blacktrigram 0.7.44 → 0.7.47

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
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  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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- {"version":3,"file":"BreathingDisruptionSystem.js","names":[],"sources":["../../../src/systems/breathing/BreathingDisruptionSystem.ts"],"sourcesContent":["/**\n * Breathing Disruption System for realistic respiratory targeting mechanics.\n * \n * **Korean**: 호흡곤란 시스템 (Breathing Disruption System)\n * \n * This system implements realistic breathing disruption from torso strikes targeting\n * the solar plexus, ribs, and diaphragm. Breathing difficulty reduces stamina\n * regeneration and creates authentic combat trauma effects.\n * \n * ## Disruption Levels (호흡곤란 수준)\n * \n * - **Winded (바람맞음)**: 25% stamina regeneration penalty for 5 seconds\n * - **Gasping (헐떡임)**: 50% stamina regeneration penalty for 10 seconds\n * - **Severely Winded (심각한 호흡곤란)**: 75% stamina regeneration penalty for 15 seconds\n * \n * ## Korean Martial Arts Context\n * \n * Traditional Korean martial arts (태권도, 합기도, 택견) emphasize torso strikes:\n * - **명치 (Myeongchi)**: Solar plexus - instant breath disruption\n * - **늑골 (Neukgol)**: Floating ribs - cumulative breathing difficulty\n * - **횡격막 (Hoenggyeongmak)**: Diaphragm - severe respiratory impact\n * \n * ## Game Design Philosophy\n * \n * Breathing disruption creates tactical depth by:\n * 1. Rewarding torso targeting over simple head/limb attacks\n * 2. Creating stamina management gameplay - disrupted fighters must fight defensively\n * 3. Providing realistic combat trauma feedback\n * 4. Encouraging recovery periods when torso health is compromised\n * \n * @module systems/breathing\n * @category Combat Systems\n * @korean 호흡곤란시스템\n */\n\nimport { KoreanText, VitalPointEffectType } from \"@/types\";\nimport { StatusEffect } from \"@/systems/types\";\nimport { PlayerState } from \"@/systems/player\";\nimport { EffectIntensity } from \"@/systems/effects\";\n\n/**\n * Breathing disruption severity levels.\n * \n * **Korean**: 호흡곤란 수준\n * \n * Progressive levels of respiratory impairment from torso strikes.\n * Higher levels stack duration and increase stamina regeneration penalties.\n * \n * @public\n * @category Combat Systems\n * @korean 호흡곤란수준\n */\nexport enum BreathingDisruptionLevel {\n /** No breathing disruption - normal stamina regeneration */\n NONE = \"none\",\n \n /**\n * Winded (바람맞음)\n * - 25% stamina regeneration penalty\n * - Duration: 5 seconds\n * - Caused by: Moderate torso strikes\n */\n WINDED = \"winded\",\n \n /**\n * Gasping (헐떡임)\n * - 50% stamina regeneration penalty\n * - Duration: 10 seconds\n * - Caused by: Heavy torso strikes or multiple hits\n */\n GASPING = \"gasping\",\n \n /**\n * Severely Winded (심각한 호흡곤란)\n * - 75% stamina regeneration penalty\n * - Duration: 15 seconds\n * - Caused by: Solar plexus vital point strikes\n */\n SEVERELY_WINDED = \"severely_winded\",\n}\n\n/**\n * Breathing disruption effect extending StatusEffect.\n * \n * **Korean**: 호흡곤란 효과\n * \n * Tracks active breathing difficulty with Korean-English terminology.\n * Integrates with the status effect system for consistent duration tracking.\n * \n * @public\n * @category Combat Systems\n * @korean 호흡곤란효과\n */\nexport interface BreathingDisruptionEffect extends StatusEffect {\n /** Effect type is always BREATHLESSNESS */\n readonly type: VitalPointEffectType.BREATHLESSNESS;\n \n /** Breathing disruption severity level */\n readonly level: BreathingDisruptionLevel;\n \n /** Stamina regeneration multiplier (0.25 = 75% penalty, 0.50 = 50% penalty) */\n readonly staminaRegenMultiplier: number;\n \n /** Whether this effect can stack with additional torso hits */\n readonly stackable: true;\n}\n\n/**\n * Configuration for breathing disruption level effects.\n * \n * **Korean**: 호흡곤란 설정\n */\ninterface BreathingDisruptionConfig {\n readonly level: BreathingDisruptionLevel;\n readonly duration: number; // milliseconds\n readonly staminaRegenMultiplier: number;\n readonly koreanName: string;\n readonly englishName: string;\n readonly description: KoreanText;\n}\n\n/**\n * Breathing disruption level configurations.\n * \n * Defines stamina penalties, durations, and bilingual descriptions\n * for each severity level.\n */\nconst BREATHING_DISRUPTION_CONFIGS: Record<\n Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n BreathingDisruptionConfig\n> = {\n [BreathingDisruptionLevel.WINDED]: {\n level: BreathingDisruptionLevel.WINDED,\n duration: 5000, // 5 seconds\n staminaRegenMultiplier: 0.75, // 25% penalty\n koreanName: \"바람맞음\",\n englishName: \"Winded\",\n description: {\n korean: \"중간 강도의 몸통 타격으로 호흡이 불규칙해짐\",\n english: \"Breathing is irregular from moderate torso strike\",\n romanized: \"baram-maeum\",\n },\n },\n [BreathingDisruptionLevel.GASPING]: {\n level: BreathingDisruptionLevel.GASPING,\n duration: 10000, // 10 seconds\n staminaRegenMultiplier: 0.50, // 50% penalty\n koreanName: \"헐떡임\",\n englishName: \"Gasping\",\n description: {\n korean: \"강한 몸통 타격으로 호흡이 어려워짐\",\n english: \"Heavy torso strikes cause breathing difficulty\",\n romanized: \"heoltteogim\",\n },\n },\n [BreathingDisruptionLevel.SEVERELY_WINDED]: {\n level: BreathingDisruptionLevel.SEVERELY_WINDED,\n duration: 15000, // 15 seconds\n staminaRegenMultiplier: 0.25, // 75% penalty\n koreanName: \"심각한 호흡곤란\",\n englishName: \"Severely Winded\",\n description: {\n korean: \"명치 급소 타격으로 심각한 호흡곤란 발생\",\n english: \"Solar plexus vital strike causes severe breathing disruption\",\n romanized: \"simgakhan hoheup gonnan\",\n },\n },\n};\n\n/**\n * Breathing Disruption System implementation.\n * \n * **Korean**: 호흡곤란 시스템\n * \n * Manages breathing disruption effects from torso targeting.\n * Integrates with vital point system and stamina regeneration.\n * \n * @public\n * @category Combat Systems\n */\nexport class BreathingDisruptionSystem {\n /**\n * Create a breathing disruption effect at specified severity level.\n * \n * **Korean**: 호흡곤란 효과 생성\n * \n * @param level - Severity level of breathing disruption\n * @param source - Source of the disruption (technique name, vital point, etc.)\n * @param timestamp - When the effect was applied (game time)\n * @returns BreathingDisruptionEffect ready to apply to PlayerState\n * \n * @example\n * ```typescript\n * // Solar plexus strike causes severe disruption\n * const effect = BreathingDisruptionSystem.createEffect(\n * BreathingDisruptionLevel.SEVERELY_WINDED,\n * \"명치타격 (Solar Plexus Strike)\",\n * Date.now()\n * );\n * ```\n */\n static createEffect(\n level: Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n source: string,\n timestamp: number\n ): BreathingDisruptionEffect {\n const config = BREATHING_DISRUPTION_CONFIGS[level];\n \n return {\n id: `breathing_disruption_${level}_${timestamp}`,\n type: VitalPointEffectType.BREATHLESSNESS,\n level,\n intensity: this.levelToIntensity(level),\n duration: config.duration,\n staminaRegenMultiplier: config.staminaRegenMultiplier,\n description: config.description,\n stackable: true,\n source,\n startTime: timestamp,\n endTime: timestamp + config.duration,\n };\n }\n\n /**\n * Convert breathing disruption level to effect intensity.\n * \n * Maps severity levels to standardized EffectIntensity enum.\n * \n * @param level - Breathing disruption severity\n * @returns Corresponding EffectIntensity value\n */\n private static levelToIntensity(\n level: BreathingDisruptionLevel\n ): EffectIntensity {\n switch (level) {\n case BreathingDisruptionLevel.WINDED:\n return EffectIntensity.LOW;\n case BreathingDisruptionLevel.GASPING:\n return EffectIntensity.MEDIUM;\n case BreathingDisruptionLevel.SEVERELY_WINDED:\n return EffectIntensity.HIGH;\n default:\n return EffectIntensity.WEAK;\n }\n }\n\n /**\n * Calculate breathing disruption level from damage amount.\n * \n * **Korean**: 피해량으로 호흡곤란 수준 계산\n * \n * Determines appropriate disruption severity based on torso strike damage.\n * Used when vital point ID is not specified but torso region was hit.\n * \n * @param damage - Base damage of the torso strike\n * @param isSolarPlexus - Whether strike hit solar plexus vital point\n * @returns Appropriate breathing disruption level\n * \n * @example\n * ```typescript\n * // Moderate torso strike (15 damage) causes winded effect\n * const level = BreathingDisruptionSystem.calculateLevelFromDamage(15, false);\n * // level === BreathingDisruptionLevel.WINDED\n * \n * // Solar plexus vital strike (20+ damage) causes severe effect\n * const severeLevel = BreathingDisruptionSystem.calculateLevelFromDamage(25, true);\n * // severeLevel === BreathingDisruptionLevel.SEVERELY_WINDED\n * ```\n */\n static calculateLevelFromDamage(\n damage: number,\n isSolarPlexus: boolean\n ): BreathingDisruptionLevel {\n // Solar plexus vital strikes always cause severe disruption\n if (isSolarPlexus) {\n return BreathingDisruptionLevel.SEVERELY_WINDED;\n }\n\n // Thresholds for damage-based severity\n if (damage >= 20) {\n return BreathingDisruptionLevel.GASPING;\n } else if (damage >= 10) {\n return BreathingDisruptionLevel.WINDED;\n }\n\n return BreathingDisruptionLevel.NONE;\n }\n\n /**\n * Stack multiple breathing disruption effects.\n * \n * **Korean**: 호흡곤란 효과 누적\n * \n * Cumulative torso hits increase disruption duration and potentially severity.\n * Multiple hits stack duration, and severe hits can escalate the level.\n * \n * @param existingEffect - Current active breathing disruption effect\n * @param newLevel - Severity of new torso strike\n * @param source - Source of the new disruption\n * @param timestamp - Current game time\n * @returns Updated BreathingDisruptionEffect with stacked duration/severity\n * \n * @example\n * ```typescript\n * // First hit: Winded for 5 seconds\n * let effect = BreathingDisruptionSystem.createEffect(\n * BreathingDisruptionLevel.WINDED, \"Rib Strike\", 1000\n * );\n * \n * // Second hit: Stacks to Gasping with extended duration\n * effect = BreathingDisruptionSystem.stackEffect(\n * effect, BreathingDisruptionLevel.WINDED, \"Rib Strike\", 3000\n * );\n * // Now Gasping level with 10+ seconds remaining\n * ```\n */\n static stackEffect(\n existingEffect: BreathingDisruptionEffect,\n newLevel: Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n source: string,\n timestamp: number\n ): BreathingDisruptionEffect {\n const newConfig = BREATHING_DISRUPTION_CONFIGS[newLevel];\n \n // Escalate to higher severity if new strike is more severe\n const effectiveLevel = this.getHigherLevel(existingEffect.level, newLevel);\n const effectiveConfig = BREATHING_DISRUPTION_CONFIGS[effectiveLevel];\n\n // Stack duration: add 50% of new effect's duration to remaining time\n const remainingTime = Math.max(0, existingEffect.endTime - timestamp);\n const additionalTime = Math.floor(newConfig.duration * 0.5);\n const totalDuration = remainingTime + additionalTime;\n\n return {\n ...existingEffect,\n level: effectiveLevel,\n intensity: this.levelToIntensity(effectiveLevel),\n duration: totalDuration,\n staminaRegenMultiplier: effectiveConfig.staminaRegenMultiplier,\n description: effectiveConfig.description,\n source: `${existingEffect.source}, ${source}`,\n endTime: timestamp + totalDuration,\n };\n }\n\n /**\n * Compare two disruption levels and return the more severe.\n * \n * @param level1 - First disruption level\n * @param level2 - Second disruption level\n * @returns The more severe of the two levels\n */\n private static getHigherLevel(\n level1: BreathingDisruptionLevel,\n level2: BreathingDisruptionLevel\n ): Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE> {\n const severity = {\n [BreathingDisruptionLevel.NONE]: 0,\n [BreathingDisruptionLevel.WINDED]: 1,\n [BreathingDisruptionLevel.GASPING]: 2,\n [BreathingDisruptionLevel.SEVERELY_WINDED]: 3,\n };\n\n const higher = severity[level1] > severity[level2] ? level1 : level2;\n \n // Type guard: result can't be NONE since inputs exclude NONE\n return higher as Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>;\n }\n\n /**\n * Get active breathing disruption effect from player state.\n * \n * **Korean**: 활성 호흡곤란 효과 가져오기\n * \n * Searches player's active status effects for breathing disruption.\n * \n * @param player - Current player state\n * @returns Active BreathingDisruptionEffect or undefined\n */\n static getActiveEffect(\n player: PlayerState\n ): BreathingDisruptionEffect | undefined {\n return player.statusEffects.find(\n (effect): effect is BreathingDisruptionEffect =>\n effect.type === VitalPointEffectType.BREATHLESSNESS &&\n \"level\" in effect &&\n \"staminaRegenMultiplier\" in effect\n );\n }\n\n /**\n * Calculate stamina regeneration multiplier with breathing disruption.\n * \n * **Korean**: 호흡곤란 포함 스태미나 재생 계산\n * \n * Applies breathing disruption penalty to base stamina regeneration rate.\n * Used by stamina regeneration system each frame.\n * \n * @param player - Current player state\n * @param baseRegenRate - Base stamina regeneration per second\n * @returns Modified regeneration rate with breathing penalty applied\n * \n * @example\n * ```typescript\n * const baseRegen = 10; // 10 stamina/second normally\n * \n * // With Gasping effect (50% penalty)\n * const modifiedRegen = BreathingDisruptionSystem.calculateStaminaRegen(\n * player, baseRegen\n * );\n * // modifiedRegen === 5 (50% of base rate)\n * ```\n */\n static calculateStaminaRegen(\n player: PlayerState,\n baseRegenRate: number\n ): number {\n const activeEffect = this.getActiveEffect(player);\n \n if (!activeEffect) {\n return baseRegenRate;\n }\n\n return baseRegenRate * activeEffect.staminaRegenMultiplier;\n }\n\n /**\n * Check if player can recover from breathing disruption.\n * \n * **Korean**: 호흡곤란 회복 가능 여부 확인\n * \n * Recovery is possible when torso health > 50%.\n * Player must avoid additional torso damage to allow breathing to normalize.\n * \n * @param player - Current player state\n * @returns True if torso health supports recovery\n */\n static canRecover(player: PlayerState): boolean {\n // Check if body part health tracking is available\n if (!player.bodyPartHealth) {\n // Fallback: use overall health as proxy\n return player.health > player.maxHealth * 0.5;\n }\n\n // Calculate torso health percentage (using upper torso as primary)\n const upperTorsoHealth = player.bodyPartHealth.torsoUpper ?? 0;\n const lowerTorsoHealth = player.bodyPartHealth.torsoLower ?? 0;\n const avgTorsoHealth = (upperTorsoHealth + lowerTorsoHealth) / 2;\n \n const maxUpperTorsoHealth = player.bodyPartMaxHealth?.torsoUpper ?? 100;\n const maxLowerTorsoHealth = player.bodyPartMaxHealth?.torsoLower ?? 100;\n const avgMaxTorsoHealth = (maxUpperTorsoHealth + maxLowerTorsoHealth) / 2;\n \n const torsoHealthPercent = avgTorsoHealth / avgMaxTorsoHealth;\n\n return torsoHealthPercent > 0.5;\n }\n\n /**\n * Apply gradual recovery to breathing disruption effect.\n * \n * **Korean**: 호흡곤란 점진적 회복 적용\n * \n * When torso health > 50% and no new hits, breathing gradually improves.\n * This provides tactical gameplay: fighters with damaged torsos must fight defensively.\n * \n * @param effect - Current breathing disruption effect\n * @param deltaTime - Time since last update (milliseconds)\n * @param timestamp - Current game time\n * @returns Updated effect with recovery applied, or undefined if fully recovered\n * \n * @example\n * ```typescript\n * // Each frame with torso health > 50%\n * const updated = BreathingDisruptionSystem.applyGradualRecovery(\n * effect, 16.67, timestamp\n * );\n * // Effect duration decreases faster than normal expiration\n * ```\n */\n static applyGradualRecovery(\n effect: BreathingDisruptionEffect,\n deltaTime: number,\n timestamp: number\n ): BreathingDisruptionEffect | undefined {\n // Recovery rate: 2x faster than normal expiration\n const recoveryMultiplier = 2.0;\n const recoveryTime = deltaTime * recoveryMultiplier;\n \n const newEndTime = effect.endTime - recoveryTime;\n \n // Fully recovered if end time reached\n if (newEndTime <= timestamp) {\n return undefined;\n }\n\n return {\n ...effect,\n endTime: newEndTime,\n duration: newEndTime - effect.startTime,\n };\n }\n\n /**\n * Get breathing disruption level from player state.\n * \n * **Korean**: 플레이어 호흡곤란 수준 가져오기\n * \n * Convenience method to get current disruption level.\n * \n * @param player - Current player state\n * @returns Current breathing disruption level (NONE if no active effect)\n */\n static getCurrentLevel(player: PlayerState): BreathingDisruptionLevel {\n const activeEffect = this.getActiveEffect(player);\n return activeEffect?.level ?? 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+ {"version":3,"file":"BreathingDisruptionSystem.js","names":[],"sources":["../../../src/systems/breathing/BreathingDisruptionSystem.ts"],"sourcesContent":["/**\n * Breathing Disruption System for realistic respiratory targeting mechanics.\n * \n * **Korean**: 호흡곤란 시스템 (Breathing Disruption System)\n * \n * This system implements realistic breathing disruption from torso strikes targeting\n * the solar plexus, ribs, and diaphragm. Breathing difficulty reduces stamina\n * regeneration and creates authentic combat trauma effects.\n * \n * ## Disruption Levels (호흡곤란 수준)\n * \n * - **Winded (바람맞음)**: 25% stamina regeneration penalty for 5 seconds\n * - **Gasping (헐떡임)**: 50% stamina regeneration penalty for 10 seconds\n * - **Severely Winded (심각한 호흡곤란)**: 75% stamina regeneration penalty for 15 seconds\n * \n * ## Korean Martial Arts Context\n * \n * Traditional Korean martial arts (태권도, 합기도, 택견) emphasize torso strikes:\n * - **명치 (Myeongchi)**: Solar plexus - instant breath disruption\n * - **늑골 (Neukgol)**: Floating ribs - cumulative breathing difficulty\n * - **횡격막 (Hoenggyeongmak)**: Diaphragm - severe respiratory impact\n * \n * ## Game Design Philosophy\n * \n * Breathing disruption creates tactical depth by:\n * 1. Rewarding torso targeting over simple head/limb attacks\n * 2. Creating stamina management gameplay - disrupted fighters must fight defensively\n * 3. Providing realistic combat trauma feedback\n * 4. Encouraging recovery periods when torso health is compromised\n * \n * @module systems/breathing\n * @category Combat Systems\n * @korean 호흡곤란시스템\n */\n\nimport { KoreanText, VitalPointEffectType } from \"@/types\";\nimport { StatusEffect } from \"@/systems/types\";\nimport { PlayerState } from \"@/systems/player\";\nimport { EffectIntensity } from \"@/systems/effects\";\n\n/**\n * Breathing disruption severity levels.\n * \n * **Korean**: 호흡곤란 수준\n * \n * Progressive levels of respiratory impairment from torso strikes.\n * Higher levels stack duration and increase stamina regeneration penalties.\n * \n * @category Combat Systems\n * @korean 호흡곤란수준\n */\nexport enum BreathingDisruptionLevel {\n /** No breathing disruption - normal stamina regeneration */\n NONE = \"none\",\n \n /**\n * Winded (바람맞음)\n * - 25% stamina regeneration penalty\n * - Duration: 5 seconds\n * - Caused by: Moderate torso strikes\n */\n WINDED = \"winded\",\n \n /**\n * Gasping (헐떡임)\n * - 50% stamina regeneration penalty\n * - Duration: 10 seconds\n * - Caused by: Heavy torso strikes or multiple hits\n */\n GASPING = \"gasping\",\n \n /**\n * Severely Winded (심각한 호흡곤란)\n * - 75% stamina regeneration penalty\n * - Duration: 15 seconds\n * - Caused by: Solar plexus vital point strikes\n */\n SEVERELY_WINDED = \"severely_winded\",\n}\n\n/**\n * Breathing disruption effect extending StatusEffect.\n * \n * **Korean**: 호흡곤란 효과\n * \n * Tracks active breathing difficulty with Korean-English terminology.\n * Integrates with the status effect system for consistent duration tracking.\n * \n * @category Combat Systems\n * @korean 호흡곤란효과\n */\nexport interface BreathingDisruptionEffect extends StatusEffect {\n /** Effect type is always BREATHLESSNESS */\n readonly type: VitalPointEffectType.BREATHLESSNESS;\n \n /** Breathing disruption severity level */\n readonly level: BreathingDisruptionLevel;\n \n /** Stamina regeneration multiplier (0.25 = 75% penalty, 0.50 = 50% penalty) */\n readonly staminaRegenMultiplier: number;\n \n /** Whether this effect can stack with additional torso hits */\n readonly stackable: true;\n}\n\n/**\n * Configuration for breathing disruption level effects.\n * \n * **Korean**: 호흡곤란 설정\n */\ninterface BreathingDisruptionConfig {\n readonly level: BreathingDisruptionLevel;\n readonly duration: number; // milliseconds\n readonly staminaRegenMultiplier: number;\n readonly koreanName: string;\n readonly englishName: string;\n readonly description: KoreanText;\n}\n\n/**\n * Breathing disruption level configurations.\n * \n * Defines stamina penalties, durations, and bilingual descriptions\n * for each severity level.\n */\nconst BREATHING_DISRUPTION_CONFIGS: Record<\n Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n BreathingDisruptionConfig\n> = {\n [BreathingDisruptionLevel.WINDED]: {\n level: BreathingDisruptionLevel.WINDED,\n duration: 5000, // 5 seconds\n staminaRegenMultiplier: 0.75, // 25% penalty\n koreanName: \"바람맞음\",\n englishName: \"Winded\",\n description: {\n korean: \"중간 강도의 몸통 타격으로 호흡이 불규칙해짐\",\n english: \"Breathing is irregular from moderate torso strike\",\n romanized: \"baram-maeum\",\n },\n },\n [BreathingDisruptionLevel.GASPING]: {\n level: BreathingDisruptionLevel.GASPING,\n duration: 10000, // 10 seconds\n staminaRegenMultiplier: 0.50, // 50% penalty\n koreanName: \"헐떡임\",\n englishName: \"Gasping\",\n description: {\n korean: \"강한 몸통 타격으로 호흡이 어려워짐\",\n english: \"Heavy torso strikes cause breathing difficulty\",\n romanized: \"heoltteogim\",\n },\n },\n [BreathingDisruptionLevel.SEVERELY_WINDED]: {\n level: BreathingDisruptionLevel.SEVERELY_WINDED,\n duration: 15000, // 15 seconds\n staminaRegenMultiplier: 0.25, // 75% penalty\n koreanName: \"심각한 호흡곤란\",\n englishName: \"Severely Winded\",\n description: {\n korean: \"명치 급소 타격으로 심각한 호흡곤란 발생\",\n english: \"Solar plexus vital strike causes severe breathing disruption\",\n romanized: \"simgakhan hoheup gonnan\",\n },\n },\n};\n\n/**\n * Breathing Disruption System implementation.\n * \n * **Korean**: 호흡곤란 시스템\n * \n * Manages breathing disruption effects from torso targeting.\n * Integrates with vital point system and stamina regeneration.\n * \n * @category Combat Systems\n */\nexport class BreathingDisruptionSystem {\n /**\n * Create a breathing disruption effect at specified severity level.\n * \n * **Korean**: 호흡곤란 효과 생성\n * \n * @param level - Severity level of breathing disruption\n * @param source - Source of the disruption (technique name, vital point, etc.)\n * @param timestamp - When the effect was applied (game time)\n * @returns BreathingDisruptionEffect ready to apply to PlayerState\n * \n * @example\n * ```typescript\n * // Solar plexus strike causes severe disruption\n * const effect = BreathingDisruptionSystem.createEffect(\n * BreathingDisruptionLevel.SEVERELY_WINDED,\n * \"명치타격 (Solar Plexus Strike)\",\n * Date.now()\n * );\n * ```\n */\n static createEffect(\n level: Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n source: string,\n timestamp: number\n ): BreathingDisruptionEffect {\n const config = BREATHING_DISRUPTION_CONFIGS[level];\n \n return {\n id: `breathing_disruption_${level}_${timestamp}`,\n type: VitalPointEffectType.BREATHLESSNESS,\n level,\n intensity: this.levelToIntensity(level),\n duration: config.duration,\n staminaRegenMultiplier: config.staminaRegenMultiplier,\n description: config.description,\n stackable: true,\n source,\n startTime: timestamp,\n endTime: timestamp + config.duration,\n };\n }\n\n /**\n * Convert breathing disruption level to effect intensity.\n * \n * Maps severity levels to standardized EffectIntensity enum.\n * \n * @param level - Breathing disruption severity\n * @returns Corresponding EffectIntensity value\n */\n private static levelToIntensity(\n level: BreathingDisruptionLevel\n ): EffectIntensity {\n switch (level) {\n case BreathingDisruptionLevel.WINDED:\n return EffectIntensity.LOW;\n case BreathingDisruptionLevel.GASPING:\n return EffectIntensity.MEDIUM;\n case BreathingDisruptionLevel.SEVERELY_WINDED:\n return EffectIntensity.HIGH;\n default:\n return EffectIntensity.WEAK;\n }\n }\n\n /**\n * Calculate breathing disruption level from damage amount.\n * \n * **Korean**: 피해량으로 호흡곤란 수준 계산\n * \n * Determines appropriate disruption severity based on torso strike damage.\n * Used when vital point ID is not specified but torso region was hit.\n * \n * @param damage - Base damage of the torso strike\n * @param isSolarPlexus - Whether strike hit solar plexus vital point\n * @returns Appropriate breathing disruption level\n * \n * @example\n * ```typescript\n * // Moderate torso strike (15 damage) causes winded effect\n * const level = BreathingDisruptionSystem.calculateLevelFromDamage(15, false);\n * // level === BreathingDisruptionLevel.WINDED\n * \n * // Solar plexus vital strike (20+ damage) causes severe effect\n * const severeLevel = BreathingDisruptionSystem.calculateLevelFromDamage(25, true);\n * // severeLevel === BreathingDisruptionLevel.SEVERELY_WINDED\n * ```\n */\n static calculateLevelFromDamage(\n damage: number,\n isSolarPlexus: boolean\n ): BreathingDisruptionLevel {\n // Solar plexus vital strikes always cause severe disruption\n if (isSolarPlexus) {\n return BreathingDisruptionLevel.SEVERELY_WINDED;\n }\n\n // Thresholds for damage-based severity\n if (damage >= 20) {\n return BreathingDisruptionLevel.GASPING;\n } else if (damage >= 10) {\n return BreathingDisruptionLevel.WINDED;\n }\n\n return BreathingDisruptionLevel.NONE;\n }\n\n /**\n * Stack multiple breathing disruption effects.\n * \n * **Korean**: 호흡곤란 효과 누적\n * \n * Cumulative torso hits increase disruption duration and potentially severity.\n * Multiple hits stack duration, and severe hits can escalate the level.\n * \n * @param existingEffect - Current active breathing disruption effect\n * @param newLevel - Severity of new torso strike\n * @param source - Source of the new disruption\n * @param timestamp - Current game time\n * @returns Updated BreathingDisruptionEffect with stacked duration/severity\n * \n * @example\n * ```typescript\n * // First hit: Winded for 5 seconds\n * let effect = BreathingDisruptionSystem.createEffect(\n * BreathingDisruptionLevel.WINDED, \"Rib Strike\", 1000\n * );\n * \n * // Second hit: Stacks to Gasping with extended duration\n * effect = BreathingDisruptionSystem.stackEffect(\n * effect, BreathingDisruptionLevel.WINDED, \"Rib Strike\", 3000\n * );\n * // Now Gasping level with 10+ seconds remaining\n * ```\n */\n static stackEffect(\n existingEffect: BreathingDisruptionEffect,\n newLevel: Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n source: string,\n timestamp: number\n ): BreathingDisruptionEffect {\n const newConfig = BREATHING_DISRUPTION_CONFIGS[newLevel];\n \n // Escalate to higher severity if new strike is more severe\n const effectiveLevel = this.getHigherLevel(existingEffect.level, newLevel);\n const effectiveConfig = BREATHING_DISRUPTION_CONFIGS[effectiveLevel];\n\n // Stack duration: add 50% of new effect's duration to remaining time\n const remainingTime = Math.max(0, existingEffect.endTime - timestamp);\n const additionalTime = Math.floor(newConfig.duration * 0.5);\n const totalDuration = remainingTime + additionalTime;\n\n return {\n ...existingEffect,\n level: effectiveLevel,\n intensity: this.levelToIntensity(effectiveLevel),\n duration: totalDuration,\n staminaRegenMultiplier: effectiveConfig.staminaRegenMultiplier,\n description: effectiveConfig.description,\n source: `${existingEffect.source}, ${source}`,\n endTime: timestamp + totalDuration,\n };\n }\n\n /**\n * Compare two disruption levels and return the more severe.\n * \n * @param level1 - First disruption level\n * @param level2 - Second disruption level\n * @returns The more severe of the two levels\n */\n private static getHigherLevel(\n level1: BreathingDisruptionLevel,\n level2: BreathingDisruptionLevel\n ): Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE> {\n const severity = {\n [BreathingDisruptionLevel.NONE]: 0,\n [BreathingDisruptionLevel.WINDED]: 1,\n [BreathingDisruptionLevel.GASPING]: 2,\n [BreathingDisruptionLevel.SEVERELY_WINDED]: 3,\n };\n\n const higher = severity[level1] > severity[level2] ? level1 : level2;\n \n // Type guard: result can't be NONE since inputs exclude NONE\n return higher as Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>;\n }\n\n /**\n * Get active breathing disruption effect from player state.\n * \n * **Korean**: 활성 호흡곤란 효과 가져오기\n * \n * Searches player's active status effects for breathing disruption.\n * \n * @param player - Current player state\n * @returns Active BreathingDisruptionEffect or undefined\n */\n static getActiveEffect(\n player: PlayerState\n ): BreathingDisruptionEffect | undefined {\n return player.statusEffects.find(\n (effect): effect is BreathingDisruptionEffect =>\n effect.type === VitalPointEffectType.BREATHLESSNESS &&\n \"level\" in effect &&\n \"staminaRegenMultiplier\" in effect\n );\n }\n\n /**\n * Calculate stamina regeneration multiplier with breathing disruption.\n * \n * **Korean**: 호흡곤란 포함 스태미나 재생 계산\n * \n * Applies breathing disruption penalty to base stamina regeneration rate.\n * Used by stamina regeneration system each frame.\n * \n * @param player - Current player state\n * @param baseRegenRate - Base stamina regeneration per second\n * @returns Modified regeneration rate with breathing penalty applied\n * \n * @example\n * ```typescript\n * const baseRegen = 10; // 10 stamina/second normally\n * \n * // With Gasping effect (50% penalty)\n * const modifiedRegen = BreathingDisruptionSystem.calculateStaminaRegen(\n * player, baseRegen\n * );\n * // modifiedRegen === 5 (50% of base rate)\n * ```\n */\n static calculateStaminaRegen(\n player: PlayerState,\n baseRegenRate: number\n ): number {\n const activeEffect = this.getActiveEffect(player);\n \n if (!activeEffect) {\n return baseRegenRate;\n }\n\n return baseRegenRate * activeEffect.staminaRegenMultiplier;\n }\n\n /**\n * Check if player can recover from breathing disruption.\n * \n * **Korean**: 호흡곤란 회복 가능 여부 확인\n * \n * Recovery is possible when torso health > 50%.\n * Player must avoid additional torso damage to allow breathing to normalize.\n * \n * @param player - Current player state\n * @returns True if torso health supports recovery\n */\n static canRecover(player: PlayerState): boolean {\n // Check if body part health tracking is available\n if (!player.bodyPartHealth) {\n // Fallback: use overall health as proxy\n return player.health > player.maxHealth * 0.5;\n }\n\n // Calculate torso health percentage (using upper torso as primary)\n const upperTorsoHealth = player.bodyPartHealth.torsoUpper ?? 0;\n const lowerTorsoHealth = player.bodyPartHealth.torsoLower ?? 0;\n const avgTorsoHealth = (upperTorsoHealth + lowerTorsoHealth) / 2;\n \n const maxUpperTorsoHealth = player.bodyPartMaxHealth?.torsoUpper ?? 100;\n const maxLowerTorsoHealth = player.bodyPartMaxHealth?.torsoLower ?? 100;\n const avgMaxTorsoHealth = (maxUpperTorsoHealth + maxLowerTorsoHealth) / 2;\n \n const torsoHealthPercent = avgTorsoHealth / avgMaxTorsoHealth;\n\n return torsoHealthPercent > 0.5;\n }\n\n /**\n * Apply gradual recovery to breathing disruption effect.\n * \n * **Korean**: 호흡곤란 점진적 회복 적용\n * \n * When torso health > 50% and no new hits, breathing gradually improves.\n * This provides tactical gameplay: fighters with damaged torsos must fight defensively.\n * \n * @param effect - Current breathing disruption effect\n * @param deltaTime - Time since last update (milliseconds)\n * @param timestamp - Current game time\n * @returns Updated effect with recovery applied, or undefined if fully recovered\n * \n * @example\n * ```typescript\n * // Each frame with torso health > 50%\n * const updated = BreathingDisruptionSystem.applyGradualRecovery(\n * effect, 16.67, timestamp\n * );\n * // Effect duration decreases faster than normal expiration\n * ```\n */\n static applyGradualRecovery(\n effect: BreathingDisruptionEffect,\n deltaTime: number,\n timestamp: number\n ): BreathingDisruptionEffect | undefined {\n // Recovery rate: 2x faster than normal expiration\n const recoveryMultiplier = 2.0;\n const recoveryTime = deltaTime * recoveryMultiplier;\n \n const newEndTime = effect.endTime - recoveryTime;\n \n // Fully recovered if end time reached\n if (newEndTime <= timestamp) {\n return undefined;\n }\n\n return {\n ...effect,\n endTime: newEndTime,\n duration: newEndTime - effect.startTime,\n };\n }\n\n /**\n * Get breathing disruption level from player state.\n * \n * **Korean**: 플레이어 호흡곤란 수준 가져오기\n * \n * Convenience method to get current disruption level.\n * \n * @param player - Current player state\n * @returns Current breathing disruption level (NONE if no active effect)\n */\n static getCurrentLevel(player: PlayerState): BreathingDisruptionLevel {\n const activeEffect = this.getActiveEffect(player);\n return activeEffect?.level ?? BreathingDisruptionLevel.NONE;\n }\n\n /**\n * Check if breathing disruption is active.\n * \n * @param player - Current player state\n * @returns True if player has active breathing disruption\n */\n static isActive(player: PlayerState): boolean {\n return this.getCurrentLevel(player) !== BreathingDisruptionLevel.NONE;\n }\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAmDA,IAAY,2BAAL,yBAAA,0BAAA;;CAEL,yBAAA,UAAO;;;;;;;CAQP,yBAAA,YAAS;;;;;;;CAQT,yBAAA,aAAU;;;;;;;CAQV,yBAAA,qBAAkB;;KACnB;;;;;;;AA+CD,IAAM,+BAGF;EACD,yBAAyB,SAAS;EACjC,OAAO,yBAAyB;EAChC,UAAU;EACV,wBAAwB;EACxB,YAAY;EACZ,aAAa;EACb,aAAa;GACX,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACF;EACA,yBAAyB,UAAU;EAClC,OAAO,yBAAyB;EAChC,UAAU;EACV,wBAAwB;EACxB,YAAY;EACZ,aAAa;EACb,aAAa;GACX,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACF;EACA,yBAAyB,kBAAkB;EAC1C,OAAO,yBAAyB;EAChC,UAAU;EACV,wBAAwB;EACxB,YAAY;EACZ,aAAa;EACb,aAAa;GACX,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACF;CACF;;;;;;;;;;;AAYD,IAAa,4BAAb,MAAuC;;;;;;;;;;;;;;;;;;;;;CAqBrC,OAAO,aACL,OACA,QACA,WAC2B;EAC3B,MAAM,SAAS,6BAA6B;EAE5C,OAAO;GACL,IAAI,wBAAwB,MAAM,GAAG;GACrC,MAAM,qBAAqB;GAC3B;GACA,WAAW,KAAK,iBAAiB,MAAM;GACvC,UAAU,OAAO;GACjB,wBAAwB,OAAO;GAC/B,aAAa,OAAO;GACpB,WAAW;GACX;GACA,WAAW;GACX,SAAS,YAAY,OAAO;GAC7B;;;;;;;;;;CAWH,OAAe,iBACb,OACiB;EACjB,QAAQ,OAAR;GACE,KAAK,yBAAyB,QAC5B,OAAO,gBAAgB;GACzB,KAAK,yBAAyB,SAC5B,OAAO,gBAAgB;GACzB,KAAK,yBAAyB,iBAC5B,OAAO,gBAAgB;GACzB,SACE,OAAO,gBAAgB;;;;;;;;;;;;;;;;;;;;;;;;;;CA2B7B,OAAO,yBACL,QACA,eAC0B;EAE1B,IAAI,eACF,OAAO,yBAAyB;EAIlC,IAAI,UAAU,IACZ,OAAO,yBAAyB;OAC3B,IAAI,UAAU,IACnB,OAAO,yBAAyB;EAGlC,OAAO,yBAAyB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+BlC,OAAO,YACL,gBACA,UACA,QACA,WAC2B;EAC3B,MAAM,YAAY,6BAA6B;EAG/C,MAAM,iBAAiB,KAAK,eAAe,eAAe,OAAO,SAAS;EAC1E,MAAM,kBAAkB,6BAA6B;EAKrD,MAAM,gBAFgB,KAAK,IAAI,GAAG,eAAe,UAAU,UAErC,GADC,KAAK,MAAM,UAAU,WAAW,GACjB;EAEtC,OAAO;GACL,GAAG;GACH,OAAO;GACP,WAAW,KAAK,iBAAiB,eAAe;GAChD,UAAU;GACV,wBAAwB,gBAAgB;GACxC,aAAa,gBAAgB;GAC7B,QAAQ,GAAG,eAAe,OAAO,IAAI;GACrC,SAAS,YAAY;GACtB;;;;;;;;;CAUH,OAAe,eACb,QACA,QACkE;EAClE,MAAM,WAAW;IACd,yBAAyB,OAAO;IAChC,yBAAyB,SAAS;IAClC,yBAAyB,UAAU;IACnC,yBAAyB,kBAAkB;GAC7C;EAKD,OAHe,SAAS,UAAU,SAAS,UAAU,SAAS;;;;;;;;;;;;CAgBhE,OAAO,gBACL,QACuC;EACvC,OAAO,OAAO,cAAc,MACzB,WACC,OAAO,SAAS,qBAAqB,kBACrC,WAAW,UACX,4BAA4B,OAC/B;;;;;;;;;;;;;;;;;;;;;;;;;CA0BH,OAAO,sBACL,QACA,eACQ;EACR,MAAM,eAAe,KAAK,gBAAgB,OAAO;EAEjD,IAAI,CAAC,cACH,OAAO;EAGT,OAAO,gBAAgB,aAAa;;;;;;;;;;;;;CActC,OAAO,WAAW,QAA8B;EAE9C,IAAI,CAAC,OAAO,gBAEV,OAAO,OAAO,SAAS,OAAO,YAAY;EAc5C,SAVyB,OAAO,eAAe,cAAc,MACpC,OAAO,eAAe,cAAc,MACE,OAEnC,OAAO,mBAAmB,cAAc,QACxC,OAAO,mBAAmB,cAAc,QACI,KAI5C;;;;;;;;;;;;;;;;;;;;;;;;CAyB9B,OAAO,qBACL,QACA,WACA,WACuC;EAGvC,MAAM,eAAe,YAAY;EAEjC,MAAM,aAAa,OAAO,UAAU;EAGpC,IAAI,cAAc,WAChB;EAGF,OAAO;GACL,GAAG;GACH,SAAS;GACT,UAAU,aAAa,OAAO;GAC/B;;;;;;;;;;;;CAaH,OAAO,gBAAgB,QAA+C;EAEpE,OADqB,KAAK,gBAAgB,OACnC,EAAc,SAAS,yBAAyB;;;;;;;;CASzD,OAAO,SAAS,QAA8B;EAC5C,OAAO,KAAK,gBAAgB,OAAO,KAAK,yBAAyB"}
@@ -144,7 +144,6 @@ interface BalanceEffects {
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  * const recovered = balanceSystem.applyRecovery(newPlayer, 1000);
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  * ```
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  *
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- * @public
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  * @korean 균형시스템
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  */
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  export declare class BalanceSystem {
@@ -204,7 +203,6 @@ export declare class BalanceSystem {
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  * );
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  * ```
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  *
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- * @public
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  * @korean 균형파괴
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  */
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  disruptBalance(player: BalancePlayerState, impact: number, region?: BodyRegion, currentTime?: number): BalancePlayerState;
@@ -229,7 +227,6 @@ export declare class BalanceSystem {
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  * player = system.applyRecovery(player, 16); // ~60fps
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  * ```
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  *
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- * @public
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  * @korean 균형회복
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  */
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  applyRecovery(player: BalancePlayerState, deltaTime: number): BalancePlayerState;
@@ -239,7 +236,6 @@ export declare class BalanceSystem {
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  * @param balance - Balance value (0-100)
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  * @returns Current balance level
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  *
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- * @public
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  * @korean 균형수준확인
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  */
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  getBalanceLevel(balance: number): BalanceLevel;
@@ -249,7 +245,6 @@ export declare class BalanceSystem {
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  * @param level - Balance level
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  * @returns Effects applied at that level
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  *
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  * @korean 균형효과
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  */
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  getEffects(level: BalanceLevel): BalanceEffects;
@@ -261,7 +256,6 @@ export declare class BalanceSystem {
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  * @param player - Current player state
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  * @returns Modified player state with balance effects
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  *
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- * @public
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  * @korean 균형효과적용
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  */
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  applyEffects(player: PlayerState): PlayerState;
@@ -271,7 +265,6 @@ export declare class BalanceSystem {
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  * @param player - Current player state
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  * @returns True if off-balance or falling
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  *
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- * @public
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  * @korean 균형취약확인
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  */
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  isVulnerable(player: PlayerState): boolean;
@@ -281,7 +274,6 @@ export declare class BalanceSystem {
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  * @param player - Current player state
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  * @returns Damage multiplier (1.0 = normal, >1.0 = increased damage)
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  *
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- * @public
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  * @korean 취약성배율
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  */
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  getVulnerabilityMultiplier(player: PlayerState): number;
@@ -292,7 +284,6 @@ export declare class BalanceSystem {
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  * @param randomFn - Optional random number generator (returns number in [0,1)), defaults to Math.random
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  * @returns True if knockdown should occur
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  *
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- * @public
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  * @korean 넘어짐확인
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  */
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  shouldKnockdown(player: PlayerState, randomFn?: () => number): boolean;
@@ -302,7 +293,6 @@ export declare class BalanceSystem {
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  * @param level - Balance level
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  * @returns Korean and English level names
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  *
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- * @public
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  * @korean 균형이름
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  */
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  getLevelName(level: BalanceLevel): {
@@ -315,7 +305,6 @@ export declare class BalanceSystem {
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  * @param level - Balance level
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  * @returns Hex color code
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  *
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- * @public
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  * @korean 균형색상
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  */
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  getLevelColor(level: BalanceLevel): number;
@@ -340,7 +329,6 @@ export declare class BalanceSystem {
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  * }
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  * ```
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  *
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- * @public
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  * @korean 낙법발동확인
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  */
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  shouldTriggerFall(player: PlayerState): boolean;
@@ -381,7 +369,6 @@ export declare class BalanceSystem {
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  * // Returns: 'side_right' (swept to the side)
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  * ```
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  *
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- * @public
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  * @korean 낙법유형결정
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  */
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  determineFallType(_player: PlayerState, attackAngle: number, attackHeight?: "high" | "mid" | "low"): FallType;
@@ -403,7 +390,6 @@ export declare class BalanceSystem {
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  * // Returns: 'forward' (Heaven stance has forward bias)
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  * ```
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  *
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- * @public
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  * @korean 자세낙법결정
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  */
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  determineFallTypeFromStance(stance: TrigramStance): FallType;
@@ -425,7 +411,6 @@ export declare class BalanceSystem {
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  * // Returns: false
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  * ```
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  *
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- * @public
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  * @korean 지면상태확인
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  */
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  isGrounded(animationState: string): boolean;
@@ -447,7 +432,6 @@ export declare class BalanceSystem {
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  * // Returns: null
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  * ```
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  *
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- * @public
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  * @korean 지면자세가져오기
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  */
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  getGroundState(animationState: string): GroundState | null;
@@ -472,7 +456,6 @@ export declare class BalanceSystem {
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  * // Returns: true (no stamina requirement)
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  * ```
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  *
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- * @public
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  * @korean 회복가능확인
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  */
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  canRecoverWithType(player: PlayerState, recoveryType: RecoveryAnimationType): boolean;
@@ -493,7 +476,6 @@ export declare class BalanceSystem {
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  * // recovered.stamina = player.stamina - 20
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  * ```
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  *
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- * @public
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  * @korean 회복비용적용
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  */
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  applyRecoveryCost(player: PlayerState, recoveryType: RecoveryAnimationType): PlayerState;
@@ -518,7 +500,6 @@ export declare class BalanceSystem {
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  * // Returns: 1.0 (full damage)
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  * ```
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  *
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- * @public
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  * @korean 회복피해배율
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  */
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  getRecoveryDamageMultiplier(recoveryType: RecoveryAnimationType, currentFrame: number): number;
@@ -545,7 +526,6 @@ export declare class BalanceSystem {
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  * // transitioning.transitionState.vulnerabilityMultiplier = 1.5
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  * ```
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  *
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- * @public
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  * @korean 자세전환시작
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  */
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  startStanceTransition(player: BalancePlayerState, newStance: TrigramStance, currentTime: number): BalancePlayerState;
@@ -565,7 +545,6 @@ export declare class BalanceSystem {
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  * player = balanceSystem.updateTransition(player, Date.now());
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  * ```
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  *
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- * @public
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  * @korean 전환상태갱신
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  */
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  updateTransition(player: BalancePlayerState, currentTime: number): BalancePlayerState;
@@ -592,7 +571,6 @@ export declare class BalanceSystem {
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  * const effectiveBalance = player.balance * modifier;
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  * ```
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  *
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- * @public
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  * @korean 균형조정계수계산
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  */
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  calculateBalanceModifier(player: BalancePlayerState): number;
@@ -614,7 +592,6 @@ export declare class BalanceSystem {
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  * const effectiveKnockback = baseKnockback * (1.0 / resistance);
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  * ```
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  *
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- * @public
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  * @korean 넉백저항계산
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  */
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  getKnockbackResistance(stance: TrigramStance): number;
@@ -638,7 +615,6 @@ export declare class BalanceSystem {
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  * }
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  * ```
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  *
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- * @public
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  * @korean 급속변경벌칙확인
643
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  */
644
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  isRapidChangePenaltyActive(player: BalancePlayerState, currentTime: number): boolean;
@@ -658,7 +634,6 @@ export declare class BalanceSystem {
658
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  * const finalDamage = baseDamage * multiplier;
659
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  * ```
660
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  *
661
- * @public
662
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  * @korean 총취약성배율
663
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  */
664
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  getTotalVulnerabilityMultiplier(player: BalancePlayerState): number;
@@ -1 +1 @@
1
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1
+ {"version":3,"file":"BalanceSystem.d.ts","sourceRoot":"","sources":["../../../src/systems/combat/BalanceSystem.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAoCG;AAEH,OAAO,EAAE,UAAU,EAAE,MAAM,SAAS,CAAC;AACrC,OAAO,EAAE,aAAa,EAAE,MAAM,gBAAgB,CAAC;AAO/C,OAAO,KAAK,EACV,QAAQ,EACR,WAAW,EACX,qBAAqB,EACtB,MAAM,yBAAyB,CAAC;AACjC,OAAO,EAAE,WAAW,EAAE,MAAM,WAAW,CAAC;AAExC;;;;;;;GAOG;AACH,MAAM,WAAW,eAAe;IAC9B,gDAAgD;IAChD,QAAQ,CAAC,eAAe,EAAE,OAAO,CAAC;IAClC,6CAA6C;IAC7C,QAAQ,CAAC,mBAAmB,EAAE,MAAM,CAAC;IACrC,iDAAiD;IACjD,QAAQ,CAAC,uBAAuB,EAAE,MAAM,CAAC;IACzC,gCAAgC;IAChC,QAAQ,CAAC,UAAU,EAAE,aAAa,GAAG,IAAI,CAAC;IAC1C,8BAA8B;IAC9B,QAAQ,CAAC,QAAQ,EAAE,aAAa,GAAG,IAAI,CAAC;CACzC;AAED;;;;GAIG;AACH,UAAU,kBAAkB;IAC1B,iCAAiC;IACjC,QAAQ,CAAC,SAAS,EAAE,MAAM,CAAC;IAC3B,0BAA0B;IAC1B,QAAQ,CAAC,UAAU,EAAE,aAAa,CAAC;IACnC,wBAAwB;IACxB,QAAQ,CAAC,QAAQ,EAAE,aAAa,CAAC;CAClC;AAED;;;;GAIG;AACH,MAAM,WAAW,kBAAmB,SAAQ,WAAW;IACrD,8BAA8B;IAC9B,QAAQ,CAAC,eAAe,CAAC,EAAE,eAAe,CAAC;IAC3C,6CAA6C;IAC7C,QAAQ,CAAC,mBAAmB,CAAC,EAAE,SAAS,kBAAkB,EAAE,CAAC;IAC7D,yCAAyC;IACzC,QAAQ,CAAC,qBAAqB,CAAC,EAAE,MAAM,CAAC;CACzC;AAED;;;;GAIG;AACH,oBAAY,YAAY;IACtB,8BAA8B;IAC9B,MAAM,WAAW;IACjB,sCAAsC;IACtC,QAAQ,aAAa;IACrB,sCAAsC;IACtC,WAAW,gBAAgB;IAC3B,qCAAqC;IACrC,OAAO,YAAY;CACpB;AAED;;GAEG;AACH,UAAU,cAAc;IACtB,0BAA0B;IAC1B,QAAQ,CAAC,KAAK,EAAE,SAAS,CAAC,MAAM,EAAE,MAAM,CAAC,CAAC;IAC1C,yBAAyB;IACzB,QAAQ,CAAC,iBAAiB,EAAE,MAAM,CAAC;IACnC,sCAAsC;IACtC,QAAQ,CAAC,eAAe,EAAE,MAAM,CAAC;IACjC,gCAAgC;IAChC,QAAQ,CAAC,uBAAuB,EAAE,MAAM,CAAC;IACzC,0CAA0C;IAC1C,QAAQ,CAAC,uBAAuB,EAAE,MAAM,CAAC;IACzC,kCAAkC;IAClC,QAAQ,CAAC,QAAQ,EAAE,OAAO,CAAC;IAC3B,wBAAwB;IACxB,QAAQ,CAAC,aAAa,EAAE,MAAM,CAAC;CAChC;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,qBAAa,aAAa;IACxB;;OAEG;IACH,OAAO,CAAC,QAAQ,CAAC,cAAc,CAqC7B;IAEF;;OAEG;IACH,OAAO,CAAC,QAAQ,CAAC,iBAAiB,CAOhC;IAED;;MAEE;IACH,OAAO,CAAC,QAAQ,CAAC,gBAAgB,CAAO;IAExC;;OAEG;IACH,OAAO,CAAC,QAAQ,CAAC,UAAU,CAAO;IAElC;;OAEG;IACH,OAAO,CAAC,QAAQ,CAAC,kBAAkB,CAAO;IAC1C,OAAO,CAAC,QAAQ,CAAC,iCAAiC,CAAO;IAEzD;;OAEG;IACH,OAAO,CAAC,QAAQ,CAAC,iBAAiB,CAAQ;IAC1C,OAAO,CAAC,QAAQ,CAAC,oBAAoB,CAAK;IAC1C,OAAO,CAAC,QAAQ,CAAC,kBAAkB,CAAO;IAC1C,OAAO,CAAC,QAAQ,CAAC,0BAA0B,CAAQ;IACnD,OAAO,CAAC,QAAQ,CAAC,wBAAwB,CAAK;IAE9C;;;;;;;;;;;;;;;;;;;;;;;;;;;;OA4BG;IACH,cAAc,CACZ,MAAM,EAAE,kBAAkB,EAC1B,MAAM,EAAE,MAAM,EACd,MAAM,CAAC,EAAE,UAAU,EACnB,WAAW,CAAC,EAAE,MAAM,GACnB,kBAAkB;IA2BrB;;;;;;;;;;;;;;;;;;;;;;OAsBG;IACH,aAAa,CAAC,MAAM,EAAE,kBAAkB,EAAE,SAAS,EAAE,MAAM,GAAG,kBAAkB;IAkChF;;;;;;;OAOG;IACH,eAAe,CAAC,OAAO,EAAE,MAAM,GAAG,YAAY;IAO9C;;;;;;;OAOG;IACH,UAAU,CAAC,KAAK,EAAE,YAAY,GAAG,cAAc;IAI/C;;;;;;;;;OASG;IACH,YAAY,CAAC,MAAM,EAAE,WAAW,GAAG,WAAW;IAW9C;;;;;;;OAOG;IACH,YAAY,CAAC,MAAM,EAAE,WAAW,GAAG,OAAO;IAK1C;;;;;;;OAOG;IACH,0BAA0B,CAAC,MAAM,EAAE,WAAW,GAAG,MAAM;IAMvD;;;;;;;;OAQG;IACH,eAAe,CACb,MAAM,EAAE,WAAW,EACnB,QAAQ,GAAE,MAAM,MAAoB,GACnC,OAAO;IAMV;;;;;;;OAOG;IACH,YAAY,CAAC,KAAK,EAAE,YAAY,GAAG;QAAE,MAAM,EAAE,MAAM,CAAC;QAAC,OAAO,EAAE,MAAM,CAAA;KAAE;IAuBtE;;;;;;;OAOG;IACH,aAAa,CAAC,KAAK,EAAE,YAAY,GAAG,MAAM;IAW1C;;;;;;;;;;;;;;;;;;;;;;OAsBG;IACH,iBAAiB,CAAC,MAAM,EAAE,WAAW,GAAG,OAAO;IAI/C;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;OAsCG;IACH,iBAAiB,CACf,OAAO,EAAE,WAAW,EACpB,WAAW,EAAE,MAAM,EACnB,YAAY,GAAE,MAAM,GAAG,KAAK,GAAG,KAAa,GAC3C,QAAQ;IAQX;;;;;;;;;;;;;;;;;;;OAmBG;IACH,2BAA2B,CAAC,MAAM,EAAE,aAAa,GAAG,QAAQ;IAI5D;;;;;;;;;;;;;;;;;;;OAmBG;IACH,UAAU,CAAC,cAAc,EAAE,MAAM,GAAG,OAAO;IAI3C;;;;;;;;;;;;;;;;;;;OAmBG;IACH,cAAc,CAAC,cAAc,EAAE,MAAM,GAAG,WAAW,GAAG,IAAI;IAsB1D;;;;;;;;;;;;;;;;;;;;;;OAsBG;IACH,kBAAkB,CAChB,MAAM,EAAE,WAAW,EACnB,YAAY,EAAE,qBAAqB,GAClC,OAAO;IAOV;;;;;;;;;;;;;;;;;;OAkBG;IACH,iBAAiB,CACf,MAAM,EAAE,WAAW,EACnB,YAAY,EAAE,qBAAqB,GAClC,WAAW;IAad;;;;;;;;;;;;;;;;;;;;;;OAsBG;IACH,2BAA2B,CACzB,YAAY,EAAE,qBAAqB,EACnC,YAAY,EAAE,MAAM,GACnB,MAAM;IAaT;;;;;;;;;;;;;;;;;;;;;;;;OAwBG;IACH,qBAAqB,CACnB,MAAM,EAAE,kBAAkB,EAC1B,SAAS,EAAE,aAAa,EACxB,WAAW,EAAE,MAAM,GAClB,kBAAkB;IA+CrB;;;;;;;;;;;;;;;;;OAiBG;IACH,gBAAgB,CACd,MAAM,EAAE,kBAAkB,EAC1B,WAAW,EAAE,MAAM,GAClB,kBAAkB;IAsBrB;;;;;;;;;;;;;;;;;;;;;;;;OAwBG;IACH,wBAAwB,CAAC,MAAM,EAAE,kBAAkB,GAAG,MAAM;IAuC5D;;;;;;;;;;;;;;;;;;;OAmBG;IACH,sBAAsB,CAAC,MAAM,EAAE,aAAa,GAAG,MAAM;IAiBrD;;;;;;;;;;;;;;;;;;;;;OAqBG;IACH,0BAA0B,CACxB,MAAM,EAAE,kBAAkB,EAC1B,WAAW,EAAE,MAAM,GAClB,OAAO;IAOV;;;;;;;;;;;;;;;;;OAiBG;IACH,+BAA+B,CAAC,MAAM,EAAE,kBAAkB,GAAG,MAAM;CAapE;AAED,eAAe,aAAa,CAAC"}
@@ -80,7 +80,6 @@ var BalanceLevel = /* @__PURE__ */ function(BalanceLevel) {
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  * const recovered = balanceSystem.applyRecovery(newPlayer, 1000);
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  * ```
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  *
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- * @public
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  * @korean 균형시스템
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  */
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  var BalanceSystem = class {
@@ -184,7 +183,6 @@ var BalanceSystem = class {
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  * );
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  * ```
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  *
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- * @public
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  * @korean 균형파괴
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  */
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  disruptBalance(player, impact, region, currentTime) {
@@ -219,7 +217,6 @@ var BalanceSystem = class {
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  * player = system.applyRecovery(player, 16); // ~60fps
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  * ```
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  *
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- * @public
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  * @korean 균형회복
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  */
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  applyRecovery(player, deltaTime) {
@@ -245,7 +242,6 @@ var BalanceSystem = class {
245
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  * @param balance - Balance value (0-100)
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  * @returns Current balance level
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  *
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- * @public
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  * @korean 균형수준확인
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  */
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  getBalanceLevel(balance) {
@@ -260,7 +256,6 @@ var BalanceSystem = class {
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  * @param level - Balance level
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  * @returns Effects applied at that level
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  *
263
- * @public
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  * @korean 균형효과
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  */
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  getEffects(level) {
@@ -274,7 +269,6 @@ var BalanceSystem = class {
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  * @param player - Current player state
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  * @returns Modified player state with balance effects
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  *
277
- * @public
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  * @korean 균형효과적용
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  */
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  applyEffects(player) {
@@ -292,7 +286,6 @@ var BalanceSystem = class {
292
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  * @param player - Current player state
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  * @returns True if off-balance or falling
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  *
295
- * @public
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  * @korean 균형취약확인
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  */
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  isVulnerable(player) {
@@ -305,7 +298,6 @@ var BalanceSystem = class {
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  * @param player - Current player state
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  * @returns Damage multiplier (1.0 = normal, >1.0 = increased damage)
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  *
308
- * @public
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  * @korean 취약성배율
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  */
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  getVulnerabilityMultiplier(player) {
@@ -319,7 +311,6 @@ var BalanceSystem = class {
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  * @param randomFn - Optional random number generator (returns number in [0,1)), defaults to Math.random
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  * @returns True if knockdown should occur
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  *
322
- * @public
323
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  * @korean 넘어짐확인
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  */
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  shouldKnockdown(player, randomFn = Math.random) {
@@ -333,7 +324,6 @@ var BalanceSystem = class {
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  * @param level - Balance level
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  * @returns Korean and English level names
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  *
336
- * @public
337
327
  * @korean 균형이름
338
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  */
339
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  getLevelName(level) {
@@ -362,7 +352,6 @@ var BalanceSystem = class {
362
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  * @param level - Balance level
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  * @returns Hex color code
364
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  *
365
- * @public
366
355
  * @korean 균형색상
367
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  */
368
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  getLevelColor(level) {
@@ -394,7 +383,6 @@ var BalanceSystem = class {
394
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  * }
395
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  * ```
396
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  *
397
- * @public
398
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  * @korean 낙법발동확인
399
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  */
400
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  shouldTriggerFall(player) {
@@ -437,7 +425,6 @@ var BalanceSystem = class {
437
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  * // Returns: 'side_right' (swept to the side)
438
426
  * ```
439
427
  *
440
- * @public
441
428
  * @korean 낙법유형결정
442
429
  */
443
430
  determineFallType(_player, attackAngle, attackHeight = "mid") {
@@ -461,7 +448,6 @@ var BalanceSystem = class {
461
448
  * // Returns: 'forward' (Heaven stance has forward bias)
462
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  * ```
463
450
  *
464
- * @public
465
451
  * @korean 자세낙법결정
466
452
  */
467
453
  determineFallTypeFromStance(stance) {
@@ -485,7 +471,6 @@ var BalanceSystem = class {
485
471
  * // Returns: false
486
472
  * ```
487
473
  *
488
- * @public
489
474
  * @korean 지면상태확인
490
475
  */
491
476
  isGrounded(animationState) {
@@ -509,7 +494,6 @@ var BalanceSystem = class {
509
494
  * // Returns: null
510
495
  * ```
511
496
  *
512
- * @public
513
497
  * @korean 지면자세가져오기
514
498
  */
515
499
  getGroundState(animationState) {
@@ -539,7 +523,6 @@ var BalanceSystem = class {
539
523
  * // Returns: true (no stamina requirement)
540
524
  * ```
541
525
  *
542
- * @public
543
526
  * @korean 회복가능확인
544
527
  */
545
528
  canRecoverWithType(player, recoveryType) {
@@ -563,7 +546,6 @@ var BalanceSystem = class {
563
546
  * // recovered.stamina = player.stamina - 20
564
547
  * ```
565
548
  *
566
- * @public
567
549
  * @korean 회복비용적용
568
550
  */
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  applyRecoveryCost(player, recoveryType) {
@@ -595,7 +577,6 @@ var BalanceSystem = class {
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  * // Returns: 1.0 (full damage)
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  * ```
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  *
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- * @public
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  * @korean 회복피해배율
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  */
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  getRecoveryDamageMultiplier(recoveryType, currentFrame) {
@@ -626,7 +607,6 @@ var BalanceSystem = class {
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  * // transitioning.transitionState.vulnerabilityMultiplier = 1.5
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  * ```
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  *
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- * @public
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  * @korean 자세전환시작
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  */
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  startStanceTransition(player, newStance, currentTime) {
@@ -672,7 +652,6 @@ var BalanceSystem = class {
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  * player = balanceSystem.updateTransition(player, Date.now());
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  * ```
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  *
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- * @public
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  * @korean 전환상태갱신
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  */
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  updateTransition(player, currentTime) {
@@ -710,7 +689,6 @@ var BalanceSystem = class {
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  * const effectiveBalance = player.balance * modifier;
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  * ```
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  *
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- * @public
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  * @korean 균형조정계수계산
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  */
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  calculateBalanceModifier(player) {
@@ -742,7 +720,6 @@ var BalanceSystem = class {
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  * const effectiveKnockback = baseKnockback * (1.0 / resistance);
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  * ```
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  *
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- * @public
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  * @korean 넉백저항계산
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  */
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  getKnockbackResistance(stance) {
@@ -770,7 +747,6 @@ var BalanceSystem = class {
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  * }
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  * ```
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  *
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- * @public
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  * @korean 급속변경벌칙확인
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  */
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  isRapidChangePenaltyActive(player, currentTime) {
@@ -793,7 +769,6 @@ var BalanceSystem = class {
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  * const finalDamage = baseDamage * multiplier;
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  * ```
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  *
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- * @public
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  * @korean 총취약성배율
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  */
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  getTotalVulnerabilityMultiplier(player) {