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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@@ -40,7 +38,6 @@ function assertValidPhysicalReachConfig(config) {
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  *
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- {"version":3,"file":"physics.js","names":[],"sources":["../../src/types/physics.ts"],"sourcesContent":["/**\n * Physics and collision detection type definitions for Black Trigram combat system.\n *\n * **Korean**: 물리 및 충돌 타입 정의\n *\n * This module provides type definitions for the collision detection system, including\n * bounding boxes, attack reach calculations, and raycasting results.\n *\n * @module types/physics\n * @category Type Definitions\n * @korean 물리타입\n */\n\nimport type {\n Position,\n TrigramStance,\n VitalPointCategory,\n VitalPointSeverity,\n} from \"./common\";\n\n/**\n * Anatomical regions for collision detection.\n *\n * **Korean**: 해부학적 영역\n *\n * The five main body regions used for bounding box collision detection.\n * Each region contains multiple vital points.\n *\n * @public\n * @category Collision Types\n * @korean 해부영역\n */\nexport type AnatomicalRegionPhysics =\n | \"head\" // 머리 (Meori)\n | \"neck\" // 목 (Mok)\n | \"torso\" // 몸통 (Momtong)\n | \"arms\" // 팔 (Pal)\n | \"legs\"; // 다리 (Dari)\n\n/**\n * Bounding box shape types for collision detection.\n *\n * **Korean**: 경계 상자 형태\n *\n * @public\n * @category Collision Types\n * @korean 경계형태\n */\nexport type BoundingBoxType = \"sphere\" | \"box\" | \"capsule\";\n\n/**\n * Body part source for reach calculation.\n *\n * **Korean**: 신체 부위\n *\n * Defines which body part's length is used for reach calculation.\n *\n * @public\n * @category Combat Types\n * @korean 신체부위\n */\nexport type ReachBodyPart = \"arm\" | \"leg\" | \"torso\";\n\n/**\n * Specific limb types for exposure tracking.\n *\n * **Korean**: 노출된 사지 부위\n *\n * Granular limb identification for counter-attack and breaking techniques.\n * Each limb can be targeted during its extension phase.\n *\n * @public\n * @category Combat Types\n * @korean 사지부위\n */\nexport type ExposedLimbType =\n | \"left_arm\" // 왼팔 (Oenpal)\n | \"right_arm\" // 오른팔 (Oreunpal)\n | \"left_leg\" // 왼다리 (Oendari)\n | \"right_leg\" // 오른다리 (Oreundari)\n | \"left_ankle\" // 왼발목 (Oenbalmok)\n | \"right_ankle\" // 오른발목 (Oreunbalmok)\n | \"left_knee\" // 왼무릎 (Oenmureup)\n | \"right_knee\" // 오른무릎 (Oreunmureup)\n | \"left_elbow\" // 왼팔꿈치 (Oenpalkkumchi)\n | \"right_elbow\" // 오른팔꿈치 (Oreunpalkkumchi)\n | \"left_wrist\" // 왼손목 (Oensomok)\n | \"right_wrist\"; // 오른손목 (Oreunsomok)\n\n/**\n * Limb exposure window during technique execution.\n *\n * **Korean**: 사지 노출 시간\n *\n * Defines when and how a limb becomes vulnerable during attack execution.\n * Used for counter-attacks, breaking techniques, and defensive opportunities.\n *\n * @public\n * @category Combat Types\n * @korean 사지노출시간\n */\nexport interface LimbExposureWindow {\n /**\n * Which limb is exposed during the technique.\n * @korean 노출된사지\n */\n readonly exposedLimb: ExposedLimbType;\n\n /**\n * Start time of exposure as fraction of execution time (0.0-1.0).\n * Example: 0.3 means exposure starts at 30% into the animation.\n * @korean 노출시작시간\n */\n readonly startTime: number;\n\n /**\n * Duration of exposure window in milliseconds.\n * This is the vulnerable period where counter-attacks can target the limb.\n * @korean 노출지속시간\n */\n readonly duration: number;\n\n /**\n * Vulnerability multiplier for damage to this limb (1.0-3.0).\n * Higher values indicate greater vulnerability:\n * - 1.0-1.3: Minor exposure (quick jabs)\n * - 1.4-1.8: Moderate exposure (standard strikes)\n * - 1.9-3.0: Critical exposure (overextended kicks, spinning techniques)\n * @korean 취약성배수\n */\n readonly vulnerabilityMultiplier: number;\n\n /**\n * Whether this exposure allows breaking techniques.\n * True for fully extended limbs (kicks, lunging punches).\n * @korean 파쇄기술가능\n */\n readonly allowsBreaking: boolean;\n}\n\n/**\n * Physical reach configuration for techniques.\n *\n * **Korean**: 물리적 도달 설정\n *\n * Defines how a technique's reach is calculated using physical attributes\n * rather than a fixed distance value. The actual reach depends on:\n * - Body part length from archetype physical attributes\n * - Animation extension multiplier from hit timing\n * - Stance modifiers from Eight Trigrams\n *\n * **NEW**: Now includes limb exposure tracking for counter-attack opportunities.\n *\n * Formula: `effectiveReach = (limbLength/100) × extensionMultiplier × stanceModifier`\n *\n * @example\n * ```typescript\n * // Punch technique using arm length with exposure\n * const punchReach: PhysicalReachConfig = {\n * bodyPart: \"arm\",\n * techniqueType: \"punch\",\n * baseExtension: 0.95, // 95% arm extension at peak\n * exposureWindow: {\n * exposedLimb: \"right_arm\",\n * startTime: 0.4,\n * duration: 300,\n * vulnerabilityMultiplier: 1.3,\n * allowsBreaking: false\n * }\n * };\n *\n * // Kick using leg length - high vulnerability\n * const kickReach: PhysicalReachConfig = {\n * bodyPart: \"leg\",\n * techniqueType: \"kick\",\n * baseExtension: 1.1, // 110% leg extension (high reach)\n * exposureWindow: {\n * exposedLimb: \"right_leg\",\n * startTime: 0.5,\n * duration: 400,\n * vulnerabilityMultiplier: 2.2,\n * allowsBreaking: true\n * }\n * };\n * ```\n *\n * @public\n * @category Combat Types\n * @korean 물리적도달설정\n */\nexport interface PhysicalReachConfig {\n /**\n * Body part used for reach calculation.\n * Determines which physical attribute length is used.\n * @korean 신체부위\n */\n readonly bodyPart: ReachBodyPart;\n\n /**\n * Technique type for classification.\n * @korean 기술유형\n */\n readonly techniqueType: TechniqueType;\n\n /**\n * Base extension multiplier (0.0 - 1.5).\n * - 0.4-0.5: Close range (elbows, knees)\n * - 0.9-1.0: Standard reach (punches)\n * - 1.1-1.5: Extended reach (kicks, spinning techniques)\n * @korean 기본확장배수\n */\n readonly baseExtension: number;\n\n /**\n * Optional limb exposure window for counter-attack opportunities.\n * Defines when and how the attacking limb becomes vulnerable.\n * @korean 사지노출설정\n */\n readonly exposureWindow?: LimbExposureWindow;\n}\n\n/**\n * Runtime validation helper for base extension multiplier.\n *\n * Ensures that the provided baseExtension value respects the documented range\n * of 0.0 to 1.5. This should be used when loading or constructing technique\n * configurations from dynamic sources (e.g. JSON, network, editors).\n *\n * **Korean**: 기본 확장 배수 검증\n *\n * @param baseExtension - The base extension multiplier to validate.\n * @returns `true` if the value is within the inclusive range [0.0, 1.5], otherwise `false`.\n * @public\n * @category Combat Types\n * @korean 기본확장배수검증\n */\nexport function isValidBaseExtension(baseExtension: number): boolean {\n return baseExtension >= 0.0 && baseExtension <= 1.5;\n}\n\n/**\n * Asserts that a PhysicalReachConfig has a valid baseExtension value.\n *\n * Throws a RangeError if the configuration's baseExtension is outside the\n * allowed range of 0.0 to 1.5. This provides a canonical runtime check that\n * can be used by reach calculators or technique loaders.\n *\n * **Korean**: 물리적 도달 설정 검증\n *\n * @param config - The PhysicalReachConfig instance to validate.\n * @throws RangeError If baseExtension is outside [0.0, 1.5].\n * @public\n * @category Combat Types\n * @korean 물리적도달설정검증\n */\nexport function assertValidPhysicalReachConfig(\n config: PhysicalReachConfig\n): void {\n if (!isValidBaseExtension(config.baseExtension)) {\n throw new RangeError(\n `Invalid baseExtension ${config.baseExtension}. ` +\n \"Expected a value between 0.0 and 1.5 inclusive.\"\n );\n }\n}\n\n/**\n * Technique types for attack reach calculation.\n *\n * **Korean**: 기술 유형\n *\n * @public\n * @category Combat Types\n * @korean 기술유형\n */\nexport type TechniqueType =\n | \"punch\" // 주먹 (Jumeok)\n | \"kick\" // 발차기 (Balchagi)\n | \"elbow\" // 팔꿈치 (Palkkumchi)\n | \"knee\" // 무릎 (Mureup)\n | \"pressure_point\"; // 급소 (Geupso)\n\n/**\n * Bounding box definition for an anatomical region.\n *\n * **Korean**: 경계 상자\n *\n * Defines the collision volume for an anatomical region using either a sphere,\n * box, or capsule shape. Used for broad-phase collision detection.\n *\n * @example\n * ```typescript\n * const headBox: BoundingBox = {\n * type: \"sphere\",\n * center: { x: 0, y: 1.7, z: 0 },\n * dimensions: { x: 0.125, y: 0, z: 0 }, // radius only\n * region: \"head\"\n * };\n * ```\n *\n * @public\n * @category Collision Types\n * @korean 경계상자\n */\nexport interface BoundingBox {\n /** Shape type of the bounding box */\n readonly type: BoundingBoxType;\n\n /** Center position of the bounding box in 3D space */\n readonly center: Position3D;\n\n /** Dimensions: radius for sphere, width/height/depth for box, radius/height for capsule */\n readonly dimensions: Position3D;\n\n /** Anatomical region this bounding box represents */\n readonly region: AnatomicalRegionPhysics;\n}\n\n/**\n * Position in 3D space.\n *\n * **Korean**: 3D 위치\n *\n * Extends the 2D Position type with a z-coordinate for Three.js integration.\n *\n * @public\n * @category Core Types\n * @korean 3D위치\n */\nexport interface Position3D {\n /** X coordinate in meters */\n readonly x: number;\n\n /** Y coordinate in meters */\n readonly y: number;\n\n /** Z coordinate in meters */\n readonly z: number;\n}\n\n/**\n * Attack reach calculation result.\n *\n * **Korean**: 공격 범위\n *\n * Contains the effective attack range considering technique type and stance modifiers.\n *\n * @example\n * ```typescript\n * const kickReach: AttackReach = {\n * technique: \"kick\",\n * baseReach: 1.0,\n * stance: TrigramStance.LI,\n * stanceModifier: 1.20,\n * effectiveReach: 1.2\n * };\n * ```\n *\n * @public\n * @category Combat Types\n * @korean 공격범위\n */\nexport interface AttackReach {\n /** Type of technique being used */\n readonly technique: TechniqueType;\n\n /** Base reach in meters without modifiers */\n readonly baseReach: number;\n\n /** Current trigram stance */\n readonly stance: TrigramStance;\n\n /** Stance-specific reach modifier (0.9 - 1.2) */\n readonly stanceModifier: number;\n\n /** Final effective reach: baseReach × stanceModifier */\n readonly effectiveReach: number;\n}\n\n/**\n * Collision detection result.\n *\n * **Korean**: 충돌 결과\n *\n * Contains comprehensive information about a collision, including whether it hit,\n * which region and vital point were struck, distance, and accuracy.\n *\n * @example\n * ```typescript\n * const result: CollisionResult = {\n * hit: true,\n * region: \"head\",\n * vitalPoint: templePoint,\n * distance: 0.8,\n * accuracy: 0.95\n * };\n * ```\n *\n * @public\n * @category Collision Types\n * @korean 충돌결과\n */\nexport interface CollisionResult {\n /** Whether the attack hit */\n readonly hit: boolean;\n\n /** Anatomical region hit (if any) */\n readonly region?: AnatomicalRegionPhysics;\n\n /** Specific vital point hit (if any) */\n readonly vitalPoint?: CollisionVitalPoint;\n\n /** Actual distance from attacker to target in meters */\n readonly distance: number;\n\n /** Hit accuracy (0-1), based on targeting precision */\n readonly accuracy: number;\n\n /** 3D point of intersection (if hit) */\n readonly hitPoint?: Position3D;\n}\n\n/**\n * Minimal vital point shape for collision results to avoid deep cross-module\n * dependencies. Full vital point data lives in the vitalpoint system.\n */\nexport interface CollisionVitalPoint {\n readonly id: string;\n readonly names: {\n readonly korean: string;\n readonly english: string;\n readonly romanized: string;\n };\n readonly position: Position;\n readonly category: VitalPointCategory;\n readonly severity: VitalPointSeverity;\n}\n\n/**\n * Counter-attack opportunity during opponent's technique execution.\n *\n * **Korean**: 반격 기회\n *\n * Represents a window of opportunity to counter-attack when the opponent\n * has exposed a limb during their technique execution.\n *\n * @example\n * ```typescript\n * const counterOpportunity: CounterOpportunity = {\n * exposedLimb: \"right_leg\",\n * windowStart: 450, // ms into opponent's kick\n * windowDuration: 300, // 300ms counter window\n * vulnerabilityMultiplier: 2.0,\n * allowsBreaking: true,\n * recommendedCounters: [\"ankle_break\", \"knee_strike\", \"leg_sweep\"]\n * };\n * ```\n *\n * @public\n * @category Combat Types\n * @korean 반격기회\n */\nexport interface CounterOpportunity {\n /**\n * The exposed limb that can be targeted.\n * @korean 노출된사지\n */\n readonly exposedLimb: ExposedLimbType;\n\n /**\n * Start time of counter window in milliseconds (from technique start).\n * @korean 반격시작시간\n */\n readonly windowStart: number;\n\n /**\n * Duration of counter window in milliseconds.\n * @korean 반격지속시간\n */\n readonly windowDuration: number;\n\n /**\n * Vulnerability multiplier for damage during this window.\n * @korean 취약성배수\n */\n readonly vulnerabilityMultiplier: number;\n\n /**\n * Whether limb breaking techniques are effective during this window.\n * @korean 파쇄기술가능\n */\n readonly allowsBreaking: boolean;\n\n /**\n * Recommended counter-technique IDs for this opportunity.\n * @korean 추천반격기술\n */\n readonly recommendedCounters?: readonly string[];\n}\n\n/**\n * Breaking technique target types.\n *\n * **Korean**: 파쇄 기술 목표\n *\n * Specific joint and bone targets for breaking techniques.\n * Used for limb-breaking counter-attacks.\n *\n * @public\n * @category Combat Types\n * @korean 파쇄목표\n */\nexport type BreakingTarget =\n | \"ankle\" // 발목 (Balmok)\n | \"knee\" // 무릎 (Mureup)\n | \"elbow\" // 팔꿈치 (Palkkumchi)\n | \"wrist\" // 손목 (Sonmok)\n | \"shoulder\" // 어깨 (Eokkae)\n | \"hip\"; // 엉덩이/골반 (Eongdeongi)\n\n/**\n * Breaking technique result.\n *\n * **Korean**: 파쇄 결과\n *\n * Result of a breaking technique attempt, including injury severity\n * and status effects applied to the broken limb.\n *\n * @public\n * @category Combat Types\n * @korean 파쇄결과\n */\nexport interface BreakingResult {\n /**\n * Whether the breaking technique succeeded.\n * @korean 파쇄성공\n */\n readonly success: boolean;\n\n /**\n * Target limb/joint that was broken.\n * @korean 파쇄목표\n */\n readonly target: BreakingTarget;\n\n /**\n * Severity of the break (fracture, dislocation, etc.).\n * Range: 0.0 (failed) to 1.0 (complete break).\n * @korean 파쇄심각도\n */\n readonly severity: number;\n\n /**\n * Damage dealt to the limb.\n * @korean 피해량\n */\n readonly damage: number;\n\n /**\n * Mobility reduction percentage (0.0-1.0).\n * Affects movement speed and technique execution.\n * @korean 이동력감소\n */\n readonly mobilityReduction: number;\n\n /**\n * IDs of status effects applied (pain, bleeding, disabled_limb, etc.).\n * @korean 상태효과\n */\n readonly statusEffects: readonly string[];\n}\n\n/**\n * Raycast query parameters.\n *\n * **Korean**: 레이캐스트 쿼리\n *\n * Defines the parameters for a raycasting operation from attacker to target.\n *\n * @public\n * @category Collision Types\n * @korean 레이캐스트쿼리\n */\nexport interface RaycastQuery {\n /** Origin point of the ray (attacker position) */\n readonly origin: Position3D;\n\n /** Direction vector of the ray (normalized) */\n readonly direction: Position3D;\n\n /** Maximum distance to check in meters */\n readonly maxDistance: number;\n\n /** Target anatomical region (optional, for filtering) */\n readonly targetRegion?: AnatomicalRegionPhysics;\n}\n\n/**\n * Base reach values for different technique types.\n *\n * **Korean**: 기본 범위 값\n *\n * @public\n * @category Combat Constants\n * @korean 기본범위값\n */\nexport const BASE_REACH: Record<TechniqueType, number> = {\n punch: 0.7, // 70cm - Standard punch range\n kick: 1.0, // 100cm - Longer leg reach\n elbow: 0.4, // 40cm - Close-range strike\n knee: 0.4, // 40cm - Close-range strike\n pressure_point: 0.5, // 50cm - Precise targeting\n};\n\n/**\n * Stance reach modifiers for the Eight Trigrams.\n *\n * **Korean**: 팔괘 범위 수정자\n *\n * Each stance affects attack range differently based on its combat philosophy:\n * - Aggressive stances (Fire, Thunder) extend reach\n * - Defensive stances (Mountain) reduce reach\n * - Balanced stances (Heaven, Earth) have minor adjustments\n *\n * @public\n * @category Combat Constants\n * @korean 팔괘범위수정자\n */\nexport const STANCE_REACH_MODIFIERS: Record<TrigramStance, number> = {\n li: 1.2, // ☲ Fire (리): +20% reach (aggressive)\n jin: 1.15, // ☳ Thunder (진): +15% reach (explosive)\n geon: 1.1, // ☰ Heaven (건): +10% reach (balanced)\n son: 1.05, // ☴ Wind (손): +5% reach (continuous)\n tae: 1.0, // ☱ Lake (태): neutral reach\n gam: 1.0, // ☵ Water (감): neutral reach (adaptive)\n gon: 0.95, // ☷ Earth (곤): -5% reach (grounded)\n gan: 0.9, // ☶ Mountain (간): -10% reach (defensive)\n};\n\n/**\n * Korean terminology for collision detection concepts.\n *\n * **Korean**: 충돌 감지 용어\n *\n * @public\n * @category Korean Terms\n * @korean 충돌용어\n */\nexport const COLLISION_KOREAN_TERMS = {\n collisionDetection: \"충돌감지\", // Chungdol Gamji\n attackRange: \"타격범위\", // Tagyeok Beomwi\n preciseHit: \"정밀타격\", // Jeongmil Tagyeok\n boundingBox: \"경계상자\", // Gyeonggye Sangja\n raycast: \"광선투사\", // Gwangseon Tusa\n hitAccuracy: \"타격정확도\", // Tagyeok Jeonghwakdo\n effectiveReach: \"유효범위\", // Yuhyo Beomwi\n} as const;\n\n/**\n * Anatomical region dimensions in meters.\n *\n * **Korean**: 해부 영역 치수\n *\n * Standard dimensions for adult human anatomical regions used for bounding box creation.\n *\n * @public\n * @category Collision Constants\n * @korean 해부영역치수\n */\nexport const ANATOMICAL_DIMENSIONS = {\n head: {\n type: \"sphere\" as const,\n radius: 0.125, // 머리 구 반경 (Meori sphere radius) – 12.5cm radius for head sphere\n center: { x: 0, y: 1.7, z: 0 }, // 머리 중심 높이 (Meori center height) – Average adult head height\n },\n neck: {\n type: \"capsule\" as const,\n radius: 0.075, // 목 캡슐 반경 (Mok capsule radius) – 7.5cm radius for neck cylinder\n height: 0.15, // 목 캡슐 높이 (Mok capsule height) – 15cm height\n center: { x: 0, y: 1.5, z: 0 }, // 목 중심 높이 (Mok center height)\n },\n torso: {\n type: \"box\" as const,\n width: 0.4, // 몸통 상자 가로 (Momtong box width) – 40cm width (shoulder to shoulder)\n height: 0.6, // 몸통 상자 세로 (Momtong box height) – 60cm height (neck to waist)\n depth: 0.25, // 몸통 상자 깊이 (Momtong box depth) – 25cm depth (front to back)\n center: { x: 0, y: 1.1, z: 0 }, // 몸통 중심 높이 (Momtong center height)\n },\n arms: {\n type: \"capsule\" as const,\n radius: 0.05, // 팔 캡슐 반경 (Pal capsule radius) – 5cm radius for arm cylinder\n height: 0.6, // 팔 캡슐 길이 (Pal capsule length) – 60cm length (shoulder to hand)\n center: { x: 0.3, y: 1.1, z: 0 }, // 팔 위치 오프셋 (Pal position offset) – Offset for arm position\n },\n legs: {\n type: \"capsule\" as const,\n radius: 0.06, // 다리 캡슐 반경 (Dari capsule radius) – 6cm radius for leg cylinder\n height: 0.8, // 다리 캡슐 길이 (Dari capsule length) – 80cm length (hip to foot)\n center: { x: 0.15, y: 0.4, z: 0 }, // 다리 위치 오프셋 (Dari position offset) – Offset for leg position\n },\n} as const;\n"],"mappings":";;;;;;;;;;;;;;;;AA4OA,SAAgB,qBAAqB,eAAgC;CACnE,OAAO,iBAAiB,KAAO,iBAAiB;;;;;;;;;;;;;;;;;AAkBlD,SAAgB,+BACd,QACM;CACN,IAAI,CAAC,qBAAqB,OAAO,cAAc,EAC7C,MAAM,IAAI,WACR,yBAAyB,OAAO,cAAc,mDAE/C;;;;;;;;;;;AAwVL,IAAa,aAA4C;CACvD,OAAO;CACP,MAAM;CACN,OAAO;CACP,MAAM;CACN,gBAAgB;CACjB;;;;;;;;;;;;;;;AAgBD,IAAa,yBAAwD;CACnE,IAAI;CACJ,KAAK;CACL,MAAM;CACN,KAAK;CACL,KAAK;CACL,KAAK;CACL,KAAK;CACL,KAAK;CACN;;;;;;;;;;AAWD,IAAa,yBAAyB;CACpC,oBAAoB;CACpB,aAAa;CACb,YAAY;CACZ,aAAa;CACb,SAAS;CACT,aAAa;CACb,gBAAgB;CACjB;;;;;;;;;;;;AAaD,IAAa,wBAAwB;CACnC,MAAM;EACJ,MAAM;EACN,QAAQ;EACR,QAAQ;GAAE,GAAG;GAAG,GAAG;GAAK,GAAG;GAAG;EAC/B;CACD,MAAM;EACJ,MAAM;EACN,QAAQ;EACR,QAAQ;EACR,QAAQ;GAAE,GAAG;GAAG,GAAG;GAAK,GAAG;GAAG;EAC/B;CACD,OAAO;EACL,MAAM;EACN,OAAO;EACP,QAAQ;EACR,OAAO;EACP,QAAQ;GAAE,GAAG;GAAG,GAAG;GAAK,GAAG;GAAG;EAC/B;CACD,MAAM;EACJ,MAAM;EACN,QAAQ;EACR,QAAQ;EACR,QAAQ;GAAE,GAAG;GAAK,GAAG;GAAK,GAAG;GAAG;EACjC;CACD,MAAM;EACJ,MAAM;EACN,QAAQ;EACR,QAAQ;EACR,QAAQ;GAAE,GAAG;GAAM,GAAG;GAAK,GAAG;GAAG;EAClC;CACF"}
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+ {"version":3,"file":"physics.js","names":[],"sources":["../../src/types/physics.ts"],"sourcesContent":["/**\n * Physics and collision detection type definitions for Black Trigram combat system.\n *\n * **Korean**: 물리 및 충돌 타입 정의\n *\n * This module provides type definitions for the collision detection system, including\n * bounding boxes, attack reach calculations, and raycasting results.\n *\n * @module types/physics\n * @category Type Definitions\n * @korean 물리타입\n */\n\nimport type {\n Position,\n TrigramStance,\n VitalPointCategory,\n VitalPointSeverity,\n} from \"./common\";\n\n/**\n * Anatomical regions for collision detection.\n *\n * **Korean**: 해부학적 영역\n *\n * The five main body regions used for bounding box collision detection.\n * Each region contains multiple vital points.\n *\n * @category Collision Types\n * @korean 해부영역\n */\nexport type AnatomicalRegionPhysics =\n | \"head\" // 머리 (Meori)\n | \"neck\" // 목 (Mok)\n | \"torso\" // 몸통 (Momtong)\n | \"arms\" // 팔 (Pal)\n | \"legs\"; // 다리 (Dari)\n\n/**\n * Bounding box shape types for collision detection.\n *\n * **Korean**: 경계 상자 형태\n *\n * @category Collision Types\n * @korean 경계형태\n */\nexport type BoundingBoxType = \"sphere\" | \"box\" | \"capsule\";\n\n/**\n * Body part source for reach calculation.\n *\n * **Korean**: 신체 부위\n *\n * Defines which body part's length is used for reach calculation.\n *\n * @category Combat Types\n * @korean 신체부위\n */\nexport type ReachBodyPart = \"arm\" | \"leg\" | \"torso\";\n\n/**\n * Specific limb types for exposure tracking.\n *\n * **Korean**: 노출된 사지 부위\n *\n * Granular limb identification for counter-attack and breaking techniques.\n * Each limb can be targeted during its extension phase.\n *\n * @category Combat Types\n * @korean 사지부위\n */\nexport type ExposedLimbType =\n | \"left_arm\" // 왼팔 (Oenpal)\n | \"right_arm\" // 오른팔 (Oreunpal)\n | \"left_leg\" // 왼다리 (Oendari)\n | \"right_leg\" // 오른다리 (Oreundari)\n | \"left_ankle\" // 왼발목 (Oenbalmok)\n | \"right_ankle\" // 오른발목 (Oreunbalmok)\n | \"left_knee\" // 왼무릎 (Oenmureup)\n | \"right_knee\" // 오른무릎 (Oreunmureup)\n | \"left_elbow\" // 왼팔꿈치 (Oenpalkkumchi)\n | \"right_elbow\" // 오른팔꿈치 (Oreunpalkkumchi)\n | \"left_wrist\" // 왼손목 (Oensomok)\n | \"right_wrist\"; // 오른손목 (Oreunsomok)\n\n/**\n * Limb exposure window during technique execution.\n *\n * **Korean**: 사지 노출 시간\n *\n * Defines when and how a limb becomes vulnerable during attack execution.\n * Used for counter-attacks, breaking techniques, and defensive opportunities.\n *\n * @category Combat Types\n * @korean 사지노출시간\n */\nexport interface LimbExposureWindow {\n /**\n * Which limb is exposed during the technique.\n * @korean 노출된사지\n */\n readonly exposedLimb: ExposedLimbType;\n\n /**\n * Start time of exposure as fraction of execution time (0.0-1.0).\n * Example: 0.3 means exposure starts at 30% into the animation.\n * @korean 노출시작시간\n */\n readonly startTime: number;\n\n /**\n * Duration of exposure window in milliseconds.\n * This is the vulnerable period where counter-attacks can target the limb.\n * @korean 노출지속시간\n */\n readonly duration: number;\n\n /**\n * Vulnerability multiplier for damage to this limb (1.0-3.0).\n * Higher values indicate greater vulnerability:\n * - 1.0-1.3: Minor exposure (quick jabs)\n * - 1.4-1.8: Moderate exposure (standard strikes)\n * - 1.9-3.0: Critical exposure (overextended kicks, spinning techniques)\n * @korean 취약성배수\n */\n readonly vulnerabilityMultiplier: number;\n\n /**\n * Whether this exposure allows breaking techniques.\n * True for fully extended limbs (kicks, lunging punches).\n * @korean 파쇄기술가능\n */\n readonly allowsBreaking: boolean;\n}\n\n/**\n * Physical reach configuration for techniques.\n *\n * **Korean**: 물리적 도달 설정\n *\n * Defines how a technique's reach is calculated using physical attributes\n * rather than a fixed distance value. The actual reach depends on:\n * - Body part length from archetype physical attributes\n * - Animation extension multiplier from hit timing\n * - Stance modifiers from Eight Trigrams\n *\n * **NEW**: Now includes limb exposure tracking for counter-attack opportunities.\n *\n * Formula: `effectiveReach = (limbLength/100) × extensionMultiplier × stanceModifier`\n *\n * @example\n * ```typescript\n * // Punch technique using arm length with exposure\n * const punchReach: PhysicalReachConfig = {\n * bodyPart: \"arm\",\n * techniqueType: \"punch\",\n * baseExtension: 0.95, // 95% arm extension at peak\n * exposureWindow: {\n * exposedLimb: \"right_arm\",\n * startTime: 0.4,\n * duration: 300,\n * vulnerabilityMultiplier: 1.3,\n * allowsBreaking: false\n * }\n * };\n *\n * // Kick using leg length - high vulnerability\n * const kickReach: PhysicalReachConfig = {\n * bodyPart: \"leg\",\n * techniqueType: \"kick\",\n * baseExtension: 1.1, // 110% leg extension (high reach)\n * exposureWindow: {\n * exposedLimb: \"right_leg\",\n * startTime: 0.5,\n * duration: 400,\n * vulnerabilityMultiplier: 2.2,\n * allowsBreaking: true\n * }\n * };\n * ```\n *\n * @category Combat Types\n * @korean 물리적도달설정\n */\nexport interface PhysicalReachConfig {\n /**\n * Body part used for reach calculation.\n * Determines which physical attribute length is used.\n * @korean 신체부위\n */\n readonly bodyPart: ReachBodyPart;\n\n /**\n * Technique type for classification.\n * @korean 기술유형\n */\n readonly techniqueType: TechniqueType;\n\n /**\n * Base extension multiplier (0.0 - 1.5).\n * - 0.4-0.5: Close range (elbows, knees)\n * - 0.9-1.0: Standard reach (punches)\n * - 1.1-1.5: Extended reach (kicks, spinning techniques)\n * @korean 기본확장배수\n */\n readonly baseExtension: number;\n\n /**\n * Optional limb exposure window for counter-attack opportunities.\n * Defines when and how the attacking limb becomes vulnerable.\n * @korean 사지노출설정\n */\n readonly exposureWindow?: LimbExposureWindow;\n}\n\n/**\n * Runtime validation helper for base extension multiplier.\n *\n * Ensures that the provided baseExtension value respects the documented range\n * of 0.0 to 1.5. This should be used when loading or constructing technique\n * configurations from dynamic sources (e.g. JSON, network, editors).\n *\n * **Korean**: 기본 확장 배수 검증\n *\n * @param baseExtension - The base extension multiplier to validate.\n * @returns `true` if the value is within the inclusive range [0.0, 1.5], otherwise `false`.\n * @category Combat Types\n * @korean 기본확장배수검증\n */\nexport function isValidBaseExtension(baseExtension: number): boolean {\n return baseExtension >= 0.0 && baseExtension <= 1.5;\n}\n\n/**\n * Asserts that a PhysicalReachConfig has a valid baseExtension value.\n *\n * Throws a RangeError if the configuration's baseExtension is outside the\n * allowed range of 0.0 to 1.5. This provides a canonical runtime check that\n * can be used by reach calculators or technique loaders.\n *\n * **Korean**: 물리적 도달 설정 검증\n *\n * @param config - The PhysicalReachConfig instance to validate.\n * @throws RangeError If baseExtension is outside [0.0, 1.5].\n * @category Combat Types\n * @korean 물리적도달설정검증\n */\nexport function assertValidPhysicalReachConfig(\n config: PhysicalReachConfig\n): void {\n if (!isValidBaseExtension(config.baseExtension)) {\n throw new RangeError(\n `Invalid baseExtension ${config.baseExtension}. ` +\n \"Expected a value between 0.0 and 1.5 inclusive.\"\n );\n }\n}\n\n/**\n * Technique types for attack reach calculation.\n *\n * **Korean**: 기술 유형\n *\n * @category Combat Types\n * @korean 기술유형\n */\nexport type TechniqueType =\n | \"punch\" // 주먹 (Jumeok)\n | \"kick\" // 발차기 (Balchagi)\n | \"elbow\" // 팔꿈치 (Palkkumchi)\n | \"knee\" // 무릎 (Mureup)\n | \"pressure_point\"; // 급소 (Geupso)\n\n/**\n * Bounding box definition for an anatomical region.\n *\n * **Korean**: 경계 상자\n *\n * Defines the collision volume for an anatomical region using either a sphere,\n * box, or capsule shape. Used for broad-phase collision detection.\n *\n * @example\n * ```typescript\n * const headBox: BoundingBox = {\n * type: \"sphere\",\n * center: { x: 0, y: 1.7, z: 0 },\n * dimensions: { x: 0.125, y: 0, z: 0 }, // radius only\n * region: \"head\"\n * };\n * ```\n *\n * @category Collision Types\n * @korean 경계상자\n */\nexport interface BoundingBox {\n /** Shape type of the bounding box */\n readonly type: BoundingBoxType;\n\n /** Center position of the bounding box in 3D space */\n readonly center: Position3D;\n\n /** Dimensions: radius for sphere, width/height/depth for box, radius/height for capsule */\n readonly dimensions: Position3D;\n\n /** Anatomical region this bounding box represents */\n readonly region: AnatomicalRegionPhysics;\n}\n\n/**\n * Position in 3D space.\n *\n * **Korean**: 3D 위치\n *\n * Extends the 2D Position type with a z-coordinate for Three.js integration.\n *\n * @category Core Types\n * @korean 3D위치\n */\nexport interface Position3D {\n /** X coordinate in meters */\n readonly x: number;\n\n /** Y coordinate in meters */\n readonly y: number;\n\n /** Z coordinate in meters */\n readonly z: number;\n}\n\n/**\n * Attack reach calculation result.\n *\n * **Korean**: 공격 범위\n *\n * Contains the effective attack range considering technique type and stance modifiers.\n *\n * @example\n * ```typescript\n * const kickReach: AttackReach = {\n * technique: \"kick\",\n * baseReach: 1.0,\n * stance: TrigramStance.LI,\n * stanceModifier: 1.20,\n * effectiveReach: 1.2\n * };\n * ```\n *\n * @category Combat Types\n * @korean 공격범위\n */\nexport interface AttackReach {\n /** Type of technique being used */\n readonly technique: TechniqueType;\n\n /** Base reach in meters without modifiers */\n readonly baseReach: number;\n\n /** Current trigram stance */\n readonly stance: TrigramStance;\n\n /** Stance-specific reach modifier (0.9 - 1.2) */\n readonly stanceModifier: number;\n\n /** Final effective reach: baseReach × stanceModifier */\n readonly effectiveReach: number;\n}\n\n/**\n * Collision detection result.\n *\n * **Korean**: 충돌 결과\n *\n * Contains comprehensive information about a collision, including whether it hit,\n * which region and vital point were struck, distance, and accuracy.\n *\n * @example\n * ```typescript\n * const result: CollisionResult = {\n * hit: true,\n * region: \"head\",\n * vitalPoint: templePoint,\n * distance: 0.8,\n * accuracy: 0.95\n * };\n * ```\n *\n * @category Collision Types\n * @korean 충돌결과\n */\nexport interface CollisionResult {\n /** Whether the attack hit */\n readonly hit: boolean;\n\n /** Anatomical region hit (if any) */\n readonly region?: AnatomicalRegionPhysics;\n\n /** Specific vital point hit (if any) */\n readonly vitalPoint?: CollisionVitalPoint;\n\n /** Actual distance from attacker to target in meters */\n readonly distance: number;\n\n /** Hit accuracy (0-1), based on targeting precision */\n readonly accuracy: number;\n\n /** 3D point of intersection (if hit) */\n readonly hitPoint?: Position3D;\n}\n\n/**\n * Minimal vital point shape for collision results to avoid deep cross-module\n * dependencies. Full vital point data lives in the vitalpoint system.\n */\nexport interface CollisionVitalPoint {\n readonly id: string;\n readonly names: {\n readonly korean: string;\n readonly english: string;\n readonly romanized: string;\n };\n readonly position: Position;\n readonly category: VitalPointCategory;\n readonly severity: VitalPointSeverity;\n}\n\n/**\n * Counter-attack opportunity during opponent's technique execution.\n *\n * **Korean**: 반격 기회\n *\n * Represents a window of opportunity to counter-attack when the opponent\n * has exposed a limb during their technique execution.\n *\n * @example\n * ```typescript\n * const counterOpportunity: CounterOpportunity = {\n * exposedLimb: \"right_leg\",\n * windowStart: 450, // ms into opponent's kick\n * windowDuration: 300, // 300ms counter window\n * vulnerabilityMultiplier: 2.0,\n * allowsBreaking: true,\n * recommendedCounters: [\"ankle_break\", \"knee_strike\", \"leg_sweep\"]\n * };\n * ```\n *\n * @category Combat Types\n * @korean 반격기회\n */\nexport interface CounterOpportunity {\n /**\n * The exposed limb that can be targeted.\n * @korean 노출된사지\n */\n readonly exposedLimb: ExposedLimbType;\n\n /**\n * Start time of counter window in milliseconds (from technique start).\n * @korean 반격시작시간\n */\n readonly windowStart: number;\n\n /**\n * Duration of counter window in milliseconds.\n * @korean 반격지속시간\n */\n readonly windowDuration: number;\n\n /**\n * Vulnerability multiplier for damage during this window.\n * @korean 취약성배수\n */\n readonly vulnerabilityMultiplier: number;\n\n /**\n * Whether limb breaking techniques are effective during this window.\n * @korean 파쇄기술가능\n */\n readonly allowsBreaking: boolean;\n\n /**\n * Recommended counter-technique IDs for this opportunity.\n * @korean 추천반격기술\n */\n readonly recommendedCounters?: readonly string[];\n}\n\n/**\n * Breaking technique target types.\n *\n * **Korean**: 파쇄 기술 목표\n *\n * Specific joint and bone targets for breaking techniques.\n * Used for limb-breaking counter-attacks.\n *\n * @category Combat Types\n * @korean 파쇄목표\n */\nexport type BreakingTarget =\n | \"ankle\" // 발목 (Balmok)\n | \"knee\" // 무릎 (Mureup)\n | \"elbow\" // 팔꿈치 (Palkkumchi)\n | \"wrist\" // 손목 (Sonmok)\n | \"shoulder\" // 어깨 (Eokkae)\n | \"hip\"; // 엉덩이/골반 (Eongdeongi)\n\n/**\n * Breaking technique result.\n *\n * **Korean**: 파쇄 결과\n *\n * Result of a breaking technique attempt, including injury severity\n * and status effects applied to the broken limb.\n *\n * @category Combat Types\n * @korean 파쇄결과\n */\nexport interface BreakingResult {\n /**\n * Whether the breaking technique succeeded.\n * @korean 파쇄성공\n */\n readonly success: boolean;\n\n /**\n * Target limb/joint that was broken.\n * @korean 파쇄목표\n */\n readonly target: BreakingTarget;\n\n /**\n * Severity of the break (fracture, dislocation, etc.).\n * Range: 0.0 (failed) to 1.0 (complete break).\n * @korean 파쇄심각도\n */\n readonly severity: number;\n\n /**\n * Damage dealt to the limb.\n * @korean 피해량\n */\n readonly damage: number;\n\n /**\n * Mobility reduction percentage (0.0-1.0).\n * Affects movement speed and technique execution.\n * @korean 이동력감소\n */\n readonly mobilityReduction: number;\n\n /**\n * IDs of status effects applied (pain, bleeding, disabled_limb, etc.).\n * @korean 상태효과\n */\n readonly statusEffects: readonly string[];\n}\n\n/**\n * Raycast query parameters.\n *\n * **Korean**: 레이캐스트 쿼리\n *\n * Defines the parameters for a raycasting operation from attacker to target.\n *\n * @category Collision Types\n * @korean 레이캐스트쿼리\n */\nexport interface RaycastQuery {\n /** Origin point of the ray (attacker position) */\n readonly origin: Position3D;\n\n /** Direction vector of the ray (normalized) */\n readonly direction: Position3D;\n\n /** Maximum distance to check in meters */\n readonly maxDistance: number;\n\n /** Target anatomical region (optional, for filtering) */\n readonly targetRegion?: AnatomicalRegionPhysics;\n}\n\n/**\n * Base reach values for different technique types.\n *\n * **Korean**: 기본 범위 값\n *\n * @category Combat Constants\n * @korean 기본범위값\n */\nexport const BASE_REACH: Record<TechniqueType, number> = {\n punch: 0.7, // 70cm - Standard punch range\n kick: 1.0, // 100cm - Longer leg reach\n elbow: 0.4, // 40cm - Close-range strike\n knee: 0.4, // 40cm - Close-range strike\n pressure_point: 0.5, // 50cm - Precise targeting\n};\n\n/**\n * Stance reach modifiers for the Eight Trigrams.\n *\n * **Korean**: 팔괘 범위 수정자\n *\n * Each stance affects attack range differently based on its combat philosophy:\n * - Aggressive stances (Fire, Thunder) extend reach\n * - Defensive stances (Mountain) reduce reach\n * - Balanced stances (Heaven, Earth) have minor adjustments\n *\n * @category Combat Constants\n * @korean 팔괘범위수정자\n */\nexport const STANCE_REACH_MODIFIERS: Record<TrigramStance, number> = {\n li: 1.2, // ☲ Fire (리): +20% reach (aggressive)\n jin: 1.15, // ☳ Thunder (진): +15% reach (explosive)\n geon: 1.1, // ☰ Heaven (건): +10% reach (balanced)\n son: 1.05, // ☴ Wind (손): +5% reach (continuous)\n tae: 1.0, // ☱ Lake (태): neutral reach\n gam: 1.0, // ☵ Water (감): neutral reach (adaptive)\n gon: 0.95, // ☷ Earth (곤): -5% reach (grounded)\n gan: 0.9, // ☶ Mountain (간): -10% reach (defensive)\n};\n\n/**\n * Korean terminology for collision detection concepts.\n *\n * **Korean**: 충돌 감지 용어\n *\n * @category Korean Terms\n * @korean 충돌용어\n */\nexport const COLLISION_KOREAN_TERMS = {\n collisionDetection: \"충돌감지\", // Chungdol Gamji\n attackRange: \"타격범위\", // Tagyeok Beomwi\n preciseHit: \"정밀타격\", // Jeongmil Tagyeok\n boundingBox: \"경계상자\", // Gyeonggye Sangja\n raycast: \"광선투사\", // Gwangseon Tusa\n hitAccuracy: \"타격정확도\", // Tagyeok Jeonghwakdo\n effectiveReach: \"유효범위\", // Yuhyo Beomwi\n} as const;\n\n/**\n * Anatomical region dimensions in meters.\n *\n * **Korean**: 해부 영역 치수\n *\n * Standard dimensions for adult human anatomical regions used for bounding box creation.\n *\n * @category Collision Constants\n * @korean 해부영역치수\n */\nexport const ANATOMICAL_DIMENSIONS = {\n head: {\n type: \"sphere\" as const,\n radius: 0.125, // 머리 구 반경 (Meori sphere radius) – 12.5cm radius for head sphere\n center: { x: 0, y: 1.7, z: 0 }, // 머리 중심 높이 (Meori center height) – Average adult head height\n },\n neck: {\n type: \"capsule\" as const,\n radius: 0.075, // 목 캡슐 반경 (Mok capsule radius) – 7.5cm radius for neck cylinder\n height: 0.15, // 목 캡슐 높이 (Mok capsule height) – 15cm height\n center: { x: 0, y: 1.5, z: 0 }, // 목 중심 높이 (Mok center height)\n },\n torso: {\n type: \"box\" as const,\n width: 0.4, // 몸통 상자 가로 (Momtong box width) – 40cm width (shoulder to shoulder)\n height: 0.6, // 몸통 상자 세로 (Momtong box height) – 60cm height (neck to waist)\n depth: 0.25, // 몸통 상자 깊이 (Momtong box depth) – 25cm depth (front to back)\n center: { x: 0, y: 1.1, z: 0 }, // 몸통 중심 높이 (Momtong center height)\n },\n arms: {\n type: \"capsule\" as const,\n radius: 0.05, // 팔 캡슐 반경 (Pal capsule radius) – 5cm radius for arm cylinder\n height: 0.6, // 팔 캡슐 길이 (Pal capsule length) – 60cm length (shoulder to hand)\n center: { x: 0.3, y: 1.1, z: 0 }, // 팔 위치 오프셋 (Pal position offset) – Offset for arm position\n },\n legs: {\n type: \"capsule\" as const,\n radius: 0.06, // 다리 캡슐 반경 (Dari capsule radius) – 6cm radius for leg cylinder\n height: 0.8, // 다리 캡슐 길이 (Dari capsule length) – 80cm length (hip to foot)\n center: { x: 0.15, y: 0.4, z: 0 }, // 다리 위치 오프셋 (Dari position offset) – Offset for leg position\n },\n} as const;\n"],"mappings":";;;;;;;;;;;;;;;AAqOA,SAAgB,qBAAqB,eAAgC;CACnE,OAAO,iBAAiB,KAAO,iBAAiB;;;;;;;;;;;;;;;;AAiBlD,SAAgB,+BACd,QACM;CACN,IAAI,CAAC,qBAAqB,OAAO,cAAc,EAC7C,MAAM,IAAI,WACR,yBAAyB,OAAO,cAAc,mDAE/C;;;;;;;;;;AA8UL,IAAa,aAA4C;CACvD,OAAO;CACP,MAAM;CACN,OAAO;CACP,MAAM;CACN,gBAAgB;CACjB;;;;;;;;;;;;;;AAeD,IAAa,yBAAwD;CACnE,IAAI;CACJ,KAAK;CACL,MAAM;CACN,KAAK;CACL,KAAK;CACL,KAAK;CACL,KAAK;CACL,KAAK;CACN;;;;;;;;;AAUD,IAAa,yBAAyB;CACpC,oBAAoB;CACpB,aAAa;CACb,YAAY;CACZ,aAAa;CACb,SAAS;CACT,aAAa;CACb,gBAAgB;CACjB;;;;;;;;;;;AAYD,IAAa,wBAAwB;CACnC,MAAM;EACJ,MAAM;EACN,QAAQ;EACR,QAAQ;GAAE,GAAG;GAAG,GAAG;GAAK,GAAG;GAAG;EAC/B;CACD,MAAM;EACJ,MAAM;EACN,QAAQ;EACR,QAAQ;EACR,QAAQ;GAAE,GAAG;GAAG,GAAG;GAAK,GAAG;GAAG;EAC/B;CACD,OAAO;EACL,MAAM;EACN,OAAO;EACP,QAAQ;EACR,OAAO;EACP,QAAQ;GAAE,GAAG;GAAG,GAAG;GAAK,GAAG;GAAG;EAC/B;CACD,MAAM;EACJ,MAAM;EACN,QAAQ;EACR,QAAQ;EACR,QAAQ;GAAE,GAAG;GAAK,GAAG;GAAK,GAAG;GAAG;EACjC;CACD,MAAM;EACJ,MAAM;EACN,QAAQ;EACR,QAAQ;EACR,QAAQ;GAAE,GAAG;GAAM,GAAG;GAAK,GAAG;GAAG;EAClC;CACF"}
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  * );
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  * ```
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  * const velocityChange = effectiveAcceleration * deltaTime;
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  * const scale = actualPixelsPerMeter / REFERENCE_PIXELS_PER_METER;
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  * `METERS_TO_PIXELS_SCALE` from `blacktrigram/types` and will be removed in a
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  * const reachInUnits = reachInMeters * METERS_TO_TRAINING_UNITS;
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  * ```
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  * const effectiveDistance = centerToCenter - radius;
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  * importing `BODY_RADIUS_METERS` from `blacktrigram/types` and will be removed
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  /**
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  */
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  export declare const ARENA_SIZE_METERS: {
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  /** Small screens (< 768px): 6m × 4.5m */
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  */
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  /** Melee range: very close, grappling distance (0.5m) */
@@ -232,7 +223,6 @@ export declare const COMBAT_RANGES_METERS: {
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  *
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  * **Korean**: AI이동상수미터 (AI Movement Constants in Meters)
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  */
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  export declare const AI_MOVEMENT_METERS: {
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  /** Step size for AI movement (0.5m per step) */
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  * Use these ratios with arena dimensions to calculate starting positions:
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  * - playerStartX = arenaX + (arenaWidth * PLAYER_START_POSITIONS.PLAYER1_X)
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  export declare const PLAYER_START_POSITIONS: {
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  /** Player 1 starts at 25% from left edge */
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  *
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  */
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  export declare const AI_OPTIMAL_RANGE_METERS: {
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  /** Musa - Traditional warrior: close quarters */
@@ -1 +1 @@
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1
+ {"version":3,"file":"physicsConstants.d.ts","sourceRoot":"","sources":["../../src/types/physicsConstants.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;GAoBG;AAEH;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,eAAO,MAAM,uBAAuB,EAAG,EAAa,CAAC;AAErD;;;;;;;;;;;;;;;;;;;;;;;GAuBG;AACH,eAAO,MAAM,0BAA0B,EAAG,EAAa,CAAC;AAExD;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,eAAO,MAAM,0BAA0B,EAAG,GAAY,CAAC;AAEvD;;;;;;;;;;;;;GAaG;AACH,eAAO,MAAM,sBAAsB,KAA6B,CAAC;AAEjE;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,eAAO,MAAM,wBAAwB,EAAG,CAAY,CAAC;AAErD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA+BG;AACH,eAAO,MAAM,0BAA0B,EAAG,IAAa,CAAC;AAExD;;;;;;;;;;;;GAYG;AACH,eAAO,MAAM,kBAAkB,MAA6B,CAAC;AAE7D;;;GAGG;AACH,eAAO,MAAM,iBAAiB;IAC5B,yCAAyC;;IAEzC,2CAA2C;;IAE3C,8CAA8C;;IAE9C,6CAA6C;;IAE7C,4CAA4C;;CAEpC,CAAC;AAEX;;;;;;;;GAQG;AACH,eAAO,MAAM,oBAAoB;IAC/B,yDAAyD;;IAEzD,kDAAkD;;IAElD,4CAA4C;;IAE5C,6CAA6C;;IAE7C,gDAAgD;;CAExC,CAAC;AAEX;;;;;GAKG;AACH,eAAO,MAAM,kBAAkB;IAC7B,gDAAgD;;IAEhD,2DAA2D;;IAE3D,+DAA+D;;IAE/D,0EAA0E;;IAE1E,kCAAkC;;IAElC,0CAA0C;;CAElC,CAAC;AAEX;;;;;;;;GAQG;AACH,eAAO,MAAM,sBAAsB;IACjC,4CAA4C;;IAE5C,4CAA4C;;IAE5C,0DAA0D;;CAElD,CAAC;AAEX;;;;;GAKG;AACH,eAAO,MAAM,uBAAuB;IAClC,iDAAiD;;IAEjD,+CAA+C;;IAE/C,iDAAiD;;IAEjD,iEAAiE;;IAEjE,+DAA+D;;CAEvD,CAAC"}
@@ -43,7 +43,6 @@
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  * );
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  * ```
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  *
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- * @public
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  * @category Combat Constants
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  * @korean 기본체력재생속도
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  */
@@ -69,7 +68,6 @@ var BASE_STAMINA_REGEN_RATE = 15;
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  * const velocityChange = effectiveAcceleration * deltaTime;
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  * ```
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  *
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- * @public
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  * @category Physics Constants
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  * @korean 기본이동가속도
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  */
@@ -96,7 +94,6 @@ var BASE_MOVEMENT_ACCELERATION = 30;
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  * const scale = actualPixelsPerMeter / REFERENCE_PIXELS_PER_METER;
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  * ```
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  *
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  * const reachInUnits = reachInMeters * METERS_TO_TRAINING_UNITS;
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  * const effectiveDistance = centerToCenter - radius;
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@@ -192,7 +185,6 @@ var BODY_RADIUS_METERS = DEFAULT_BODY_RADIUS_METERS;
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  /** Small screens (< 768px): 6m × 4.5m */
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  * These values define combat distance thresholds for AI decision-making
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  /** Melee range: very close, grappling distance (0.5m) */
@@ -233,7 +224,6 @@ var COMBAT_RANGES_METERS = {
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  *
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  * **Korean**: AI이동상수미터 (AI Movement Constants in Meters)
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  /** Step size for AI movement (0.5m per step) */
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  * Use these ratios with arena dimensions to calculate starting positions:
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  * - playerStartX = arenaX + (arenaWidth * PLAYER_START_POSITIONS.PLAYER1_X)
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  */
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  *
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  * **Korean**: AI성격최적범위미터 (AI Personality Optimal Ranges in Meters)
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  */
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  /** Musa - Traditional warrior: close quarters */
@@ -1 +1 @@
1
- {"version":3,"file":"physicsConstants.js","names":[],"sources":["../../src/types/physicsConstants.ts"],"sourcesContent":["/**\n * Shared physics constants for Black Trigram combat system.\n *\n * **Korean**: 물리 상수\n *\n * This module provides shared constants for physics calculations across\n * combat and training systems, ensuring consistency in coordinate transformations\n * and unit conversions.\n *\n * ## Physics-First Architecture\n *\n * The game uses a physics-first coordinate system where:\n * - All internal calculations use meters (m) and meters/second (m/s)\n * - Arena sizes are determined by screen resolution (6m, 8m, 10m, 12m, 14m)\n * - Pixel conversion happens only at render time\n * - The pixels-per-meter ratio varies by device/resolution\n *\n * @module types/physicsConstants\n * @category Constants\n * @korean 물리상수\n */\n\n/**\n * Base stamina regeneration rate (stamina per second).\n *\n * **Korean**: 기본 체력 재생 속도\n *\n * This is the base rate at which stamina regenerates when not affected by\n * combat state penalties, breathing disruption, or other modifiers.\n *\n * - Increased from 3 to 15 stamina/second (5x faster) for fluid combat\n * - Allows players to move around and attack frequently without exhaustion\n * - Subject to penalties from breathing disruption (25%-75% reduction)\n * - Subject to combat state penalties (20%-100% reduction when attacking/stunned)\n *\n * @example\n * ```typescript\n * // Calculate stamina regen with breathing disruption\n * const baseRegen = regenRate * BASE_STAMINA_REGEN_RATE;\n * const modifiedRegen = BreathingDisruptionSystem.calculateStaminaRegen(\n * player,\n * baseRegen\n * );\n * ```\n *\n * @public\n * @category Combat Constants\n * @korean 기본체력재생속도\n */\nexport const BASE_STAMINA_REGEN_RATE = 15.0 as const;\n\n/**\n * Base movement acceleration rate (m/s²).\n *\n * **Korean**: 기본 이동 가속도\n *\n * This is the base rate at which characters accelerate during movement.\n * Used by both MovementPhysics and SpeedModifierSystem for consistency.\n *\n * - Increased from 12.0 to 30.0 m/s² (2.5x faster) for instant-response combat\n * - Reaches 6 m/s walking speed in 0.2 seconds\n * - Reaches 10 m/s sprint speed in 0.33 seconds\n * - Provides arcade-style responsiveness suitable for Korean martial arts combat\n * - Subject to combat state penalties (20%-100% reduction when attacking/stunned)\n *\n * @example\n * ```typescript\n * // Calculate acceleration with combat state penalty\n * const effectiveAcceleration = BASE_MOVEMENT_ACCELERATION * (1 - statePenalty);\n * const velocityChange = effectiveAcceleration * deltaTime;\n * ```\n *\n * @public\n * @category Physics Constants\n * @korean 기본이동가속도\n */\nexport const BASE_MOVEMENT_ACCELERATION = 30.0 as const;\n\n/**\n * Reference pixels-per-meter ratio for scale calculations.\n *\n * **Korean**: 참조 미터-픽셀 변환\n *\n * This is the REFERENCE ratio used for calculating scale factors.\n * The actual pixels-per-meter varies by device resolution:\n * - Calculate actual ratio: `arenaWidthPixels / arenaWidthMeters`\n * - Calculate scale: `actualRatio / REFERENCE_PIXELS_PER_METER`\n *\n * **Do NOT use this for direct coordinate conversion.**\n * Use `bounds.width / bounds.worldWidthMeters` instead.\n *\n * @example\n * ```typescript\n * // Calculate actual pixels per meter from arena bounds\n * const actualPixelsPerMeter = bounds.width / bounds.worldWidthMeters;\n *\n * // Calculate scale relative to reference\n * const scale = actualPixelsPerMeter / REFERENCE_PIXELS_PER_METER;\n * ```\n *\n * @public\n * @category Coordinate Constants\n * @korean 참조픽셀미터비율\n */\nexport const REFERENCE_PIXELS_PER_METER = 100 as const;\n\n/**\n * Legacy conversion factor from meters to pixels.\n *\n * **Korean**: 미터-픽셀 변환 인자 (구형)\n *\n * @deprecated Use `bounds.width / bounds.worldWidthMeters` for dynamic conversion.\n * The actual ratio now varies by screen resolution and arena size; this constant\n * is retained for backward compatibility with existing consumers importing\n * `METERS_TO_PIXELS_SCALE` from `blacktrigram/types` and will be removed in a\n * future major release.\n *\n * @public\n * @category Coordinate Constants\n * @korean 미터-픽셀변환 (구형)\n */\nexport const METERS_TO_PIXELS_SCALE = REFERENCE_PIXELS_PER_METER;\n\n/**\n * Conversion factor from meters to training scene units.\n *\n * **Korean**: 미터-훈련 단위 변환\n *\n * Training scenes are authored in real-world meters and use a 1:1 conversion\n * ratio. This means 1 meter in the game world equals 1 unit in the training\n * scene coordinate system.\n *\n * **IMPORTANT**: This differs from combat AI which uses dynamic pixels-per-meter.\n * The 3D world uses 1:1 meter scale for consistent physics.\n *\n * @example\n * ```typescript\n * // Convert reach from meters to training units (1:1)\n * const reachInUnits = reachInMeters * METERS_TO_TRAINING_UNITS;\n * ```\n *\n * @public\n * @category Coordinate Constants\n * @korean 미터훈련비율\n */\nexport const METERS_TO_TRAINING_UNITS = 1.0 as const;\n\n/**\n * Default body radius for hit distance calculation (training dummy).\n *\n * **Korean**: 기본몸체반경 (Default Body Radius)\n *\n * When calculating hit distance, we measure center-to-center, but attacks\n * land on the target's body surface, not their center point. This constant\n * represents the default body radius for entities without physical attributes\n * (like training dummies).\n *\n * For player archetypes, use `calculateBodyRadius(physicalAttributes)` from\n * `utils/skeletonScaling.ts` which calculates based on shoulder width.\n *\n * Based on average human proportions:\n * - Average shoulder width: ~45cm\n * - Body depth ratio: 0.5 × shoulderWidth = 22.5cm\n * - Result: ~0.225m (rounded to 0.23m)\n *\n * @example\n * ```typescript\n * // For training dummy (no archetype):\n * const effectiveDistance = centerToCenter - DEFAULT_BODY_RADIUS_METERS;\n *\n * // For player (use archetype):\n * import { calculateBodyRadius } from '@/utils/skeletonScaling';\n * const radius = calculateBodyRadius(physicalAttributes);\n * const effectiveDistance = centerToCenter - radius;\n * ```\n *\n * @public\n * @category Physics Constants\n * @korean 기본몸체반경\n */\nexport const DEFAULT_BODY_RADIUS_METERS = 0.23 as const;\n\n/**\n * Backwards-compatible alias for the default body radius.\n *\n * **Korean**: 이전호환몸체반경별칭\n *\n * @deprecated Use `DEFAULT_BODY_RADIUS_METERS` or `calculateBodyRadius()` instead.\n * This alias is retained for backward compatibility with existing consumers\n * importing `BODY_RADIUS_METERS` from `blacktrigram/types` and will be removed\n * in a future major release.\n *\n * @public\n * @category Physics Constants\n * @korean 몸체반경별칭\n */\nexport const BODY_RADIUS_METERS = DEFAULT_BODY_RADIUS_METERS;\n\n/**\n * Standard arena sizes in meters (4:3 aspect ratio).\n *\n * @public\n */\nexport const ARENA_SIZE_METERS = {\n /** Small screens (< 768px): 6m × 4.5m */\n SMALL: 6,\n /** Medium screens (768-1199px): 8m × 6m */\n MEDIUM: 8,\n /** Large screens (1200-1919px): 10m × 7.5m */\n LARGE: 10,\n /** XLarge screens (1920-2559px): 12m × 9m */\n XLARGE: 12,\n /** Ultra screens (≥ 2560px): 14m × 10.5m */\n ULTRA: 14,\n} as const;\n\n/**\n * Combat ranges in METERS for physics-first system.\n *\n * **Korean**: 전투범위미터 (Combat Ranges in Meters)\n *\n * These values define combat distance thresholds for AI decision-making\n * and hit detection. Use these instead of pixel-based COMBAT_RANGES.\n *\n * @public\n */\nexport const COMBAT_RANGES_METERS = {\n /** Melee range: very close, grappling distance (0.5m) */\n MELEE: 0.5,\n /** Close range: punching/elbow distance (0.8m) */\n CLOSE: 0.8,\n /** Medium range: kicking distance (1.2m) */\n MEDIUM: 1.2,\n /** Long range: max attack distance (2.0m) */\n LONG: 2.0,\n /** Maximum range: engagement distance (3.0m) */\n MAX: 3.0,\n} as const;\n\n/**\n * AI movement constants in METERS for physics-first system.\n *\n * **Korean**: AI이동상수미터 (AI Movement Constants in Meters)\n *\n * @public\n */\nexport const AI_MOVEMENT_METERS = {\n /** Step size for AI movement (0.5m per step) */\n STEP_SIZE: 0.5,\n /** Minimum distance threshold to avoid division by zero */\n MIN_DISTANCE_THRESHOLD: 0.05,\n /** Horizontal arena margin (based on character width ~0.6m) */\n ARENA_MARGIN_X: 0.6,\n /** Vertical arena margin (based on character depth ~1.8m for movement) */\n ARENA_MARGIN_Y: 1.8,\n /** Flanking offset base (0.4m) */\n FLANK_OFFSET_BASE: 0.4,\n /** Flanking offset random range (0.2m) */\n FLANK_OFFSET_RANDOM: 0.2,\n} as const;\n\n/**\n * Player starting positions as PERCENTAGES of arena dimensions.\n *\n * **Korean**: 시작위치비율 (Starting Position Ratios)\n *\n * Use these ratios with arena dimensions to calculate starting positions:\n * - playerStartX = arenaX + (arenaWidth * PLAYER_START_POSITIONS.PLAYER1_X)\n *\n * @public\n */\nexport const PLAYER_START_POSITIONS = {\n /** Player 1 starts at 25% from left edge */\n PLAYER1_X: 0.25,\n /** Player 2 starts at 75% from left edge */\n PLAYER2_X: 0.75,\n /** Both players start at 50% depth (center vertically) */\n CENTER_Y: 0.5,\n} as const;\n\n/**\n * AI personality optimal ranges in METERS.\n *\n * **Korean**: AI성격최적범위미터 (AI Personality Optimal Ranges in Meters)\n *\n * @public\n */\nexport const AI_OPTIMAL_RANGE_METERS = {\n /** Musa - Traditional warrior: close quarters */\n MUSA: 0.5,\n /** Amsalja - Shadow assassin: stealth melee */\n AMSALJA: 0.4,\n /** Hacker - Cyber warrior: mid-range analysis */\n HACKER: 1.2,\n /** Jeongbo Yowon - Intelligence operative: tactical mid-range */\n JEONGBO_YOWON: 0.8,\n /** Jojik Pokryeokbae - Organized crime: brutal close combat */\n JOJIK: 0.6,\n} as const;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAiDA,IAAa,0BAA0B;;;;;;;;;;;;;;;;;;;;;;;;;;AA2BvC,IAAa,6BAA6B;;;;;;;;;;;;;;;;;;;;;;;;;;;AA4B1C,IAAa,6BAA6B;;;;;;;;;;;;;;;;AAiB1C,IAAa,yBAAA;;;;;;;;;;;;;;;;;;;;;;;AAwBb,IAAa,2BAA2B;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAmCxC,IAAa,6BAA6B;;;;;;;;;;;;;;;AAgB1C,IAAa,qBAAqB;;;;;;AAOlC,IAAa,oBAAoB;;CAE/B,OAAO;;CAEP,QAAQ;;CAER,OAAO;;CAEP,QAAQ;;CAER,OAAO;CACR;;;;;;;;;;;AAYD,IAAa,uBAAuB;;CAElC,OAAO;;CAEP,OAAO;;CAEP,QAAQ;;CAER,MAAM;;CAEN,KAAK;CACN;;;;;;;;AASD,IAAa,qBAAqB;;CAEhC,WAAW;;CAEX,wBAAwB;;CAExB,gBAAgB;;CAEhB,gBAAgB;;CAEhB,mBAAmB;;CAEnB,qBAAqB;CACtB;;;;;;;;;;;AAYD,IAAa,yBAAyB;;CAEpC,WAAW;;CAEX,WAAW;;CAEX,UAAU;CACX;;;;;;;;AASD,IAAa,0BAA0B;;CAErC,MAAM;;CAEN,SAAS;;CAET,QAAQ;;CAER,eAAe;;CAEf,OAAO;CACR"}
1
+ {"version":3,"file":"physicsConstants.js","names":[],"sources":["../../src/types/physicsConstants.ts"],"sourcesContent":["/**\n * Shared physics constants for Black Trigram combat system.\n *\n * **Korean**: 물리 상수\n *\n * This module provides shared constants for physics calculations across\n * combat and training systems, ensuring consistency in coordinate transformations\n * and unit conversions.\n *\n * ## Physics-First Architecture\n *\n * The game uses a physics-first coordinate system where:\n * - All internal calculations use meters (m) and meters/second (m/s)\n * - Arena sizes are determined by screen resolution (6m, 8m, 10m, 12m, 14m)\n * - Pixel conversion happens only at render time\n * - The pixels-per-meter ratio varies by device/resolution\n *\n * @module types/physicsConstants\n * @category Constants\n * @korean 물리상수\n */\n\n/**\n * Base stamina regeneration rate (stamina per second).\n *\n * **Korean**: 기본 체력 재생 속도\n *\n * This is the base rate at which stamina regenerates when not affected by\n * combat state penalties, breathing disruption, or other modifiers.\n *\n * - Increased from 3 to 15 stamina/second (5x faster) for fluid combat\n * - Allows players to move around and attack frequently without exhaustion\n * - Subject to penalties from breathing disruption (25%-75% reduction)\n * - Subject to combat state penalties (20%-100% reduction when attacking/stunned)\n *\n * @example\n * ```typescript\n * // Calculate stamina regen with breathing disruption\n * const baseRegen = regenRate * BASE_STAMINA_REGEN_RATE;\n * const modifiedRegen = BreathingDisruptionSystem.calculateStaminaRegen(\n * player,\n * baseRegen\n * );\n * ```\n *\n * @category Combat Constants\n * @korean 기본체력재생속도\n */\nexport const BASE_STAMINA_REGEN_RATE = 15.0 as const;\n\n/**\n * Base movement acceleration rate (m/s²).\n *\n * **Korean**: 기본 이동 가속도\n *\n * This is the base rate at which characters accelerate during movement.\n * Used by both MovementPhysics and SpeedModifierSystem for consistency.\n *\n * - Increased from 12.0 to 30.0 m/s² (2.5x faster) for instant-response combat\n * - Reaches 6 m/s walking speed in 0.2 seconds\n * - Reaches 10 m/s sprint speed in 0.33 seconds\n * - Provides arcade-style responsiveness suitable for Korean martial arts combat\n * - Subject to combat state penalties (20%-100% reduction when attacking/stunned)\n *\n * @example\n * ```typescript\n * // Calculate acceleration with combat state penalty\n * const effectiveAcceleration = BASE_MOVEMENT_ACCELERATION * (1 - statePenalty);\n * const velocityChange = effectiveAcceleration * deltaTime;\n * ```\n *\n * @category Physics Constants\n * @korean 기본이동가속도\n */\nexport const BASE_MOVEMENT_ACCELERATION = 30.0 as const;\n\n/**\n * Reference pixels-per-meter ratio for scale calculations.\n *\n * **Korean**: 참조 미터-픽셀 변환\n *\n * This is the REFERENCE ratio used for calculating scale factors.\n * The actual pixels-per-meter varies by device resolution:\n * - Calculate actual ratio: `arenaWidthPixels / arenaWidthMeters`\n * - Calculate scale: `actualRatio / REFERENCE_PIXELS_PER_METER`\n *\n * **Do NOT use this for direct coordinate conversion.**\n * Use `bounds.width / bounds.worldWidthMeters` instead.\n *\n * @example\n * ```typescript\n * // Calculate actual pixels per meter from arena bounds\n * const actualPixelsPerMeter = bounds.width / bounds.worldWidthMeters;\n *\n * // Calculate scale relative to reference\n * const scale = actualPixelsPerMeter / REFERENCE_PIXELS_PER_METER;\n * ```\n *\n * @category Coordinate Constants\n * @korean 참조픽셀미터비율\n */\nexport const REFERENCE_PIXELS_PER_METER = 100 as const;\n\n/**\n * Legacy conversion factor from meters to pixels.\n *\n * **Korean**: 미터-픽셀 변환 인자 (구형)\n *\n * @deprecated Use `bounds.width / bounds.worldWidthMeters` for dynamic conversion.\n * The actual ratio now varies by screen resolution and arena size; this constant\n * is retained for backward compatibility with existing consumers importing\n * `METERS_TO_PIXELS_SCALE` from `blacktrigram/types` and will be removed in a\n * future major release.\n *\n * @category Coordinate Constants\n * @korean 미터-픽셀변환 (구형)\n */\nexport const METERS_TO_PIXELS_SCALE = REFERENCE_PIXELS_PER_METER;\n\n/**\n * Conversion factor from meters to training scene units.\n *\n * **Korean**: 미터-훈련 단위 변환\n *\n * Training scenes are authored in real-world meters and use a 1:1 conversion\n * ratio. This means 1 meter in the game world equals 1 unit in the training\n * scene coordinate system.\n *\n * **IMPORTANT**: This differs from combat AI which uses dynamic pixels-per-meter.\n * The 3D world uses 1:1 meter scale for consistent physics.\n *\n * @example\n * ```typescript\n * // Convert reach from meters to training units (1:1)\n * const reachInUnits = reachInMeters * METERS_TO_TRAINING_UNITS;\n * ```\n *\n * @category Coordinate Constants\n * @korean 미터훈련비율\n */\nexport const METERS_TO_TRAINING_UNITS = 1.0 as const;\n\n/**\n * Default body radius for hit distance calculation (training dummy).\n *\n * **Korean**: 기본몸체반경 (Default Body Radius)\n *\n * When calculating hit distance, we measure center-to-center, but attacks\n * land on the target's body surface, not their center point. This constant\n * represents the default body radius for entities without physical attributes\n * (like training dummies).\n *\n * For player archetypes, use `calculateBodyRadius(physicalAttributes)` from\n * `utils/skeletonScaling.ts` which calculates based on shoulder width.\n *\n * Based on average human proportions:\n * - Average shoulder width: ~45cm\n * - Body depth ratio: 0.5 × shoulderWidth = 22.5cm\n * - Result: ~0.225m (rounded to 0.23m)\n *\n * @example\n * ```typescript\n * // For training dummy (no archetype):\n * const effectiveDistance = centerToCenter - DEFAULT_BODY_RADIUS_METERS;\n *\n * // For player (use archetype):\n * import { calculateBodyRadius } from '@/utils/skeletonScaling';\n * const radius = calculateBodyRadius(physicalAttributes);\n * const effectiveDistance = centerToCenter - radius;\n * ```\n *\n * @category Physics Constants\n * @korean 기본몸체반경\n */\nexport const DEFAULT_BODY_RADIUS_METERS = 0.23 as const;\n\n/**\n * Backwards-compatible alias for the default body radius.\n *\n * **Korean**: 이전호환몸체반경별칭\n *\n * @deprecated Use `DEFAULT_BODY_RADIUS_METERS` or `calculateBodyRadius()` instead.\n * This alias is retained for backward compatibility with existing consumers\n * importing `BODY_RADIUS_METERS` from `blacktrigram/types` and will be removed\n * in a future major release.\n *\n * @category Physics Constants\n * @korean 몸체반경별칭\n */\nexport const BODY_RADIUS_METERS = DEFAULT_BODY_RADIUS_METERS;\n\n/**\n * Standard arena sizes in meters (4:3 aspect ratio).\n *\n */\nexport const ARENA_SIZE_METERS = {\n /** Small screens (< 768px): 6m × 4.5m */\n SMALL: 6,\n /** Medium screens (768-1199px): 8m × 6m */\n MEDIUM: 8,\n /** Large screens (1200-1919px): 10m × 7.5m */\n LARGE: 10,\n /** XLarge screens (1920-2559px): 12m × 9m */\n XLARGE: 12,\n /** Ultra screens (≥ 2560px): 14m × 10.5m */\n ULTRA: 14,\n} as const;\n\n/**\n * Combat ranges in METERS for physics-first system.\n *\n * **Korean**: 전투범위미터 (Combat Ranges in Meters)\n *\n * These values define combat distance thresholds for AI decision-making\n * and hit detection. Use these instead of pixel-based COMBAT_RANGES.\n *\n */\nexport const COMBAT_RANGES_METERS = {\n /** Melee range: very close, grappling distance (0.5m) */\n MELEE: 0.5,\n /** Close range: punching/elbow distance (0.8m) */\n CLOSE: 0.8,\n /** Medium range: kicking distance (1.2m) */\n MEDIUM: 1.2,\n /** Long range: max attack distance (2.0m) */\n LONG: 2.0,\n /** Maximum range: engagement distance (3.0m) */\n MAX: 3.0,\n} as const;\n\n/**\n * AI movement constants in METERS for physics-first system.\n *\n * **Korean**: AI이동상수미터 (AI Movement Constants in Meters)\n *\n */\nexport const AI_MOVEMENT_METERS = {\n /** Step size for AI movement (0.5m per step) */\n STEP_SIZE: 0.5,\n /** Minimum distance threshold to avoid division by zero */\n MIN_DISTANCE_THRESHOLD: 0.05,\n /** Horizontal arena margin (based on character width ~0.6m) */\n ARENA_MARGIN_X: 0.6,\n /** Vertical arena margin (based on character depth ~1.8m for movement) */\n ARENA_MARGIN_Y: 1.8,\n /** Flanking offset base (0.4m) */\n FLANK_OFFSET_BASE: 0.4,\n /** Flanking offset random range (0.2m) */\n FLANK_OFFSET_RANDOM: 0.2,\n} as const;\n\n/**\n * Player starting positions as PERCENTAGES of arena dimensions.\n *\n * **Korean**: 시작위치비율 (Starting Position Ratios)\n *\n * Use these ratios with arena dimensions to calculate starting positions:\n * - playerStartX = arenaX + (arenaWidth * PLAYER_START_POSITIONS.PLAYER1_X)\n *\n */\nexport const PLAYER_START_POSITIONS = {\n /** Player 1 starts at 25% from left edge */\n PLAYER1_X: 0.25,\n /** Player 2 starts at 75% from left edge */\n PLAYER2_X: 0.75,\n /** Both players start at 50% depth (center vertically) */\n CENTER_Y: 0.5,\n} as const;\n\n/**\n * AI personality optimal ranges in METERS.\n *\n * **Korean**: AI성격최적범위미터 (AI Personality Optimal Ranges in Meters)\n *\n */\nexport const AI_OPTIMAL_RANGE_METERS = {\n /** Musa - Traditional warrior: close quarters */\n MUSA: 0.5,\n /** Amsalja - Shadow assassin: stealth melee */\n AMSALJA: 0.4,\n /** Hacker - Cyber warrior: mid-range analysis */\n HACKER: 1.2,\n /** Jeongbo Yowon - Intelligence operative: tactical mid-range */\n JEONGBO_YOWON: 0.8,\n /** Jojik Pokryeokbae - Organized crime: brutal close combat */\n JOJIK: 0.6,\n} as const;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAgDA,IAAa,0BAA0B;;;;;;;;;;;;;;;;;;;;;;;;;AA0BvC,IAAa,6BAA6B;;;;;;;;;;;;;;;;;;;;;;;;;;AA2B1C,IAAa,6BAA6B;;;;;;;;;;;;;;;AAgB1C,IAAa,yBAAA;;;;;;;;;;;;;;;;;;;;;;AAuBb,IAAa,2BAA2B;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAkCxC,IAAa,6BAA6B;;;;;;;;;;;;;;AAe1C,IAAa,qBAAqB;;;;;AAMlC,IAAa,oBAAoB;;CAE/B,OAAO;;CAEP,QAAQ;;CAER,OAAO;;CAEP,QAAQ;;CAER,OAAO;CACR;;;;;;;;;;AAWD,IAAa,uBAAuB;;CAElC,OAAO;;CAEP,OAAO;;CAEP,QAAQ;;CAER,MAAM;;CAEN,KAAK;CACN;;;;;;;AAQD,IAAa,qBAAqB;;CAEhC,WAAW;;CAEX,wBAAwB;;CAExB,gBAAgB;;CAEhB,gBAAgB;;CAEhB,mBAAmB;;CAEnB,qBAAqB;CACtB;;;;;;;;;;AAWD,IAAa,yBAAyB;;CAEpC,WAAW;;CAEX,WAAW;;CAEX,UAAU;CACX;;;;;;;AAQD,IAAa,0BAA0B;;CAErC,MAAM;;CAEN,SAAS;;CAET,QAAQ;;CAER,eAAe;;CAEf,OAAO;CACR"}