/screens/intro/IntroScreen3D.js.map +1 -1
  140. package/lib/components/screens/intro/components/AbilityListOverlayHtml.d.ts.map +1 -1
  141. package/lib/components/screens/intro/components/AbilityListOverlayHtml.js.map +1 -1
  142. package/lib/components/screens/intro/components/ArchetypeCardGridOverlayHtml.d.ts.map +1 -1
  143. package/lib/components/screens/intro/components/ArchetypeCardGridOverlayHtml.js.map +1 -1
  144. package/lib/components/screens/intro/components/ArchetypeCardOverlayHtml.d.ts.map +1 -1
  145. package/lib/components/screens/intro/components/ArchetypeCardOverlayHtml.js.map +1 -1
  146. package/lib/components/screens/intro/components/ArchetypeDisplayOverlayHtml.d.ts.map +1 -1
  147. package/lib/components/screens/intro/components/ArchetypeDisplayOverlayHtml.js.map +1 -1
  148. package/lib/components/screens/intro/components/EnhancedArchetypeDisplayOverlayHtml.d.ts.map +1 -1
  149. package/lib/components/screens/intro/components/EnhancedArchetypeDisplayOverlayHtml.js.map +1 -1
  150. package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.d.ts.map +1 -1
  151. package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.js.map +1 -1
  152. package/lib/components/screens/intro/components/MenuSectionOverlayHtml.d.ts.map +1 -1
  153. package/lib/components/screens/intro/components/MenuSectionOverlayHtml.js.map +1 -1
  154. package/lib/components/screens/intro/components/StatBarOverlayHtml.d.ts.map +1 -1
  155. package/lib/components/screens/intro/components/StatBarOverlayHtml.js.map +1 -1
  156. package/lib/components/screens/philosophy/PhilosophyScreen3D.d.ts.map +1 -1
  157. package/lib/components/screens/philosophy/PhilosophyScreen3D.js.map +1 -1
  158. package/lib/components/screens/philosophy/components/InteractiveTrigramGridOverlayHtml.d.ts +0 -1
  159. package/lib/components/screens/philosophy/components/InteractiveTrigramGridOverlayHtml.d.ts.map +1 -1
  160. package/lib/components/screens/philosophy/components/PhilosophyNavigationOverlayHtml.d.ts +0 -1
  161. package/lib/components/screens/philosophy/components/PhilosophyNavigationOverlayHtml.d.ts.map +1 -1
  162. package/lib/components/screens/philosophy/components/PhilosophySectionOverlayHtml.d.ts +0 -1
  163. package/lib/components/screens/philosophy/components/PhilosophySectionOverlayHtml.d.ts.map +1 -1
  164. package/lib/components/screens/philosophy/components/PhilosophyTextOverlayHtml.d.ts +0 -1
  165. package/lib/components/screens/philosophy/components/PhilosophyTextOverlayHtml.d.ts.map +1 -1
  166. package/lib/components/screens/philosophy/components/TrigramSymbol3D.d.ts +0 -1
  167. package/lib/components/screens/philosophy/components/TrigramSymbol3D.d.ts.map +1 -1
  168. package/lib/components/screens/philosophy/components/TrigramVisualization3D.d.ts +0 -1
  169. package/lib/components/screens/philosophy/components/TrigramVisualization3D.d.ts.map +1 -1
  170. package/lib/components/screens/philosophy/hooks/usePhilosophyState.d.ts +0 -1
  171. package/lib/components/screens/philosophy/hooks/usePhilosophyState.d.ts.map +1 -1
  172. package/lib/components/screens/training/TrainingScreen3D.d.ts.map +1 -1
  173. package/lib/components/screens/training/TrainingScreen3D.js.map +1 -1
  174. package/lib/components/screens/training/components/AnatomyControlsOverlayHtml.d.ts.map +1 -1
  175. package/lib/components/screens/training/components/AnatomyControlsOverlayHtml.js.map +1 -1
  176. package/lib/components/screens/training/components/AnatomyOverlay3D.d.ts.map +1 -1
  177. package/lib/components/screens/training/components/AnatomyOverlay3D.js.map +1 -1
  178. package/lib/components/screens/training/components/DamageNumber3D.d.ts.map +1 -1
  179. package/lib/components/screens/training/components/FootPlacementMarkers3D.d.ts.map +1 -1
  180. package/lib/components/screens/training/components/FootPlacementMarkers3D.js.map +1 -1
  181. package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.d.ts.map +1 -1
  182. package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.js.map +1 -1
  183. package/lib/components/screens/training/components/HitFeedbackEffect3D.d.ts.map +1 -1
  184. package/lib/components/screens/training/components/HitFeedbackEffect3D.js.map +1 -1
  185. package/lib/components/screens/training/components/TrainingAICharacter3D.d.ts.map +1 -1
  186. package/lib/components/screens/training/components/TrainingArena3D.d.ts.map +1 -1
  187. package/lib/components/screens/training/components/TrainingControlsOverlayHtml.d.ts.map +1 -1
  188. package/lib/components/screens/training/components/TrainingControlsOverlayHtml.js.map +1 -1
  189. package/lib/components/screens/training/components/TrainingDummy3D.d.ts.map +1 -1
  190. package/lib/components/screens/training/components/TrainingDummy3D.js.map +1 -1
  191. package/lib/components/screens/training/components/TrainingFeedbackOverlayHtml.d.ts.map +1 -1
  192. package/lib/components/screens/training/components/TrainingFeedbackOverlayHtml.js.map +1 -1
  193. package/lib/components/screens/training/components/TrainingHitEffects3D.d.ts.map +1 -1
  194. package/lib/components/screens/training/components/TrainingModeSelectorOverlayHtml.d.ts.map +1 -1
  195. package/lib/components/screens/training/components/TrainingModeSelectorOverlayHtml.js.map +1 -1
  196. package/lib/components/screens/training/components/TrainingStatsOverlayHtml.d.ts.map +1 -1
  197. package/lib/components/screens/training/components/TrainingStatsOverlayHtml.js.map +1 -1
  198. package/lib/components/screens/training/components/VitalPointMarker3D.d.ts.map +1 -1
  199. package/lib/components/screens/training/components/VitalPointMarker3D.js.map +1 -1
  200. package/lib/components/screens/training/components/VitalPointTrainingOverlayHtml.d.ts.map +1 -1
  201. package/lib/components/screens/training/components/VitalPointTrainingOverlayHtml.js.map +1 -1
  202. package/lib/components/screens/training/components/hud/TrainingBottomHUD.d.ts.map +1 -1
  203. package/lib/components/screens/training/components/hud/TrainingBottomHUD.js.map +1 -1
  204. package/lib/components/screens/training/components/hud/TrainingLeftHUD.d.ts.map +1 -1
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  206. package/lib/components/screens/training/components/hud/TrainingRightHUD.d.ts.map +1 -1
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  208. package/lib/components/screens/training/components/hud/TrainingTopHUD.d.ts.map +1 -1
  209. package/lib/components/screens/training/components/hud/TrainingTopHUD.js.map +1 -1
  210. package/lib/components/screens/training/components/index.d.ts.map +1 -1
  211. package/lib/components/screens/training/hooks/useAttackMovement.d.ts.map +1 -1
  212. package/lib/components/screens/training/hooks/useAttackMovement.js.map +1 -1
  213. package/lib/components/screens/training/hooks/useTrainingActions.d.ts.map +1 -1
  214. package/lib/components/screens/training/hooks/useTrainingActions.js.map +1 -1
  215. package/lib/components/screens/training/hooks/useTrainingLayout.d.ts.map +1 -1
  216. package/lib/components/screens/training/hooks/useTrainingLayout.js.map +1 -1
  217. package/lib/components/screens/training/hooks/useTrainingState.d.ts.map +1 -1
  218. package/lib/components/screens/training/hooks/useTrainingState.js.map +1 -1
  219. package/lib/components/shared/base/AccessibilityProvider.d.ts.map +1 -1
  220. package/lib/components/shared/base/BaseButton.d.ts.map +1 -1
  221. package/lib/components/shared/base/BaseButton.js.map +1 -1
  222. package/lib/components/shared/base/BaseButtonOverlayHtml.d.ts.map +1 -1
  223. package/lib/components/shared/base/BaseButtonOverlayHtml.js.map +1 -1
  224. package/lib/components/shared/base/BasePanel.d.ts.map +1 -1
  225. package/lib/components/shared/base/BasePanel.js.map +1 -1
  226. package/lib/components/shared/base/BaseText.d.ts.map +1 -1
  227. package/lib/components/shared/base/BaseText.js.map +1 -1
  228. package/lib/components/shared/base/ResponsiveContainer.d.ts.map +1 -1
  229. package/lib/components/shared/base/index.d.ts.map +1 -1
  230. package/lib/components/shared/base/useKoreanTheme.d.ts.map +1 -1
  231. package/lib/components/shared/base/useKoreanTheme.js.map +1 -1
  232. package/lib/components/shared/debug/PerformanceDebugOverlayHtml.d.ts.map +1 -1
  233. package/lib/components/shared/debug/PerformanceDebugOverlayHtml.js.map +1 -1
  234. package/lib/components/shared/effects/ScreenFlash.d.ts.map +1 -1
  235. package/lib/components/shared/mobile/ActionButtons.d.ts.map +1 -1
  236. package/lib/components/shared/mobile/ActionButtons.js +0 -1
  237. package/lib/components/shared/mobile/ActionButtons.js.map +1 -1
  238. package/lib/components/shared/mobile/GestureRecognizerPure.d.ts +0 -1
  239. package/lib/components/shared/mobile/GestureRecognizerPure.d.ts.map +1 -1
  240. package/lib/components/shared/mobile/GestureRecognizerPure.js +0 -1
  241. package/lib/components/shared/mobile/GestureRecognizerPure.js.map +1 -1
  242. package/lib/components/shared/mobile/HapticController.d.ts +0 -13
  243. package/lib/components/shared/mobile/HapticController.d.ts.map +1 -1
  244. package/lib/components/shared/mobile/HapticController.js +0 -10
  245. package/lib/components/shared/mobile/HapticController.js.map +1 -1
  246. package/lib/components/shared/mobile/MobileControlsPure.d.ts.map +1 -1
  247. package/lib/components/shared/mobile/MobileControlsPure.js.map +1 -1
  248. package/lib/components/shared/mobile/PerformanceMonitor.d.ts +0 -15
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@@ -54,7 +54,6 @@ export declare class TrigramCalculator {
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  * // Returns 0.90 (-10% effectiveness)
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  * ```
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  *
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- * @public
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  * @korean 측면성수정자계산
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  */
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  static calculateLateralityModifier(attackerLaterality: StanceLaterality, defenderLaterality: StanceLaterality, attackLevel?: "high" | "mid" | "low"): number;
@@ -1 +1 @@
1
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1
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@@ -131,7 +131,6 @@ var TrigramCalculator = class {
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  * // Returns 0.90 (-10% effectiveness)
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  * ```
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  *
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- * @public
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  * @korean 측면성수정자계산
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  */
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  static calculateLateralityModifier(attackerLaterality, defenderLaterality, attackLevel = "mid") {
@@ -1 +1 @@
1
- {"version":3,"file":"TrigramCalculator.js","names":[],"sources":["../../../src/systems/trigram/TrigramCalculator.ts"],"sourcesContent":["import { TrigramStance } from \"../../types/common\";\nimport { StanceLaterality } from \"./types\";\n\n/**\n * Enhanced stance effectiveness matrix for Korean martial arts\n * Based on traditional I-Ching trigram relationships\n */\nconst STANCE_EFFECTIVENESS_MATRIX: Record<\n TrigramStance,\n Partial<Record<TrigramStance, number>>\n> = {\n [TrigramStance.GEON]: { [TrigramStance.GON]: 1.2, [TrigramStance.SON]: 0.8 },\n [TrigramStance.GON]: { [TrigramStance.GEON]: 0.8, [TrigramStance.GAM]: 1.2 },\n [TrigramStance.TAE]: { [TrigramStance.JIN]: 1.2, [TrigramStance.GAN]: 0.8 },\n [TrigramStance.JIN]: { [TrigramStance.TAE]: 0.8, [TrigramStance.SON]: 1.2 },\n [TrigramStance.LI]: { [TrigramStance.GAM]: 0.8, [TrigramStance.TAE]: 0.8 },\n [TrigramStance.GAM]: {\n // water extinguishes fire:\n [TrigramStance.LI]: 1.2,\n [TrigramStance.GON]: 0.8,\n },\n [TrigramStance.SON]: { [TrigramStance.GEON]: 1.2, [TrigramStance.JIN]: 0.8 },\n [TrigramStance.GAN]: { [TrigramStance.TAE]: 1.2, [TrigramStance.LI]: 0.8 },\n};\n\nexport class TrigramCalculator {\n /**\n * Calculate effectiveness of one stance against another\n */\n calculateStanceEffectiveness(\n attackerStance: TrigramStance,\n defenderStance: TrigramStance\n ): number {\n if (attackerStance === defenderStance) {\n return 1.0; // Neutral when same stance\n }\n\n const effectiveness =\n STANCE_EFFECTIVENESS_MATRIX[attackerStance]?.[defenderStance];\n return effectiveness ?? 1.0; // Default to neutral if no specific relationship\n }\n\n /**\n * Get the optimal counter stance for a given stance\n */\n getCounterStance(targetStance: TrigramStance): TrigramStance {\n let bestCounter = TrigramStance.GEON;\n let bestEffectiveness = 0;\n\n // Find stance with highest effectiveness against target\n for (const stance of Object.values(TrigramStance)) {\n const effectiveness = this.calculateStanceEffectiveness(\n stance,\n targetStance\n );\n if (effectiveness > bestEffectiveness) {\n bestEffectiveness = effectiveness;\n bestCounter = stance;\n }\n }\n\n return bestCounter;\n }\n\n /**\n * Calculate transition difficulty between stances\n */\n calculateTransitionDifficulty(\n fromStance: TrigramStance,\n toStance: TrigramStance\n ): number {\n if (fromStance === toStance) return 0;\n\n // Base difficulty for any transition\n const baseDifficulty = 0.5;\n\n // Get stance order for adjacency calculation\n const stanceOrder = Object.values(TrigramStance);\n const fromIndex = stanceOrder.indexOf(fromStance);\n const toIndex = stanceOrder.indexOf(toStance);\n\n if (fromIndex === -1 || toIndex === -1) {\n return 1.0; // Unknown stances, high difficulty\n }\n\n // Calculate distance (adjacent stances are easier)\n const distance = Math.min(\n Math.abs(toIndex - fromIndex),\n stanceOrder.length - Math.abs(toIndex - fromIndex)\n );\n\n // Normalize distance to 0-1 range and add base difficulty\n const normalizedDistance = distance / (stanceOrder.length / 2);\n return baseDifficulty + normalizedDistance * 0.5;\n }\n\n /**\n * Calculate stance effectiveness between attacker and defender\n */\n static calculateStanceEffectiveness(\n attackerStance: TrigramStance,\n defenderStance: TrigramStance\n ): number {\n // Use the effectiveness matrix from constants\n const effectiveness =\n STANCE_EFFECTIVENESS_MATRIX[attackerStance]?.[defenderStance];\n return effectiveness ?? 1.0; // Default neutral effectiveness\n }\n\n /**\n * Get optimal counter stance against opponent stance\n */\n static getCounterStance(opponentStance: TrigramStance): TrigramStance {\n // Find the stance that has highest effectiveness against opponent\n const stances = Object.values(TrigramStance);\n let bestCounter = TrigramStance.GEON;\n let bestEffectiveness = 0;\n\n stances.forEach((stance) => {\n const effectiveness = this.calculateStanceEffectiveness(\n stance,\n opponentStance\n );\n if (effectiveness > bestEffectiveness) {\n bestEffectiveness = effectiveness;\n bestCounter = stance;\n }\n });\n\n return bestCounter;\n }\n\n /**\n * Calculate difficulty of transitioning between stances\n */\n static calculateTransitionDifficulty(\n fromStance: TrigramStance,\n toStance: TrigramStance\n ): number {\n if (fromStance === toStance) {\n return 0; // No transition needed\n }\n\n // Base difficulty for any transition\n const baseDifficulty = 0.5;\n\n // Get stance order for adjacency calculation\n const stanceOrder = Object.values(TrigramStance);\n const fromIndex = stanceOrder.indexOf(fromStance);\n const toIndex = stanceOrder.indexOf(toStance);\n\n if (fromIndex === -1 || toIndex === -1) {\n return 1.0; // Unknown stances, high difficulty\n }\n\n // Calculate distance (adjacent stances are easier)\n const distance = Math.min(\n Math.abs(toIndex - fromIndex),\n stanceOrder.length - Math.abs(toIndex - fromIndex)\n );\n\n // Normalize distance to 0-1 range and add base difficulty\n const normalizedDistance = distance / (stanceOrder.length / 2);\n return baseDifficulty + normalizedDistance * 0.5;\n }\n\n /**\n * Calculate laterality modifier based on stance matching.\n * \n * In Korean martial arts, matched stances (both fighters in same laterality)\n * create tactical advantages for mid-level attacks as centerlines are more exposed.\n * Mismatched stances (opposite laterality) provide defensive advantages as lead guards\n * naturally protect the centerline.\n * \n * @param attackerLaterality - Attacker's stance laterality (left or right)\n * @param defenderLaterality - Defender's stance laterality (left or right)\n * @param attackLevel - Attack level: \"high\", \"mid\", or \"low\"\n * @returns Damage multiplier (1.0 = neutral, >1.0 = advantage, <1.0 = disadvantage)\n * \n * @example\n * ```typescript\n * // Matched stances: attacker gains mid-level advantage\n * const modifier = TrigramCalculator.calculateLateralityModifier(\"left\", \"left\", \"mid\");\n * // Returns 1.15 (+15% effectiveness)\n * \n * // Mismatched stances: defender's guard protects centerline\n * const modifier = TrigramCalculator.calculateLateralityModifier(\"left\", \"right\", \"mid\");\n * // Returns 0.90 (-10% effectiveness)\n * ```\n * \n * @public\n * @korean 측면성수정자계산\n */\n static calculateLateralityModifier(\n attackerLaterality: StanceLaterality,\n defenderLaterality: StanceLaterality,\n attackLevel: \"high\" | \"mid\" | \"low\" = \"mid\"\n ): number {\n const isMatched = attackerLaterality === defenderLaterality;\n\n // Laterality primarily affects mid-level attacks (centerline attacks)\n if (attackLevel === \"mid\") {\n // Matched stances: Open centerline = offensive advantage\n // Mismatched stances: Protected centerline = defensive advantage\n return isMatched ? 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1
+ {"version":3,"file":"TrigramCalculator.js","names":[],"sources":["../../../src/systems/trigram/TrigramCalculator.ts"],"sourcesContent":["import { TrigramStance } from \"../../types/common\";\nimport { StanceLaterality } from \"./types\";\n\n/**\n * Enhanced stance effectiveness matrix for Korean martial arts\n * Based on traditional I-Ching trigram relationships\n */\nconst STANCE_EFFECTIVENESS_MATRIX: Record<\n TrigramStance,\n Partial<Record<TrigramStance, number>>\n> = {\n [TrigramStance.GEON]: { [TrigramStance.GON]: 1.2, [TrigramStance.SON]: 0.8 },\n [TrigramStance.GON]: { [TrigramStance.GEON]: 0.8, [TrigramStance.GAM]: 1.2 },\n [TrigramStance.TAE]: { [TrigramStance.JIN]: 1.2, [TrigramStance.GAN]: 0.8 },\n [TrigramStance.JIN]: { [TrigramStance.TAE]: 0.8, [TrigramStance.SON]: 1.2 },\n [TrigramStance.LI]: { [TrigramStance.GAM]: 0.8, [TrigramStance.TAE]: 0.8 },\n [TrigramStance.GAM]: {\n // water extinguishes fire:\n [TrigramStance.LI]: 1.2,\n [TrigramStance.GON]: 0.8,\n },\n [TrigramStance.SON]: { [TrigramStance.GEON]: 1.2, [TrigramStance.JIN]: 0.8 },\n [TrigramStance.GAN]: { [TrigramStance.TAE]: 1.2, [TrigramStance.LI]: 0.8 },\n};\n\nexport class TrigramCalculator {\n /**\n * Calculate effectiveness of one stance against another\n */\n calculateStanceEffectiveness(\n attackerStance: TrigramStance,\n defenderStance: TrigramStance\n ): number {\n if (attackerStance === defenderStance) {\n return 1.0; // Neutral when same stance\n }\n\n const effectiveness =\n STANCE_EFFECTIVENESS_MATRIX[attackerStance]?.[defenderStance];\n return effectiveness ?? 1.0; // Default to neutral if no specific relationship\n }\n\n /**\n * Get the optimal counter stance for a given stance\n */\n getCounterStance(targetStance: TrigramStance): TrigramStance {\n let bestCounter = TrigramStance.GEON;\n let bestEffectiveness = 0;\n\n // Find stance with highest effectiveness against target\n for (const stance of Object.values(TrigramStance)) {\n const effectiveness = this.calculateStanceEffectiveness(\n stance,\n targetStance\n );\n if (effectiveness > bestEffectiveness) {\n bestEffectiveness = effectiveness;\n bestCounter = stance;\n }\n }\n\n return bestCounter;\n }\n\n /**\n * Calculate transition difficulty between stances\n */\n calculateTransitionDifficulty(\n fromStance: TrigramStance,\n toStance: TrigramStance\n ): number {\n if (fromStance === toStance) return 0;\n\n // Base difficulty for any transition\n const baseDifficulty = 0.5;\n\n // Get stance order for adjacency calculation\n const stanceOrder = Object.values(TrigramStance);\n const fromIndex = stanceOrder.indexOf(fromStance);\n const toIndex = stanceOrder.indexOf(toStance);\n\n if (fromIndex === -1 || toIndex === -1) {\n return 1.0; // Unknown stances, high difficulty\n }\n\n // Calculate distance (adjacent stances are easier)\n const distance = Math.min(\n Math.abs(toIndex - fromIndex),\n stanceOrder.length - Math.abs(toIndex - fromIndex)\n );\n\n // Normalize distance to 0-1 range and add base difficulty\n const normalizedDistance = distance / (stanceOrder.length / 2);\n return baseDifficulty + normalizedDistance * 0.5;\n }\n\n /**\n * Calculate stance effectiveness between attacker and defender\n */\n static calculateStanceEffectiveness(\n attackerStance: TrigramStance,\n defenderStance: TrigramStance\n ): number {\n // Use the effectiveness matrix from constants\n const effectiveness =\n STANCE_EFFECTIVENESS_MATRIX[attackerStance]?.[defenderStance];\n return effectiveness ?? 1.0; // Default neutral effectiveness\n }\n\n /**\n * Get optimal counter stance against opponent stance\n */\n static getCounterStance(opponentStance: TrigramStance): TrigramStance {\n // Find the stance that has highest effectiveness against opponent\n const stances = Object.values(TrigramStance);\n let bestCounter = TrigramStance.GEON;\n let bestEffectiveness = 0;\n\n stances.forEach((stance) => {\n const effectiveness = this.calculateStanceEffectiveness(\n stance,\n opponentStance\n );\n if (effectiveness > bestEffectiveness) {\n bestEffectiveness = effectiveness;\n bestCounter = stance;\n }\n });\n\n return bestCounter;\n }\n\n /**\n * Calculate difficulty of transitioning between stances\n */\n static calculateTransitionDifficulty(\n fromStance: TrigramStance,\n toStance: TrigramStance\n ): number {\n if (fromStance === toStance) {\n return 0; // No transition needed\n }\n\n // Base difficulty for any transition\n const baseDifficulty = 0.5;\n\n // Get stance order for adjacency calculation\n const stanceOrder = Object.values(TrigramStance);\n const fromIndex = stanceOrder.indexOf(fromStance);\n const toIndex = stanceOrder.indexOf(toStance);\n\n if (fromIndex === -1 || toIndex === -1) {\n return 1.0; // Unknown stances, high difficulty\n }\n\n // Calculate distance (adjacent stances are easier)\n const distance = Math.min(\n Math.abs(toIndex - fromIndex),\n stanceOrder.length - Math.abs(toIndex - fromIndex)\n );\n\n // Normalize distance to 0-1 range and add base difficulty\n const normalizedDistance = distance / (stanceOrder.length / 2);\n return baseDifficulty + normalizedDistance * 0.5;\n }\n\n /**\n * Calculate laterality modifier based on stance matching.\n * \n * In Korean martial arts, matched stances (both fighters in same laterality)\n * create tactical advantages for mid-level attacks as centerlines are more exposed.\n * Mismatched stances (opposite laterality) provide defensive advantages as lead guards\n * naturally protect the centerline.\n * \n * @param attackerLaterality - Attacker's stance laterality (left or right)\n * @param defenderLaterality - Defender's stance laterality (left or right)\n * @param attackLevel - Attack level: \"high\", \"mid\", or \"low\"\n * @returns Damage multiplier (1.0 = neutral, >1.0 = advantage, <1.0 = disadvantage)\n * \n * @example\n * ```typescript\n * // Matched stances: attacker gains mid-level advantage\n * const modifier = TrigramCalculator.calculateLateralityModifier(\"left\", \"left\", \"mid\");\n * // Returns 1.15 (+15% effectiveness)\n * \n * // Mismatched stances: defender's guard protects centerline\n * const modifier = TrigramCalculator.calculateLateralityModifier(\"left\", \"right\", \"mid\");\n * // Returns 0.90 (-10% effectiveness)\n * ```\n * \n * @korean 측면성수정자계산\n */\n static calculateLateralityModifier(\n attackerLaterality: StanceLaterality,\n defenderLaterality: StanceLaterality,\n attackLevel: \"high\" | \"mid\" | \"low\" = \"mid\"\n ): number {\n const isMatched = attackerLaterality === defenderLaterality;\n\n // Laterality primarily affects mid-level attacks (centerline attacks)\n if (attackLevel === \"mid\") {\n // Matched stances: Open centerline = offensive advantage\n // Mismatched stances: Protected centerline = defensive advantage\n return isMatched ? 1.15 : 0.90;\n }\n\n // High and low attacks less affected by laterality\n // Slight tactical variation still exists\n if (attackLevel === \"high\") {\n return isMatched ? 1.05 : 0.98;\n }\n\n if (attackLevel === \"low\") {\n return isMatched ? 1.03 : 0.99;\n }\n\n // Default neutral\n return 1.0;\n }\n} // end of class\n\nexport { STANCE_EFFECTIVENESS_MATRIX };\n"],"mappings":";;;;;;AAOA,IAAM,8BAGF;EACD,cAAc,OAAO;GAAG,cAAc,MAAM;GAAM,cAAc,MAAM;EAAK;EAC3E,cAAc,MAAM;GAAG,cAAc,OAAO;GAAM,cAAc,MAAM;EAAK;EAC3E,cAAc,MAAM;GAAG,cAAc,MAAM;GAAM,cAAc,MAAM;EAAK;EAC1E,cAAc,MAAM;GAAG,cAAc,MAAM;GAAM,cAAc,MAAM;EAAK;EAC1E,cAAc,KAAK;GAAG,cAAc,MAAM;GAAM,cAAc,MAAM;EAAK;EACzE,cAAc,MAAM;GAElB,cAAc,KAAK;GACnB,cAAc,MAAM;EACtB;EACA,cAAc,MAAM;GAAG,cAAc,OAAO;GAAM,cAAc,MAAM;EAAK;EAC3E,cAAc,MAAM;GAAG,cAAc,MAAM;GAAM,cAAc,KAAK;EAAK;CAC3E;AAED,IAAa,oBAAb,MAA+B;;;;CAI7B,6BACE,gBACA,gBACQ;EACR,IAAI,mBAAmB,gBACrB,OAAO;EAKT,OADE,4BAA4B,kBAAkB,mBACxB;;;;;CAM1B,iBAAiB,cAA4C;EAC3D,IAAI,cAAc,cAAc;EAChC,IAAI,oBAAoB;EAGxB,KAAK,MAAM,UAAU,OAAO,OAAO,cAAc,EAAE;GACjD,MAAM,gBAAgB,KAAK,6BACzB,QACA,aACD;GACD,IAAI,gBAAgB,mBAAmB;IACrC,oBAAoB;IACpB,cAAc;;;EAIlB,OAAO;;;;;CAMT,8BACE,YACA,UACQ;EACR,IAAI,eAAe,UAAU,OAAO;EAGpC,MAAM,iBAAiB;EAGvB,MAAM,cAAc,OAAO,OAAO,cAAc;EAChD,MAAM,YAAY,YAAY,QAAQ,WAAW;EACjD,MAAM,UAAU,YAAY,QAAQ,SAAS;EAE7C,IAAI,cAAc,MAAM,YAAY,IAClC,OAAO;EAWT,OAAO,iBAPU,KAAK,IACpB,KAAK,IAAI,UAAU,UAAU,EAC7B,YAAY,SAAS,KAAK,IAAI,UAAU,UAAU,CAIzB,IAAY,YAAY,SAAS,KACf;;;;;CAM/C,OAAO,6BACL,gBACA,gBACQ;EAIR,OADE,4BAA4B,kBAAkB,mBACxB;;;;;CAM1B,OAAO,iBAAiB,gBAA8C;EAEpE,MAAM,UAAU,OAAO,OAAO,cAAc;EAC5C,IAAI,cAAc,cAAc;EAChC,IAAI,oBAAoB;EAExB,QAAQ,SAAS,WAAW;GAC1B,MAAM,gBAAgB,KAAK,6BACzB,QACA,eACD;GACD,IAAI,gBAAgB,mBAAmB;IACrC,oBAAoB;IACpB,cAAc;;IAEhB;EAEF,OAAO;;;;;CAMT,OAAO,8BACL,YACA,UACQ;EACR,IAAI,eAAe,UACjB,OAAO;EAIT,MAAM,iBAAiB;EAGvB,MAAM,cAAc,OAAO,OAAO,cAAc;EAChD,MAAM,YAAY,YAAY,QAAQ,WAAW;EACjD,MAAM,UAAU,YAAY,QAAQ,SAAS;EAE7C,IAAI,cAAc,MAAM,YAAY,IAClC,OAAO;EAWT,OAAO,iBAPU,KAAK,IACpB,KAAK,IAAI,UAAU,UAAU,EAC7B,YAAY,SAAS,KAAK,IAAI,UAAU,UAAU,CAIzB,IAAY,YAAY,SAAS,KACf;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA6B/C,OAAO,4BACL,oBACA,oBACA,cAAsC,OAC9B;EACR,MAAM,YAAY,uBAAuB;EAGzC,IAAI,gBAAgB,OAGlB,OAAO,YAAY,OAAO;EAK5B,IAAI,gBAAgB,QAClB,OAAO,YAAY,OAAO;EAG5B,IAAI,gBAAgB,OAClB,OAAO,YAAY,OAAO;EAI5B,OAAO"}
@@ -15,7 +15,6 @@ import { EffectType } from "../effects";
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  * - **왼발서기 (Oenbal Seogi)**: Left foot forward, left guard high
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  * - **오른발서기 (Oreun Bal Seogi)**: Right foot forward, right guard high
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  *
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- * @public
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  * @category Trigram System
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  * @korean 측면성
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  */
@@ -32,7 +31,6 @@ export type StanceLaterality = "left" | "right";
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  * - "geon_left" - Heaven stance, left foot forward
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  * - "tae_right" - Lake stance, right foot forward
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  *
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- * @public
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  * @category Trigram System
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  * @korean 측면포함자세
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  */
@@ -57,7 +55,6 @@ export type StanceWithSide = `${TrigramStance}_${StanceLaterality}`;
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  * // null
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  * ```
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  *
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- * @public
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  * @category Trigram System
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  * @korean 자세측면분리
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  */
@@ -82,7 +79,6 @@ export declare function parseStanceWithSide(stanceWithSide: string): {
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  * // "geon_left"
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  * ```
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  *
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- * @public
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  * @category Trigram System
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  * @korean 자세측면결합
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  */
@@ -1 +1 @@
1
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@@ -25,7 +25,6 @@ import { KOREAN_COLORS } from "../../types/constants/colors.js";
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  * // null
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  * ```
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  *
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- * @public
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  * @category Trigram System
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  * @korean 자세측면분리
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  */
@@ -57,7 +56,6 @@ function parseStanceWithSide(stanceWithSide) {
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  * // "geon_left"
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  * ```
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  *
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- * @public
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  * @category Trigram System
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  * @korean 자세측면결합
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  */
@@ -1 +1 @@
1
- {"version":3,"file":"types.js","names":[],"sources":["../../../src/systems/trigram/types.ts"],"sourcesContent":["/**\n * Type definitions for trigram types\n * Auto-generated by type migration script\n */\n\n// Trigram system imports from shared types\nimport { TrigramStance } from \"../../types/common\";\n\nimport {\n KOREAN_COLORS,\n type KoreanText,\n type PlayerArchetype,\n} from \"../../types\";\nimport { EffectType } from \"../effects\";\n\n/**\n * Stance laterality representing which foot/side is forward.\n *\n * **Korean**: 자세 측면성\n *\n * In authentic Korean martial arts (태권도, 합기도, 택견), stances have\n * distinct left and right configurations:\n * - **왼발서기 (Oenbal Seogi)**: Left foot forward, left guard high\n * - **오른발서기 (Oreun Bal Seogi)**: Right foot forward, right guard high\n *\n * @public\n * @category Trigram System\n * @korean 측면성\n */\nexport type StanceLaterality = \"left\" | \"right\";\n\n/**\n * Combined stance with laterality for complete stance specification.\n *\n * **Korean**: 측면 포함 자세\n *\n * Combines the trigram stance (8 types) with laterality (2 sides) to create\n * 16 distinct stance configurations. Format: `{stance}_{laterality}`\n *\n * Examples:\n * - \"geon_left\" - Heaven stance, left foot forward\n * - \"tae_right\" - Lake stance, right foot forward\n *\n * @public\n * @category Trigram System\n * @korean 측면포함자세\n */\nexport type StanceWithSide = `${TrigramStance}_${StanceLaterality}`;\n\n/**\n * Parse a combined stance+laterality string into its components.\n *\n * **Korean**: 자세 측면 분리\n *\n * Takes a string in the format \"stance_laterality\" and returns the\n * individual stance and laterality components.\n *\n * @param stanceWithSide - Combined stance string (e.g., \"geon_left\")\n * @returns Object with stance and laterality, or null if invalid format\n *\n * @example\n * ```typescript\n * const result = parseStanceWithSide(\"geon_left\");\n * // { stance: \"geon\", laterality: \"left\" }\n *\n * const invalid = parseStanceWithSide(\"invalid\");\n * // null\n * ```\n *\n * @public\n * @category Trigram System\n * @korean 자세측면분리\n */\nexport function parseStanceWithSide(\n stanceWithSide: string\n): { stance: TrigramStance; laterality: StanceLaterality } | null {\n const parts = stanceWithSide.split(\"_\");\n if (parts.length !== 2) {\n return null;\n }\n\n const [stancePart, lateralityPart] = parts;\n\n // Validate stance\n if (!Object.values(TrigramStance).includes(stancePart as TrigramStance)) {\n return null;\n }\n\n // Validate laterality\n if (lateralityPart !== \"left\" && lateralityPart !== \"right\") {\n return null;\n }\n\n return {\n stance: stancePart as TrigramStance,\n laterality: lateralityPart as StanceLaterality,\n };\n}\n\n/**\n * Create a combined stance+laterality string.\n *\n * **Korean**: 자세 측면 결합\n *\n * Combines a trigram stance and laterality into a single string identifier.\n *\n * @param stance - Trigram stance\n * @param laterality - Stance laterality\n * @returns Combined string in format \"stance_laterality\"\n *\n * @example\n * ```typescript\n * const combined = combineStanceWithSide(\"geon\", \"left\");\n * // \"geon_left\"\n * ```\n *\n * @public\n * @category Trigram System\n * @korean 자세측면결합\n */\nexport function combineStanceWithSide(\n stance: TrigramStance,\n laterality: StanceLaterality\n): StanceWithSide {\n return `${stance}_${laterality}` as StanceWithSide;\n}\n\nexport interface TrigramTransitionCost {\n readonly ki: number;\n readonly stamina: number;\n readonly timeMilliseconds: number;\n}\n\nexport interface TrigramTransitionRule {\n readonly from: TrigramStance;\n readonly to: TrigramStance;\n readonly cost: TrigramTransitionCost;\n readonly effectiveness: number;\n readonly conditions?: ReadonlyArray<{\n type: \"player_stat\" | \"archetype\" | \"active_effect\";\n stat?: \"health\" | \"ki\" | \"stamina\";\n archetype?: PlayerArchetype;\n effectType?: EffectType;\n threshold?: number;\n value?: boolean | string;\n }>;\n readonly description: KoreanText;\n}\n\nexport interface TransitionMetrics {\n readonly cost: TrigramTransitionCost;\n readonly effectiveness: number;\n readonly risk: number;\n readonly stamina: number;\n readonly timeMilliseconds: number;\n}\n\nexport interface TransitionPath {\n readonly path: readonly TrigramStance[];\n readonly totalCost: TrigramTransitionCost;\n readonly effectiveness: number;\n readonly name: string;\n readonly description: KoreanText;\n}\n\nexport interface TrigramTheme {\n readonly primary: number;\n readonly secondary: number;\n readonly active: number;\n readonly hover: number;\n readonly text: number;\n}\n\nexport interface TrigramData {\n readonly id: TrigramStance;\n readonly korean: string;\n readonly english: string;\n readonly symbol: string;\n readonly element: string;\n readonly nature: \"yin\" | \"yang\";\n readonly philosophy: KoreanText;\n readonly combat: KoreanText;\n readonly theme: TrigramTheme;\n readonly name: KoreanText;\n readonly defensiveBonus: number;\n readonly kiFlowModifier: number;\n readonly techniques: {\n readonly primary: {\n readonly korean: string;\n readonly english: string;\n readonly damage: number;\n readonly kiCost: number;\n readonly staminaCost: number;\n readonly hitChance: number;\n readonly criticalChance: number;\n readonly description: KoreanText;\n readonly targetAreas: readonly string[];\n readonly effects: readonly string[];\n };\n };\n}\n\nexport interface StanceTransition {\n readonly from: TrigramStance;\n readonly to: TrigramStance;\n readonly difficulty: number;\n readonly time: number;\n readonly kiCost: number;\n readonly requirements?: string[];\n}\n\nexport interface TrigramPhilosophy {\n readonly trigram: TrigramStance;\n readonly principle: KoreanText;\n readonly application: KoreanText;\n readonly strengthsAgainst: readonly TrigramStance[];\n readonly weaknessesAgainst: readonly TrigramStance[];\n}\n\nexport interface TrigramCombatStyle {\n readonly trigram: TrigramStance;\n readonly combatApproach: string;\n readonly preferredRange: \"close\" | \"medium\" | \"long\";\n readonly focusArea: \"offense\" | \"defense\" | \"balance\";\n readonly keyCharacteristics: readonly string[];\n}\n\n// Minimal representations to avoid deep coupling to other systems\nexport interface TrigramTechniqueSummary {\n readonly id: string;\n readonly stance: TrigramStance;\n readonly name?: KoreanText;\n}\n\nexport interface TrigramPlayerContext {\n readonly currentStance?: TrigramStance;\n readonly ki?: number;\n readonly stamina?: number;\n}\n\nexport interface TrigramSystemInterface {\n getTechniqueForStance: (\n stance: TrigramStance,\n archetype?: PlayerArchetype\n ) => TrigramTechniqueSummary | undefined;\n calculateStanceEffectiveness: (\n attackerStance: TrigramStance,\n defenderStance: TrigramStance,\n technique?: TrigramTechniqueSummary\n ) => number;\n isValidTransition: (from: TrigramStance, to: TrigramStance) => boolean;\n getTransitionCost: (\n from: TrigramStance,\n to: TrigramStance,\n player?: TrigramPlayerContext\n ) => { ki: number; stamina: number; timeMs: number };\n recommendStance: (\n player: TrigramPlayerContext,\n opponent?: TrigramPlayerContext\n ) => TrigramStance;\n}\n\nexport interface TrigramSystem {\n readonly getCurrentStance: (playerId: string) => TrigramStance;\n readonly changeStance: (playerId: string, stance: TrigramStance) => boolean;\n readonly getStanceEffectiveness: (\n attacker: TrigramStance,\n defender: TrigramStance\n ) => number;\n}\n\n// Ki flow factors with all required properties\nexport interface KiFlowFactors {\n readonly playerLevelModifier: number;\n readonly stanceAffinity: number;\n readonly distance: number; // Added missing property\n readonly elementalHarmony: number; // Added missing property\n}\n\n// Trigram effectiveness matrix\nexport interface TrigramEffectivenessMatrix {\n readonly [attacker: string]: {\n readonly [defender: string]: number;\n };\n}\n\n// Trigram stance transition\nexport interface TrigramTransition {\n readonly from: TrigramStance;\n readonly to: TrigramStance;\n readonly difficulty: number;\n readonly kiCost: number;\n readonly staminaCost: number;\n readonly transitionTime: number;\n}\n\n// Archetype-trigram affinity\nexport interface ArchetypeTrigramAffinity {\n readonly archetype: PlayerArchetype;\n readonly preferredTrigrams: readonly TrigramStance[];\n readonly bonusEffectiveness: Record<TrigramStance, number>;\n readonly penaltyTrigrams: readonly TrigramStance[];\n}\n\n// Order of Trigrams for UI elements like wheels or selection lists\nexport const TRIGRAM_STANCES_ORDER: readonly TrigramStance[] = [\n \"geon\" as TrigramStance,\n \"tae\" as TrigramStance,\n \"li\" as TrigramStance,\n \"jin\" as TrigramStance,\n \"son\" as TrigramStance,\n \"gam\" as TrigramStance,\n \"gan\" as TrigramStance,\n \"gon\" as TrigramStance,\n] as const;\n\nexport const TRIGRAM_DATA: Record<TrigramStance, TrigramStanceData> = {\n [TrigramStance.GEON]: {\n name: { korean: \"건\", english: \"Heaven\" },\n symbol: \"☰\",\n element: \"metal\",\n nature: \"yang\",\n chinese: \"天\",\n attribute: { korean: \"강건\", chinese: \"剛健\" },\n meaning: { korean: \"창조와 리더십\", english: \"Creation and Leadership\" },\n philosophy: { korean: \"하늘\", english: \"Heaven\" },\n combat: { korean: \"직접 공격\", english: \"Direct attack\" },\n theme: {\n primary: KOREAN_COLORS.TRIGRAM_GEON_PRIMARY,\n secondary: KOREAN_COLORS.WHITE_SOLID,\n },\n defensiveBonus: 1.0,\n kiFlowModifier: 1.0,\n techniques: {\n primary: {\n korean: \"천둥벽력\",\n english: \"Thunder Strike\",\n damage: 15,\n kiCost: 8,\n staminaCost: 12,\n hitChance: 0.85,\n criticalChance: 0.12,\n description: {\n korean: \"하늘의 힘으로 적을 타격한다\",\n english: \"Strike the enemy with heavenly force\",\n },\n targetAreas: [\"torso\", \"head\"],\n effects: [\"stun\"],\n },\n },\n },\n [TrigramStance.TAE]: {\n name: { korean: \"태\", english: \"Lake\" },\n symbol: \"☱\",\n element: \"metal\",\n nature: \"yin\",\n chinese: \"澤\",\n attribute: { korean: \"기쁨\", chinese: \"愉悅\" },\n meaning: { korean: \"기쁨과 교류\", english: \"Joy and Exchange\" },\n philosophy: { korean: \"호수\", english: \"Lake\" },\n combat: { korean: \"유동적 적응\", english: \"Fluid adaptation\" },\n theme: {\n primary: KOREAN_COLORS.TRIGRAM_TAE_PRIMARY,\n secondary: KOREAN_COLORS.UI_STEEL_GRAY,\n },\n defensiveBonus: 1.1,\n kiFlowModifier: 1.2,\n techniques: {\n primary: {\n korean: \"유수연타\",\n english: \"Flowing Strikes\",\n damage: 10,\n kiCost: 5,\n staminaCost: 8,\n hitChance: 0.9,\n criticalChance: 0.1,\n description: {\n korean: \"물의 흐름처럼 연속적인 타격\",\n english: \"Continuous strikes like flowing water\",\n },\n targetAreas: [\"torso\", \"arms\"],\n effects: [\"knockback\"],\n },\n },\n },\n [TrigramStance.LI]: {\n name: { korean: \"리\", english: \"Fire\" },\n symbol: \"☲\",\n element: \"metal\",\n nature: \"yang\",\n chinese: \"火\",\n attribute: { korean: \"광명\", chinese: \"光明\" },\n meaning: { korean: \"열정과 명료함\", english: \"Passion and Clarity\" },\n philosophy: { korean: \"불\", english: \"Fire\" },\n combat: { korean: \"접근 공격\", english: \"Close attack\" },\n theme: {\n primary: KOREAN_COLORS.TRIGRAM_LI_PRIMARY,\n secondary: KOREAN_COLORS.ACCENT_RED,\n },\n defensiveBonus: 0.9,\n kiFlowModifier: 1.1,\n techniques: {\n primary: {\n korean: \"화염베기\",\n english: \"Flame Slash\",\n damage: 18,\n kiCost: 9,\n staminaCost: 11,\n hitChance: 0.8,\n criticalChance: 0.15,\n description: {\n korean: \"불의 형상을 한 날카로운 베기\",\n english: \"A sharp slash in the form of fire\",\n },\n targetAreas: [\"torso\", \"legs\"],\n effects: [\"burn\"],\n },\n },\n },\n [TrigramStance.JIN]: {\n name: { korean: \"진\", english: \"Thunder\" },\n symbol: \"☳\",\n element: \"metal\",\n nature: \"yang\",\n chinese: \"雷\",\n attribute: { korean: \"진동\", chinese: \"震動\" },\n meaning: { korean: \"움직임과 각성\", english: \"Movement and Awakening\" },\n philosophy: { korean: \"천둥\", english: \"Thunder\" },\n combat: { korean: \"돌진 공격\", english: \"Charge attack\" },\n theme: {\n primary: KOREAN_COLORS.TRIGRAM_JIN_PRIMARY,\n secondary: KOREAN_COLORS.SECONDARY_YELLOW,\n },\n defensiveBonus: 0.8,\n kiFlowModifier: 1.3,\n techniques: {\n primary: {\n korean: \"천둥의 박치기\",\n english: \"Thunder Clap\",\n damage: 20,\n kiCost: 10,\n staminaCost: 15,\n hitChance: 0.82,\n criticalChance: 0.18,\n description: {\n korean: \"천둥의 힘으로 적을 가격\",\n english: \"Strike the enemy with the force of thunder\",\n },\n targetAreas: [\"head\", \"torso\"],\n effects: [\"stun\", \"knockback\"],\n },\n },\n },\n [TrigramStance.SON]: {\n name: { korean: \"손\", english: \"Wind\" },\n symbol: \"☴\",\n element: \"metal\",\n nature: \"yin\",\n chinese: \"風\",\n attribute: { korean: \"손순\", chinese: \"巽順\" },\n meaning: { korean: \"침투와 영향\", english: \"Penetration and Influence\" },\n philosophy: { korean: \"바람\", english: \"Wind\" },\n combat: { korean: \"회피 공격\", english: \"Evasive attack\" },\n theme: {\n primary: KOREAN_COLORS.TRIGRAM_SON_PRIMARY,\n secondary: KOREAN_COLORS.POSITIVE_GREEN_DARK,\n },\n defensiveBonus: 1.2,\n kiFlowModifier: 0.9,\n techniques: {\n primary: {\n korean: \"바람베기\",\n english: \"Wind Cut\",\n damage: 12,\n kiCost: 6,\n staminaCost: 10,\n hitChance: 0.88,\n criticalChance: 0.14,\n description: {\n korean: \"바람의 힘으로 적을 베어내다\",\n english: \"Cut through the enemy with the power of wind\",\n },\n targetAreas: [\"torso\", \"arms\"],\n effects: [\"bleed\"],\n },\n },\n },\n [TrigramStance.GAM]: {\n name: { korean: \"감\", english: \"Water\" },\n symbol: \"☵\",\n element: \"metal\",\n nature: \"yin\",\n chinese: \"水\",\n attribute: { korean: \"험난\", chinese: \"險難\" },\n meaning: { korean: \"적응과 흐름\", english: \"Adaptation and Flow\" },\n philosophy: { korean: \"물\", english: \"Water\" },\n combat: { korean: \"유동 공격\", english: \"Flowing attack\" },\n theme: {\n primary: KOREAN_COLORS.TRIGRAM_GAM_PRIMARY,\n secondary: KOREAN_COLORS.PRIMARY_BLUE_DARK,\n },\n defensiveBonus: 1.3,\n kiFlowModifier: 1.1,\n techniques: {\n primary: {\n korean: \"수륙재해\",\n english: \"Water Whip\",\n damage: 14,\n kiCost: 7,\n staminaCost: 9,\n hitChance: 0.84,\n criticalChance: 0.13,\n description: {\n korean: \"물의 힘으로 적을 휘감아 타격\",\n english: \"Strike the enemy by wrapping them with the power of water\",\n },\n targetAreas: [\"torso\", \"legs\"],\n effects: [\"drown\"],\n },\n },\n },\n [TrigramStance.GAN]: {\n name: { korean: \"간\", english: \"Mountain\" },\n symbol: \"☶\",\n element: \"metal\",\n nature: \"yin\",\n chinese: \"山\",\n attribute: { korean: \"지정\", chinese: \"止靜\" },\n meaning: { korean: \"안정과 명상\", english: \"Stability and Meditation\" },\n philosophy: { korean: \"산\", english: \"Mountain\" },\n combat: { korean: \"방어 자세\", english: \"Defensive stance\" },\n theme: {\n primary: KOREAN_COLORS.TRIGRAM_GAN_PRIMARY,\n secondary: KOREAN_COLORS.UI_STEEL_GRAY_DARK,\n },\n defensiveBonus: 1.4,\n kiFlowModifier: 0.8,\n techniques: {\n primary: {\n korean: \"산의 수호\",\n english: \"Mountain Guard\",\n damage: 0,\n kiCost: 10,\n staminaCost: 15,\n hitChance: 1.0,\n criticalChance: 0.0,\n description: {\n korean: \"산처럼 견고한 방어 자세\",\n english: \"A defensive stance as solid as a mountain\",\n },\n targetAreas: [\"torso\"],\n effects: [\"block\"],\n },\n },\n },\n [TrigramStance.GON]: {\n name: { korean: \"곤\", english: \"Earth\" },\n symbol: \"☷\",\n element: \"metal\",\n nature: \"yang\",\n chinese: \"地\",\n attribute: { korean: \"순종\", chinese: \"順從\" },\n meaning: { korean: \"수용과 지지\", english: \"Receptiveness and Support\" },\n philosophy: { korean: \"지구\", english: \"Earth\" },\n combat: { korean: \"포용 공격\", english: \"Embracing attack\" },\n theme: {\n primary: KOREAN_COLORS.TRIGRAM_GON_PRIMARY,\n secondary: KOREAN_COLORS.SECONDARY_BROWN_DARK,\n },\n defensiveBonus: 1.1,\n kiFlowModifier: 1.2,\n techniques: {\n primary: {\n korean: \"지구의 방패\",\n english: \"Earth Shield\",\n damage: 0,\n kiCost: 12,\n staminaCost: 16,\n hitChance: 1.0,\n criticalChance: 0.0,\n description: {\n korean: \"지구의 힘으로 적의 공격을 막다\",\n english: \"Block the enemy's attack with the power of earth\",\n },\n targetAreas: [\"torso\"],\n effects: [\"block\"],\n },\n },\n },\n} as const;\n\n/**\n * Data structure for a Trigram stance containing philosophical,\n * combat, and visual properties for the Eight Trigrams system.\n * Includes Chinese characters, Korean/English names, attributes, and meanings.\n */\nexport interface TrigramStanceData {\n readonly name: { korean: string; english: string };\n readonly symbol: string;\n readonly element: string;\n readonly nature: \"yin\" | \"yang\";\n readonly chinese: string; // Chinese character (天, 澤, etc.)\n readonly attribute: { korean: string; chinese: string }; // Attribute (剛健, etc.)\n readonly meaning: { korean: string; english: string }; // Core meaning\n readonly philosophy: { korean: string; english: string };\n readonly combat: { korean: string; english: string };\n readonly theme: {\n primary: number;\n secondary: number;\n };\n readonly defensiveBonus: number;\n readonly kiFlowModifier: number;\n readonly techniques: {\n primary: {\n korean: string;\n english: string;\n damage: number;\n kiCost: number;\n staminaCost: number;\n hitChance: number;\n criticalChance: number;\n description: { korean: string; english: string };\n targetAreas: string[];\n effects: string[];\n };\n 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+ {"version":3,"file":"types.js","names":[],"sources":["../../../src/systems/trigram/types.ts"],"sourcesContent":["/**\n * Type definitions for trigram types\n * Auto-generated by type migration script\n */\n\n// Trigram system imports from shared types\nimport { TrigramStance } from \"../../types/common\";\n\nimport {\n KOREAN_COLORS,\n type KoreanText,\n type PlayerArchetype,\n} from \"../../types\";\nimport { EffectType } from \"../effects\";\n\n/**\n * Stance laterality representing which foot/side is forward.\n *\n * **Korean**: 자세 측면성\n *\n * In authentic Korean martial arts (태권도, 합기도, 택견), stances have\n * distinct left and right configurations:\n * - **왼발서기 (Oenbal Seogi)**: Left foot forward, left guard high\n * - **오른발서기 (Oreun Bal Seogi)**: Right foot forward, right guard high\n *\n * @category Trigram System\n * @korean 측면성\n */\nexport type StanceLaterality = \"left\" | \"right\";\n\n/**\n * Combined stance with laterality for complete stance specification.\n *\n * **Korean**: 측면 포함 자세\n *\n * Combines the trigram stance (8 types) with laterality (2 sides) to create\n * 16 distinct stance configurations. Format: `{stance}_{laterality}`\n *\n * Examples:\n * - \"geon_left\" - Heaven stance, left foot forward\n * - \"tae_right\" - Lake stance, right foot forward\n *\n * @category Trigram System\n * @korean 측면포함자세\n */\nexport type StanceWithSide = `${TrigramStance}_${StanceLaterality}`;\n\n/**\n * Parse a combined stance+laterality string into its components.\n *\n * **Korean**: 자세 측면 분리\n *\n * Takes a string in the format \"stance_laterality\" and returns the\n * individual stance and laterality components.\n *\n * @param stanceWithSide - Combined stance string (e.g., \"geon_left\")\n * @returns Object with stance and laterality, or null if invalid format\n *\n * @example\n * ```typescript\n * const result = parseStanceWithSide(\"geon_left\");\n * // { stance: \"geon\", laterality: \"left\" }\n *\n * const invalid = parseStanceWithSide(\"invalid\");\n * // null\n * ```\n *\n * @category Trigram System\n * @korean 자세측면분리\n */\nexport function parseStanceWithSide(\n stanceWithSide: string\n): { stance: TrigramStance; laterality: StanceLaterality } | null {\n const parts = stanceWithSide.split(\"_\");\n if (parts.length !== 2) {\n return null;\n }\n\n const [stancePart, lateralityPart] = parts;\n\n // Validate stance\n if (!Object.values(TrigramStance).includes(stancePart as TrigramStance)) {\n return null;\n }\n\n // Validate laterality\n if (lateralityPart !== \"left\" && lateralityPart !== \"right\") {\n return null;\n }\n\n return {\n stance: stancePart as TrigramStance,\n laterality: lateralityPart as StanceLaterality,\n };\n}\n\n/**\n * Create a combined stance+laterality string.\n *\n * **Korean**: 자세 측면 결합\n *\n * Combines a trigram stance and laterality into a single string identifier.\n *\n * @param stance - Trigram stance\n * @param laterality - Stance laterality\n * @returns Combined string in format \"stance_laterality\"\n *\n * @example\n * ```typescript\n * const combined = combineStanceWithSide(\"geon\", \"left\");\n * // \"geon_left\"\n * ```\n *\n * @category Trigram System\n * @korean 자세측면결합\n */\nexport function combineStanceWithSide(\n stance: TrigramStance,\n laterality: StanceLaterality\n): StanceWithSide {\n return `${stance}_${laterality}` as StanceWithSide;\n}\n\nexport interface TrigramTransitionCost {\n readonly ki: number;\n readonly stamina: number;\n readonly timeMilliseconds: number;\n}\n\nexport interface TrigramTransitionRule {\n readonly from: TrigramStance;\n readonly to: TrigramStance;\n readonly cost: TrigramTransitionCost;\n readonly effectiveness: number;\n readonly conditions?: ReadonlyArray<{\n type: \"player_stat\" | \"archetype\" | \"active_effect\";\n stat?: \"health\" | \"ki\" | \"stamina\";\n archetype?: PlayerArchetype;\n effectType?: EffectType;\n threshold?: number;\n value?: boolean | string;\n }>;\n readonly description: KoreanText;\n}\n\nexport interface TransitionMetrics {\n readonly cost: TrigramTransitionCost;\n readonly effectiveness: number;\n readonly risk: number;\n readonly stamina: number;\n readonly timeMilliseconds: number;\n}\n\nexport interface TransitionPath {\n readonly path: readonly TrigramStance[];\n readonly totalCost: TrigramTransitionCost;\n readonly effectiveness: number;\n readonly name: string;\n readonly description: KoreanText;\n}\n\nexport interface TrigramTheme {\n readonly primary: number;\n readonly secondary: number;\n readonly active: number;\n readonly hover: number;\n readonly text: number;\n}\n\nexport interface TrigramData {\n readonly id: TrigramStance;\n readonly korean: string;\n readonly english: string;\n readonly symbol: string;\n readonly element: string;\n readonly nature: \"yin\" | \"yang\";\n readonly philosophy: KoreanText;\n readonly combat: KoreanText;\n readonly theme: TrigramTheme;\n readonly name: KoreanText;\n readonly defensiveBonus: number;\n readonly kiFlowModifier: number;\n readonly techniques: {\n readonly primary: {\n readonly korean: string;\n readonly english: string;\n readonly damage: number;\n readonly kiCost: number;\n readonly staminaCost: number;\n readonly hitChance: number;\n readonly criticalChance: number;\n readonly description: KoreanText;\n readonly targetAreas: readonly string[];\n readonly effects: readonly string[];\n };\n };\n}\n\nexport interface StanceTransition {\n readonly from: TrigramStance;\n readonly to: TrigramStance;\n readonly difficulty: number;\n readonly time: number;\n readonly kiCost: number;\n readonly requirements?: string[];\n}\n\nexport interface TrigramPhilosophy {\n readonly trigram: TrigramStance;\n readonly principle: KoreanText;\n readonly application: KoreanText;\n readonly strengthsAgainst: readonly TrigramStance[];\n readonly weaknessesAgainst: readonly TrigramStance[];\n}\n\nexport interface TrigramCombatStyle {\n readonly trigram: TrigramStance;\n readonly combatApproach: string;\n readonly preferredRange: \"close\" | \"medium\" | \"long\";\n readonly focusArea: \"offense\" | \"defense\" | \"balance\";\n readonly keyCharacteristics: readonly string[];\n}\n\n// Minimal representations to avoid deep coupling to other systems\nexport interface TrigramTechniqueSummary {\n readonly id: string;\n readonly stance: TrigramStance;\n readonly name?: KoreanText;\n}\n\nexport interface TrigramPlayerContext {\n readonly currentStance?: TrigramStance;\n readonly ki?: number;\n readonly stamina?: number;\n}\n\nexport interface TrigramSystemInterface {\n getTechniqueForStance: (\n stance: TrigramStance,\n archetype?: PlayerArchetype\n ) => TrigramTechniqueSummary | undefined;\n calculateStanceEffectiveness: (\n attackerStance: TrigramStance,\n defenderStance: TrigramStance,\n technique?: TrigramTechniqueSummary\n ) => number;\n isValidTransition: (from: TrigramStance, to: TrigramStance) => boolean;\n getTransitionCost: (\n from: TrigramStance,\n to: TrigramStance,\n player?: TrigramPlayerContext\n ) => { ki: number; stamina: number; timeMs: number };\n recommendStance: (\n player: TrigramPlayerContext,\n opponent?: TrigramPlayerContext\n ) => TrigramStance;\n}\n\nexport interface TrigramSystem {\n readonly getCurrentStance: (playerId: string) => TrigramStance;\n readonly changeStance: (playerId: string, stance: TrigramStance) => boolean;\n readonly getStanceEffectiveness: (\n attacker: TrigramStance,\n defender: TrigramStance\n ) => number;\n}\n\n// Ki flow factors with all required properties\nexport interface KiFlowFactors {\n readonly playerLevelModifier: number;\n readonly stanceAffinity: number;\n readonly distance: number; // Added missing property\n readonly elementalHarmony: number; // Added missing property\n}\n\n// Trigram effectiveness matrix\nexport interface TrigramEffectivenessMatrix {\n readonly [attacker: string]: {\n readonly [defender: string]: number;\n };\n}\n\n// Trigram stance transition\nexport interface TrigramTransition {\n readonly from: TrigramStance;\n readonly to: TrigramStance;\n readonly difficulty: number;\n readonly kiCost: number;\n readonly staminaCost: number;\n readonly transitionTime: number;\n}\n\n// Archetype-trigram affinity\nexport interface ArchetypeTrigramAffinity {\n readonly archetype: PlayerArchetype;\n readonly preferredTrigrams: readonly TrigramStance[];\n readonly bonusEffectiveness: Record<TrigramStance, number>;\n readonly penaltyTrigrams: readonly TrigramStance[];\n}\n\n// Order of Trigrams for UI elements like wheels or selection lists\nexport const TRIGRAM_STANCES_ORDER: readonly TrigramStance[] = [\n \"geon\" as TrigramStance,\n \"tae\" as TrigramStance,\n \"li\" as TrigramStance,\n \"jin\" as TrigramStance,\n \"son\" as TrigramStance,\n \"gam\" as TrigramStance,\n \"gan\" as TrigramStance,\n \"gon\" as TrigramStance,\n] as const;\n\nexport const TRIGRAM_DATA: Record<TrigramStance, TrigramStanceData> = {\n [TrigramStance.GEON]: {\n name: { korean: \"건\", english: \"Heaven\" },\n symbol: \"☰\",\n element: \"metal\",\n nature: \"yang\",\n chinese: \"天\",\n attribute: { korean: \"강건\", chinese: \"剛健\" },\n meaning: { korean: \"창조와 리더십\", english: \"Creation and Leadership\" },\n philosophy: { korean: \"하늘\", english: \"Heaven\" },\n combat: { korean: \"직접 공격\", english: \"Direct attack\" },\n theme: {\n primary: KOREAN_COLORS.TRIGRAM_GEON_PRIMARY,\n secondary: KOREAN_COLORS.WHITE_SOLID,\n },\n defensiveBonus: 1.0,\n kiFlowModifier: 1.0,\n techniques: {\n primary: {\n korean: \"천둥벽력\",\n english: \"Thunder Strike\",\n damage: 15,\n kiCost: 8,\n staminaCost: 12,\n hitChance: 0.85,\n criticalChance: 0.12,\n description: {\n korean: \"하늘의 힘으로 적을 타격한다\",\n english: \"Strike the enemy with heavenly force\",\n },\n targetAreas: [\"torso\", \"head\"],\n effects: [\"stun\"],\n },\n },\n },\n [TrigramStance.TAE]: {\n name: { korean: \"태\", english: \"Lake\" },\n symbol: \"☱\",\n element: \"metal\",\n nature: \"yin\",\n chinese: \"澤\",\n attribute: { korean: \"기쁨\", chinese: \"愉悅\" },\n meaning: { korean: \"기쁨과 교류\", english: \"Joy and Exchange\" },\n philosophy: { korean: \"호수\", english: \"Lake\" },\n combat: { korean: \"유동적 적응\", english: \"Fluid adaptation\" },\n theme: {\n primary: KOREAN_COLORS.TRIGRAM_TAE_PRIMARY,\n secondary: KOREAN_COLORS.UI_STEEL_GRAY,\n },\n defensiveBonus: 1.1,\n kiFlowModifier: 1.2,\n techniques: {\n primary: {\n korean: \"유수연타\",\n english: \"Flowing Strikes\",\n damage: 10,\n kiCost: 5,\n staminaCost: 8,\n hitChance: 0.9,\n criticalChance: 0.1,\n description: {\n korean: \"물의 흐름처럼 연속적인 타격\",\n english: \"Continuous strikes like flowing water\",\n },\n targetAreas: [\"torso\", \"arms\"],\n effects: [\"knockback\"],\n },\n },\n },\n [TrigramStance.LI]: {\n name: { korean: \"리\", english: \"Fire\" },\n symbol: \"☲\",\n element: \"metal\",\n nature: \"yang\",\n chinese: \"火\",\n attribute: { korean: \"광명\", chinese: \"光明\" },\n meaning: { korean: \"열정과 명료함\", english: \"Passion and Clarity\" },\n philosophy: { korean: \"불\", english: \"Fire\" },\n combat: { korean: \"접근 공격\", english: \"Close attack\" },\n theme: {\n primary: KOREAN_COLORS.TRIGRAM_LI_PRIMARY,\n secondary: KOREAN_COLORS.ACCENT_RED,\n },\n defensiveBonus: 0.9,\n kiFlowModifier: 1.1,\n techniques: {\n primary: {\n korean: \"화염베기\",\n english: \"Flame Slash\",\n damage: 18,\n kiCost: 9,\n staminaCost: 11,\n hitChance: 0.8,\n criticalChance: 0.15,\n description: {\n korean: \"불의 형상을 한 날카로운 베기\",\n english: \"A sharp slash in the form of fire\",\n },\n targetAreas: [\"torso\", \"legs\"],\n effects: [\"burn\"],\n },\n },\n },\n [TrigramStance.JIN]: {\n name: { korean: \"진\", english: \"Thunder\" },\n symbol: \"☳\",\n element: \"metal\",\n nature: \"yang\",\n chinese: \"雷\",\n attribute: { korean: \"진동\", chinese: \"震動\" },\n meaning: { korean: \"움직임과 각성\", english: \"Movement and Awakening\" },\n philosophy: { korean: \"천둥\", english: \"Thunder\" },\n combat: { korean: \"돌진 공격\", english: \"Charge attack\" },\n theme: {\n primary: KOREAN_COLORS.TRIGRAM_JIN_PRIMARY,\n secondary: KOREAN_COLORS.SECONDARY_YELLOW,\n },\n defensiveBonus: 0.8,\n kiFlowModifier: 1.3,\n techniques: {\n primary: {\n korean: \"천둥의 박치기\",\n english: \"Thunder Clap\",\n damage: 20,\n kiCost: 10,\n staminaCost: 15,\n hitChance: 0.82,\n criticalChance: 0.18,\n description: {\n korean: \"천둥의 힘으로 적을 가격\",\n english: \"Strike the enemy with the force of thunder\",\n },\n targetAreas: [\"head\", \"torso\"],\n effects: [\"stun\", \"knockback\"],\n },\n },\n },\n [TrigramStance.SON]: {\n name: { korean: \"손\", english: \"Wind\" },\n symbol: \"☴\",\n element: \"metal\",\n nature: \"yin\",\n chinese: \"風\",\n attribute: { korean: \"손순\", chinese: \"巽順\" },\n meaning: { korean: \"침투와 영향\", english: \"Penetration and Influence\" },\n philosophy: { korean: \"바람\", english: \"Wind\" },\n combat: { korean: \"회피 공격\", english: \"Evasive attack\" },\n theme: {\n primary: KOREAN_COLORS.TRIGRAM_SON_PRIMARY,\n secondary: KOREAN_COLORS.POSITIVE_GREEN_DARK,\n },\n defensiveBonus: 1.2,\n kiFlowModifier: 0.9,\n techniques: {\n primary: {\n korean: \"바람베기\",\n english: \"Wind Cut\",\n damage: 12,\n kiCost: 6,\n staminaCost: 10,\n hitChance: 0.88,\n criticalChance: 0.14,\n description: {\n korean: \"바람의 힘으로 적을 베어내다\",\n english: \"Cut through the enemy with the power of wind\",\n },\n targetAreas: [\"torso\", \"arms\"],\n effects: [\"bleed\"],\n },\n },\n },\n [TrigramStance.GAM]: {\n name: { korean: \"감\", english: \"Water\" },\n symbol: \"☵\",\n element: \"metal\",\n nature: \"yin\",\n chinese: \"水\",\n attribute: { korean: \"험난\", chinese: \"險難\" },\n meaning: { korean: \"적응과 흐름\", english: \"Adaptation and Flow\" },\n philosophy: { korean: \"물\", english: \"Water\" },\n combat: { korean: \"유동 공격\", english: \"Flowing attack\" },\n theme: {\n primary: KOREAN_COLORS.TRIGRAM_GAM_PRIMARY,\n secondary: KOREAN_COLORS.PRIMARY_BLUE_DARK,\n },\n defensiveBonus: 1.3,\n kiFlowModifier: 1.1,\n techniques: {\n primary: {\n korean: \"수륙재해\",\n english: \"Water Whip\",\n damage: 14,\n kiCost: 7,\n staminaCost: 9,\n hitChance: 0.84,\n criticalChance: 0.13,\n description: {\n korean: \"물의 힘으로 적을 휘감아 타격\",\n english: \"Strike the enemy by wrapping them with the power of water\",\n },\n targetAreas: [\"torso\", \"legs\"],\n effects: [\"drown\"],\n },\n },\n },\n [TrigramStance.GAN]: {\n name: { korean: \"간\", english: \"Mountain\" },\n symbol: \"☶\",\n element: \"metal\",\n nature: \"yin\",\n chinese: \"山\",\n attribute: { korean: \"지정\", chinese: \"止靜\" },\n meaning: { korean: \"안정과 명상\", english: \"Stability and Meditation\" },\n philosophy: { korean: \"산\", english: \"Mountain\" },\n combat: { korean: \"방어 자세\", english: \"Defensive stance\" },\n theme: {\n primary: KOREAN_COLORS.TRIGRAM_GAN_PRIMARY,\n secondary: KOREAN_COLORS.UI_STEEL_GRAY_DARK,\n },\n defensiveBonus: 1.4,\n kiFlowModifier: 0.8,\n techniques: {\n primary: {\n korean: \"산의 수호\",\n english: \"Mountain Guard\",\n damage: 0,\n kiCost: 10,\n staminaCost: 15,\n hitChance: 1.0,\n criticalChance: 0.0,\n description: {\n korean: \"산처럼 견고한 방어 자세\",\n english: \"A defensive stance as solid as a mountain\",\n },\n targetAreas: [\"torso\"],\n effects: [\"block\"],\n },\n },\n },\n [TrigramStance.GON]: {\n name: { korean: \"곤\", english: \"Earth\" },\n symbol: \"☷\",\n element: \"metal\",\n nature: \"yang\",\n chinese: \"地\",\n attribute: { korean: \"순종\", chinese: \"順從\" },\n meaning: { korean: \"수용과 지지\", english: \"Receptiveness and Support\" },\n philosophy: { korean: \"지구\", english: \"Earth\" },\n combat: { korean: \"포용 공격\", english: \"Embracing attack\" },\n theme: {\n primary: KOREAN_COLORS.TRIGRAM_GON_PRIMARY,\n secondary: KOREAN_COLORS.SECONDARY_BROWN_DARK,\n },\n defensiveBonus: 1.1,\n kiFlowModifier: 1.2,\n techniques: {\n primary: {\n korean: \"지구의 방패\",\n english: \"Earth Shield\",\n damage: 0,\n kiCost: 12,\n staminaCost: 16,\n hitChance: 1.0,\n criticalChance: 0.0,\n description: {\n korean: \"지구의 힘으로 적의 공격을 막다\",\n english: \"Block the enemy's attack with the power of earth\",\n },\n targetAreas: [\"torso\"],\n effects: [\"block\"],\n },\n },\n },\n} as const;\n\n/**\n * Data structure for a Trigram stance containing philosophical,\n * combat, and visual properties for the Eight Trigrams system.\n * Includes Chinese characters, Korean/English names, attributes, and meanings.\n */\nexport interface TrigramStanceData {\n readonly name: { korean: string; english: string };\n readonly symbol: string;\n readonly element: string;\n readonly nature: \"yin\" | \"yang\";\n readonly chinese: string; // Chinese character (天, 澤, etc.)\n readonly attribute: { korean: string; chinese: string }; // Attribute (剛健, etc.)\n readonly meaning: { korean: string; english: string }; // Core meaning\n readonly philosophy: { korean: string; english: string };\n readonly combat: { korean: string; english: string };\n readonly theme: {\n primary: number;\n secondary: number;\n };\n readonly defensiveBonus: number;\n readonly kiFlowModifier: number;\n readonly techniques: {\n primary: {\n korean: string;\n english: string;\n damage: number;\n kiCost: number;\n staminaCost: number;\n hitChance: number;\n criticalChance: number;\n description: { korean: string; english: string };\n targetAreas: string[];\n effects: string[];\n };\n 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@@ -1,6 +1,11 @@
1
1
  /**
2
- * Type definitions for systems types
3
- * Auto-generated by type migration script
2
+ * Type definitions for the systems layer.
3
+ *
4
+ * Defines interfaces and data structures used across the combat,
5
+ * animation, physics, and effect subsystems.
6
+ *
7
+ * @module systems/types
8
+ * @category Game Systems
4
9
  */
5
10
  import { AudioSystemInterface, SoundEffectId } from "../audio";
6
11
  import type { EffectIntensity, EnvironmentalEffectType, HitEffectType, ParticleType } from "./effects";
@@ -1 +1 @@
1
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