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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  746. package/package.json +7 -7
@@ -16,7 +16,6 @@ import type { FacialDamageState, FacialExpression } from "./facial";
16
16
  * Balance state representing player stability in combat.
17
17
  * Drives visual indicators and affects combat effectiveness.
18
18
  *
19
- * @public
20
19
  * @category Combat States
21
20
  * @korean 균형상태
22
21
  */
@@ -24,7 +23,6 @@ export type BalanceState = "READY" | "SHAKEN" | "VULNERABLE" | "HELPLESS";
24
23
  /**
25
24
  * Player animation states for 3D model pose and movement.
26
25
  *
27
- * @public
28
26
  * @category Animation
29
27
  * @korean 애니메이션상태
30
28
  */
@@ -35,265 +33,123 @@ export type PlayerAnimation = "idle" | "attack" | "defend" | "hit" | "stance_cha
35
33
  * This interface provides all properties needed to render a player
36
34
  * in both combat and training contexts with full state visualization.
37
35
  *
38
- * @public
39
36
  * @category Component Props
40
37
  * @korean 플레이어3D속성
41
38
  */
42
39
  export interface Player3DUnifiedProps {
43
- /**
44
- * Unique identifier for the player
45
- * @korean 플레이어ID
46
- */
40
+ /** Unique identifier for the player @korean 플레이어ID */
47
41
  readonly playerId: string;
48
- /**
49
- * Player archetype determining visual style and theming
50
- * @korean 원형
51
- */
42
+ /** Player archetype determining visual style and theming @korean 원형 */
52
43
  readonly archetype: PlayerArchetype;
53
- /**
54
- * Current trigram stance (1 of 8)
55
- * @korean 현재자세
56
- */
44
+ /** Current trigram stance (1 of 8) @korean 현재자세 */
57
45
  readonly stance: TrigramStance;
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46
  /**
59
47
  * Stance laterality (left or right foot forward)
60
- *
61
48
  * - "left": Left foot forward (왼발서기 - Oenbal Seogi)
62
49
  * - "right": Right foot forward (오른발서기 - Oreun Bal Seogi)
63
- *
64
- * This affects animation mirroring - techniques will be mirrored
65
- * appropriately based on the laterality, creating 16 distinct stance
66
- * configurations (8 trigrams × 2 laterality).
67
- *
68
- * **Korean**: 측면성 (Cheugmyeonseong - Laterality/Sidedness)
50
+ * @korean 측면성
69
51
  */
70
52
  readonly laterality?: "left" | "right";
71
- /**
72
- * 3D world position [x, y, z]
73
- * @korean 위치
74
- */
53
+ /** 3D world position [x, y, z] @korean 위치 */
75
54
  readonly position: [number, number, number];
76
- /**
77
- * Rotation in radians (Y-axis)
78
- * @korean 회전
79
- */
55
+ /** Rotation in radians (Y-axis) @korean 회전 */
80
56
  readonly rotation: number;
81
- /**
82
- * Current health points (0-maxHealth)
83
- * @korean 건강
84
- */
57
+ /** Current health points (0-maxHealth) @korean 건강 */
85
58
  readonly health: number;
86
- /**
87
- * Maximum health points
88
- * @korean 최대건강
89
- */
59
+ /** Maximum health points @korean 최대건강 */
90
60
  readonly maxHealth: number;
91
- /**
92
- * Current stamina points (0-100)
93
- * @korean 체력
94
- */
61
+ /** Current stamina points (0-100) @korean 체력 */
95
62
  readonly stamina: number;
96
- /**
97
- * Current Ki/energy points (0-100)
98
- * @korean 기
99
- */
63
+ /** Current Ki/energy points (0-100) @korean 기 */
100
64
  readonly ki: number;
101
- /**
102
- * Pain level affecting balance and performance (0-100)
103
- * @korean 통증
104
- */
65
+ /** Pain level affecting balance and performance (0-100) @korean 통증 */
105
66
  readonly pain: number;
106
- /**
107
- * Balance/stability state in combat
108
- * @korean 균형상태
109
- */
67
+ /** Balance/stability state in combat @korean 균형상태 */
110
68
  readonly balance: BalanceState;
111
- /**
112
- * Consciousness level (0-100)
113
- * @korean 의식
114
- */
69
+ /** Consciousness level (0-100) @korean 의식 */
115
70
  readonly consciousness: number;
116
- /**
117
- * Blood loss amount (0-100)
118
- * Optional since not all game modes track blood loss
119
- * @korean 출혈
120
- */
71
+ /** Blood loss amount (0-100) @korean 출혈 */
121
72
  readonly bloodLoss?: number;
122
- /**
123
- * Whether player is currently blocking
124
- * @korean 방어중
125
- */
73
+ /** Whether player is currently blocking @korean 방어중 */
126
74
  readonly isBlocking: boolean;
127
- /**
128
- * Whether player is stunned
129
- * @korean 기절
130
- */
75
+ /** Whether player is stunned @korean 기절 */
131
76
  readonly isStunned?: boolean;
132
- /**
133
- * Whether player is countering
134
- * @korean 반격중
135
- */
77
+ /** Whether player is countering @korean 반격중 */
136
78
  readonly isCountering?: boolean;
137
- /**
138
- * Current animation state
139
- * @korean 현재애니메이션
140
- */
79
+ /** Current animation state @korean 현재애니메이션 */
141
80
  readonly currentAnimation: PlayerAnimation;
142
- /**
143
- * Whether rendering for mobile device (affects scaling and detail)
144
- * @korean 모바일여부
145
- */
81
+ /** Whether rendering for mobile device @korean 모바일여부 */
146
82
  readonly isMobile: boolean;
147
- /**
148
- * Player display name (Korean and English)
149
- * @korean 이름
150
- */
83
+ /** Player display name (Korean and English) @korean 이름 */
151
84
  readonly name?: {
152
85
  readonly korean: string;
153
86
  readonly english: string;
154
87
  };
155
- /**
156
- * Scale multiplier for the model (default: 1)
157
- * @korean 크기
158
- */
88
+ /** Scale multiplier for the model (default: 1) @korean 크기 */
159
89
  readonly scale?: number;
160
- /**
161
- * Whether to show Html overlay with stats
162
- * @korean 세부정보표시
163
- */
90
+ /** Whether to show Html overlay with stats @korean 세부정보표시 */
164
91
  readonly showDetails?: boolean;
165
- /**
166
- * Direction the player is facing
167
- * @korean 방향
168
- */
92
+ /** Direction the player is facing @korean 방향 */
169
93
  readonly facing?: "left" | "right";
170
- /**
171
- * Whether to show health bar
172
- * @korean 체력바표시
173
- */
94
+ /** Whether to show health bar @korean 체력바표시 */
174
95
  readonly showHealthBar?: boolean;
175
- /**
176
- * Whether to show stance indicator
177
- * @korean 자세표시기표시
178
- */
96
+ /** Whether to show stance indicator @korean 자세표시기표시 */
179
97
  readonly showStanceIndicator?: boolean;
180
- /**
181
- * Callback when animation completes
182
- * @korean 애니메이션완료콜백
183
- */
98
+ /** Callback when animation completes @korean 애니메이션완료콜백 */
184
99
  readonly onAnimationComplete?: () => void;
185
- /**
186
- * Current facial expression (optional, auto-calculated if not provided)
187
- * @korean 얼굴표정
188
- */
100
+ /** Current facial expression @korean 얼굴표정 */
189
101
  readonly facialExpression?: FacialExpression;
190
- /**
191
- * Facial damage state (optional, defaults to no damage)
192
- * @korean 얼굴손상
193
- */
102
+ /** Facial damage state @korean 얼굴손상 */
194
103
  readonly facialDamage?: FacialDamageState;
195
- /**
196
- * Whether to enable facial expressions (opt-in, default: false)
197
- * @korean 표정사용
198
- */
104
+ /** Whether to enable facial expressions @korean 표정사용 */
199
105
  readonly enableFacialExpressions?: boolean;
200
- /**
201
- * Whether to enable eye tracking (opt-in, default: false)
202
- * @korean 눈추적사용
203
- */
106
+ /** Whether to enable eye tracking @korean 눈추적사용 */
204
107
  readonly enableEyeTracking?: boolean;
205
- /**
206
- * Opponent position for eye tracking (optional)
207
- * @korean 상대위치
208
- */
108
+ /** Opponent position for eye tracking @korean 상대위치 */
209
109
  readonly opponentPosition?: [number, number, number];
210
- /**
211
- * Body facing state for automatic opponent tracking (optional)
212
- * @korean 몸향하기상태
213
- */
110
+ /** Body facing state for automatic opponent tracking @korean 몸향하기상태 */
214
111
  readonly bodyFacing?: BodyFacing;
215
- /**
216
- * Callback to update body facing state
217
- * @korean 몸향하기업데이트콜백
218
- */
112
+ /** Callback to update body facing state @korean 몸향하기업데이트콜백 */
219
113
  readonly onBodyFacingUpdate?: (bodyFacing: BodyFacing) => void;
220
114
  }
221
115
  /**
222
116
  * Props for PlayerStateIndicators component (Html overlay)
223
117
  *
224
- * @public
225
118
  * @category Component Props
226
119
  * @korean 상태표시기속성
227
120
  */
228
121
  export interface PlayerStateIndicatorsProps {
229
- /**
230
- * Current health (0-maxHealth)
231
- * @korean 건강
232
- */
122
+ /** Current health (0-maxHealth) @korean 건강 */
233
123
  readonly health: number;
234
- /**
235
- * Maximum health
236
- * @korean 최대건강
237
- */
124
+ /** Maximum health @korean 최대건강 */
238
125
  readonly maxHealth: number;
239
- /**
240
- * Current stamina (0-100)
241
- * @korean 체력
242
- */
126
+ /** Current stamina (0-100) @korean 체력 */
243
127
  readonly stamina: number;
244
- /**
245
- * Current Ki (0-100)
246
- * @korean 기
247
- */
128
+ /** Current Ki (0-100) @korean 기 */
248
129
  readonly ki: number;
249
- /**
250
- * Balance state
251
- * @korean 균형상태
252
- */
130
+ /** Balance state @korean 균형상태 */
253
131
  readonly balance: BalanceState;
254
- /**
255
- * Consciousness level (0-100)
256
- * @korean 의식
257
- */
132
+ /** Consciousness level (0-100) @korean 의식 */
258
133
  readonly consciousness: number;
259
- /**
260
- * Pain level (0-100)
261
- * @korean 통증
262
- */
134
+ /** Pain level (0-100) @korean 통증 */
263
135
  readonly pain?: number;
264
- /**
265
- * Blood loss (0-100)
266
- * @korean 출혈
267
- */
136
+ /** Blood loss (0-100) @korean 출혈 */
268
137
  readonly bloodLoss?: number;
269
- /**
270
- * Mobile responsive mode
271
- * @korean 모바일여부
272
- */
138
+ /** Mobile responsive mode @korean 모바일여부 */
273
139
  readonly isMobile: boolean;
274
140
  }
275
141
  /**
276
142
  * Props for StanceAura component (3D effect)
277
143
  *
278
- * @public
279
144
  * @category Component Props
280
145
  * @korean 자세오라속성
281
146
  */
282
147
  export interface StanceAuraProps {
283
- /**
284
- * Current trigram stance
285
- * @korean 자세
286
- */
148
+ /** Current trigram stance @korean 자세 */
287
149
  readonly stance: TrigramStance;
288
- /**
289
- * Aura intensity (0-1, typically Ki / 100)
290
- * @korean 강도
291
- */
150
+ /** Aura intensity (0-1, typically Ki / 100) @korean 강도 */
292
151
  readonly intensity: number;
293
- /**
294
- * Whether to animate the aura
295
- * @korean 애니메이션여부
296
- */
152
+ /** Whether to animate the aura @korean 애니메이션여부 */
297
153
  readonly animated?: boolean;
298
154
  }
299
155
  //# sourceMappingURL=player-visual.d.ts.map
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1
+ {"version":3,"file":"player-visual.d.ts","sourceRoot":"","sources":["../../src/types/player-visual.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AAEH,OAAO,KAAK,EAAE,UAAU,EAAE,MAAM,iCAAiC,CAAC;AAClE,OAAO,KAAK,EAAE,eAAe,EAAE,aAAa,EAAE,MAAM,UAAU,CAAC;AAC/D,OAAO,KAAK,EAAE,iBAAiB,EAAE,gBAAgB,EAAE,MAAM,UAAU,CAAC;AAEpE;;;;;;GAMG;AACH,MAAM,MAAM,YAAY,GAAG,OAAO,GAAG,QAAQ,GAAG,YAAY,GAAG,UAAU,CAAC;AAE1E;;;;;GAKG;AACH,MAAM,MAAM,eAAe,GACvB,MAAM,GACN,QAAQ,GACR,QAAQ,GACR,KAAK,GACL,eAAe,GACf,mBAAmB,GACnB,MAAM,GACN,KAAK,GACL,OAAO,GACP,SAAS,GACT,OAAO,GAEP,cAAc,GACd,eAAe,GACf,gBAAgB,GAChB,iBAAiB,GACjB,cAAc,GACd,WAAW,GACX,WAAW,GACX,YAAY,GACZ,mBAAmB,GACnB,oBAAoB,GACpB,gBAAgB,GAChB,iBAAiB,GAEjB,aAAa,GACb,YAAY,GACZ,WAAW,GACX,YAAY,GACZ,YAAY,GACZ,YAAY,GACZ,YAAY,GACZ,YAAY,CAAC;AAEjB;;;;;;;;GAQG;AACH,MAAM,WAAW,oBAAoB;IACnC,sDAAsD;IACtD,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,uEAAuE;IACvE,QAAQ,CAAC,SAAS,EAAE,eAAe,CAAC;IACpC,mDAAmD;IACnD,QAAQ,CAAC,MAAM,EAAE,aAAa,CAAC;IAC/B;;;;;OAKG;IACH,QAAQ,CAAC,UAAU,CAAC,EAAE,MAAM,GAAG,OAAO,CAAC;IACvC,6CAA6C;IAC7C,QAAQ,CAAC,QAAQ,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IAC5C,8CAA8C;IAC9C,QAAQ,CAAC,QAAQ,EAAE,MAAM,CAAC;IAC1B,qDAAqD;IACrD,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,yCAAyC;IACzC,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,gDAAgD;IAChD,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,iDAAiD;IACjD,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB,sEAAsE;IACtE,QAAQ,CAAC,IAAI,EAAE,MAAM,CAAC;IACtB,qDAAqD;IACrD,QAAQ,CAAC,OAAO,EAAE,YAAY,CAAC;IAC/B,6CAA6C;IAC7C,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,2CAA2C;IAC3C,QAAQ,CAAC,SAAS,CAAC,EAAE,MAAM,CAAC;IAC5B,uDAAuD;IACvD,QAAQ,CAAC,UAAU,EAAE,OAAO,CAAC;IAC7B,2CAA2C;IAC3C,QAAQ,CAAC,SAAS,CAAC,EAAE,OAAO,CAAC;IAC7B,+CAA+C;IAC/C,QAAQ,CAAC,YAAY,CAAC,EAAE,OAAO,CAAC;IAChC,8CAA8C;IAC9C,QAAQ,CAAC,gBAAgB,EAAE,eAAe,CAAC;IAC3C,wDAAwD;IACxD,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;IAC3B,0DAA0D;IAC1D,QAAQ,CAAC,IAAI,CAAC,EAAE;QACd,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;QACxB,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;KAC1B,CAAC;IACF,6DAA6D;IAC7D,QAAQ,CAAC,KAAK,CAAC,EAAE,MAAM,CAAC;IACxB,6DAA6D;IAC7D,QAAQ,CAAC,WAAW,CAAC,EAAE,OAAO,CAAC;IAC/B,gDAAgD;IAChD,QAAQ,CAAC,MAAM,CAAC,EAAE,MAAM,GAAG,OAAO,CAAC;IACnC,+CAA+C;IAC/C,QAAQ,CAAC,aAAa,CAAC,EAAE,OAAO,CAAC;IACjC,uDAAuD;IACvD,QAAQ,CAAC,mBAAmB,CAAC,EAAE,OAAO,CAAC;IACvC,0DAA0D;IAC1D,QAAQ,CAAC,mBAAmB,CAAC,EAAE,MAAM,IAAI,CAAC;IAC1C,6CAA6C;IAC7C,QAAQ,CAAC,gBAAgB,CAAC,EAAE,gBAAgB,CAAC;IAC7C,uCAAuC;IACvC,QAAQ,CAAC,YAAY,CAAC,EAAE,iBAAiB,CAAC;IAC1C,wDAAwD;IACxD,QAAQ,CAAC,uBAAuB,CAAC,EAAE,OAAO,CAAC;IAC3C,mDAAmD;IACnD,QAAQ,CAAC,iBAAiB,CAAC,EAAE,OAAO,CAAC;IACrC,sDAAsD;IACtD,QAAQ,CAAC,gBAAgB,CAAC,EAAE,CAAC,MAAM,EAAE,MAAM,EAAE,MAAM,CAAC,CAAC;IACrD,uEAAuE;IACvE,QAAQ,CAAC,UAAU,CAAC,EAAE,UAAU,CAAC;IACjC,8DAA8D;IAC9D,QAAQ,CAAC,kBAAkB,CAAC,EAAE,CAAC,UAAU,EAAE,UAAU,KAAK,IAAI,CAAC;CAChE;AAED;;;;;GAKG;AACH,MAAM,WAAW,0BAA0B;IACzC,8CAA8C;IAC9C,QAAQ,CAAC,MAAM,EAAE,MAAM,CAAC;IACxB,kCAAkC;IAClC,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,yCAAyC;IACzC,QAAQ,CAAC,OAAO,EAAE,MAAM,CAAC;IACzB,mCAAmC;IACnC,QAAQ,CAAC,EAAE,EAAE,MAAM,CAAC;IACpB,iCAAiC;IACjC,QAAQ,CAAC,OAAO,EAAE,YAAY,CAAC;IAC/B,6CAA6C;IAC7C,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;IAC/B,oCAAoC;IACpC,QAAQ,CAAC,IAAI,CAAC,EAAE,MAAM,CAAC;IACvB,oCAAoC;IACpC,QAAQ,CAAC,SAAS,CAAC,EAAE,MAAM,CAAC;IAC5B,2CAA2C;IAC3C,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;CAC5B;AAED;;;;;GAKG;AACH,MAAM,WAAW,eAAe;IAC9B,wCAAwC;IACxC,QAAQ,CAAC,MAAM,EAAE,aAAa,CAAC;IAC/B,0DAA0D;IAC1D,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,kDAAkD;IAClD,QAAQ,CAAC,QAAQ,CAAC,EAAE,OAAO,CAAC;CAC7B"}
@@ -21,7 +21,6 @@ import { TechniqueAnimationConfig } from "./skeletal";
21
21
  * No overlap with movement keys (W, A, S, D) or browser shortcuts.
22
22
  * Supports up to 10 techniques with keyboard shortcuts.
23
23
  *
24
- * @public
25
24
  * @category Combat System
26
25
  */
27
26
  export type TechniqueKey = "Q" | "E" | "R" | "T" | "Y" | "F" | "G" | "Z" | "X" | "C";
@@ -39,6 +38,7 @@ export type TechniqueKey = "Q" | "E" | "R" | "T" | "Y" | "F" | "G" | "Z" | "X" |
39
38
  * const thunderStrike: Technique = {
40
39
  * id: "musa_thunder_strike",
41
40
  * name: {
41
+
42
42
  * korean: "천둥벽력",
43
43
  * english: "Thunder Strike"
44
44
  * },
@@ -56,7 +56,6 @@ export type TechniqueKey = "Q" | "E" | "R" | "T" | "Y" | "F" | "G" | "Z" | "X" |
56
56
  * };
57
57
  * ```
58
58
  *
59
- * @public
60
59
  * @category Combat System
61
60
  * @korean 기술
62
61
  */
@@ -119,7 +118,6 @@ export interface Technique {
119
118
  /**
120
119
  * Technique cooldown state tracking.
121
120
  *
122
- * @public
123
121
  * @category Combat System
124
122
  */
125
123
  export interface TechniqueCooldown {
@@ -137,7 +135,6 @@ export interface TechniqueCooldown {
137
135
  *
138
136
  * Tracks available techniques, cooldowns, and current selection.
139
137
  *
140
- * @public
141
138
  * @category Combat System
142
139
  */
143
140
  export interface TechniqueSelection {
@@ -153,7 +150,6 @@ export interface TechniqueSelection {
153
150
  /**
154
151
  * Result of technique execution validation.
155
152
  *
156
- * @public
157
153
  * @category Combat System
158
154
  */
159
155
  export interface TechniqueValidation {
@@ -1 +1 @@
1
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@@ -20,7 +20,6 @@
20
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  * - 정보요원 (Jeongbo) - 5 techniques: jeongbo_tactical_strike, jeongbo_counter_intelligence, jeongbo_psychological_warfare, jeongbo_precision_takedown, jeongbo_intelligence_strike
21
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  * - 조직폭력배 (Jojik) - 4 techniques: jojik_street_brawl, jojik_improvised_weapon, jojik_ruthless_assault, jojik_brutal_takedown
22
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  *
23
- * @public
24
23
  * @category Combat System
25
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  * @korean 기술ID열거형
26
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  */
@@ -1 +1 @@
1
- {"version":3,"file":"techniqueId.d.ts","sourceRoot":"","sources":["../../src/types/techniqueId.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAEH;;;;;;;;;;;;;GAaG;AACH,oBAAY,WAAW;IAErB,mBAAmB,wBAAwB;IAC3C,iBAAiB,sBAAsB;IACvC,gBAAgB,qBAAqB;IACrC,qBAAqB,0BAA0B;IAG/C,qBAAqB,0BAA0B;IAC/C,oBAAoB,yBAAyB;IAC7C,wBAAwB,6BAA6B;IACrD,oBAAoB,yBAAyB;IAG7C,qBAAqB,0BAA0B;IAC/C,kBAAkB,uBAAuB;IACzC,sBAAsB,2BAA2B;IACjD,mBAAmB,wBAAwB;IAG3C,uBAAuB,4BAA4B;IACnD,4BAA4B,iCAAiC;IAC7D,6BAA6B,kCAAkC;IAC/D,0BAA0B,+BAA+B;IACzD,2BAA2B,gCAAgC;IAG3D,kBAAkB,uBAAuB;IACzC,uBAAuB,4BAA4B;IACnD,sBAAsB,2BAA2B;IACjD,qBAAqB,0BAA0B;CAChD;AAED,eAAe,WAAW,CAAC"}
1
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@@ -21,7 +21,6 @@
21
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  * - 정보요원 (Jeongbo) - 5 techniques: jeongbo_tactical_strike, jeongbo_counter_intelligence, jeongbo_psychological_warfare, jeongbo_precision_takedown, jeongbo_intelligence_strike
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  * - 조직폭력배 (Jojik) - 4 techniques: jojik_street_brawl, jojik_improvised_weapon, jojik_ruthless_assault, jojik_brutal_takedown
23
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  *
24
- * @public
25
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  * @category Combat System
26
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  * @korean 기술ID열거형
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  */
@@ -1 +1 @@
1
- {"version":3,"file":"techniqueId.js","names":[],"sources":["../../src/types/techniqueId.ts"],"sourcesContent":["/**\n * Technique ID enum for type-safe technique references\n *\n * **Korean**: 기술 ID 열거형\n *\n * Provides compile-time safety for all technique references across the codebase.\n * Every technique in the game has a unique ID defined here.\n *\n * @module types/techniqueId\n * @category Combat System\n * @korean 기술ID\n */\n\n/**\n * All technique IDs in the game system\n *\n * Each archetype has unique techniques:\n * - 무사 (Musa) - 4 techniques: musa_thunder_strike, musa_iron_defense, musa_dragon_fist, musa_mountain_breaker\n * - 암살자 (Amsalja) - 4 techniques: amsalja_shadow_strike, amsalja_nerve_strike, amsalja_deadly_precision, amsalja_silent_death\n * - 해커 (Hacker) - 4 techniques: hacker_electric_shock, hacker_data_strike, hacker_cyber_overdrive, hacker_system_crash\n * - 정보요원 (Jeongbo) - 5 techniques: jeongbo_tactical_strike, jeongbo_counter_intelligence, jeongbo_psychological_warfare, jeongbo_precision_takedown, jeongbo_intelligence_strike\n * - 조직폭력배 (Jojik) - 4 techniques: jojik_street_brawl, jojik_improvised_weapon, jojik_ruthless_assault, jojik_brutal_takedown\n *\n * @public\n * @category Combat System\n * @korean 기술ID열거형\n */\nexport enum TechniqueId {\n // 무사 (Musa) - Traditional Warrior\n MUSA_THUNDER_STRIKE = \"musa_thunder_strike\",\n MUSA_IRON_DEFENSE = \"musa_iron_defense\",\n MUSA_DRAGON_FIST = \"musa_dragon_fist\",\n MUSA_MOUNTAIN_BREAKER = \"musa_mountain_breaker\",\n\n // 암살자 (Amsalja) - Shadow Assassin\n AMSALJA_SHADOW_STRIKE = \"amsalja_shadow_strike\",\n AMSALJA_NERVE_STRIKE = \"amsalja_nerve_strike\",\n AMSALJA_DEADLY_PRECISION = \"amsalja_deadly_precision\",\n AMSALJA_SILENT_DEATH = \"amsalja_silent_death\",\n\n // 해커 (Hacker) - Cyber Warrior\n HACKER_ELECTRIC_SHOCK = \"hacker_electric_shock\",\n HACKER_DATA_STRIKE = \"hacker_data_strike\",\n HACKER_CYBER_OVERDRIVE = \"hacker_cyber_overdrive\",\n HACKER_SYSTEM_CRASH = \"hacker_system_crash\",\n\n // 정보요원 (Jeongbo Yowon) - Intelligence Operative\n JEONGBO_TACTICAL_STRIKE = \"jeongbo_tactical_strike\",\n JEONGBO_COUNTER_INTELLIGENCE = \"jeongbo_counter_intelligence\",\n JEONGBO_PSYCHOLOGICAL_WARFARE = \"jeongbo_psychological_warfare\",\n JEONGBO_PRECISION_TAKEDOWN = \"jeongbo_precision_takedown\",\n JEONGBO_INTELLIGENCE_STRIKE = \"jeongbo_intelligence_strike\",\n\n // 조직폭력배 (Jojik Pokryeokbae) - Organized Crime\n JOJIK_STREET_BRAWL = \"jojik_street_brawl\",\n JOJIK_IMPROVISED_WEAPON = \"jojik_improvised_weapon\",\n JOJIK_RUTHLESS_ASSAULT = \"jojik_ruthless_assault\",\n JOJIK_BRUTAL_TAKEDOWN = \"jojik_brutal_takedown\",\n}\n\nexport default TechniqueId;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;AA2BA,IAAY,cAAL,yBAAA,aAAA;CAEL,YAAA,yBAAsB;CACtB,YAAA,uBAAoB;CACpB,YAAA,sBAAmB;CACnB,YAAA,2BAAwB;CAGxB,YAAA,2BAAwB;CACxB,YAAA,0BAAuB;CACvB,YAAA,8BAA2B;CAC3B,YAAA,0BAAuB;CAGvB,YAAA,2BAAwB;CACxB,YAAA,wBAAqB;CACrB,YAAA,4BAAyB;CACzB,YAAA,yBAAsB;CAGtB,YAAA,6BAA0B;CAC1B,YAAA,kCAA+B;CAC/B,YAAA,mCAAgC;CAChC,YAAA,gCAA6B;CAC7B,YAAA,iCAA8B;CAG9B,YAAA,wBAAqB;CACrB,YAAA,6BAA0B;CAC1B,YAAA,4BAAyB;CACzB,YAAA,2BAAwB;;KACzB"}
1
+ {"version":3,"file":"techniqueId.js","names":[],"sources":["../../src/types/techniqueId.ts"],"sourcesContent":["/**\n * Technique ID enum for type-safe technique references\n *\n * **Korean**: 기술 ID 열거형\n *\n * Provides compile-time safety for all technique references across the codebase.\n * Every technique in the game has a unique ID defined here.\n *\n * @module types/techniqueId\n * @category Combat System\n * @korean 기술ID\n */\n\n/**\n * All technique IDs in the game system\n *\n * Each archetype has unique techniques:\n * - 무사 (Musa) - 4 techniques: musa_thunder_strike, musa_iron_defense, musa_dragon_fist, musa_mountain_breaker\n * - 암살자 (Amsalja) - 4 techniques: amsalja_shadow_strike, amsalja_nerve_strike, amsalja_deadly_precision, amsalja_silent_death\n * - 해커 (Hacker) - 4 techniques: hacker_electric_shock, hacker_data_strike, hacker_cyber_overdrive, hacker_system_crash\n * - 정보요원 (Jeongbo) - 5 techniques: jeongbo_tactical_strike, jeongbo_counter_intelligence, jeongbo_psychological_warfare, jeongbo_precision_takedown, jeongbo_intelligence_strike\n * - 조직폭력배 (Jojik) - 4 techniques: jojik_street_brawl, jojik_improvised_weapon, jojik_ruthless_assault, jojik_brutal_takedown\n *\n * @category Combat System\n * @korean 기술ID열거형\n */\nexport enum TechniqueId {\n // 무사 (Musa) - Traditional Warrior\n MUSA_THUNDER_STRIKE = \"musa_thunder_strike\",\n MUSA_IRON_DEFENSE = \"musa_iron_defense\",\n MUSA_DRAGON_FIST = \"musa_dragon_fist\",\n MUSA_MOUNTAIN_BREAKER = \"musa_mountain_breaker\",\n\n // 암살자 (Amsalja) - Shadow Assassin\n AMSALJA_SHADOW_STRIKE = \"amsalja_shadow_strike\",\n AMSALJA_NERVE_STRIKE = \"amsalja_nerve_strike\",\n AMSALJA_DEADLY_PRECISION = \"amsalja_deadly_precision\",\n AMSALJA_SILENT_DEATH = \"amsalja_silent_death\",\n\n // 해커 (Hacker) - Cyber Warrior\n HACKER_ELECTRIC_SHOCK = \"hacker_electric_shock\",\n HACKER_DATA_STRIKE = \"hacker_data_strike\",\n HACKER_CYBER_OVERDRIVE = \"hacker_cyber_overdrive\",\n HACKER_SYSTEM_CRASH = \"hacker_system_crash\",\n\n // 정보요원 (Jeongbo Yowon) - Intelligence Operative\n JEONGBO_TACTICAL_STRIKE = \"jeongbo_tactical_strike\",\n JEONGBO_COUNTER_INTELLIGENCE = \"jeongbo_counter_intelligence\",\n JEONGBO_PSYCHOLOGICAL_WARFARE = \"jeongbo_psychological_warfare\",\n JEONGBO_PRECISION_TAKEDOWN = \"jeongbo_precision_takedown\",\n JEONGBO_INTELLIGENCE_STRIKE = \"jeongbo_intelligence_strike\",\n\n // 조직폭력배 (Jojik Pokryeokbae) - Organized Crime\n JOJIK_STREET_BRAWL = \"jojik_street_brawl\",\n JOJIK_IMPROVISED_WEAPON = \"jojik_improvised_weapon\",\n JOJIK_RUTHLESS_ASSAULT = \"jojik_ruthless_assault\",\n JOJIK_BRUTAL_TAKEDOWN = \"jojik_brutal_takedown\",\n}\n\nexport default TechniqueId;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;AA0BA,IAAY,cAAL,yBAAA,aAAA;CAEL,YAAA,yBAAsB;CACtB,YAAA,uBAAoB;CACpB,YAAA,sBAAmB;CACnB,YAAA,2BAAwB;CAGxB,YAAA,2BAAwB;CACxB,YAAA,0BAAuB;CACvB,YAAA,8BAA2B;CAC3B,YAAA,0BAAuB;CAGvB,YAAA,2BAAwB;CACxB,YAAA,wBAAqB;CACrB,YAAA,4BAAyB;CACzB,YAAA,yBAAsB;CAGtB,YAAA,6BAA0B;CAC1B,YAAA,kCAA+B;CAC/B,YAAA,mCAAgC;CAChC,YAAA,gCAA6B;CAC7B,YAAA,iCAA8B;CAG9B,YAAA,wBAAqB;CACrB,YAAA,6BAA0B;CAC1B,YAAA,4BAAyB;CACzB,YAAA,2BAAwB;;KACzB"}
@@ -28,14 +28,12 @@
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  *
29
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  * **Korean**: 화면크기범주 (Screen Size Category)
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  *
31
- * @public
32
31
  */
33
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  export type ScreenSizeCategory = "small" | "medium" | "large" | "xlarge" | "ultra";
34
33
  /**
35
34
  * Standard arena widths in meters.
36
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  * Arenas use 4:3 aspect ratio (height = width × 0.75).
37
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  *
38
- * @public
39
37
  */
40
38
  export declare const ARENA_SIZES: {
41
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  /** Small arena for compact screens (6m × 4.5m) */
@@ -53,7 +51,6 @@ export declare const ARENA_SIZES: {
53
51
  * Resolution breakpoints for arena size determination.
54
52
  * Based on common display widths.
55
53
  *
56
- * @public
57
54
  */
58
55
  export declare const RESOLUTION_BREAKPOINTS: {
59
56
  /** Small screens: < 768px (phones, small tablets) */
@@ -70,7 +67,6 @@ export declare const RESOLUTION_BREAKPOINTS: {
70
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  *
71
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  * **Korean**: 세계크기 (World Dimensions)
72
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  *
73
- * @public
74
70
  */
75
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  export interface WorldDimensions {
76
72
  /** Arena width in meters */
@@ -85,7 +81,6 @@ export interface WorldDimensions {
85
81
  /**
86
82
  * Complete arena configuration including pixel and meter dimensions.
87
83
  *
88
- * @public
89
84
  */
90
85
  export interface ArenaConfiguration {
91
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  /** Arena position X in pixels */
@@ -123,7 +118,6 @@ export interface ArenaConfiguration {
123
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  * getScreenSizeCategory(3840); // "ultra" - 4K display
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  * ```
125
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  *
126
- * @public
127
121
  */
128
122
  export declare function getScreenSizeCategory(screenWidth: number): ScreenSizeCategory;
129
123
  /**
@@ -132,7 +126,6 @@ export declare function getScreenSizeCategory(screenWidth: number): ScreenSizeCa
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  * @param category - Screen size category
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  * @returns Arena size in meters (square dimension)
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  *
135
- * @public
136
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  */
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  export declare function getArenaSizeForCategory(category: ScreenSizeCategory): number;
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  /**
@@ -165,7 +158,6 @@ export declare function getArenaSizeForCategory(category: ScreenSizeCategory): n
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  * // Result: { widthMeters: 12, depthMeters: 9, sizeMeters: 12, screenCategory: "xlarge" }
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  * ```
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  *
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  */
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  export declare function calculateArenaWorldDimensions(screenWidth: number): WorldDimensions;
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  /**
@@ -183,7 +175,6 @@ export declare function calculateArenaWorldDimensions(screenWidth: number): Worl
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  * @param horizontalMargin - Pixels to leave on sides (as ratio 0-1)
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  * @returns Complete arena configuration
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  *
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  */
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  export declare function calculateArenaConfiguration(screenWidth: number, screenHeight: number, topOffset: number, bottomOffset: number, horizontalMargin?: number): ArenaConfiguration;
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  /**
@@ -193,7 +184,6 @@ export declare function calculateArenaConfiguration(screenWidth: number, screenH
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  * @param arenaWidthMeters - Arena width in meters
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  * @returns Pixels per meter ratio
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  *
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  */
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  export declare function calculatePixelsPerMeter(arenaWidthPixels: number, arenaWidthMeters: number): number;
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  /**
@@ -213,7 +203,6 @@ export declare function calculatePixelsPerMeter(arenaWidthPixels: number, arenaW
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  * // Result: 1.8 meters
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  * ```
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  *
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  */
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  export declare function getPlayerHeightMeters(archetypeHeightCm: number): number;
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  //# sourceMappingURL=arenaWorldDimensions.d.ts.map
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@@ -3,7 +3,6 @@
3
3
  * Standard arena widths in meters.
4
4
  * Arenas use 4:3 aspect ratio (height = width × 0.75).
5
5
  *
6
- * @public
7
6
  */
8
7
  var ARENA_SIZES = {
9
8
  /** Small arena for compact screens (6m × 4.5m) */
@@ -21,7 +20,6 @@ var ARENA_SIZES = {
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  * Resolution breakpoints for arena size determination.
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  * Based on common display widths.
23
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  *
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- * @public
25
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  */
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  var RESOLUTION_BREAKPOINTS = {
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  /** Small screens: < 768px (phones, small tablets) */
@@ -51,7 +49,6 @@ var RESOLUTION_BREAKPOINTS = {
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  * getScreenSizeCategory(3840); // "ultra" - 4K display
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  * ```
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  *
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- * @public
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  */
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  function getScreenSizeCategory(screenWidth) {
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  if (screenWidth < RESOLUTION_BREAKPOINTS.SMALL_MAX) return "small";
@@ -66,7 +63,6 @@ function getScreenSizeCategory(screenWidth) {
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  * @param category - Screen size category
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  * @returns Arena size in meters (square dimension)
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  *
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- * @public
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  */
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  function getArenaSizeForCategory(category) {
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  switch (category) {
@@ -108,7 +104,6 @@ function getArenaSizeForCategory(category) {
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  * // Result: { widthMeters: 12, depthMeters: 9, sizeMeters: 12, screenCategory: "xlarge" }
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  * ```
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  *
111
- * @public
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  */
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  function calculateArenaWorldDimensions(screenWidth) {
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109
  const category = getScreenSizeCategory(screenWidth);
@@ -135,7 +130,6 @@ function calculateArenaWorldDimensions(screenWidth) {
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  * @param horizontalMargin - Pixels to leave on sides (as ratio 0-1)
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  * @returns Complete arena configuration
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  *
138
- * @public
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  */
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134
  function calculateArenaConfiguration(screenWidth, screenHeight, topOffset, bottomOffset, horizontalMargin = .1) {
141
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  const worldDimensions = calculateArenaWorldDimensions(screenWidth);
@@ -1 +1 @@
1
- {"version":3,"file":"arenaWorldDimensions.js","names":[],"sources":["../../src/utils/arenaWorldDimensions.ts"],"sourcesContent":["/**\n * Arena world dimension calculations for physics-first coordinate system.\n *\n * Determines the physical size of the combat arena in meters based on\n * screen **resolution** (not device type), ensuring appropriate gameplay\n * space for different display capabilities.\n *\n * **Important**: Arena size is determined by RESOLUTION, not device type.\n * A mobile device with a 4K screen gets a larger arena than a desktop with\n * 1080p resolution, because arena size should match display capability.\n *\n * **4:3 Aspect Ratio Philosophy**:\n * All arenas use 4:3 aspect ratio (width > height) for optimal screen usage.\n * Width sizes: 6m, 8m, 10m, 12m, 14m based on resolution.\n * Height is calculated as width × 0.75 (3/4).\n * This ensures:\n * - Efficient use of horizontal screen space\n * - Consistent physics across all devices\n * - Traditional fighting game proportions\n *\n * **Korean**: 경기장세계크기 (Arena World Size)\n *\n * @module utils/arenaWorldDimensions\n * @category Physics\n */\n\n/**\n * Screen size category based on RESOLUTION (width in pixels).\n *\n * **Korean**: 화면크기범주 (Screen Size Category)\n *\n * @public\n */\nexport type ScreenSizeCategory =\n | \"small\"\n | \"medium\"\n | \"large\"\n | \"xlarge\"\n | \"ultra\";\n\n/**\n * Standard arena widths in meters.\n * Arenas use 4:3 aspect ratio (height = width × 0.75).\n *\n * @public\n */\nexport const ARENA_SIZES = {\n /** Small arena for compact screens (6m × 4.5m) */\n SMALL: 6,\n /** Medium arena for tablets and small laptops (8m × 6m) */\n MEDIUM: 8,\n /** Large arena for standard desktops (10m × 7.5m) */\n LARGE: 10,\n /** Extra-large arena for high-res displays (12m × 9m) */\n XLARGE: 12,\n /** Ultra arena for 4K+ displays (14m × 10.5m) */\n ULTRA: 14,\n} as const;\n\n/**\n * Resolution breakpoints for arena size determination.\n * Based on common display widths.\n *\n * @public\n */\nexport const RESOLUTION_BREAKPOINTS = {\n /** Small screens: < 768px (phones, small tablets) */\n SMALL_MAX: 768,\n /** Medium screens: 768-1199px (tablets, small laptops) */\n MEDIUM_MAX: 1200,\n /** Large screens: 1200-1919px (laptops, standard monitors) */\n LARGE_MAX: 1920,\n /** XLarge screens: 1920-2559px (large monitors, some 4K) */\n XLARGE_MAX: 2560,\n /** Ultra screens: ≥ 2560px (4K, ultrawide) */\n} as const;\n\n/**\n * World dimensions for an arena in meters.\n *\n * **Korean**: 세계크기 (World Dimensions)\n *\n * @public\n */\nexport interface WorldDimensions {\n /** Arena width in meters */\n readonly widthMeters: number;\n /** Arena depth in meters (height = width × 0.75 for 4:3 ratio) */\n readonly depthMeters: number;\n /** Arena width in meters (same as widthMeters, for convenience) */\n readonly sizeMeters: number;\n /** Screen category used to determine arena size */\n readonly screenCategory: ScreenSizeCategory;\n}\n\n/**\n * Complete arena configuration including pixel and meter dimensions.\n *\n * @public\n */\nexport interface ArenaConfiguration {\n /** Arena position X in pixels */\n readonly x: number;\n /** Arena position Y in pixels */\n readonly y: number;\n /** Arena width in pixels */\n readonly width: number;\n /** Arena height in pixels */\n readonly height: number;\n /** Arena world width in meters */\n readonly worldWidthMeters: number;\n /** Arena world depth in meters */\n readonly worldDepthMeters: number;\n /** Pixels per meter ratio for this arena */\n readonly pixelsPerMeter: number;\n /** Scale factor (1.0 = reference desktop, <1.0 = smaller screens) */\n readonly scale: number;\n}\n\n/**\n * Categorize screen based on resolution (width in pixels).\n *\n * This is used for arena sizing. Device type (mobile/desktop) is determined\n * separately for UI controls only.\n *\n * **Korean**: 화면크기범주결정 (Determine Screen Size Category)\n *\n * @param screenWidth - Screen width in pixels\n * @returns Screen size category for arena dimensions\n *\n * @example\n * ```typescript\n * getScreenSizeCategory(640); // \"small\" - small phone\n * getScreenSizeCategory(1200); // \"large\" - standard laptop\n * getScreenSizeCategory(3840); // \"ultra\" - 4K display\n * ```\n *\n * @public\n */\nexport function getScreenSizeCategory(screenWidth: number): ScreenSizeCategory {\n if (screenWidth < RESOLUTION_BREAKPOINTS.SMALL_MAX) return \"small\";\n if (screenWidth < RESOLUTION_BREAKPOINTS.MEDIUM_MAX) return \"medium\";\n if (screenWidth < RESOLUTION_BREAKPOINTS.LARGE_MAX) return \"large\";\n if (screenWidth < RESOLUTION_BREAKPOINTS.XLARGE_MAX) return \"xlarge\";\n return \"ultra\";\n}\n\n/**\n * Get arena size in meters for a given screen category.\n *\n * @param category - Screen size category\n * @returns Arena size in meters (square dimension)\n *\n * @public\n */\nexport function getArenaSizeForCategory(category: ScreenSizeCategory): number {\n switch (category) {\n case \"small\":\n return ARENA_SIZES.SMALL;\n case \"medium\":\n return ARENA_SIZES.MEDIUM;\n case \"large\":\n return ARENA_SIZES.LARGE;\n case \"xlarge\":\n return ARENA_SIZES.XLARGE;\n case \"ultra\":\n return ARENA_SIZES.ULTRA;\n default:\n return ARENA_SIZES.LARGE;\n }\n}\n\n/**\n * Calculate appropriate arena world dimensions based on screen resolution.\n *\n * Larger resolution displays get larger arenas for better gameplay, while\n * maintaining the same physical combat mechanics. Movement speed in m/s\n * remains constant, but larger arenas provide more tactical space.\n *\n * **Arenas use 4:3 aspect ratio** (width > depth):\n * - < 768px: 6m × 4.5m (compact, fast-paced combat)\n * - 768-1199px: 8m × 6m (balanced gameplay)\n * - 1200-1919px: 10m × 7.5m (tactical combat)\n * - 1920-2559px: 12m × 9m (advanced positioning)\n * - ≥ 2560px: 14m × 10.5m (maximum tactical space)\n *\n * **Korean**: 경기장크기계산 (Calculate Arena Size)\n *\n * @param screenWidth - Screen width in pixels (resolution, not device type)\n * @returns World dimensions in meters (4:3 aspect ratio)\n *\n * @example\n * ```typescript\n * // Mobile phone 640px width\n * const smallPhone = calculateArenaWorldDimensions(640);\n * // Result: { widthMeters: 6, depthMeters: 4.5, sizeMeters: 6, screenCategory: \"small\" }\n *\n * // Desktop 1920×1080\n * const desktop = calculateArenaWorldDimensions(1920);\n * // Result: { widthMeters: 12, depthMeters: 9, sizeMeters: 12, screenCategory: \"xlarge\" }\n * ```\n *\n * @public\n */\nexport function calculateArenaWorldDimensions(\n screenWidth: number,\n): WorldDimensions {\n const category = getScreenSizeCategory(screenWidth);\n const sizeMeters = getArenaSizeForCategory(category);\n // 4:3 aspect ratio: depth = width × 0.75\n const depthMeters = sizeMeters * 0.75;\n\n return {\n widthMeters: sizeMeters,\n depthMeters,\n sizeMeters,\n screenCategory: category,\n };\n}\n\n/**\n * Calculate complete arena configuration including pixel and meter dimensions.\n *\n * This is the primary function for setting up arena bounds. It calculates:\n * - Pixel dimensions based on available screen space\n * - Meter dimensions based on screen resolution category\n * - Pixels-per-meter ratio for physics conversion\n *\n * @param screenWidth - Screen width in pixels\n * @param screenHeight - Screen height in pixels\n * @param topOffset - Pixels reserved at top (HUD, headers)\n * @param bottomOffset - Pixels reserved at bottom (controls, footer)\n * @param horizontalMargin - Pixels to leave on sides (as ratio 0-1)\n * @returns Complete arena configuration\n *\n * @public\n */\nexport function calculateArenaConfiguration(\n screenWidth: number,\n screenHeight: number,\n topOffset: number,\n bottomOffset: number,\n horizontalMargin: number = 0.1,\n): ArenaConfiguration {\n // Get world dimensions based on resolution\n const worldDimensions = calculateArenaWorldDimensions(screenWidth);\n\n // Calculate available pixel space\n const availableWidth = screenWidth * (1 - 2 * horizontalMargin);\n const availableHeight = screenHeight - topOffset - bottomOffset;\n\n // Use the smaller dimension to ensure square arena fits\n const arenaSizePixels = Math.min(availableWidth, availableHeight);\n\n // Calculate arena position (centered horizontally)\n const arenaX = (screenWidth - arenaSizePixels) / 2;\n const arenaY = topOffset;\n\n // Calculate pixels per meter for this configuration\n const pixelsPerMeter = arenaSizePixels / worldDimensions.sizeMeters;\n\n // Calculate scale relative to reference (1000px / 10m = 100 px/m)\n const referencePixelsPerMeter = 100;\n const scale = pixelsPerMeter / referencePixelsPerMeter;\n\n return {\n x: arenaX,\n y: arenaY,\n width: arenaSizePixels,\n height: arenaSizePixels,\n worldWidthMeters: worldDimensions.widthMeters,\n worldDepthMeters: worldDimensions.depthMeters,\n pixelsPerMeter,\n scale,\n };\n}\n\n/**\n * Calculate pixels-per-meter ratio from arena dimensions.\n *\n * @param arenaWidthPixels - Arena width in pixels\n * @param arenaWidthMeters - Arena width in meters\n * @returns Pixels per meter ratio\n *\n * @public\n */\nexport function calculatePixelsPerMeter(\n arenaWidthPixels: number,\n arenaWidthMeters: number,\n): number {\n if (arenaWidthMeters <= 0) {\n throw new Error(`arenaWidthMeters must be positive: ${arenaWidthMeters}`);\n }\n return arenaWidthPixels / arenaWidthMeters;\n}\n\n/**\n * Get player height in meters from archetype physical attributes.\n *\n * Converts archetype totalHeight (in centimeters) to meters for physics calculations.\n *\n * **Korean**: 플레이어키 (Player Height)\n *\n * @param archetypeHeightCm - Player height in centimeters from PhysicalAttributes\n * @returns Height in meters\n *\n * @example\n * ```typescript\n * // Musa archetype: 180cm\n * const height = getPlayerHeightMeters(180);\n * // Result: 1.8 meters\n * ```\n *\n * @public\n */\nexport function getPlayerHeightMeters(archetypeHeightCm: number): number {\n return archetypeHeightCm / 100;\n}\n"],"mappings":";;;;;;;AA8CA,IAAa,cAAc;;CAEzB,OAAO;;CAEP,QAAQ;;CAER,OAAO;;CAEP,QAAQ;;CAER,OAAO;CACR;;;;;;;AAQD,IAAa,yBAAyB;;CAEpC,WAAW;;CAEX,YAAY;;CAEZ,WAAW;;CAEX,YAAY;CAEb;;;;;;;;;;;;;;;;;;;;;AAgED,SAAgB,sBAAsB,aAAyC;CAC7E,IAAI,cAAc,uBAAuB,WAAW,OAAO;CAC3D,IAAI,cAAc,uBAAuB,YAAY,OAAO;CAC5D,IAAI,cAAc,uBAAuB,WAAW,OAAO;CAC3D,IAAI,cAAc,uBAAuB,YAAY,OAAO;CAC5D,OAAO;;;;;;;;;;AAWT,SAAgB,wBAAwB,UAAsC;CAC5E,QAAQ,UAAR;EACE,KAAK,SACH,OAAO,YAAY;EACrB,KAAK,UACH,OAAO,YAAY;EACrB,KAAK,SACH,OAAO,YAAY;EACrB,KAAK,UACH,OAAO,YAAY;EACrB,KAAK,SACH,OAAO,YAAY;EACrB,SACE,OAAO,YAAY;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAoCzB,SAAgB,8BACd,aACiB;CACjB,MAAM,WAAW,sBAAsB,YAAY;CACnD,MAAM,aAAa,wBAAwB,SAAS;CAIpD,OAAO;EACL,aAAa;EACb,aAJkB,aAAa;EAK/B;EACA,gBAAgB;EACjB;;;;;;;;;;;;;;;;;;;AAoBH,SAAgB,4BACd,aACA,cACA,WACA,cACA,mBAA2B,IACP;CAEpB,MAAM,kBAAkB,8BAA8B,YAAY;CAGlE,MAAM,iBAAiB,eAAe,IAAI,IAAI;CAC9C,MAAM,kBAAkB,eAAe,YAAY;CAGnD,MAAM,kBAAkB,KAAK,IAAI,gBAAgB,gBAAgB;CAGjE,MAAM,UAAU,cAAc,mBAAmB;CACjD,MAAM,SAAS;CAGf,MAAM,iBAAiB,kBAAkB,gBAAgB;CAIzD,MAAM,QAAQ,iBAAiB;CAE/B,OAAO;EACL,GAAG;EACH,GAAG;EACH,OAAO;EACP,QAAQ;EACR,kBAAkB,gBAAgB;EAClC,kBAAkB,gBAAgB;EAClC;EACA;EACD"}
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+ {"version":3,"file":"arenaWorldDimensions.js","names":[],"sources":["../../src/utils/arenaWorldDimensions.ts"],"sourcesContent":["/**\n * Arena world dimension calculations for physics-first coordinate system.\n *\n * Determines the physical size of the combat arena in meters based on\n * screen **resolution** (not device type), ensuring appropriate gameplay\n * space for different display capabilities.\n *\n * **Important**: Arena size is determined by RESOLUTION, not device type.\n * A mobile device with a 4K screen gets a larger arena than a desktop with\n * 1080p resolution, because arena size should match display capability.\n *\n * **4:3 Aspect Ratio Philosophy**:\n * All arenas use 4:3 aspect ratio (width > height) for optimal screen usage.\n * Width sizes: 6m, 8m, 10m, 12m, 14m based on resolution.\n * Height is calculated as width × 0.75 (3/4).\n * This ensures:\n * - Efficient use of horizontal screen space\n * - Consistent physics across all devices\n * - Traditional fighting game proportions\n *\n * **Korean**: 경기장세계크기 (Arena World Size)\n *\n * @module utils/arenaWorldDimensions\n * @category Physics\n */\n\n/**\n * Screen size category based on RESOLUTION (width in pixels).\n *\n * **Korean**: 화면크기범주 (Screen Size Category)\n *\n */\nexport type ScreenSizeCategory =\n | \"small\"\n | \"medium\"\n | \"large\"\n | \"xlarge\"\n | \"ultra\";\n\n/**\n * Standard arena widths in meters.\n * Arenas use 4:3 aspect ratio (height = width × 0.75).\n *\n */\nexport const ARENA_SIZES = {\n /** Small arena for compact screens (6m × 4.5m) */\n SMALL: 6,\n /** Medium arena for tablets and small laptops (8m × 6m) */\n MEDIUM: 8,\n /** Large arena for standard desktops (10m × 7.5m) */\n LARGE: 10,\n /** Extra-large arena for high-res displays (12m × 9m) */\n XLARGE: 12,\n /** Ultra arena for 4K+ displays (14m × 10.5m) */\n ULTRA: 14,\n} as const;\n\n/**\n * Resolution breakpoints for arena size determination.\n * Based on common display widths.\n *\n */\nexport const RESOLUTION_BREAKPOINTS = {\n /** Small screens: < 768px (phones, small tablets) */\n SMALL_MAX: 768,\n /** Medium screens: 768-1199px (tablets, small laptops) */\n MEDIUM_MAX: 1200,\n /** Large screens: 1200-1919px (laptops, standard monitors) */\n LARGE_MAX: 1920,\n /** XLarge screens: 1920-2559px (large monitors, some 4K) */\n XLARGE_MAX: 2560,\n /** Ultra screens: ≥ 2560px (4K, ultrawide) */\n} as const;\n\n/**\n * World dimensions for an arena in meters.\n *\n * **Korean**: 세계크기 (World Dimensions)\n *\n */\nexport interface WorldDimensions {\n /** Arena width in meters */\n readonly widthMeters: number;\n /** Arena depth in meters (height = width × 0.75 for 4:3 ratio) */\n readonly depthMeters: number;\n /** Arena width in meters (same as widthMeters, for convenience) */\n readonly sizeMeters: number;\n /** Screen category used to determine arena size */\n readonly screenCategory: ScreenSizeCategory;\n}\n\n/**\n * Complete arena configuration including pixel and meter dimensions.\n *\n */\nexport interface ArenaConfiguration {\n /** Arena position X in pixels */\n readonly x: number;\n /** Arena position Y in pixels */\n readonly y: number;\n /** Arena width in pixels */\n readonly width: number;\n /** Arena height in pixels */\n readonly height: number;\n /** Arena world width in meters */\n readonly worldWidthMeters: number;\n /** Arena world depth in meters */\n readonly worldDepthMeters: number;\n /** Pixels per meter ratio for this arena */\n readonly pixelsPerMeter: number;\n /** Scale factor (1.0 = reference desktop, <1.0 = smaller screens) */\n readonly scale: number;\n}\n\n/**\n * Categorize screen based on resolution (width in pixels).\n *\n * This is used for arena sizing. Device type (mobile/desktop) is determined\n * separately for UI controls only.\n *\n * **Korean**: 화면크기범주결정 (Determine Screen Size Category)\n *\n * @param screenWidth - Screen width in pixels\n * @returns Screen size category for arena dimensions\n *\n * @example\n * ```typescript\n * getScreenSizeCategory(640); // \"small\" - small phone\n * getScreenSizeCategory(1200); // \"large\" - standard laptop\n * getScreenSizeCategory(3840); // \"ultra\" - 4K display\n * ```\n *\n */\nexport function getScreenSizeCategory(screenWidth: number): ScreenSizeCategory {\n if (screenWidth < RESOLUTION_BREAKPOINTS.SMALL_MAX) return \"small\";\n if (screenWidth < RESOLUTION_BREAKPOINTS.MEDIUM_MAX) return \"medium\";\n if (screenWidth < RESOLUTION_BREAKPOINTS.LARGE_MAX) return \"large\";\n if (screenWidth < RESOLUTION_BREAKPOINTS.XLARGE_MAX) return \"xlarge\";\n return \"ultra\";\n}\n\n/**\n * Get arena size in meters for a given screen category.\n *\n * @param category - Screen size category\n * @returns Arena size in meters (square dimension)\n *\n */\nexport function getArenaSizeForCategory(category: ScreenSizeCategory): number {\n switch (category) {\n case \"small\":\n return ARENA_SIZES.SMALL;\n case \"medium\":\n return ARENA_SIZES.MEDIUM;\n case \"large\":\n return ARENA_SIZES.LARGE;\n case \"xlarge\":\n return ARENA_SIZES.XLARGE;\n case \"ultra\":\n return ARENA_SIZES.ULTRA;\n default:\n return ARENA_SIZES.LARGE;\n }\n}\n\n/**\n * Calculate appropriate arena world dimensions based on screen resolution.\n *\n * Larger resolution displays get larger arenas for better gameplay, while\n * maintaining the same physical combat mechanics. Movement speed in m/s\n * remains constant, but larger arenas provide more tactical space.\n *\n * **Arenas use 4:3 aspect ratio** (width > depth):\n * - < 768px: 6m × 4.5m (compact, fast-paced combat)\n * - 768-1199px: 8m × 6m (balanced gameplay)\n * - 1200-1919px: 10m × 7.5m (tactical combat)\n * - 1920-2559px: 12m × 9m (advanced positioning)\n * - ≥ 2560px: 14m × 10.5m (maximum tactical space)\n *\n * **Korean**: 경기장크기계산 (Calculate Arena Size)\n *\n * @param screenWidth - Screen width in pixels (resolution, not device type)\n * @returns World dimensions in meters (4:3 aspect ratio)\n *\n * @example\n * ```typescript\n * // Mobile phone 640px width\n * const smallPhone = calculateArenaWorldDimensions(640);\n * // Result: { widthMeters: 6, depthMeters: 4.5, sizeMeters: 6, screenCategory: \"small\" }\n *\n * // Desktop 1920×1080\n * const desktop = calculateArenaWorldDimensions(1920);\n * // Result: { widthMeters: 12, depthMeters: 9, sizeMeters: 12, screenCategory: \"xlarge\" }\n * ```\n *\n */\nexport function calculateArenaWorldDimensions(\n screenWidth: number,\n): WorldDimensions {\n const category = getScreenSizeCategory(screenWidth);\n const sizeMeters = getArenaSizeForCategory(category);\n // 4:3 aspect ratio: depth = width × 0.75\n const depthMeters = sizeMeters * 0.75;\n\n return {\n widthMeters: sizeMeters,\n depthMeters,\n sizeMeters,\n screenCategory: category,\n };\n}\n\n/**\n * Calculate complete arena configuration including pixel and meter dimensions.\n *\n * This is the primary function for setting up arena bounds. It calculates:\n * - Pixel dimensions based on available screen space\n * - Meter dimensions based on screen resolution category\n * - Pixels-per-meter ratio for physics conversion\n *\n * @param screenWidth - Screen width in pixels\n * @param screenHeight - Screen height in pixels\n * @param topOffset - Pixels reserved at top (HUD, headers)\n * @param bottomOffset - Pixels reserved at bottom (controls, footer)\n * @param horizontalMargin - Pixels to leave on sides (as ratio 0-1)\n * @returns Complete arena configuration\n *\n */\nexport function calculateArenaConfiguration(\n screenWidth: number,\n screenHeight: number,\n topOffset: number,\n bottomOffset: number,\n horizontalMargin: number = 0.1,\n): ArenaConfiguration {\n // Get world dimensions based on resolution\n const worldDimensions = calculateArenaWorldDimensions(screenWidth);\n\n // Calculate available pixel space\n const availableWidth = screenWidth * (1 - 2 * horizontalMargin);\n const availableHeight = screenHeight - topOffset - bottomOffset;\n\n // Use the smaller dimension to ensure square arena fits\n const arenaSizePixels = Math.min(availableWidth, availableHeight);\n\n // Calculate arena position (centered horizontally)\n const arenaX = (screenWidth - arenaSizePixels) / 2;\n const arenaY = topOffset;\n\n // Calculate pixels per meter for this configuration\n const pixelsPerMeter = arenaSizePixels / worldDimensions.sizeMeters;\n\n // Calculate scale relative to reference (1000px / 10m = 100 px/m)\n const referencePixelsPerMeter = 100;\n const scale = pixelsPerMeter / referencePixelsPerMeter;\n\n return {\n x: arenaX,\n y: arenaY,\n width: arenaSizePixels,\n height: arenaSizePixels,\n worldWidthMeters: worldDimensions.widthMeters,\n worldDepthMeters: worldDimensions.depthMeters,\n pixelsPerMeter,\n scale,\n };\n}\n\n/**\n * Calculate pixels-per-meter ratio from arena dimensions.\n *\n * @param arenaWidthPixels - Arena width in pixels\n * @param arenaWidthMeters - Arena width in meters\n * @returns Pixels per meter ratio\n *\n */\nexport function calculatePixelsPerMeter(\n arenaWidthPixels: number,\n arenaWidthMeters: number,\n): number {\n if (arenaWidthMeters <= 0) {\n throw new Error(`arenaWidthMeters must be positive: ${arenaWidthMeters}`);\n }\n return arenaWidthPixels / arenaWidthMeters;\n}\n\n/**\n * Get player height in meters from archetype physical attributes.\n *\n * Converts archetype totalHeight (in centimeters) to meters for physics calculations.\n *\n * **Korean**: 플레이어키 (Player Height)\n *\n * @param archetypeHeightCm - Player height in centimeters from PhysicalAttributes\n * @returns Height in meters\n *\n * @example\n * ```typescript\n * // Musa archetype: 180cm\n * const height = getPlayerHeightMeters(180);\n * // Result: 1.8 meters\n * ```\n *\n */\nexport function getPlayerHeightMeters(archetypeHeightCm: number): number {\n return archetypeHeightCm / 100;\n}\n"],"mappings":";;;;;;AA4CA,IAAa,cAAc;;CAEzB,OAAO;;CAEP,QAAQ;;CAER,OAAO;;CAEP,QAAQ;;CAER,OAAO;CACR;;;;;;AAOD,IAAa,yBAAyB;;CAEpC,WAAW;;CAEX,YAAY;;CAEZ,WAAW;;CAEX,YAAY;CAEb;;;;;;;;;;;;;;;;;;;;AA6DD,SAAgB,sBAAsB,aAAyC;CAC7E,IAAI,cAAc,uBAAuB,WAAW,OAAO;CAC3D,IAAI,cAAc,uBAAuB,YAAY,OAAO;CAC5D,IAAI,cAAc,uBAAuB,WAAW,OAAO;CAC3D,IAAI,cAAc,uBAAuB,YAAY,OAAO;CAC5D,OAAO;;;;;;;;;AAUT,SAAgB,wBAAwB,UAAsC;CAC5E,QAAQ,UAAR;EACE,KAAK,SACH,OAAO,YAAY;EACrB,KAAK,UACH,OAAO,YAAY;EACrB,KAAK,SACH,OAAO,YAAY;EACrB,KAAK,UACH,OAAO,YAAY;EACrB,KAAK,SACH,OAAO,YAAY;EACrB,SACE,OAAO,YAAY;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAmCzB,SAAgB,8BACd,aACiB;CACjB,MAAM,WAAW,sBAAsB,YAAY;CACnD,MAAM,aAAa,wBAAwB,SAAS;CAIpD,OAAO;EACL,aAAa;EACb,aAJkB,aAAa;EAK/B;EACA,gBAAgB;EACjB;;;;;;;;;;;;;;;;;;AAmBH,SAAgB,4BACd,aACA,cACA,WACA,cACA,mBAA2B,IACP;CAEpB,MAAM,kBAAkB,8BAA8B,YAAY;CAGlE,MAAM,iBAAiB,eAAe,IAAI,IAAI;CAC9C,MAAM,kBAAkB,eAAe,YAAY;CAGnD,MAAM,kBAAkB,KAAK,IAAI,gBAAgB,gBAAgB;CAGjE,MAAM,UAAU,cAAc,mBAAmB;CACjD,MAAM,SAAS;CAGf,MAAM,iBAAiB,kBAAkB,gBAAgB;CAIzD,MAAM,QAAQ,iBAAiB;CAE/B,OAAO;EACL,GAAG;EACH,GAAG;EACH,OAAO;EACP,QAAQ;EACR,kBAAkB,gBAAgB;EAClC,kBAAkB,gBAAgB;EAClC;EACA;EACD"}