blacktrigram 0.7.47 → 0.7.49

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 (471) hide show
  1. package/lib/App2.js.map +1 -1
  2. package/lib/audio/AudioAssetLoader.js.map +1 -1
  3. package/lib/audio/AudioAssetRegistry.js.map +1 -1
  4. package/lib/audio/AudioCache.js.map +1 -1
  5. package/lib/audio/AudioManager.js.map +1 -1
  6. package/lib/audio/AudioMonitor.js.map +1 -1
  7. package/lib/audio/AudioPool.js.map +1 -1
  8. package/lib/audio/AudioProvider.js.map +1 -1
  9. package/lib/audio/AudioUtils.js.map +1 -1
  10. package/lib/audio/BoneImpactAudioMap.js.map +1 -1
  11. package/lib/audio/VariantSelector.js.map +1 -1
  12. package/lib/audio/types.js.map +1 -1
  13. package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -1
  14. package/lib/components/screens/combat/CombatScreen3D.js +29 -25
  15. package/lib/components/screens/combat/CombatScreen3D.js.map +1 -1
  16. package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -1
  17. package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -1
  18. package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -1
  19. package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -1
  20. package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -1
  21. package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -1
  22. package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -1
  23. package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -1
  24. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -1
  25. package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -1
  26. package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -1
  27. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -1
  28. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -1
  29. package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -1
  30. package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -1
  31. package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -1
  32. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -1
  33. package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -1
  34. package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -1
  35. package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -1
  36. package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -1
  37. package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -1
  38. package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +2 -2
  39. package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -1
  40. package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -1
  41. package/lib/components/screens/combat/components/hud/CombatPortraitStatusStrip.js +1 -1
  42. package/lib/components/screens/combat/components/hud/CombatPortraitStatusStrip.js.map +1 -1
  43. package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -1
  44. package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -1
  45. package/lib/components/screens/combat/components/hud/CombatTopHUD.js +2 -1
  46. package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -1
  47. package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -1
  48. package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -1
  49. package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -1
  50. package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -1
  51. package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -1
  52. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -1
  53. package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -1
  54. package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -1
  55. package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -1
  56. package/lib/components/screens/combat/helpers/AnimationUpdater.js +4 -2
  57. package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -1
  58. package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -1
  59. package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -1
  60. package/lib/components/screens/combat/hooks/useCombatActions.js.map +1 -1
  61. package/lib/components/screens/combat/hooks/useCombatAttackMovement.js.map +1 -1
  62. package/lib/components/screens/combat/hooks/useCombatAudio.js.map +1 -1
  63. package/lib/components/screens/combat/hooks/useCombatLayout.d.ts.map +1 -1
  64. package/lib/components/screens/combat/hooks/useCombatLayout.js +11 -5
  65. package/lib/components/screens/combat/hooks/useCombatLayout.js.map +1 -1
  66. package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -1
  67. package/lib/components/screens/controls/ControlsScreen3D.js +1 -1
  68. package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -1
  69. package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.js.map +1 -1
  70. package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js.map +1 -1
  71. package/lib/components/screens/controls/components/GamepadVisualization3D.js.map +1 -1
  72. package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.js.map +1 -1
  73. package/lib/components/screens/controls/components/Key3D.js.map +1 -1
  74. package/lib/components/screens/controls/components/VisualKeyboard3D.js.map +1 -1
  75. package/lib/components/screens/controls/constants/ControlsConstants.js.map +1 -1
  76. package/lib/components/screens/controls/hooks/useControlsState.js.map +1 -1
  77. package/lib/components/screens/endscreen/EndScreen3D.js.map +1 -1
  78. package/lib/components/screens/endscreen/components/DefeatAnimation3D.js.map +1 -1
  79. package/lib/components/screens/endscreen/components/MatchStatisticsDisplayOverlayHtml.js.map +1 -1
  80. package/lib/components/screens/endscreen/components/NavigationButtonsOverlayHtml.js.map +1 -1
  81. package/lib/components/screens/endscreen/components/PerformanceBreakdownOverlayHtml.js.map +1 -1
  82. package/lib/components/screens/endscreen/components/PerformanceRatingOverlayHtml.js.map +1 -1
  83. package/lib/components/screens/endscreen/components/VictoryAnimation3D.js.map +1 -1
  84. package/lib/components/screens/endscreen/components/WinnerDisplayOverlayHtml.js.map +1 -1
  85. package/lib/components/screens/intro/IntroScreen3D.js +1 -1
  86. package/lib/components/screens/intro/IntroScreen3D.js.map +1 -1
  87. package/lib/components/screens/intro/components/AbilityListOverlayHtml.js.map +1 -1
  88. package/lib/components/screens/intro/components/ArchetypeCardGridOverlayHtml.js.map +1 -1
  89. package/lib/components/screens/intro/components/ArchetypeCardOverlayHtml.js.map +1 -1
  90. package/lib/components/screens/intro/components/ArchetypeDisplayOverlayHtml.js.map +1 -1
  91. package/lib/components/screens/intro/components/EnhancedArchetypeDisplayOverlayHtml.js.map +1 -1
  92. package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.js.map +1 -1
  93. package/lib/components/screens/intro/components/MenuSectionOverlayHtml.js.map +1 -1
  94. package/lib/components/screens/intro/components/StatBarOverlayHtml.js.map +1 -1
  95. package/lib/components/screens/philosophy/PhilosophyScreen3D.js +1 -1
  96. package/lib/components/screens/philosophy/PhilosophyScreen3D.js.map +1 -1
  97. package/lib/components/screens/training/TrainingScreen3D.d.ts.map +1 -1
  98. package/lib/components/screens/training/TrainingScreen3D.js +3 -11
  99. package/lib/components/screens/training/TrainingScreen3D.js.map +1 -1
  100. package/lib/components/screens/training/components/AnatomyControlsOverlayHtml.js.map +1 -1
  101. package/lib/components/screens/training/components/AnatomyOverlay3D.js.map +1 -1
  102. package/lib/components/screens/training/components/FootPlacementMarkers3D.js.map +1 -1
  103. package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.js.map +1 -1
  104. package/lib/components/screens/training/components/HitFeedbackEffect3D.js.map +1 -1
  105. package/lib/components/screens/training/components/TrainingButtonsOverlayHtml.js.map +1 -1
  106. package/lib/components/screens/training/components/TrainingControlsOverlayHtml.js.map +1 -1
  107. package/lib/components/screens/training/components/TrainingDummy3D.js.map +1 -1
  108. package/lib/components/screens/training/components/TrainingFeedbackOverlayHtml.js.map +1 -1
  109. package/lib/components/screens/training/components/TrainingModeSelectorOverlayHtml.js.map +1 -1
  110. package/lib/components/screens/training/components/TrainingStatsOverlayHtml.js.map +1 -1
  111. package/lib/components/screens/training/components/VitalPointMarker3D.js.map +1 -1
  112. package/lib/components/screens/training/components/VitalPointTrainingOverlayHtml.js.map +1 -1
  113. package/lib/components/screens/training/components/hud/TrainingBottomHUD.d.ts.map +1 -1
  114. package/lib/components/screens/training/components/hud/TrainingBottomHUD.js +2 -2
  115. package/lib/components/screens/training/components/hud/TrainingBottomHUD.js.map +1 -1
  116. package/lib/components/screens/training/components/hud/TrainingLeftHUD.js.map +1 -1
  117. package/lib/components/screens/training/components/hud/TrainingRightHUD.js.map +1 -1
  118. package/lib/components/screens/training/components/hud/TrainingTopHUD.js.map +1 -1
  119. package/lib/components/screens/training/hooks/useAttackMovement.js.map +1 -1
  120. package/lib/components/screens/training/hooks/useTrainingActions.d.ts +1 -0
  121. package/lib/components/screens/training/hooks/useTrainingActions.d.ts.map +1 -1
  122. package/lib/components/screens/training/hooks/useTrainingActions.js +6 -4
  123. package/lib/components/screens/training/hooks/useTrainingActions.js.map +1 -1
  124. package/lib/components/screens/training/hooks/useTrainingLayout.d.ts.map +1 -1
  125. package/lib/components/screens/training/hooks/useTrainingLayout.js +11 -5
  126. package/lib/components/screens/training/hooks/useTrainingLayout.js.map +1 -1
  127. package/lib/components/screens/training/hooks/useTrainingState.js.map +1 -1
  128. package/lib/components/shared/base/BaseButton.js.map +1 -1
  129. package/lib/components/shared/base/BaseButtonOverlayHtml.js.map +1 -1
  130. package/lib/components/shared/base/BasePanel.js.map +1 -1
  131. package/lib/components/shared/base/BaseText.js.map +1 -1
  132. package/lib/components/shared/base/useKoreanTheme.js.map +1 -1
  133. package/lib/components/shared/debug/PerformanceDebugOverlayHtml.js.map +1 -1
  134. package/lib/components/shared/mobile/ActionButtons.js.map +1 -1
  135. package/lib/components/shared/mobile/GestureRecognizerPure.js.map +1 -1
  136. package/lib/components/shared/mobile/HapticController.js.map +1 -1
  137. package/lib/components/shared/mobile/MobileControlsPure.js.map +1 -1
  138. package/lib/components/shared/mobile/StanceWheelPure.js.map +1 -1
  139. package/lib/components/shared/mobile/TouchOptimizer.js.map +1 -1
  140. package/lib/components/shared/mobile/VirtualDPad.js.map +1 -1
  141. package/lib/components/shared/three/anatomy/BodySurface.js.map +1 -1
  142. package/lib/components/shared/three/anatomy/BoneAttachedMuscles.js.map +1 -1
  143. package/lib/components/shared/three/anatomy/BoneClothing.js.map +1 -1
  144. package/lib/components/shared/three/anatomy/BoneRenderer.js.map +1 -1
  145. package/lib/components/shared/three/anatomy/Face3D.js.map +1 -1
  146. package/lib/components/shared/three/anatomy/Foot3D.js.map +1 -1
  147. package/lib/components/shared/three/anatomy/Hand3D.js.map +1 -1
  148. package/lib/components/shared/three/effects/ActionFeedback.js.map +1 -1
  149. package/lib/components/shared/three/effects/DamageNumbers.js.map +1 -1
  150. package/lib/components/shared/three/effects/HitEffects3D.js.map +1 -1
  151. package/lib/components/shared/three/effects/PlayerStateIndicators.js.map +1 -1
  152. package/lib/components/shared/three/effects/StanceSymbol3D.js.map +1 -1
  153. package/lib/components/shared/three/effects/StanceTransitionEffect.js.map +1 -1
  154. package/lib/components/shared/three/effects/VitalPointMarkers3D.js.map +1 -1
  155. package/lib/components/shared/three/indicators/ElementalColorSystem.js.map +1 -1
  156. package/lib/components/shared/three/indicators/GuardIndicator.js.map +1 -1
  157. package/lib/components/shared/three/indicators/HapticFeedback.js.map +1 -1
  158. package/lib/components/shared/three/indicators/StanceChangeIndicator.js.map +1 -1
  159. package/lib/components/shared/three/models/Player3DWithTransitions.js.map +1 -1
  160. package/lib/components/shared/three/models/SkeletalPlayer3D.d.ts.map +1 -1
  161. package/lib/components/shared/three/models/SkeletalPlayer3D.js +7 -5
  162. package/lib/components/shared/three/models/SkeletalPlayer3D.js.map +1 -1
  163. package/lib/components/shared/three/optimization/AdaptiveQuality.js.map +1 -1
  164. package/lib/components/shared/three/scene/AtmosphericParticles3D.js.map +1 -1
  165. package/lib/components/shared/three/scene/BackgroundScene3D.js.map +1 -1
  166. package/lib/components/shared/three/scene/CombatArena3D.js.map +1 -1
  167. package/lib/components/shared/three/scene/KoreanSignage3D.js.map +1 -1
  168. package/lib/components/shared/three/ui/ArchetypeCard.js.map +1 -1
  169. package/lib/components/shared/three/ui/BodyPartHealthDisplay.js.map +1 -1
  170. package/lib/components/shared/three/ui/BreathingIndicator2.js.map +1 -1
  171. package/lib/components/shared/three/ui/CombatReadinessBar.js.map +1 -1
  172. package/lib/components/shared/three/ui/ComboCounter.js.map +1 -1
  173. package/lib/components/shared/three/ui/HealthBar.js.map +1 -1
  174. package/lib/components/shared/three/ui/KoreanButton.js.map +1 -1
  175. package/lib/components/shared/three/ui/KoreanPanel.js.map +1 -1
  176. package/lib/components/shared/three/ui/KoreanText.js.map +1 -1
  177. package/lib/components/shared/three/ui/MenuList.js.map +1 -1
  178. package/lib/components/shared/three/ui/PlayerHUD.js.map +1 -1
  179. package/lib/components/shared/three/ui/ProgressBar.js.map +1 -1
  180. package/lib/components/shared/three/ui/SpeedIndicatorHUD.js.map +1 -1
  181. package/lib/components/shared/three/ui/StaminaBar.js.map +1 -1
  182. package/lib/components/shared/three/ui/TechniqueBar.js.map +1 -1
  183. package/lib/components/shared/three/ui/TechniqueCard.js.map +1 -1
  184. package/lib/components/shared/three/ui/VitalPointOverlayControlsHtml.js.map +1 -1
  185. package/lib/components/shared/ui/BackButton.js.map +1 -1
  186. package/lib/components/shared/ui/BaseHUDContainer.js.map +1 -1
  187. package/lib/components/shared/ui/CombatTimer.js.map +1 -1
  188. package/lib/components/shared/ui/ErrorModal.js.map +1 -1
  189. package/lib/components/shared/ui/LoadingState.js.map +1 -1
  190. package/lib/components/shared/ui/SplashScreen.js +2 -2
  191. package/lib/components/shared/ui/SplashScreen.js.map +1 -1
  192. package/lib/components/shared/ui/VitalPointOverlayControlsPure.js.map +1 -1
  193. package/lib/components/shared/ui/VolumeControl.js.map +1 -1
  194. package/lib/components/shared/ui/shared/ConfirmDialog.js.map +1 -1
  195. package/lib/components/ui/combat/BalanceIndicatorOverlayHtml.js.map +1 -1
  196. package/lib/constants/bodyDimensions.js.map +1 -1
  197. package/lib/constants/bodyRenderingConstants.js.map +1 -1
  198. package/lib/data/archetypeClothing.js.map +1 -1
  199. package/lib/data/archetypePhysicalAttributes.js.map +1 -1
  200. package/lib/data/techniqueMappings.js.map +1 -1
  201. package/lib/data/techniques.js.map +1 -1
  202. package/lib/hooks/useActionFeedback.js.map +1 -1
  203. package/lib/hooks/useBalanceAnimations.js.map +1 -1
  204. package/lib/hooks/useCombatTimer.js.map +1 -1
  205. package/lib/hooks/useDebounce.js.map +1 -1
  206. package/lib/hooks/useHUDLayout.d.ts.map +1 -1
  207. package/lib/hooks/useHUDLayout.js +3 -2
  208. package/lib/hooks/useHUDLayout.js.map +1 -1
  209. package/lib/hooks/useHandPoseTransitions.js.map +1 -1
  210. package/lib/hooks/useKeyboardControls.js.map +1 -1
  211. package/lib/hooks/useMatchCountdown.js.map +1 -1
  212. package/lib/hooks/useMuscleActivation.js.map +1 -1
  213. package/lib/hooks/usePauseMenu.js.map +1 -1
  214. package/lib/hooks/usePlayerAnimation.js.map +1 -1
  215. package/lib/hooks/useResponsiveLayout.js.map +1 -1
  216. package/lib/hooks/useRoundTransition.js.map +1 -1
  217. package/lib/hooks/useSkeletalAnimation.d.ts.map +1 -1
  218. package/lib/hooks/useSkeletalAnimation.js +1 -1
  219. package/lib/hooks/useSkeletalAnimation.js.map +1 -1
  220. package/lib/hooks/useTechniqueSelection.js.map +1 -1
  221. package/lib/hooks/useThrottle.js.map +1 -1
  222. package/lib/hooks/useTouchControls.js.map +1 -1
  223. package/lib/hooks/useWebGLContextLossHandler.js.map +1 -1
  224. package/lib/hooks/useWindowSize.js.map +1 -1
  225. package/lib/systems/CombatSystem.js.map +1 -1
  226. package/lib/systems/EffectCalculator.js.map +1 -1
  227. package/lib/systems/LayoutSystem.js.map +1 -1
  228. package/lib/systems/PlayerEffectManager.js.map +1 -1
  229. package/lib/systems/ResponsiveScaling.js.map +1 -1
  230. package/lib/systems/TrigramSystem.js.map +1 -1
  231. package/lib/systems/VitalPointSystem.js.map +1 -1
  232. package/lib/systems/ai/AIPersonality.js.map +1 -1
  233. package/lib/systems/ai/AdaptiveDifficulty.js +16 -16
  234. package/lib/systems/ai/AdaptiveDifficulty.js.map +1 -1
  235. package/lib/systems/ai/ArchetypeEnforcer.js.map +1 -1
  236. package/lib/systems/ai/ComboSystem.js.map +1 -1
  237. package/lib/systems/ai/DecisionTree.js.map +1 -1
  238. package/lib/systems/ai/TrainingAI.js.map +1 -1
  239. package/lib/systems/ai/types.js.map +1 -1
  240. package/lib/systems/animation/builders/AnimationBuilder.js.map +1 -1
  241. package/lib/systems/animation/builders/HandPoseApplicator.js.map +1 -1
  242. package/lib/systems/animation/builders/HandPoses.js.map +1 -1
  243. package/lib/systems/animation/builders/KeyframeConfig.js.map +1 -1
  244. package/lib/systems/animation/builders/KeyframeInterpolation.js.map +1 -1
  245. package/lib/systems/animation/builders/KickPhaseApplicator.d.ts +6 -0
  246. package/lib/systems/animation/builders/KickPhaseApplicator.d.ts.map +1 -1
  247. package/lib/systems/animation/builders/KickPhaseApplicator.js +16 -9
  248. package/lib/systems/animation/builders/KickPhaseApplicator.js.map +1 -1
  249. package/lib/systems/animation/builders/KoreanGuardPositions.d.ts +4 -4
  250. package/lib/systems/animation/builders/KoreanGuardPositions.js.map +1 -1
  251. package/lib/systems/animation/builders/MartialArtsAnimationBuilder.d.ts +1 -1
  252. package/lib/systems/animation/builders/MartialArtsAnimationBuilder.d.ts.map +1 -1
  253. package/lib/systems/animation/builders/MartialArtsAnimationBuilder.js +5 -5
  254. package/lib/systems/animation/builders/MartialArtsAnimationBuilder.js.map +1 -1
  255. package/lib/systems/animation/builders/MartialArtsConstants.d.ts +112 -71
  256. package/lib/systems/animation/builders/MartialArtsConstants.d.ts.map +1 -1
  257. package/lib/systems/animation/builders/MartialArtsConstants.js +113 -72
  258. package/lib/systems/animation/builders/MartialArtsConstants.js.map +1 -1
  259. package/lib/systems/animation/builders/MartialPoseApplicator.js.map +1 -1
  260. package/lib/systems/animation/builders/PunchPhaseApplicator.js.map +1 -1
  261. package/lib/systems/animation/builders/SkeletonRig.js.map +1 -1
  262. package/lib/systems/animation/builders/TrigramGuardApplicator.js.map +1 -1
  263. package/lib/systems/animation/catalogs/AttackAnimations.js.map +1 -1
  264. package/lib/systems/animation/catalogs/BasicAnimations.js.map +1 -1
  265. package/lib/systems/animation/catalogs/ComboAnimations.js.map +1 -1
  266. package/lib/systems/animation/catalogs/DarkOpsAnimations.js.map +1 -1
  267. package/lib/systems/animation/catalogs/DefensiveAnimations.js.map +1 -1
  268. package/lib/systems/animation/catalogs/ElbowKneeAnimations.js.map +1 -1
  269. package/lib/systems/animation/catalogs/EnhancedAttackAnimations.js.map +1 -1
  270. package/lib/systems/animation/catalogs/EnhancedElbowKneeAnimations.js.map +1 -1
  271. package/lib/systems/animation/catalogs/FootworkSkeletalAnimations.js.map +1 -1
  272. package/lib/systems/animation/catalogs/GamRedirectionAnimations.js.map +1 -1
  273. package/lib/systems/animation/catalogs/GamStanceAnimations.js +21 -0
  274. package/lib/systems/animation/catalogs/GamStanceAnimations.js.map +1 -0
  275. package/lib/systems/animation/catalogs/GamTechniqueAnimations.js +34 -2
  276. package/lib/systems/animation/catalogs/GamTechniqueAnimations.js.map +1 -1
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- {"version":3,"file":"MovementPenaltySystem.js","names":[],"sources":["../../../src/systems/bodypart/MovementPenaltySystem.ts"],"sourcesContent":["/**\n * Movement Penalty System\n * \n * **Korean**: 이동 패널티 시스템\n * \n * Implements injury-based movement penalties where leg and body damage reduces\n * movement speed, stance changes, and mobility capabilities. This system applies\n * realistic combat trauma effects based on Korean martial arts principles.\n * \n * ## System Features\n * \n * - Progressive speed reduction based on leg health\n * - Asymmetric damage (left/right leg affects directional movement)\n * - Instant penalties from knee/ankle strikes (5 seconds)\n * - Stance change duration penalties\n * - Advanced stance restrictions when critically injured\n * - Balance integration for VULNERABLE/HELPLESS states\n * \n * ## Movement Speed Penalties\n * \n * | Leg Health | State | Speed | Can Run |\n * |------------|-------|-------|---------|\n * | 100-70% | Normal | 100% | Yes |\n * | 69-50% | Limping | 80% | Yes |\n * | 49-30% | Severe Limp | 60% | Yes |\n * | <30% | Hobbled | 40% | No |\n * \n * ## Stance Change Penalties\n * \n * - Legs <50% health: Stance change takes 2x longer\n * - Legs <30% health: Cannot change to advanced stances (only basic)\n * \n * @module systems/bodypart/MovementPenaltySystem\n * @category Body Part System\n * @korean 이동패널티시스템\n */\n\nimport {\n BodyPart,\n BodyPartHealth,\n BodyPartMaxHealth,\n LegInjuryState,\n MovementPenalty,\n InstantMovementPenalty,\n MOVEMENT_PENALTY_CONSTANTS,\n} from \"./types\";\n\n/**\n * Movement Penalty System class.\n * \n * **Korean**: 이동 패널티 시스템 클래스\n * \n * Calculates movement penalties from leg injuries, manages instant penalties\n * from knee/ankle strikes, and integrates with balance system.\n * \n * @example\n * ```typescript\n * const system = new MovementPenaltySystem();\n * \n * // Calculate current movement penalty\n * const penalty = system.calculateMovementPenalty(\n * bodyPartHealth,\n * maxHealth,\n * activeInstantPenalty\n * );\n * \n * // Apply to movement speed\n * const actualSpeed = baseSpeed * penalty.speedMultiplier;\n * ```\n * \n * @category Body Part System\n */\nexport class MovementPenaltySystem {\n /**\n * Calculate movement penalty from body part health.\n * \n * **Korean**: 이동 패널티 계산\n * \n * Analyzes leg health and returns comprehensive movement penalty including\n * speed multiplier, stance change penalties, and balance effects.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @param instantPenalty - Optional active instant penalty\n * @param currentTime - Current timestamp for instant penalty expiry check\n * @returns Movement penalty with all modifiers\n * \n */\n calculateMovementPenalty(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth,\n instantPenalty?: InstantMovementPenalty,\n currentTime: number = Date.now()\n ): MovementPenalty {\n // Calculate average leg health percentage\n const leftLegPercent = health.legLeft / maxHealth.legLeft;\n const rightLegPercent = health.legRight / maxHealth.legRight;\n const avgLegHealth = (leftLegPercent + rightLegPercent) / 2;\n\n // Determine injury state and base speed multiplier\n const { injuryState, speedMultiplier } = this.getInjuryStateFromHealth(avgLegHealth);\n\n // Check if instant penalty is active\n const hasActiveInstantPenalty = \n instantPenalty !== undefined &&\n instantPenalty.appliedAt + instantPenalty.duration > currentTime;\n\n // Apply instant penalty if active, otherwise use base multiplier\n const finalSpeedMultiplier = hasActiveInstantPenalty && instantPenalty\n ? Math.min(speedMultiplier, instantPenalty.speedMultiplier)\n : speedMultiplier;\n\n // Calculate stance change penalty\n const stanceChangePenalty = \n avgLegHealth < MOVEMENT_PENALTY_CONSTANTS.STANCE_CHANGE.CRITICAL_THRESHOLD\n ? MOVEMENT_PENALTY_CONSTANTS.STANCE_CHANGE.INJURED\n : MOVEMENT_PENALTY_CONSTANTS.STANCE_CHANGE.NORMAL;\n\n // Determine if advanced stances are restricted\n const advancedStancesRestricted =\n avgLegHealth < MOVEMENT_PENALTY_CONSTANTS.STANCE_CHANGE.RESTRICTION_THRESHOLD;\n\n // Calculate balance modifier (lower leg health = worse balance)\n const balanceModifier = Math.max(0.3, avgLegHealth);\n\n // Determine if player can run\n const canRun = injuryState !== LegInjuryState.HOBBLED;\n\n return {\n speedMultiplier: finalSpeedMultiplier,\n canRun,\n injuryState,\n stanceChangePenalty,\n advancedStancesRestricted,\n balanceModifier,\n hasInstantPenalty: hasActiveInstantPenalty,\n instantPenaltyExpiry: hasActiveInstantPenalty && instantPenalty\n ? instantPenalty.appliedAt + instantPenalty.duration\n : 0,\n };\n }\n\n /**\n * Get injury state and speed multiplier from leg health percentage.\n * \n * **Korean**: 부상 상태 및 속도 배율 조회\n * \n * @param legHealthPercent - Average leg health as percentage (0.0-1.0)\n * @returns Injury state and corresponding speed multiplier\n * \n * @private\n */\n private getInjuryStateFromHealth(legHealthPercent: number): {\n injuryState: LegInjuryState;\n speedMultiplier: number;\n } {\n const { THRESHOLDS, SPEED_MULTIPLIERS } = MOVEMENT_PENALTY_CONSTANTS;\n\n if (legHealthPercent >= THRESHOLDS.NORMAL) {\n return {\n injuryState: LegInjuryState.NORMAL,\n speedMultiplier: SPEED_MULTIPLIERS.NORMAL,\n };\n } else if (legHealthPercent >= THRESHOLDS.LIMPING) {\n return {\n injuryState: LegInjuryState.LIMPING,\n speedMultiplier: SPEED_MULTIPLIERS.LIMPING,\n };\n } else if (legHealthPercent >= THRESHOLDS.SEVERE_LIMP) {\n return {\n injuryState: LegInjuryState.SEVERE_LIMP,\n speedMultiplier: SPEED_MULTIPLIERS.SEVERE_LIMP,\n };\n } else {\n return {\n injuryState: LegInjuryState.HOBBLED,\n speedMultiplier: SPEED_MULTIPLIERS.HOBBLED,\n };\n }\n }\n\n /**\n * Calculate asymmetric movement penalty based on movement direction and injured leg.\n * \n * **Korean**: 비대칭 이동 패널티 계산\n * \n * Left leg damage affects left-side movements more, and vice versa.\n * This creates realistic limping behavior where movement toward the injured\n * side is more impaired.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @param movementDirection - Direction of movement (positive = right, negative = left)\n * @returns Additional speed multiplier for asymmetric penalty\n * \n */\n calculateAsymmetricPenalty(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth,\n movementDirection: { x: number; y: number }\n ): number {\n const leftLegPercent = health.legLeft / maxHealth.legLeft;\n const rightLegPercent = health.legRight / maxHealth.legRight;\n\n // Only apply asymmetric penalty if one leg is significantly more damaged\n const legHealthDifference = Math.abs(leftLegPercent - rightLegPercent);\n if (legHealthDifference < 0.15) {\n // Both legs similarly damaged - no asymmetric penalty\n return 1.0;\n }\n\n // Determine which leg is more injured\n const leftLegMoreInjured = leftLegPercent < rightLegPercent;\n\n // Horizontal movement direction (x-axis)\n const movingLeft = movementDirection.x < -0.1;\n const movingRight = movementDirection.x > 0.1;\n\n if (leftLegMoreInjured) {\n // Left leg injured - left movement more impaired\n if (movingLeft) {\n return MOVEMENT_PENALTY_CONSTANTS.ASYMMETRIC.SAME_SIDE_PENALTY;\n } else if (movingRight) {\n return MOVEMENT_PENALTY_CONSTANTS.ASYMMETRIC.OPPOSITE_SIDE_PENALTY;\n }\n } else {\n // Right leg injured - right movement more impaired\n if (movingRight) {\n return MOVEMENT_PENALTY_CONSTANTS.ASYMMETRIC.SAME_SIDE_PENALTY;\n } else if (movingLeft) {\n return MOVEMENT_PENALTY_CONSTANTS.ASYMMETRIC.OPPOSITE_SIDE_PENALTY;\n }\n }\n\n return 1.0; // No horizontal movement\n }\n\n /**\n * Create instant movement penalty from knee/ankle strike.\n * \n * **Korean**: 순간 이동 패널티 생성\n * \n * Applied when knee or ankle vital points are struck, causing immediate\n * severe movement impairment for 5 seconds.\n * \n * @param affectedPart - Body part that was struck (LEG_LEFT or LEG_RIGHT)\n * @param currentTime - Timestamp when strike occurred\n * @returns Instant movement penalty configuration\n * \n */\n createInstantPenalty(\n affectedPart: BodyPart.LEG_LEFT | BodyPart.LEG_RIGHT,\n currentTime: number = Date.now()\n ): InstantMovementPenalty {\n return {\n speedMultiplier: MOVEMENT_PENALTY_CONSTANTS.INSTANT_PENALTY.SPEED_MULTIPLIER,\n duration: MOVEMENT_PENALTY_CONSTANTS.INSTANT_PENALTY.DURATION,\n appliedAt: currentTime,\n affectedPart,\n };\n }\n\n /**\n * Check if player should enter VULNERABLE state from leg damage.\n * \n * **Korean**: 취약 상태 확인\n * \n * Low leg health increases chance of entering vulnerable state,\n * making player more susceptible to follow-up attacks.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @returns True if player should enter vulnerable state\n * \n */\n shouldEnterVulnerableState(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth\n ): boolean {\n const leftLegPercent = health.legLeft / maxHealth.legLeft;\n const rightLegPercent = health.legRight / maxHealth.legRight;\n const avgLegHealth = (leftLegPercent + rightLegPercent) / 2;\n\n // Enter vulnerable state when legs are critically damaged\n return avgLegHealth < MOVEMENT_PENALTY_CONSTANTS.THRESHOLDS.SEVERE_LIMP;\n }\n\n /**\n * Check if player should enter HELPLESS state from leg damage.\n * \n * **Korean**: 무력 상태 확인\n * \n * Both legs critically damaged or hobbled - player cannot maintain\n * effective combat stance and is highly vulnerable.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @returns True if player should enter helpless state\n * \n */\n shouldEnterHelplessState(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth\n ): boolean {\n const leftLegPercent = health.legLeft / maxHealth.legLeft;\n const rightLegPercent = health.legRight / maxHealth.legRight;\n\n // Enter helpless state when both legs are hobbled\n return (\n leftLegPercent < MOVEMENT_PENALTY_CONSTANTS.THRESHOLDS.SEVERE_LIMP &&\n rightLegPercent < MOVEMENT_PENALTY_CONSTANTS.THRESHOLDS.SEVERE_LIMP\n );\n }\n\n /**\n * Calculate modified movement speed with all penalties applied.\n * \n * **Korean**: 수정된 이동 속도 계산\n * \n * Applies base movement penalty, asymmetric penalties, and instant penalties\n * to calculate the final movement speed.\n * \n * @param baseSpeed - Base movement speed (pixels per frame)\n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @param movementDirection - Direction vector of movement\n * @param instantPenalty - Optional active instant penalty\n * @param currentTime - Current timestamp\n * @returns Final movement speed with all penalties applied\n * \n */\n calculateModifiedSpeed(\n baseSpeed: number,\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth,\n movementDirection: { x: number; y: number },\n instantPenalty?: InstantMovementPenalty,\n currentTime: number = Date.now()\n ): number {\n // Get base movement penalty\n const penalty = this.calculateMovementPenalty(\n health,\n maxHealth,\n instantPenalty,\n currentTime\n );\n\n // Calculate asymmetric penalty\n const asymmetricMultiplier = this.calculateAsymmetricPenalty(\n health,\n maxHealth,\n movementDirection\n );\n\n // Apply all multipliers\n return baseSpeed * penalty.speedMultiplier * asymmetricMultiplier;\n }\n}\n\n/**\n * Singleton instance of Movement Penalty System.\n * \n * **Korean**: 이동 패널티 시스템 싱글톤\n * \n * Provides global access to the movement penalty system throughout the game.\n * \n */\nexport const movementPenaltySystem = new MovementPenaltySystem();\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAwEA,IAAa,wBAAb,MAAmC;;;;;;;;;;;;;;;;CAgBjC,yBACE,QACA,WACA,gBACA,cAAsB,KAAK,KAAK,EACf;EAIjB,MAAM,gBAFiB,OAAO,UAAU,UAAU,UAC1B,OAAO,WAAW,UAAU,YACM;EAG1D,MAAM,EAAE,aAAa,oBAAoB,KAAK,yBAAyB,aAAa;EAGpF,MAAM,0BACJ,mBAAmB,KAAA,KACnB,eAAe,YAAY,eAAe,WAAW;EAGvD,MAAM,uBAAuB,2BAA2B,iBACpD,KAAK,IAAI,iBAAiB,eAAe,gBAAgB,GACzD;EAGJ,MAAM,sBACJ,eAAe,2BAA2B,cAAc,qBACpD,2BAA2B,cAAc,UACzC,2BAA2B,cAAc;EAG/C,MAAM,4BACJ,eAAe,2BAA2B,cAAc;EAG1D,MAAM,kBAAkB,KAAK,IAAI,IAAK,aAAa;EAKnD,OAAO;GACL,iBAAiB;GACjB,QAJa,gBAAgB,eAAe;GAK5C;GACA;GACA;GACA;GACA,mBAAmB;GACnB,sBAAsB,2BAA2B,iBAC7C,eAAe,YAAY,eAAe,WAC1C;GACL;;;;;;;;;;;;CAaH,yBAAiC,kBAG/B;EACA,MAAM,EAAE,YAAY,sBAAsB;EAE1C,IAAI,oBAAoB,WAAW,QACjC,OAAO;GACL,aAAa,eAAe;GAC5B,iBAAiB,kBAAkB;GACpC;OACI,IAAI,oBAAoB,WAAW,SACxC,OAAO;GACL,aAAa,eAAe;GAC5B,iBAAiB,kBAAkB;GACpC;OACI,IAAI,oBAAoB,WAAW,aACxC,OAAO;GACL,aAAa,eAAe;GAC5B,iBAAiB,kBAAkB;GACpC;OAED,OAAO;GACL,aAAa,eAAe;GAC5B,iBAAiB,kBAAkB;GACpC;;;;;;;;;;;;;;;;;CAmBL,2BACE,QACA,WACA,mBACQ;EACR,MAAM,iBAAiB,OAAO,UAAU,UAAU;EAClD,MAAM,kBAAkB,OAAO,WAAW,UAAU;EAIpD,IAD4B,KAAK,IAAI,iBAAiB,gBAClD,GAAsB,KAExB,OAAO;EAIT,MAAM,qBAAqB,iBAAiB;EAG5C,MAAM,aAAa,kBAAkB,IAAI;EACzC,MAAM,cAAc,kBAAkB,IAAI;EAE1C,IAAI;OAEE,YACF,OAAO,2BAA2B,WAAW;QACxC,IAAI,aACT,OAAO,2BAA2B,WAAW;SAI/C,IAAI,aACF,OAAO,2BAA2B,WAAW;OACxC,IAAI,YACT,OAAO,2BAA2B,WAAW;EAIjD,OAAO;;;;;;;;;;;;;;;CAgBT,qBACE,cACA,cAAsB,KAAK,KAAK,EACR;EACxB,OAAO;GACL,iBAAiB,2BAA2B,gBAAgB;GAC5D,UAAU,2BAA2B,gBAAgB;GACrD,WAAW;GACX;GACD;;;;;;;;;;;;;;;CAgBH,2BACE,QACA,WACS;EAMT,QALuB,OAAO,UAAU,UAAU,UAC1B,OAAO,WAAW,UAAU,YACM,IAGpC,2BAA2B,WAAW;;;;;;;;;;;;;;;CAgB9D,yBACE,QACA,WACS;EACT,MAAM,iBAAiB,OAAO,UAAU,UAAU;EAClD,MAAM,kBAAkB,OAAO,WAAW,UAAU;EAGpD,OACE,iBAAiB,2BAA2B,WAAW,eACvD,kBAAkB,2BAA2B,WAAW;;;;;;;;;;;;;;;;;;;CAqB5D,uBACE,WACA,QACA,WACA,mBACA,gBACA,cAAsB,KAAK,KAAK,EACxB;EAER,MAAM,UAAU,KAAK,yBACnB,QACA,WACA,gBACA,YACD;EAGD,MAAM,uBAAuB,KAAK,2BAChC,QACA,WACA,kBACD;EAGD,OAAO,YAAY,QAAQ,kBAAkB;;;;;;;;;;;AAYjD,IAAa,wBAAwB,IAAI,uBAAuB"}
1
+ {"version":3,"file":"MovementPenaltySystem.js","names":[],"sources":["../../../src/systems/bodypart/MovementPenaltySystem.ts"],"sourcesContent":["/**\n * Movement Penalty System\n * \n * **Korean**: 이동 패널티 시스템\n * \n * Implements injury-based movement penalties where leg and body damage reduces\n * movement speed, stance changes, and mobility capabilities. This system applies\n * realistic combat trauma effects based on Korean martial arts principles.\n * \n * ## System Features\n * \n * - Progressive speed reduction based on leg health\n * - Asymmetric damage (left/right leg affects directional movement)\n * - Instant penalties from knee/ankle strikes (5 seconds)\n * - Stance change duration penalties\n * - Advanced stance restrictions when critically injured\n * - Balance integration for VULNERABLE/HELPLESS states\n * \n * ## Movement Speed Penalties\n * \n * | Leg Health | State | Speed | Can Run |\n * |------------|-------|-------|---------|\n * | 100-70% | Normal | 100% | Yes |\n * | 69-50% | Limping | 80% | Yes |\n * | 49-30% | Severe Limp | 60% | Yes |\n * | <30% | Hobbled | 40% | No |\n * \n * ## Stance Change Penalties\n * \n * - Legs <50% health: Stance change takes 2x longer\n * - Legs <30% health: Cannot change to advanced stances (only basic)\n * \n * @module systems/bodypart/MovementPenaltySystem\n * @category Body Part System\n * @korean 이동패널티시스템\n */\n\nimport {\n BodyPart,\n BodyPartHealth,\n BodyPartMaxHealth,\n LegInjuryState,\n MovementPenalty,\n InstantMovementPenalty,\n MOVEMENT_PENALTY_CONSTANTS,\n} from \"./types\";\n\n/**\n * Movement Penalty System class.\n * \n * **Korean**: 이동 패널티 시스템 클래스\n * \n * Calculates movement penalties from leg injuries, manages instant penalties\n * from knee/ankle strikes, and integrates with balance system.\n * \n * @example\n * ```typescript\n * const system = new MovementPenaltySystem();\n * \n * // Calculate current movement penalty\n * const penalty = system.calculateMovementPenalty(\n * bodyPartHealth,\n * maxHealth,\n * activeInstantPenalty\n * );\n * \n * // Apply to movement speed\n * const actualSpeed = baseSpeed * penalty.speedMultiplier;\n * ```\n * \n * @category Body Part System\n */\nexport class MovementPenaltySystem {\n /**\n * Calculate movement penalty from body part health.\n * \n * **Korean**: 이동 패널티 계산\n * \n * Analyzes leg health and returns comprehensive movement penalty including\n * speed multiplier, stance change penalties, and balance effects.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @param instantPenalty - Optional active instant penalty\n * @param currentTime - Current timestamp for instant penalty expiry check\n * @returns Movement penalty with all modifiers\n * \n */\n calculateMovementPenalty(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth,\n instantPenalty?: InstantMovementPenalty,\n currentTime: number = Date.now()\n ): MovementPenalty {\n // Calculate average leg health percentage\n const leftLegPercent = health.legLeft / maxHealth.legLeft;\n const rightLegPercent = health.legRight / maxHealth.legRight;\n const avgLegHealth = (leftLegPercent + rightLegPercent) / 2;\n\n // Determine injury state and base speed multiplier\n const { injuryState, speedMultiplier } = this.getInjuryStateFromHealth(avgLegHealth);\n\n // Check if instant penalty is active\n const hasActiveInstantPenalty = \n instantPenalty !== undefined &&\n instantPenalty.appliedAt + instantPenalty.duration > currentTime;\n\n // Apply instant penalty if active, otherwise use base multiplier\n const finalSpeedMultiplier = hasActiveInstantPenalty && instantPenalty\n ? Math.min(speedMultiplier, instantPenalty.speedMultiplier)\n : speedMultiplier;\n\n // Calculate stance change penalty\n const stanceChangePenalty = \n avgLegHealth < MOVEMENT_PENALTY_CONSTANTS.STANCE_CHANGE.CRITICAL_THRESHOLD\n ? MOVEMENT_PENALTY_CONSTANTS.STANCE_CHANGE.INJURED\n : MOVEMENT_PENALTY_CONSTANTS.STANCE_CHANGE.NORMAL;\n\n // Determine if advanced stances are restricted\n const advancedStancesRestricted =\n avgLegHealth < MOVEMENT_PENALTY_CONSTANTS.STANCE_CHANGE.RESTRICTION_THRESHOLD;\n\n // Calculate balance modifier (lower leg health = worse balance)\n const balanceModifier = Math.max(0.3, avgLegHealth);\n\n // Determine if player can run\n const canRun = injuryState !== LegInjuryState.HOBBLED;\n\n return {\n speedMultiplier: finalSpeedMultiplier,\n canRun,\n injuryState,\n stanceChangePenalty,\n advancedStancesRestricted,\n balanceModifier,\n hasInstantPenalty: hasActiveInstantPenalty,\n instantPenaltyExpiry: hasActiveInstantPenalty && instantPenalty\n ? instantPenalty.appliedAt + instantPenalty.duration\n : 0,\n };\n }\n\n /**\n * Get injury state and speed multiplier from leg health percentage.\n * \n * **Korean**: 부상 상태 및 속도 배율 조회\n * \n * @param legHealthPercent - Average leg health as percentage (0.0-1.0)\n * @returns Injury state and corresponding speed multiplier\n * \n * @private\n */\n private getInjuryStateFromHealth(legHealthPercent: number): {\n injuryState: LegInjuryState;\n speedMultiplier: number;\n } {\n const { THRESHOLDS, SPEED_MULTIPLIERS } = MOVEMENT_PENALTY_CONSTANTS;\n\n if (legHealthPercent >= THRESHOLDS.NORMAL) {\n return {\n injuryState: LegInjuryState.NORMAL,\n speedMultiplier: SPEED_MULTIPLIERS.NORMAL,\n };\n } else if (legHealthPercent >= THRESHOLDS.LIMPING) {\n return {\n injuryState: LegInjuryState.LIMPING,\n speedMultiplier: SPEED_MULTIPLIERS.LIMPING,\n };\n } else if (legHealthPercent >= THRESHOLDS.SEVERE_LIMP) {\n return {\n injuryState: LegInjuryState.SEVERE_LIMP,\n speedMultiplier: SPEED_MULTIPLIERS.SEVERE_LIMP,\n };\n } else {\n return {\n injuryState: LegInjuryState.HOBBLED,\n speedMultiplier: SPEED_MULTIPLIERS.HOBBLED,\n };\n }\n }\n\n /**\n * Calculate asymmetric movement penalty based on movement direction and injured leg.\n * \n * **Korean**: 비대칭 이동 패널티 계산\n * \n * Left leg damage affects left-side movements more, and vice versa.\n * This creates realistic limping behavior where movement toward the injured\n * side is more impaired.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @param movementDirection - Direction of movement (positive = right, negative = left)\n * @returns Additional speed multiplier for asymmetric penalty\n * \n */\n calculateAsymmetricPenalty(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth,\n movementDirection: { x: number; y: number }\n ): number {\n const leftLegPercent = health.legLeft / maxHealth.legLeft;\n const rightLegPercent = health.legRight / maxHealth.legRight;\n\n // Only apply asymmetric penalty if one leg is significantly more damaged\n const legHealthDifference = Math.abs(leftLegPercent - rightLegPercent);\n if (legHealthDifference < 0.15) {\n // Both legs similarly damaged - no asymmetric penalty\n return 1.0;\n }\n\n // Determine which leg is more injured\n const leftLegMoreInjured = leftLegPercent < rightLegPercent;\n\n // Horizontal movement direction (x-axis)\n const movingLeft = movementDirection.x < -0.1;\n const movingRight = movementDirection.x > 0.1;\n\n if (leftLegMoreInjured) {\n // Left leg injured - left movement more impaired\n if (movingLeft) {\n return MOVEMENT_PENALTY_CONSTANTS.ASYMMETRIC.SAME_SIDE_PENALTY;\n } else if (movingRight) {\n return MOVEMENT_PENALTY_CONSTANTS.ASYMMETRIC.OPPOSITE_SIDE_PENALTY;\n }\n } else {\n // Right leg injured - right movement more impaired\n if (movingRight) {\n return MOVEMENT_PENALTY_CONSTANTS.ASYMMETRIC.SAME_SIDE_PENALTY;\n } else if (movingLeft) {\n return MOVEMENT_PENALTY_CONSTANTS.ASYMMETRIC.OPPOSITE_SIDE_PENALTY;\n }\n }\n\n return 1.0; // No horizontal movement\n }\n\n /**\n * Create instant movement penalty from knee/ankle strike.\n * \n * **Korean**: 순간 이동 패널티 생성\n * \n * Applied when knee or ankle vital points are struck, causing immediate\n * severe movement impairment for 5 seconds.\n * \n * @param affectedPart - Body part that was struck (LEG_LEFT or LEG_RIGHT)\n * @param currentTime - Timestamp when strike occurred\n * @returns Instant movement penalty configuration\n * \n */\n createInstantPenalty(\n affectedPart: BodyPart.LEG_LEFT | BodyPart.LEG_RIGHT,\n currentTime: number = Date.now()\n ): InstantMovementPenalty {\n return {\n speedMultiplier: MOVEMENT_PENALTY_CONSTANTS.INSTANT_PENALTY.SPEED_MULTIPLIER,\n duration: MOVEMENT_PENALTY_CONSTANTS.INSTANT_PENALTY.DURATION,\n appliedAt: currentTime,\n affectedPart,\n };\n }\n\n /**\n * Check if player should enter VULNERABLE state from leg damage.\n * \n * **Korean**: 취약 상태 확인\n * \n * Low leg health increases chance of entering vulnerable state,\n * making player more susceptible to follow-up attacks.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @returns True if player should enter vulnerable state\n * \n */\n shouldEnterVulnerableState(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth\n ): boolean {\n const leftLegPercent = health.legLeft / maxHealth.legLeft;\n const rightLegPercent = health.legRight / maxHealth.legRight;\n const avgLegHealth = (leftLegPercent + rightLegPercent) / 2;\n\n // Enter vulnerable state when legs are critically damaged\n return avgLegHealth < MOVEMENT_PENALTY_CONSTANTS.THRESHOLDS.SEVERE_LIMP;\n }\n\n /**\n * Check if player should enter HELPLESS state from leg damage.\n * \n * **Korean**: 무력 상태 확인\n * \n * Both legs critically damaged or hobbled - player cannot maintain\n * effective combat stance and is highly vulnerable.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @returns True if player should enter helpless state\n * \n */\n shouldEnterHelplessState(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth\n ): boolean {\n const leftLegPercent = health.legLeft / maxHealth.legLeft;\n const rightLegPercent = health.legRight / maxHealth.legRight;\n\n // Enter helpless state when both legs are hobbled\n return (\n leftLegPercent < MOVEMENT_PENALTY_CONSTANTS.THRESHOLDS.SEVERE_LIMP &&\n rightLegPercent < MOVEMENT_PENALTY_CONSTANTS.THRESHOLDS.SEVERE_LIMP\n );\n }\n\n /**\n * Calculate modified movement speed with all penalties applied.\n * \n * **Korean**: 수정된 이동 속도 계산\n * \n * Applies base movement penalty, asymmetric penalties, and instant penalties\n * to calculate the final movement speed.\n * \n * @param baseSpeed - Base movement speed (pixels per frame)\n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @param movementDirection - Direction vector of movement\n * @param instantPenalty - Optional active instant penalty\n * @param currentTime - Current timestamp\n * @returns Final movement speed with all penalties applied\n * \n */\n calculateModifiedSpeed(\n baseSpeed: number,\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth,\n movementDirection: { x: number; y: number },\n instantPenalty?: InstantMovementPenalty,\n currentTime: number = Date.now()\n ): number {\n // Get base movement penalty\n const penalty = this.calculateMovementPenalty(\n health,\n maxHealth,\n instantPenalty,\n currentTime\n );\n\n // Calculate asymmetric penalty\n const asymmetricMultiplier = this.calculateAsymmetricPenalty(\n health,\n maxHealth,\n movementDirection\n );\n\n // Apply all multipliers\n return baseSpeed * penalty.speedMultiplier * asymmetricMultiplier;\n }\n}\n\n/**\n * Singleton instance of Movement Penalty System.\n * \n * **Korean**: 이동 패널티 시스템 싱글톤\n * \n * Provides global access to the movement penalty system throughout the game.\n * \n */\nexport const movementPenaltySystem = new MovementPenaltySystem();\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAwEA,IAAa,wBAAb,MAAmC;;;;;;;;;;;;;;;;CAgBjC,yBACE,QACA,WACA,gBACA,cAAsB,KAAK,IAAI,GACd;EAIjB,MAAM,gBAFiB,OAAO,UAAU,UAAU,UAC1B,OAAO,WAAW,UAAU,YACM;EAG1D,MAAM,EAAE,aAAa,oBAAoB,KAAK,yBAAyB,YAAY;EAGnF,MAAM,0BACJ,mBAAmB,KAAA,KACnB,eAAe,YAAY,eAAe,WAAW;EAGvD,MAAM,uBAAuB,2BAA2B,iBACpD,KAAK,IAAI,iBAAiB,eAAe,eAAe,IACxD;EAGJ,MAAM,sBACJ,eAAe,2BAA2B,cAAc,qBACpD,2BAA2B,cAAc,UACzC,2BAA2B,cAAc;EAG/C,MAAM,4BACJ,eAAe,2BAA2B,cAAc;EAG1D,MAAM,kBAAkB,KAAK,IAAI,IAAK,YAAY;EAKlD,OAAO;GACL,iBAAiB;GACjB,QAJa,gBAAgB,eAAe;GAK5C;GACA;GACA;GACA;GACA,mBAAmB;GACnB,sBAAsB,2BAA2B,iBAC7C,eAAe,YAAY,eAAe,WAC1C;EACN;CACF;;;;;;;;;;;CAYA,yBAAiC,kBAG/B;EACA,MAAM,EAAE,YAAY,sBAAsB;EAE1C,IAAI,oBAAoB,WAAW,QACjC,OAAO;GACL,aAAa,eAAe;GAC5B,iBAAiB,kBAAkB;EACrC;OACK,IAAI,oBAAoB,WAAW,SACxC,OAAO;GACL,aAAa,eAAe;GAC5B,iBAAiB,kBAAkB;EACrC;OACK,IAAI,oBAAoB,WAAW,aACxC,OAAO;GACL,aAAa,eAAe;GAC5B,iBAAiB,kBAAkB;EACrC;OAEA,OAAO;GACL,aAAa,eAAe;GAC5B,iBAAiB,kBAAkB;EACrC;CAEJ;;;;;;;;;;;;;;;;CAiBA,2BACE,QACA,WACA,mBACQ;EACR,MAAM,iBAAiB,OAAO,UAAU,UAAU;EAClD,MAAM,kBAAkB,OAAO,WAAW,UAAU;EAIpD,IAD4B,KAAK,IAAI,iBAAiB,eAClD,IAAsB,KAExB,OAAO;EAIT,MAAM,qBAAqB,iBAAiB;EAG5C,MAAM,aAAa,kBAAkB,IAAI;EACzC,MAAM,cAAc,kBAAkB,IAAI;EAE1C,IAAI;OAEE,YACF,OAAO,2BAA2B,WAAW;QACxC,IAAI,aACT,OAAO,2BAA2B,WAAW;EAAA,OAI/C,IAAI,aACF,OAAO,2BAA2B,WAAW;OACxC,IAAI,YACT,OAAO,2BAA2B,WAAW;EAIjD,OAAO;CACT;;;;;;;;;;;;;;CAeA,qBACE,cACA,cAAsB,KAAK,IAAI,GACP;EACxB,OAAO;GACL,iBAAiB,2BAA2B,gBAAgB;GAC5D,UAAU,2BAA2B,gBAAgB;GACrD,WAAW;GACX;EACF;CACF;;;;;;;;;;;;;;CAeA,2BACE,QACA,WACS;EAMT,QALuB,OAAO,UAAU,UAAU,UAC1B,OAAO,WAAW,UAAU,YACM,IAGpC,2BAA2B,WAAW;CAC9D;;;;;;;;;;;;;;CAeA,yBACE,QACA,WACS;EACT,MAAM,iBAAiB,OAAO,UAAU,UAAU;EAClD,MAAM,kBAAkB,OAAO,WAAW,UAAU;EAGpD,OACE,iBAAiB,2BAA2B,WAAW,eACvD,kBAAkB,2BAA2B,WAAW;CAE5D;;;;;;;;;;;;;;;;;;CAmBA,uBACE,WACA,QACA,WACA,mBACA,gBACA,cAAsB,KAAK,IAAI,GACvB;EAER,MAAM,UAAU,KAAK,yBACnB,QACA,WACA,gBACA,WACF;EAGA,MAAM,uBAAuB,KAAK,2BAChC,QACA,WACA,iBACF;EAGA,OAAO,YAAY,QAAQ,kBAAkB;CAC/C;AACF;;;;;;;;;AAUA,IAAa,wBAAwB,IAAI,sBAAsB"}
@@ -1 +1 @@
1
- {"version":3,"file":"PlayerInjuryTrackingManager.js","names":[],"sources":["../../../src/systems/bodypart/PlayerInjuryTrackingManager.ts"],"sourcesContent":["/**\n * Player Injury Tracking Manager\n * \n * **Korean**: 플레이어 부상 추적 관리자\n * \n * Manages per-player injury tracking to prevent mixing injuries between\n * multiple characters in combat scenarios. Each player gets their own\n * InjuryTracker instance.\n * \n * @module systems/bodypart\n * @category Injury Tracking\n * @korean 부상추적\n */\n\nimport { InjuryTracker } from \"./InjuryTracker\";\nimport { CombatInjuryIntegration } from \"./CombatInjuryIntegration\";\n\n/**\n * Manager for per-player injury tracking.\n * \n * **Korean**: 플레이어별 부상 추적 관리자\n * \n * Maintains separate {@link InjuryTracker} and {@link CombatInjuryIntegration}\n * instances for each player to ensure injuries don't get mixed between characters.\n * \n * @example\n * ```typescript\n * const manager = new PlayerInjuryTrackingManager();\n * \n * // Get or create tracker for a player\n * const player1Tracker = manager.getTrackerForPlayer('player-1');\n * const player1Integration = manager.getIntegrationForPlayer('player-1');\n * \n * // Record injury for specific player\n * player1Integration.recordCombatDamage({\n * damage: 35,\n * bodyRegion: BodyRegion.TORSO,\n * damageType: DamageType.BLUNT,\n * });\n * \n * // Clear injuries for a player (e.g., between rounds)\n * manager.clearPlayerInjuries('player-1');\n * ```\n * \n */\nexport class PlayerInjuryTrackingManager {\n private trackers = new Map<string, InjuryTracker>();\n private integrations = new Map<string, CombatInjuryIntegration>();\n\n /**\n * Get the InjuryTracker for a specific player, creating it if needed.\n * \n * **Korean**: 특정 플레이어의 InjuryTracker 가져오기 (필요시 생성)\n * \n * @param playerId - Unique player identifier (string or number)\n * @returns InjuryTracker instance for the player\n * \n */\n getTrackerForPlayer(playerId: string | number): InjuryTracker {\n const key = String(playerId);\n let tracker = this.trackers.get(key);\n if (!tracker) {\n tracker = new InjuryTracker();\n this.trackers.set(key, tracker);\n }\n return tracker;\n }\n\n /**\n * Get the CombatInjuryIntegration for a specific player, creating it if needed.\n * \n * **Korean**: 특정 플레이어의 CombatInjuryIntegration 가져오기 (필요시 생성)\n * \n * @param playerId - Unique player identifier (string or number)\n * @returns CombatInjuryIntegration instance for the player\n * \n */\n getIntegrationForPlayer(playerId: string | number): CombatInjuryIntegration {\n const key = String(playerId);\n let integration = this.integrations.get(key);\n if (!integration) {\n const tracker = this.getTrackerForPlayer(playerId);\n // Pass complete config with tracker override\n integration = new CombatInjuryIntegration({\n enabled: true,\n minDamage: 5,\n bloodThreshold: 30,\n tracker,\n });\n this.integrations.set(key, integration);\n }\n return integration;\n }\n\n /**\n * Clear all injuries for a specific player.\n * \n * **Korean**: 특정 플레이어의 모든 부상 제거\n * \n * Useful for round resets or when a player is defeated.\n * \n * @param playerId - Unique player identifier (string or number)\n * \n */\n clearPlayerInjuries(playerId: string | number): void {\n const key = String(playerId);\n const tracker = this.trackers.get(key);\n if (tracker) {\n tracker.clearInjuries();\n }\n }\n\n /**\n * Remove tracking data for a player (e.g., when they leave the game).\n * \n * **Korean**: 플레이어 추적 데이터 제거\n * \n * @param playerId - Unique player identifier (string or number)\n * \n */\n removePlayer(playerId: string | number): void {\n const key = String(playerId);\n this.trackers.delete(key);\n this.integrations.delete(key);\n }\n\n /**\n * Clear all player tracking data.\n * \n * **Korean**: 모든 플레이어 추적 데이터 제거\n * \n * Useful for resetting the entire game state.\n * \n */\n clearAll(): void {\n this.trackers.clear();\n this.integrations.clear();\n }\n\n /**\n * Get all active player IDs being tracked.\n * \n * **Korean**: 추적 중인 모든 플레이어 ID 가져오기\n * \n * @returns Array of player IDs\n * \n */\n getActivePlayerIds(): string[] {\n return Array.from(this.trackers.keys());\n }\n}\n\n/**\n * Global singleton manager for player injury tracking.\n * \n * **Korean**: 플레이어 부상 추적을 위한 전역 싱글톤 관리자\n * \n * This singleton manages per-player injury trackers to ensure injuries\n * from different characters don't get mixed together.\n * \n * @example\n * ```typescript\n * import { playerInjuryManager } from '@/systems/bodypart';\n * \n * // In combat code:\n * const defenderIntegration = playerInjuryManager.getIntegrationForPlayer(defender.id);\n * defenderIntegration.recordCombatDamage({\n * damage: result.damage,\n * bodyRegion,\n * damageType,\n * });\n * ```\n * \n */\nexport const playerInjuryManager = new PlayerInjuryTrackingManager();\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA6CA,IAAa,8BAAb,MAAyC;CACvC,2BAAmB,IAAI,KAA4B;CACnD,+BAAuB,IAAI,KAAsC;;;;;;;;;;CAWjE,oBAAoB,UAA0C;EAC5D,MAAM,MAAM,OAAO,SAAS;EAC5B,IAAI,UAAU,KAAK,SAAS,IAAI,IAAI;EACpC,IAAI,CAAC,SAAS;GACZ,UAAU,IAAI,eAAe;GAC7B,KAAK,SAAS,IAAI,KAAK,QAAQ;;EAEjC,OAAO;;;;;;;;;;;CAYT,wBAAwB,UAAoD;EAC1E,MAAM,MAAM,OAAO,SAAS;EAC5B,IAAI,cAAc,KAAK,aAAa,IAAI,IAAI;EAC5C,IAAI,CAAC,aAAa;GAGhB,cAAc,IAAI,wBAAwB;IACxC,SAAS;IACT,WAAW;IACX,gBAAgB;IAChB,SANc,KAAK,oBAAoB,SAMvC;IACD,CAAC;GACF,KAAK,aAAa,IAAI,KAAK,YAAY;;EAEzC,OAAO;;;;;;;;;;;;CAaT,oBAAoB,UAAiC;EACnD,MAAM,MAAM,OAAO,SAAS;EAC5B,MAAM,UAAU,KAAK,SAAS,IAAI,IAAI;EACtC,IAAI,SACF,QAAQ,eAAe;;;;;;;;;;CAY3B,aAAa,UAAiC;EAC5C,MAAM,MAAM,OAAO,SAAS;EAC5B,KAAK,SAAS,OAAO,IAAI;EACzB,KAAK,aAAa,OAAO,IAAI;;;;;;;;;;CAW/B,WAAiB;EACf,KAAK,SAAS,OAAO;EACrB,KAAK,aAAa,OAAO;;;;;;;;;;CAW3B,qBAA+B;EAC7B,OAAO,MAAM,KAAK,KAAK,SAAS,MAAM,CAAC;;;;;;;;;;;;;;;;;;;;;;;;;AA0B3C,IAAa,sBAAsB,IAAI,6BAA6B"}
1
+ {"version":3,"file":"PlayerInjuryTrackingManager.js","names":[],"sources":["../../../src/systems/bodypart/PlayerInjuryTrackingManager.ts"],"sourcesContent":["/**\n * Player Injury Tracking Manager\n * \n * **Korean**: 플레이어 부상 추적 관리자\n * \n * Manages per-player injury tracking to prevent mixing injuries between\n * multiple characters in combat scenarios. Each player gets their own\n * InjuryTracker instance.\n * \n * @module systems/bodypart\n * @category Injury Tracking\n * @korean 부상추적\n */\n\nimport { InjuryTracker } from \"./InjuryTracker\";\nimport { CombatInjuryIntegration } from \"./CombatInjuryIntegration\";\n\n/**\n * Manager for per-player injury tracking.\n * \n * **Korean**: 플레이어별 부상 추적 관리자\n * \n * Maintains separate {@link InjuryTracker} and {@link CombatInjuryIntegration}\n * instances for each player to ensure injuries don't get mixed between characters.\n * \n * @example\n * ```typescript\n * const manager = new PlayerInjuryTrackingManager();\n * \n * // Get or create tracker for a player\n * const player1Tracker = manager.getTrackerForPlayer('player-1');\n * const player1Integration = manager.getIntegrationForPlayer('player-1');\n * \n * // Record injury for specific player\n * player1Integration.recordCombatDamage({\n * damage: 35,\n * bodyRegion: BodyRegion.TORSO,\n * damageType: DamageType.BLUNT,\n * });\n * \n * // Clear injuries for a player (e.g., between rounds)\n * manager.clearPlayerInjuries('player-1');\n * ```\n * \n */\nexport class PlayerInjuryTrackingManager {\n private trackers = new Map<string, InjuryTracker>();\n private integrations = new Map<string, CombatInjuryIntegration>();\n\n /**\n * Get the InjuryTracker for a specific player, creating it if needed.\n * \n * **Korean**: 특정 플레이어의 InjuryTracker 가져오기 (필요시 생성)\n * \n * @param playerId - Unique player identifier (string or number)\n * @returns InjuryTracker instance for the player\n * \n */\n getTrackerForPlayer(playerId: string | number): InjuryTracker {\n const key = String(playerId);\n let tracker = this.trackers.get(key);\n if (!tracker) {\n tracker = new InjuryTracker();\n this.trackers.set(key, tracker);\n }\n return tracker;\n }\n\n /**\n * Get the CombatInjuryIntegration for a specific player, creating it if needed.\n * \n * **Korean**: 특정 플레이어의 CombatInjuryIntegration 가져오기 (필요시 생성)\n * \n * @param playerId - Unique player identifier (string or number)\n * @returns CombatInjuryIntegration instance for the player\n * \n */\n getIntegrationForPlayer(playerId: string | number): CombatInjuryIntegration {\n const key = String(playerId);\n let integration = this.integrations.get(key);\n if (!integration) {\n const tracker = this.getTrackerForPlayer(playerId);\n // Pass complete config with tracker override\n integration = new CombatInjuryIntegration({\n enabled: true,\n minDamage: 5,\n bloodThreshold: 30,\n tracker,\n });\n this.integrations.set(key, integration);\n }\n return integration;\n }\n\n /**\n * Clear all injuries for a specific player.\n * \n * **Korean**: 특정 플레이어의 모든 부상 제거\n * \n * Useful for round resets or when a player is defeated.\n * \n * @param playerId - Unique player identifier (string or number)\n * \n */\n clearPlayerInjuries(playerId: string | number): void {\n const key = String(playerId);\n const tracker = this.trackers.get(key);\n if (tracker) {\n tracker.clearInjuries();\n }\n }\n\n /**\n * Remove tracking data for a player (e.g., when they leave the game).\n * \n * **Korean**: 플레이어 추적 데이터 제거\n * \n * @param playerId - Unique player identifier (string or number)\n * \n */\n removePlayer(playerId: string | number): void {\n const key = String(playerId);\n this.trackers.delete(key);\n this.integrations.delete(key);\n }\n\n /**\n * Clear all player tracking data.\n * \n * **Korean**: 모든 플레이어 추적 데이터 제거\n * \n * Useful for resetting the entire game state.\n * \n */\n clearAll(): void {\n this.trackers.clear();\n this.integrations.clear();\n }\n\n /**\n * Get all active player IDs being tracked.\n * \n * **Korean**: 추적 중인 모든 플레이어 ID 가져오기\n * \n * @returns Array of player IDs\n * \n */\n getActivePlayerIds(): string[] {\n return Array.from(this.trackers.keys());\n }\n}\n\n/**\n * Global singleton manager for player injury tracking.\n * \n * **Korean**: 플레이어 부상 추적을 위한 전역 싱글톤 관리자\n * \n * This singleton manages per-player injury trackers to ensure injuries\n * from different characters don't get mixed together.\n * \n * @example\n * ```typescript\n * import { playerInjuryManager } from '@/systems/bodypart';\n * \n * // In combat code:\n * const defenderIntegration = playerInjuryManager.getIntegrationForPlayer(defender.id);\n * defenderIntegration.recordCombatDamage({\n * damage: result.damage,\n * bodyRegion,\n * damageType,\n * });\n * ```\n * \n */\nexport const playerInjuryManager = new PlayerInjuryTrackingManager();\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA6CA,IAAa,8BAAb,MAAyC;CACvC,2BAAmB,IAAI,IAA2B;CAClD,+BAAuB,IAAI,IAAqC;;;;;;;;;;CAWhE,oBAAoB,UAA0C;EAC5D,MAAM,MAAM,OAAO,QAAQ;EAC3B,IAAI,UAAU,KAAK,SAAS,IAAI,GAAG;EACnC,IAAI,CAAC,SAAS;GACZ,UAAU,IAAI,cAAc;GAC5B,KAAK,SAAS,IAAI,KAAK,OAAO;EAChC;EACA,OAAO;CACT;;;;;;;;;;CAWA,wBAAwB,UAAoD;EAC1E,MAAM,MAAM,OAAO,QAAQ;EAC3B,IAAI,cAAc,KAAK,aAAa,IAAI,GAAG;EAC3C,IAAI,CAAC,aAAa;GAGhB,cAAc,IAAI,wBAAwB;IACxC,SAAS;IACT,WAAW;IACX,gBAAgB;IAChB,SANc,KAAK,oBAAoB,QAMvC;GACF,CAAC;GACD,KAAK,aAAa,IAAI,KAAK,WAAW;EACxC;EACA,OAAO;CACT;;;;;;;;;;;CAYA,oBAAoB,UAAiC;EACnD,MAAM,MAAM,OAAO,QAAQ;EAC3B,MAAM,UAAU,KAAK,SAAS,IAAI,GAAG;EACrC,IAAI,SACF,QAAQ,cAAc;CAE1B;;;;;;;;;CAUA,aAAa,UAAiC;EAC5C,MAAM,MAAM,OAAO,QAAQ;EAC3B,KAAK,SAAS,OAAO,GAAG;EACxB,KAAK,aAAa,OAAO,GAAG;CAC9B;;;;;;;;;CAUA,WAAiB;EACf,KAAK,SAAS,MAAM;EACpB,KAAK,aAAa,MAAM;CAC1B;;;;;;;;;CAUA,qBAA+B;EAC7B,OAAO,MAAM,KAAK,KAAK,SAAS,KAAK,CAAC;CACxC;AACF;;;;;;;;;;;;;;;;;;;;;;;AAwBA,IAAa,sBAAsB,IAAI,4BAA4B"}
@@ -1 +1 @@
1
- {"version":3,"file":"types.js","names":[],"sources":["../../../src/systems/bodypart/types.ts"],"sourcesContent":["/**\n * Body Part Health System Types\n * \n * **Korean**: 신체부위 체력 시스템 타입\n * \n * This module defines types for the body part-specific health tracking system,\n * which replaces the single health bar with independent health tracking for\n * each major body region. This enables realistic localized damage and combat\n * trauma simulation.\n * \n * ## Body Part Health Philosophy\n * \n * Traditional Korean martial arts emphasize targeting specific body regions\n * to achieve maximum combat effectiveness. This system reflects that by\n * tracking damage to:\n * - **HEAD** (두부): Consciousness and awareness\n * - **NECK** (경부): Vascular and respiratory function\n * - **TORSO_UPPER** (상부 몸통): Heart, lungs, vital organs\n * - **TORSO_LOWER** (하부 몸통): Stamina and core strength\n * - **ARM_LEFT/RIGHT** (좌/우팔): Attack capability\n * - **LEG_LEFT/RIGHT** (좌/우다리): Mobility and balance\n * \n * @module systems/bodypart/types\n * @category Body Part System\n * @korean 신체부위타입\n */\n\nimport { KoreanText } from \"@/types\";\n\n/**\n * Body part identifiers for health tracking.\n * \n * **Korean**: 신체 부위 (Body Parts)\n * \n * Each body part tracks independent health from 0-100 HP. Damage to specific\n * parts affects different combat capabilities based on anatomical function.\n * \n * @example\n * ```typescript\n * const bodyPart: BodyPart = BodyPart.HEAD;\n * const health = player.bodyPartHealth[bodyPart]; // 0-100\n * ```\n * \n * @category Body Part System\n * @korean 신체부위\n */\nexport enum BodyPart {\n /** Head region - affects consciousness and awareness */\n HEAD = \"head\",\n /** Neck region - affects breathing and blood flow */\n NECK = \"neck\",\n /** Upper torso - affects heart, lungs, stamina recovery */\n TORSO_UPPER = \"torsoUpper\",\n /** Lower torso - affects core strength and balance */\n TORSO_LOWER = \"torsoLower\",\n /** Left arm - affects attack capability on left side */\n ARM_LEFT = \"armLeft\",\n /** Right arm - affects attack capability on right side */\n ARM_RIGHT = \"armRight\",\n /** Left leg - affects movement and balance */\n LEG_LEFT = \"legLeft\",\n /** Right leg - affects movement and balance */\n LEG_RIGHT = \"legRight\",\n}\n\n/**\n * Health values for each body part (0-100 HP per part).\n * \n * **Korean**: 신체 부위별 체력\n * \n * Tracks independent health pools for each major body region. When a body part\n * reaches 0 HP, it becomes non-functional and applies severe combat penalties.\n * \n * ## Default Health Values\n * \n * All body parts start at 100 HP. Different archetypes may have variations:\n * - **무사 (Musa)**: Balanced health across all parts\n * - **암살자 (Amsalja)**: Lower torso health, higher arm precision\n * - **해커 (Hacker)**: Enhanced head/neck (cyber augmentation)\n * - **정보요원 (Jeongbo)**: Balanced with slight defensive boost\n * - **조직폭력배 (Jojik)**: Higher torso/leg health (street hardened)\n * \n * @example\n * ```typescript\n * const bodyHealth: BodyPartHealth = {\n * head: 100,\n * neck: 100,\n * torsoUpper: 100,\n * torsoLower: 100,\n * armLeft: 100,\n * armRight: 100,\n * legLeft: 100,\n * legRight: 100,\n * };\n * ```\n * \n * @category Body Part System\n * @korean 신체부위체력\n */\nexport interface BodyPartHealth {\n /** Head health (0-100 HP) - affects consciousness */\n readonly head: number;\n /** Neck health (0-100 HP) - affects breathing and circulation */\n readonly neck: number;\n /** Upper torso health (0-100 HP) - affects stamina recovery */\n readonly torsoUpper: number;\n /** Lower torso health (0-100 HP) - affects balance and core strength */\n readonly torsoLower: number;\n /** Left arm health (0-100 HP) - affects left-side attacks */\n readonly armLeft: number;\n /** Right arm health (0-100 HP) - affects right-side attacks */\n readonly armRight: number;\n /** Left leg health (0-100 HP) - affects movement and stance */\n readonly legLeft: number;\n /** Right leg health (0-100 HP) - affects movement and stance */\n readonly legRight: number;\n}\n\n/**\n * Maximum health values for each body part.\n * \n * **Korean**: 최대 신체 부위 체력\n * \n * Defines the maximum HP capacity for each body part. Can be modified by\n * archetype, equipment, or training bonuses.\n * \n * @category Body Part System\n * @korean 최대신체부위체력\n */\nexport interface BodyPartMaxHealth {\n /** Maximum head health */\n readonly head: number;\n /** Maximum neck health */\n readonly neck: number;\n /** Maximum upper torso health */\n readonly torsoUpper: number;\n /** Maximum lower torso health */\n readonly torsoLower: number;\n /** Maximum left arm health */\n readonly armLeft: number;\n /** Maximum right arm health */\n readonly armRight: number;\n /** Maximum left leg health */\n readonly legLeft: number;\n /** Maximum right leg health */\n readonly legRight: number;\n}\n\n/**\n * Combat capability effects from body part damage.\n * \n * **Korean**: 신체 부위 손상 효과\n * \n * Defines how damage to specific body parts affects combat performance.\n * Effects are applied as multipliers to base stats (0.0 = disabled, 1.0 = normal).\n * \n * ## Effect Thresholds\n * \n * - **100-75% HP**: No penalties (1.0x)\n * - **75-50% HP**: Minor penalties (0.9-0.8x)\n * - **50-25% HP**: Major penalties (0.7-0.5x)\n * - **25-0% HP**: Severe penalties (0.3-0.1x)\n * - **0% HP**: Non-functional (0.0x)\n * \n * @example\n * ```typescript\n * const effects: BodyPartEffects = {\n * consciousnessModifier: 0.75, // Head at 50% HP\n * staminaRegenModifier: 0.5, // Torso damaged\n * attackDamageModifier: 0.7, // Arm injured\n * movementSpeedModifier: 0.6, // Leg damaged\n * };\n * ```\n * \n * @category Body Part System\n * @korean 신체부위효과\n */\nexport interface BodyPartEffects {\n /** Consciousness and awareness multiplier (0.0-1.0) - from head/neck damage */\n readonly consciousnessModifier: number;\n /** Stamina regeneration multiplier (0.0-1.0) - from torso damage */\n readonly staminaRegenModifier: number;\n /** Attack damage multiplier (0.0-1.0) - from arm damage */\n readonly attackDamageModifier: number;\n /** Movement speed multiplier (0.0-1.0) - from leg damage */\n readonly movementSpeedModifier: number;\n /** Balance modifier (0.0-1.0) - from lower torso and leg damage */\n readonly balanceModifier: number;\n /** Technique accuracy multiplier (0.0-1.0) - from head/arm damage */\n readonly techniqueAccuracyModifier: number;\n}\n\n/**\n * Damage distribution configuration for body parts.\n * \n * **Korean**: 신체 부위 피해 분배\n * \n * Defines how damage from attacks is distributed across body parts based on\n * the hit location and attack type. Not all damage goes to a single part;\n * impact can affect adjacent regions.\n * \n * @example\n * ```typescript\n * // Strike to head distributes damage\n * const distribution: BodyPartDamageDistribution = {\n * primary: { part: BodyPart.HEAD, percentage: 0.8 },\n * secondary: [\n * { part: BodyPart.NECK, percentage: 0.2 }\n * ]\n * };\n * ```\n * \n * @category Body Part System\n * @korean 신체부위피해분배\n */\nexport interface BodyPartDamageDistribution {\n /** Primary body part receiving most damage */\n readonly primary: {\n readonly part: BodyPart;\n readonly percentage: number; // 0.0-1.0\n };\n /** Secondary body parts receiving splash damage */\n readonly secondary: readonly {\n readonly part: BodyPart;\n readonly percentage: number; // 0.0-1.0\n }[];\n}\n\n/**\n * Body part status information for UI display.\n * \n * **Korean**: 신체 부위 상태 정보\n * \n * Provides UI-friendly data about body part health status including\n * color coding, status text, and icon information.\n * \n * @category Body Part System\n * @korean 신체부위상태\n */\nexport interface BodyPartStatus {\n /** Body part identifier */\n readonly part: BodyPart;\n /** Current health (0-100) */\n readonly health: number;\n /** Maximum health */\n readonly maxHealth: number;\n /** Health percentage (0.0-1.0) */\n readonly percentage: number;\n /** Status description */\n readonly status: KoreanText;\n /** Color code for UI (hex number) */\n readonly color: number;\n /** Whether this part is critically damaged */\n readonly critical: boolean;\n /** Whether this part is non-functional */\n readonly disabled: boolean;\n}\n\n/**\n * Configuration for body part health system.\n * \n * **Korean**: 신체 부위 시스템 설정\n * \n * Defines thresholds, multipliers, and constants used by the body part\n * health system for damage calculation and effect application.\n * \n * @category Body Part System\n * @korean 신체부위설정\n */\nexport interface BodyPartHealthConfig {\n /** Default max health for all body parts */\n readonly defaultMaxHealth: number;\n /** Health threshold for minor penalties (percentage) */\n readonly minorPenaltyThreshold: number;\n /** Health threshold for major penalties (percentage) */\n readonly majorPenaltyThreshold: number;\n /** Health threshold for severe penalties (percentage) */\n readonly severePenaltyThreshold: number;\n /** Health threshold for critical status (percentage) */\n readonly criticalThreshold: number;\n /** Effect multipliers for each threshold tier */\n readonly effectMultipliers: {\n readonly minor: number;\n readonly major: number;\n readonly severe: number;\n readonly critical: number;\n };\n}\n\n/**\n * Default configuration values for body part health system.\n * \n * @category Body Part System\n */\nexport const DEFAULT_BODY_PART_CONFIG: BodyPartHealthConfig = {\n defaultMaxHealth: 100,\n minorPenaltyThreshold: 0.75, // 75% HP\n majorPenaltyThreshold: 0.50, // 50% HP\n severePenaltyThreshold: 0.25, // 25% HP\n criticalThreshold: 0.10, // 10% HP\n effectMultipliers: {\n minor: 0.90, // 10% penalty\n major: 0.70, // 30% penalty\n severe: 0.40, // 60% penalty\n critical: 0.10, // 90% penalty\n },\n} as const;\n\n/**\n * Body part health effect constants matching acceptance criteria.\n * \n * **Korean**: 신체 부위 효과 상수\n * \n * Defines specific combat penalties as per requirements:\n * - Head <50%: Consciousness penalties\n * - Torso <50%: Stamina regen -50%\n * - Arms <50%: Attack damage -30%\n * - Legs <50%: Movement speed -40%\n * \n * @category Body Part System\n */\nexport const BODY_PART_EFFECT_CONSTANTS = {\n /** Head damage effects */\n HEAD: {\n CONSCIOUSNESS_PENALTY_AT_50: 0.75, // 25% consciousness reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Torso damage effects */\n TORSO: {\n STAMINA_REGEN_PENALTY_AT_50: 0.50, // 50% stamina regen reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Arm damage effects */\n ARMS: {\n ATTACK_DAMAGE_PENALTY_AT_50: 0.70, // 30% attack damage reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Leg damage effects */\n LEGS: {\n MOVEMENT_SPEED_PENALTY_AT_50: 0.60, // 40% movement speed reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n} as const;\n\n/**\n * Leg injury severity levels for movement penalties.\n * \n * **Korean**: 다리 부상 정도 (Leg Injury Severity)\n * \n * Defines movement impairment states based on leg health percentage.\n * \n * @category Body Part System\n * @korean 다리부상정도\n */\nexport enum LegInjuryState {\n /** Normal movement - Leg health 100-70% */\n NORMAL = \"normal\",\n /** Limping - Leg health 69-50% */\n LIMPING = \"limping\",\n /** Severe limp - Leg health 49-30% */\n SEVERE_LIMP = \"severe_limp\",\n /** Hobbled - Leg health <30%, cannot run */\n HOBBLED = \"hobbled\",\n}\n\n/**\n * Movement penalty applied from leg damage.\n * \n * **Korean**: 이동 패널티 (Movement Penalty)\n * \n * Describes the current movement impairment including speed reduction,\n * stance change penalties, and balance effects.\n * \n * @category Body Part System\n * @korean 이동패널티\n */\nexport interface MovementPenalty {\n /** Movement speed multiplier (0.0-1.0) */\n readonly speedMultiplier: number;\n /** Whether player can run (false when hobbled) */\n readonly canRun: boolean;\n /** Current injury state */\n readonly injuryState: LegInjuryState;\n /** Stance change duration multiplier (1.0 = normal, 2.0 = 2x slower) */\n readonly stanceChangePenalty: number;\n /** Whether advanced stances are restricted */\n readonly advancedStancesRestricted: boolean;\n /** Balance modifier from leg damage (0.0-1.0) */\n readonly balanceModifier: number;\n /** Whether instant penalty is active (from knee/ankle strike) */\n readonly hasInstantPenalty: boolean;\n /** Timestamp when instant penalty expires (0 if not active) */\n readonly instantPenaltyExpiry: number;\n}\n\n/**\n * Instant movement penalty from knee/ankle strikes.\n * \n * **Korean**: 순간 이동 패널티 (Instant Movement Penalty)\n * \n * Applied immediately upon striking knee or ankle vital points,\n * causing temporary severe movement impairment.\n * \n * @category Body Part System\n * @korean 순간이동패널티\n */\nexport interface InstantMovementPenalty {\n /** Speed multiplier during instant penalty */\n readonly speedMultiplier: number;\n /** Duration in milliseconds */\n readonly duration: number;\n /** Timestamp when penalty was applied */\n readonly appliedAt: number;\n /** Body part that was struck */\n readonly affectedPart: BodyPart;\n}\n\n/**\n * Movement penalty constants matching acceptance criteria.\n * \n * **Korean**: 이동 패널티 상수\n * \n * Defines thresholds and multipliers for injury-based movement penalties:\n * - 100-70%: Normal speed (100%)\n * - 69-50%: Limping (-20% speed)\n * - 49-30%: Severe limp (-40% speed)\n * - <30%: Hobbled (-60% speed, cannot run)\n * \n * @category Body Part System\n */\nexport const MOVEMENT_PENALTY_CONSTANTS = {\n /** Health percentage thresholds for injury states */\n THRESHOLDS: {\n NORMAL: 0.70, // 70% and above\n LIMPING: 0.50, // 50-69%\n SEVERE_LIMP: 0.30, // 30-49%\n HOBBLED: 0.0, // Below 30%\n },\n \n /** Speed multipliers for each injury state */\n SPEED_MULTIPLIERS: {\n NORMAL: 1.0, // 100% speed\n LIMPING: 0.8, // 80% speed (-20%)\n SEVERE_LIMP: 0.6, // 60% speed (-40%)\n HOBBLED: 0.4, // 40% speed (-60%)\n },\n \n /** Stance change penalty multipliers */\n STANCE_CHANGE: {\n NORMAL: 1.0, // Normal duration\n INJURED: 2.0, // 2x duration when legs <50%\n CRITICAL_THRESHOLD: 0.50, // Threshold for stance penalties\n RESTRICTION_THRESHOLD: 0.30, // Threshold for advanced stance restriction\n },\n \n /** Instant penalty from knee/ankle strikes */\n INSTANT_PENALTY: {\n SPEED_MULTIPLIER: 0.3, // 30% speed for 5 seconds\n DURATION: 5000, // 5 seconds in milliseconds\n },\n \n /** Asymmetric damage effects */\n ASYMMETRIC: {\n /** Penalty when moving toward injured side */\n SAME_SIDE_PENALTY: 0.8, // Additional 20% penalty\n /** Penalty when moving away from injured side */\n OPPOSITE_SIDE_PENALTY: 0.9, // Additional 10% penalty\n },\n} as const;\n"],"mappings":";;;;;;;;;;;;;;;;;;AA8CA,IAAY,WAAL,yBAAA,UAAA;;CAEL,SAAA,UAAO;;CAEP,SAAA,UAAO;;CAEP,SAAA,iBAAc;;CAEd,SAAA,iBAAc;;CAEd,SAAA,cAAW;;CAEX,SAAA,eAAY;;CAEZ,SAAA,cAAW;;CAEX,SAAA,eAAY;;KACb;;;;;;AAuOD,IAAa,2BAAiD;CAC5D,kBAAkB;CAClB,uBAAuB;CACvB,uBAAuB;CACvB,wBAAwB;CACxB,mBAAmB;CACnB,mBAAmB;EACjB,OAAO;EACP,OAAO;EACP,QAAQ;EACR,UAAU;EACX;CACF;;;;;;;;;;;;;;AAeD,IAAa,6BAA6B;;CAExC,MAAM;EACJ,6BAA6B;EAC7B,oBAAoB;EACrB;;CAED,OAAO;EACL,6BAA6B;EAC7B,oBAAoB;EACrB;;CAED,MAAM;EACJ,6BAA6B;EAC7B,oBAAoB;EACrB;;CAED,MAAM;EACJ,8BAA8B;EAC9B,oBAAoB;EACrB;CACF;;;;;;;;;;;AAYD,IAAY,iBAAL,yBAAA,gBAAA;;CAEL,eAAA,YAAS;;CAET,eAAA,aAAU;;CAEV,eAAA,iBAAc;;CAEd,eAAA,aAAU;;KACX;;;;;;;;;;;;;;AAmED,IAAa,6BAA6B;;CAExC,YAAY;EACV,QAAQ;EACR,SAAS;EACT,aAAa;EACb,SAAS;EACV;;CAGD,mBAAmB;EACjB,QAAQ;EACR,SAAS;EACT,aAAa;EACb,SAAS;EACV;;CAGD,eAAe;EACb,QAAQ;EACR,SAAS;EACT,oBAAoB;EACpB,uBAAuB;EACxB;;CAGD,iBAAiB;EACf,kBAAkB;EAClB,UAAU;EACX;;CAGD,YAAY;;EAEV,mBAAmB;;EAEnB,uBAAuB;EACxB;CACF"}
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+ {"version":3,"file":"types.js","names":[],"sources":["../../../src/systems/bodypart/types.ts"],"sourcesContent":["/**\n * Body Part Health System Types\n * \n * **Korean**: 신체부위 체력 시스템 타입\n * \n * This module defines types for the body part-specific health tracking system,\n * which replaces the single health bar with independent health tracking for\n * each major body region. This enables realistic localized damage and combat\n * trauma simulation.\n * \n * ## Body Part Health Philosophy\n * \n * Traditional Korean martial arts emphasize targeting specific body regions\n * to achieve maximum combat effectiveness. This system reflects that by\n * tracking damage to:\n * - **HEAD** (두부): Consciousness and awareness\n * - **NECK** (경부): Vascular and respiratory function\n * - **TORSO_UPPER** (상부 몸통): Heart, lungs, vital organs\n * - **TORSO_LOWER** (하부 몸통): Stamina and core strength\n * - **ARM_LEFT/RIGHT** (좌/우팔): Attack capability\n * - **LEG_LEFT/RIGHT** (좌/우다리): Mobility and balance\n * \n * @module systems/bodypart/types\n * @category Body Part System\n * @korean 신체부위타입\n */\n\nimport { KoreanText } from \"@/types\";\n\n/**\n * Body part identifiers for health tracking.\n * \n * **Korean**: 신체 부위 (Body Parts)\n * \n * Each body part tracks independent health from 0-100 HP. Damage to specific\n * parts affects different combat capabilities based on anatomical function.\n * \n * @example\n * ```typescript\n * const bodyPart: BodyPart = BodyPart.HEAD;\n * const health = player.bodyPartHealth[bodyPart]; // 0-100\n * ```\n * \n * @category Body Part System\n * @korean 신체부위\n */\nexport enum BodyPart {\n /** Head region - affects consciousness and awareness */\n HEAD = \"head\",\n /** Neck region - affects breathing and blood flow */\n NECK = \"neck\",\n /** Upper torso - affects heart, lungs, stamina recovery */\n TORSO_UPPER = \"torsoUpper\",\n /** Lower torso - affects core strength and balance */\n TORSO_LOWER = \"torsoLower\",\n /** Left arm - affects attack capability on left side */\n ARM_LEFT = \"armLeft\",\n /** Right arm - affects attack capability on right side */\n ARM_RIGHT = \"armRight\",\n /** Left leg - affects movement and balance */\n LEG_LEFT = \"legLeft\",\n /** Right leg - affects movement and balance */\n LEG_RIGHT = \"legRight\",\n}\n\n/**\n * Health values for each body part (0-100 HP per part).\n * \n * **Korean**: 신체 부위별 체력\n * \n * Tracks independent health pools for each major body region. When a body part\n * reaches 0 HP, it becomes non-functional and applies severe combat penalties.\n * \n * ## Default Health Values\n * \n * All body parts start at 100 HP. Different archetypes may have variations:\n * - **무사 (Musa)**: Balanced health across all parts\n * - **암살자 (Amsalja)**: Lower torso health, higher arm precision\n * - **해커 (Hacker)**: Enhanced head/neck (cyber augmentation)\n * - **정보요원 (Jeongbo)**: Balanced with slight defensive boost\n * - **조직폭력배 (Jojik)**: Higher torso/leg health (street hardened)\n * \n * @example\n * ```typescript\n * const bodyHealth: BodyPartHealth = {\n * head: 100,\n * neck: 100,\n * torsoUpper: 100,\n * torsoLower: 100,\n * armLeft: 100,\n * armRight: 100,\n * legLeft: 100,\n * legRight: 100,\n * };\n * ```\n * \n * @category Body Part System\n * @korean 신체부위체력\n */\nexport interface BodyPartHealth {\n /** Head health (0-100 HP) - affects consciousness */\n readonly head: number;\n /** Neck health (0-100 HP) - affects breathing and circulation */\n readonly neck: number;\n /** Upper torso health (0-100 HP) - affects stamina recovery */\n readonly torsoUpper: number;\n /** Lower torso health (0-100 HP) - affects balance and core strength */\n readonly torsoLower: number;\n /** Left arm health (0-100 HP) - affects left-side attacks */\n readonly armLeft: number;\n /** Right arm health (0-100 HP) - affects right-side attacks */\n readonly armRight: number;\n /** Left leg health (0-100 HP) - affects movement and stance */\n readonly legLeft: number;\n /** Right leg health (0-100 HP) - affects movement and stance */\n readonly legRight: number;\n}\n\n/**\n * Maximum health values for each body part.\n * \n * **Korean**: 최대 신체 부위 체력\n * \n * Defines the maximum HP capacity for each body part. Can be modified by\n * archetype, equipment, or training bonuses.\n * \n * @category Body Part System\n * @korean 최대신체부위체력\n */\nexport interface BodyPartMaxHealth {\n /** Maximum head health */\n readonly head: number;\n /** Maximum neck health */\n readonly neck: number;\n /** Maximum upper torso health */\n readonly torsoUpper: number;\n /** Maximum lower torso health */\n readonly torsoLower: number;\n /** Maximum left arm health */\n readonly armLeft: number;\n /** Maximum right arm health */\n readonly armRight: number;\n /** Maximum left leg health */\n readonly legLeft: number;\n /** Maximum right leg health */\n readonly legRight: number;\n}\n\n/**\n * Combat capability effects from body part damage.\n * \n * **Korean**: 신체 부위 손상 효과\n * \n * Defines how damage to specific body parts affects combat performance.\n * Effects are applied as multipliers to base stats (0.0 = disabled, 1.0 = normal).\n * \n * ## Effect Thresholds\n * \n * - **100-75% HP**: No penalties (1.0x)\n * - **75-50% HP**: Minor penalties (0.9-0.8x)\n * - **50-25% HP**: Major penalties (0.7-0.5x)\n * - **25-0% HP**: Severe penalties (0.3-0.1x)\n * - **0% HP**: Non-functional (0.0x)\n * \n * @example\n * ```typescript\n * const effects: BodyPartEffects = {\n * consciousnessModifier: 0.75, // Head at 50% HP\n * staminaRegenModifier: 0.5, // Torso damaged\n * attackDamageModifier: 0.7, // Arm injured\n * movementSpeedModifier: 0.6, // Leg damaged\n * };\n * ```\n * \n * @category Body Part System\n * @korean 신체부위효과\n */\nexport interface BodyPartEffects {\n /** Consciousness and awareness multiplier (0.0-1.0) - from head/neck damage */\n readonly consciousnessModifier: number;\n /** Stamina regeneration multiplier (0.0-1.0) - from torso damage */\n readonly staminaRegenModifier: number;\n /** Attack damage multiplier (0.0-1.0) - from arm damage */\n readonly attackDamageModifier: number;\n /** Movement speed multiplier (0.0-1.0) - from leg damage */\n readonly movementSpeedModifier: number;\n /** Balance modifier (0.0-1.0) - from lower torso and leg damage */\n readonly balanceModifier: number;\n /** Technique accuracy multiplier (0.0-1.0) - from head/arm damage */\n readonly techniqueAccuracyModifier: number;\n}\n\n/**\n * Damage distribution configuration for body parts.\n * \n * **Korean**: 신체 부위 피해 분배\n * \n * Defines how damage from attacks is distributed across body parts based on\n * the hit location and attack type. Not all damage goes to a single part;\n * impact can affect adjacent regions.\n * \n * @example\n * ```typescript\n * // Strike to head distributes damage\n * const distribution: BodyPartDamageDistribution = {\n * primary: { part: BodyPart.HEAD, percentage: 0.8 },\n * secondary: [\n * { part: BodyPart.NECK, percentage: 0.2 }\n * ]\n * };\n * ```\n * \n * @category Body Part System\n * @korean 신체부위피해분배\n */\nexport interface BodyPartDamageDistribution {\n /** Primary body part receiving most damage */\n readonly primary: {\n readonly part: BodyPart;\n readonly percentage: number; // 0.0-1.0\n };\n /** Secondary body parts receiving splash damage */\n readonly secondary: readonly {\n readonly part: BodyPart;\n readonly percentage: number; // 0.0-1.0\n }[];\n}\n\n/**\n * Body part status information for UI display.\n * \n * **Korean**: 신체 부위 상태 정보\n * \n * Provides UI-friendly data about body part health status including\n * color coding, status text, and icon information.\n * \n * @category Body Part System\n * @korean 신체부위상태\n */\nexport interface BodyPartStatus {\n /** Body part identifier */\n readonly part: BodyPart;\n /** Current health (0-100) */\n readonly health: number;\n /** Maximum health */\n readonly maxHealth: number;\n /** Health percentage (0.0-1.0) */\n readonly percentage: number;\n /** Status description */\n readonly status: KoreanText;\n /** Color code for UI (hex number) */\n readonly color: number;\n /** Whether this part is critically damaged */\n readonly critical: boolean;\n /** Whether this part is non-functional */\n readonly disabled: boolean;\n}\n\n/**\n * Configuration for body part health system.\n * \n * **Korean**: 신체 부위 시스템 설정\n * \n * Defines thresholds, multipliers, and constants used by the body part\n * health system for damage calculation and effect application.\n * \n * @category Body Part System\n * @korean 신체부위설정\n */\nexport interface BodyPartHealthConfig {\n /** Default max health for all body parts */\n readonly defaultMaxHealth: number;\n /** Health threshold for minor penalties (percentage) */\n readonly minorPenaltyThreshold: number;\n /** Health threshold for major penalties (percentage) */\n readonly majorPenaltyThreshold: number;\n /** Health threshold for severe penalties (percentage) */\n readonly severePenaltyThreshold: number;\n /** Health threshold for critical status (percentage) */\n readonly criticalThreshold: number;\n /** Effect multipliers for each threshold tier */\n readonly effectMultipliers: {\n readonly minor: number;\n readonly major: number;\n readonly severe: number;\n readonly critical: number;\n };\n}\n\n/**\n * Default configuration values for body part health system.\n * \n * @category Body Part System\n */\nexport const DEFAULT_BODY_PART_CONFIG: BodyPartHealthConfig = {\n defaultMaxHealth: 100,\n minorPenaltyThreshold: 0.75, // 75% HP\n majorPenaltyThreshold: 0.50, // 50% HP\n severePenaltyThreshold: 0.25, // 25% HP\n criticalThreshold: 0.10, // 10% HP\n effectMultipliers: {\n minor: 0.90, // 10% penalty\n major: 0.70, // 30% penalty\n severe: 0.40, // 60% penalty\n critical: 0.10, // 90% penalty\n },\n} as const;\n\n/**\n * Body part health effect constants matching acceptance criteria.\n * \n * **Korean**: 신체 부위 효과 상수\n * \n * Defines specific combat penalties as per requirements:\n * - Head <50%: Consciousness penalties\n * - Torso <50%: Stamina regen -50%\n * - Arms <50%: Attack damage -30%\n * - Legs <50%: Movement speed -40%\n * \n * @category Body Part System\n */\nexport const BODY_PART_EFFECT_CONSTANTS = {\n /** Head damage effects */\n HEAD: {\n CONSCIOUSNESS_PENALTY_AT_50: 0.75, // 25% consciousness reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Torso damage effects */\n TORSO: {\n STAMINA_REGEN_PENALTY_AT_50: 0.50, // 50% stamina regen reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Arm damage effects */\n ARMS: {\n ATTACK_DAMAGE_PENALTY_AT_50: 0.70, // 30% attack damage reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n /** Leg damage effects */\n LEGS: {\n MOVEMENT_SPEED_PENALTY_AT_50: 0.60, // 40% movement speed reduction\n CRITICAL_THRESHOLD: 0.50,\n },\n} as const;\n\n/**\n * Leg injury severity levels for movement penalties.\n * \n * **Korean**: 다리 부상 정도 (Leg Injury Severity)\n * \n * Defines movement impairment states based on leg health percentage.\n * \n * @category Body Part System\n * @korean 다리부상정도\n */\nexport enum LegInjuryState {\n /** Normal movement - Leg health 100-70% */\n NORMAL = \"normal\",\n /** Limping - Leg health 69-50% */\n LIMPING = \"limping\",\n /** Severe limp - Leg health 49-30% */\n SEVERE_LIMP = \"severe_limp\",\n /** Hobbled - Leg health <30%, cannot run */\n HOBBLED = \"hobbled\",\n}\n\n/**\n * Movement penalty applied from leg damage.\n * \n * **Korean**: 이동 패널티 (Movement Penalty)\n * \n * Describes the current movement impairment including speed reduction,\n * stance change penalties, and balance effects.\n * \n * @category Body Part System\n * @korean 이동패널티\n */\nexport interface MovementPenalty {\n /** Movement speed multiplier (0.0-1.0) */\n readonly speedMultiplier: number;\n /** Whether player can run (false when hobbled) */\n readonly canRun: boolean;\n /** Current injury state */\n readonly injuryState: LegInjuryState;\n /** Stance change duration multiplier (1.0 = normal, 2.0 = 2x slower) */\n readonly stanceChangePenalty: number;\n /** Whether advanced stances are restricted */\n readonly advancedStancesRestricted: boolean;\n /** Balance modifier from leg damage (0.0-1.0) */\n readonly balanceModifier: number;\n /** Whether instant penalty is active (from knee/ankle strike) */\n readonly hasInstantPenalty: boolean;\n /** Timestamp when instant penalty expires (0 if not active) */\n readonly instantPenaltyExpiry: number;\n}\n\n/**\n * Instant movement penalty from knee/ankle strikes.\n * \n * **Korean**: 순간 이동 패널티 (Instant Movement Penalty)\n * \n * Applied immediately upon striking knee or ankle vital points,\n * causing temporary severe movement impairment.\n * \n * @category Body Part System\n * @korean 순간이동패널티\n */\nexport interface InstantMovementPenalty {\n /** Speed multiplier during instant penalty */\n readonly speedMultiplier: number;\n /** Duration in milliseconds */\n readonly duration: number;\n /** Timestamp when penalty was applied */\n readonly appliedAt: number;\n /** Body part that was struck */\n readonly affectedPart: BodyPart;\n}\n\n/**\n * Movement penalty constants matching acceptance criteria.\n * \n * **Korean**: 이동 패널티 상수\n * \n * Defines thresholds and multipliers for injury-based movement penalties:\n * - 100-70%: Normal speed (100%)\n * - 69-50%: Limping (-20% speed)\n * - 49-30%: Severe limp (-40% speed)\n * - <30%: Hobbled (-60% speed, cannot run)\n * \n * @category Body Part System\n */\nexport const MOVEMENT_PENALTY_CONSTANTS = {\n /** Health percentage thresholds for injury states */\n THRESHOLDS: {\n NORMAL: 0.70, // 70% and above\n LIMPING: 0.50, // 50-69%\n SEVERE_LIMP: 0.30, // 30-49%\n HOBBLED: 0.0, // Below 30%\n },\n \n /** Speed multipliers for each injury state */\n SPEED_MULTIPLIERS: {\n NORMAL: 1.0, // 100% speed\n LIMPING: 0.8, // 80% speed (-20%)\n SEVERE_LIMP: 0.6, // 60% speed (-40%)\n HOBBLED: 0.4, // 40% speed (-60%)\n },\n \n /** Stance change penalty multipliers */\n STANCE_CHANGE: {\n NORMAL: 1.0, // Normal duration\n INJURED: 2.0, // 2x duration when legs <50%\n CRITICAL_THRESHOLD: 0.50, // Threshold for stance penalties\n RESTRICTION_THRESHOLD: 0.30, // Threshold for advanced stance restriction\n },\n \n /** Instant penalty from knee/ankle strikes */\n INSTANT_PENALTY: {\n SPEED_MULTIPLIER: 0.3, // 30% speed for 5 seconds\n DURATION: 5000, // 5 seconds in milliseconds\n },\n \n /** Asymmetric damage effects */\n ASYMMETRIC: {\n /** Penalty when moving toward injured side */\n SAME_SIDE_PENALTY: 0.8, // Additional 20% penalty\n /** Penalty when moving away from injured side */\n OPPOSITE_SIDE_PENALTY: 0.9, // Additional 10% penalty\n },\n} as const;\n"],"mappings":";;;;;;;;;;;;;;;;;;AA8CA,IAAY,WAAL,yBAAA,UAAA;;CAEL,SAAA,UAAA;;CAEA,SAAA,UAAA;;CAEA,SAAA,iBAAA;;CAEA,SAAA,iBAAA;;CAEA,SAAA,cAAA;;CAEA,SAAA,eAAA;;CAEA,SAAA,cAAA;;CAEA,SAAA,eAAA;;AACF,EAAA,CAAA,CAAA;;;;;;AAuOA,IAAa,2BAAiD;CAC5D,kBAAkB;CAClB,uBAAuB;CACvB,uBAAuB;CACvB,wBAAwB;CACxB,mBAAmB;CACnB,mBAAmB;EACjB,OAAO;EACP,OAAO;EACP,QAAQ;EACR,UAAU;CACZ;AACF;;;;;;;;;;;;;;AAeA,IAAa,6BAA6B;;CAExC,MAAM;EACJ,6BAA6B;EAC7B,oBAAoB;CACtB;;CAEA,OAAO;EACL,6BAA6B;EAC7B,oBAAoB;CACtB;;CAEA,MAAM;EACJ,6BAA6B;EAC7B,oBAAoB;CACtB;;CAEA,MAAM;EACJ,8BAA8B;EAC9B,oBAAoB;CACtB;AACF;;;;;;;;;;;AAYA,IAAY,iBAAL,yBAAA,gBAAA;;CAEL,eAAA,YAAA;;CAEA,eAAA,aAAA;;CAEA,eAAA,iBAAA;;CAEA,eAAA,aAAA;;AACF,EAAA,CAAA,CAAA;;;;;;;;;;;;;;AAmEA,IAAa,6BAA6B;;CAExC,YAAY;EACV,QAAQ;EACR,SAAS;EACT,aAAa;EACb,SAAS;CACX;;CAGA,mBAAmB;EACjB,QAAQ;EACR,SAAS;EACT,aAAa;EACb,SAAS;CACX;;CAGA,eAAe;EACb,QAAQ;EACR,SAAS;EACT,oBAAoB;EACpB,uBAAuB;CACzB;;CAGA,iBAAiB;EACf,kBAAkB;EAClB,UAAU;CACZ;;CAGA,YAAY;;EAEV,mBAAmB;;EAEnB,uBAAuB;CACzB;AACF"}
@@ -79,8 +79,8 @@ var BreathingDisruptionLevel = /* @__PURE__ */ function(BreathingDisruptionLevel
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  * for each severity level.
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  */
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  var BREATHING_DISRUPTION_CONFIGS = {
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- [BreathingDisruptionLevel.WINDED]: {
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- level: BreathingDisruptionLevel.WINDED,
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+ ["winded"]: {
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+ level: "winded",
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  duration: 5e3,
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  staminaRegenMultiplier: .75,
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  koreanName: "바람맞음",
@@ -91,8 +91,8 @@ var BREATHING_DISRUPTION_CONFIGS = {
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  romanized: "baram-maeum"
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  }
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  },
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- [BreathingDisruptionLevel.GASPING]: {
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- level: BreathingDisruptionLevel.GASPING,
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+ ["gasping"]: {
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+ level: "gasping",
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  duration: 1e4,
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  staminaRegenMultiplier: .5,
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  koreanName: "헐떡임",
@@ -103,8 +103,8 @@ var BREATHING_DISRUPTION_CONFIGS = {
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  romanized: "heoltteogim"
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  }
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  },
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- [BreathingDisruptionLevel.SEVERELY_WINDED]: {
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- level: BreathingDisruptionLevel.SEVERELY_WINDED,
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+ ["severely_winded"]: {
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+ level: "severely_winded",
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  duration: 15e3,
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  staminaRegenMultiplier: .25,
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  koreanName: "심각한 호흡곤란",
@@ -173,9 +173,9 @@ var BreathingDisruptionSystem = class {
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  */
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  static levelToIntensity(level) {
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  switch (level) {
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- case BreathingDisruptionLevel.WINDED: return EffectIntensity.LOW;
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- case BreathingDisruptionLevel.GASPING: return EffectIntensity.MEDIUM;
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- case BreathingDisruptionLevel.SEVERELY_WINDED: return EffectIntensity.HIGH;
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+ case "winded": return EffectIntensity.LOW;
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+ case "gasping": return EffectIntensity.MEDIUM;
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+ case "severely_winded": return EffectIntensity.HIGH;
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  default: return EffectIntensity.WEAK;
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  }
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  }
@@ -203,10 +203,10 @@ var BreathingDisruptionSystem = class {
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  * ```
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  */
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  static calculateLevelFromDamage(damage, isSolarPlexus) {
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- if (isSolarPlexus) return BreathingDisruptionLevel.SEVERELY_WINDED;
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- if (damage >= 20) return BreathingDisruptionLevel.GASPING;
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- else if (damage >= 10) return BreathingDisruptionLevel.WINDED;
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- return BreathingDisruptionLevel.NONE;
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+ if (isSolarPlexus) return "severely_winded";
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+ if (damage >= 20) return "gasping";
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+ else if (damage >= 10) return "winded";
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+ return "none";
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  }
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  /**
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  * Stack multiple breathing disruption effects.
@@ -261,10 +261,10 @@ var BreathingDisruptionSystem = class {
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  */
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  static getHigherLevel(level1, level2) {
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  const severity = {
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- [BreathingDisruptionLevel.NONE]: 0,
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- [BreathingDisruptionLevel.WINDED]: 1,
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- [BreathingDisruptionLevel.GASPING]: 2,
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- [BreathingDisruptionLevel.SEVERELY_WINDED]: 3
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+ ["none"]: 0,
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+ ["winded"]: 1,
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+ ["gasping"]: 2,
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+ ["severely_winded"]: 3
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  };
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  return severity[level1] > severity[level2] ? level1 : level2;
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  }
@@ -367,7 +367,7 @@ var BreathingDisruptionSystem = class {
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  * @returns Current breathing disruption level (NONE if no active effect)
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  */
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  static getCurrentLevel(player) {
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- return this.getActiveEffect(player)?.level ?? BreathingDisruptionLevel.NONE;
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+ return this.getActiveEffect(player)?.level ?? "none";
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  }
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  /**
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  * Check if breathing disruption is active.
@@ -376,7 +376,7 @@ var BreathingDisruptionSystem = class {
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  * @returns True if player has active breathing disruption
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  */
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  static isActive(player) {
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- return this.getCurrentLevel(player) !== BreathingDisruptionLevel.NONE;
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+ return this.getCurrentLevel(player) !== "none";
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  }
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  };
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  //#endregion
@@ -1 +1 @@
1
- {"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 ?? 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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 ?? 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- {"version":3,"file":"feedback.js","names":[],"sources":["../../../src/systems/breathing/feedback.ts"],"sourcesContent":["/**\n * Visual and Audio Feedback Types for Breathing Disruption System.\n * \n * **Korean**: 호흡곤란 시각/청각 피드백\n * \n * Type definitions for visual indicators, animations, and audio effects\n * that provide player feedback for breathing disruption status.\n * \n * @module systems/breathing/feedback\n * @category Combat Systems\n * @korean 호흡곤란피드백\n */\n\nimport { KoreanText } from \"@/types\";\nimport { BreathingDisruptionLevel } from \"./BreathingDisruptionSystem\";\n\n/**\n * Visual indicator configuration for breathing disruption HUD display.\n * \n * **Korean**: 호흡곤란 HUD 표시기\n * \n * Displays breathing difficulty status with color-coded lungs icon (🫁)\n * and severity-based visual styling.\n */\nexport interface BreathingIndicatorConfig {\n /** Whether to show the breathing indicator */\n readonly visible: boolean;\n \n /** Current breathing disruption level */\n readonly level: BreathingDisruptionLevel;\n \n /** Icon to display (default: 🫁 lungs emoji) */\n readonly icon: string;\n \n /** Color based on severity */\n readonly color: number;\n \n /** Opacity for pulsing effect (0-1) */\n readonly opacity: number;\n \n /** Scale for emphasis (1.0 = normal) */\n readonly scale: number;\n \n /** Bilingual text label */\n readonly label: KoreanText;\n \n /** Time remaining until recovery (milliseconds) */\n readonly timeRemaining: number;\n \n /** Whether recovery is in progress */\n readonly isRecovering: boolean;\n}\n\n/**\n * Animation state for character posture during breathing disruption.\n * \n * **Korean**: 호흡곤란 자세 애니메이션\n * \n * Defines character posture and movement patterns based on breathing difficulty.\n */\nexport interface BreathingPostureState {\n /** Breathing disruption level affecting posture */\n readonly level: BreathingDisruptionLevel;\n \n /** Body bend angle (degrees) - 0 = upright, positive = bent forward */\n readonly bendAngle: number;\n \n /** Breathing rhythm speed multiplier (0-1) */\n readonly breathingSpeed: number;\n \n /** Chest expansion intensity (0-1) */\n readonly chestExpansion: number;\n \n /** Shoulder rise/fall intensity (0-1) */\n readonly shoulderMovement: number;\n \n /** Whether character is gasping (rapid breathing) */\n readonly isGasping: boolean;\n \n /** Whether character is holding chest/torso */\n readonly isHoldingTorso: boolean;\n \n /** Movement speed penalty (0-1, where 1 = no penalty) */\n readonly movementPenalty: number;\n}\n\n/**\n * Audio effect configuration for breathing sounds.\n * \n * **Korean**: 호흡 소리 효과\n * \n * Defines audio playback for breathing difficulty sounds.\n */\nexport interface BreathingAudioEffect {\n /** Breathing disruption level */\n readonly level: BreathingDisruptionLevel;\n \n /** Audio file ID or URL */\n readonly audioId: string;\n \n /** Volume level (0-1) */\n readonly volume: number;\n \n /** Playback speed multiplier */\n readonly playbackRate: number;\n \n /** Whether to loop the sound */\n readonly loop: boolean;\n \n /** Fade in duration (milliseconds) */\n readonly fadeIn: number;\n \n /** Fade out duration (milliseconds) */\n readonly fadeOut: number;\n \n /** Korean voice callout (optional) */\n readonly voiceCallout?: {\n readonly text: string;\n readonly audioId: string;\n };\n}\n\n/**\n * Predefined breathing indicator configurations for each severity level.\n */\nexport const BREATHING_INDICATOR_CONFIGS: Record<\n Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n Omit<BreathingIndicatorConfig, \"visible\" | \"timeRemaining\" | \"isRecovering\">\n> = {\n [BreathingDisruptionLevel.WINDED]: {\n level: BreathingDisruptionLevel.WINDED,\n icon: \"🫁\",\n color: 0xffd700, // Gold - mild warning\n opacity: 0.7,\n scale: 1.0,\n label: {\n korean: \"바람맞음\",\n english: \"Winded\",\n romanized: \"baram-maeum\",\n },\n },\n [BreathingDisruptionLevel.GASPING]: {\n level: BreathingDisruptionLevel.GASPING,\n icon: \"🫁\",\n color: 0xffa500, // Orange - moderate warning\n opacity: 0.85,\n scale: 1.1,\n label: {\n korean: \"헐떡임\",\n english: \"Gasping\",\n romanized: \"heoltteogim\",\n },\n },\n [BreathingDisruptionLevel.SEVERELY_WINDED]: {\n level: BreathingDisruptionLevel.SEVERELY_WINDED,\n icon: \"🫁\",\n color: 0xff4444, // Red - severe warning\n opacity: 1.0,\n scale: 1.2,\n label: {\n korean: \"심각한 호흡곤란\",\n english: \"Severely Winded\",\n romanized: \"simgakhan hoheup gonnan\",\n },\n },\n};\n\n/**\n * Predefined posture states for each breathing disruption level.\n */\nexport const BREATHING_POSTURE_STATES: Record<\n Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n BreathingPostureState\n> = {\n [BreathingDisruptionLevel.WINDED]: {\n level: BreathingDisruptionLevel.WINDED,\n bendAngle: 5, // Slight forward lean\n breathingSpeed: 1.3, // 30% faster breathing\n chestExpansion: 0.6,\n shoulderMovement: 0.5,\n isGasping: false,\n isHoldingTorso: false,\n movementPenalty: 0.95, // 5% movement penalty\n },\n [BreathingDisruptionLevel.GASPING]: {\n level: BreathingDisruptionLevel.GASPING,\n bendAngle: 15, // Noticeable forward bend\n breathingSpeed: 1.8, // 80% faster breathing\n chestExpansion: 0.4,\n shoulderMovement: 0.7,\n isGasping: true,\n isHoldingTorso: false,\n movementPenalty: 0.85, // 15% movement penalty\n },\n [BreathingDisruptionLevel.SEVERELY_WINDED]: {\n level: BreathingDisruptionLevel.SEVERELY_WINDED,\n bendAngle: 30, // Bent over significantly\n breathingSpeed: 2.5, // 150% faster breathing\n chestExpansion: 0.2,\n shoulderMovement: 0.9,\n isGasping: true,\n isHoldingTorso: true,\n movementPenalty: 0.70, // 30% movement penalty\n },\n};\n\n/**\n * Audio effect configurations for breathing sounds.\n */\nexport const BREATHING_AUDIO_EFFECTS: Record<\n Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n BreathingAudioEffect\n> = {\n [BreathingDisruptionLevel.WINDED]: {\n level: BreathingDisruptionLevel.WINDED,\n audioId: \"breathing_heavy\",\n volume: 0.5,\n playbackRate: 1.2,\n loop: true,\n fadeIn: 200,\n fadeOut: 500,\n },\n [BreathingDisruptionLevel.GASPING]: {\n level: BreathingDisruptionLevel.GASPING,\n audioId: \"breathing_gasping\",\n volume: 0.7,\n playbackRate: 1.5,\n loop: true,\n fadeIn: 150,\n fadeOut: 500,\n voiceCallout: {\n text: \"헉헉\", // Gasp sound\n audioId: \"voice_gasping_kr\",\n },\n },\n [BreathingDisruptionLevel.SEVERELY_WINDED]: {\n level: BreathingDisruptionLevel.SEVERELY_WINDED,\n audioId: \"breathing_severe\",\n volume: 0.9,\n playbackRate: 2.0,\n loop: true,\n fadeIn: 100,\n fadeOut: 500,\n voiceCallout: {\n text: \"호흡곤란!\", // Breathing difficulty!\n audioId: \"voice_breathing_difficulty_kr\",\n },\n },\n};\n\n/**\n * Create breathing indicator config for current player state.\n * \n * @param level - Current breathing disruption level\n * @param timeRemaining - Milliseconds until effect expires\n * @param isRecovering - Whether recovery is in progress\n * @returns Complete BreathingIndicatorConfig for HUD display\n */\nexport function createBreathingIndicator(\n level: BreathingDisruptionLevel,\n timeRemaining: number,\n isRecovering: boolean\n): BreathingIndicatorConfig {\n if (level === BreathingDisruptionLevel.NONE) {\n return {\n visible: false,\n level,\n icon: \"🫁\",\n color: 0x00ff00,\n opacity: 0,\n scale: 1.0,\n label: { korean: \"정상\", english: \"Normal\", romanized: \"jeongsang\" },\n timeRemaining: 0,\n isRecovering: false,\n };\n }\n\n const baseConfig = BREATHING_INDICATOR_CONFIGS[level];\n \n return {\n ...baseConfig,\n visible: true,\n timeRemaining,\n isRecovering,\n };\n}\n\n/**\n * Get posture state for current breathing disruption level.\n * \n * @param level - Current breathing disruption level\n * @returns BreathingPostureState for character animation\n */\nexport function getBreathingPosture(\n level: BreathingDisruptionLevel\n): BreathingPostureState | null {\n if (level === BreathingDisruptionLevel.NONE) {\n return null;\n }\n \n return BREATHING_POSTURE_STATES[level];\n}\n\n/**\n * Get audio effect for current breathing disruption level.\n * \n * @param level - Current breathing disruption level\n * @returns BreathingAudioEffect for audio playback\n */\nexport function getBreathingAudio(\n level: BreathingDisruptionLevel\n): BreathingAudioEffect | null {\n if (level === BreathingDisruptionLevel.NONE) {\n return null;\n }\n \n return BREATHING_AUDIO_EFFECTS[level];\n}\n"],"mappings":";;;;;AA6HA,IAAa,8BAGT;EACD,yBAAyB,SAAS;EACjC,OAAO,yBAAyB;EAChC,MAAM;EACN,OAAO;EACP,SAAS;EACT,OAAO;EACP,OAAO;GACL,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACF;EACA,yBAAyB,UAAU;EAClC,OAAO,yBAAyB;EAChC,MAAM;EACN,OAAO;EACP,SAAS;EACT,OAAO;EACP,OAAO;GACL,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACF;EACA,yBAAyB,kBAAkB;EAC1C,OAAO,yBAAyB;EAChC,MAAM;EACN,OAAO;EACP,SAAS;EACT,OAAO;EACP,OAAO;GACL,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACF;CACF;;;;AAKD,IAAa,2BAGT;EACD,yBAAyB,SAAS;EACjC,OAAO,yBAAyB;EAChC,WAAW;EACX,gBAAgB;EAChB,gBAAgB;EAChB,kBAAkB;EAClB,WAAW;EACX,gBAAgB;EAChB,iBAAiB;EAClB;EACA,yBAAyB,UAAU;EAClC,OAAO,yBAAyB;EAChC,WAAW;EACX,gBAAgB;EAChB,gBAAgB;EAChB,kBAAkB;EAClB,WAAW;EACX,gBAAgB;EAChB,iBAAiB;EAClB;EACA,yBAAyB,kBAAkB;EAC1C,OAAO,yBAAyB;EAChC,WAAW;EACX,gBAAgB;EAChB,gBAAgB;EAChB,kBAAkB;EAClB,WAAW;EACX,gBAAgB;EAChB,iBAAiB;EAClB;CACF;;;;AAKD,IAAa,0BAGT;EACD,yBAAyB,SAAS;EACjC,OAAO,yBAAyB;EAChC,SAAS;EACT,QAAQ;EACR,cAAc;EACd,MAAM;EACN,QAAQ;EACR,SAAS;EACV;EACA,yBAAyB,UAAU;EAClC,OAAO,yBAAyB;EAChC,SAAS;EACT,QAAQ;EACR,cAAc;EACd,MAAM;EACN,QAAQ;EACR,SAAS;EACT,cAAc;GACZ,MAAM;GACN,SAAS;GACV;EACF;EACA,yBAAyB,kBAAkB;EAC1C,OAAO,yBAAyB;EAChC,SAAS;EACT,QAAQ;EACR,cAAc;EACd,MAAM;EACN,QAAQ;EACR,SAAS;EACT,cAAc;GACZ,MAAM;GACN,SAAS;GACV;EACF;CACF;;;;;;;;;AAUD,SAAgB,yBACd,OACA,eACA,cAC0B;CAC1B,IAAI,UAAU,yBAAyB,MACrC,OAAO;EACL,SAAS;EACT;EACA,MAAM;EACN,OAAO;EACP,SAAS;EACT,OAAO;EACP,OAAO;GAAE,QAAQ;GAAM,SAAS;GAAU,WAAW;GAAa;EAClE,eAAe;EACf,cAAc;EACf;CAKH,OAAO;EACL,GAHiB,4BAA4B;EAI7C,SAAS;EACT;EACA;EACD;;;;;;;;AASH,SAAgB,oBACd,OAC8B;CAC9B,IAAI,UAAU,yBAAyB,MACrC,OAAO;CAGT,OAAO,yBAAyB;;;;;;;;AASlC,SAAgB,kBACd,OAC6B;CAC7B,IAAI,UAAU,yBAAyB,MACrC,OAAO;CAGT,OAAO,wBAAwB"}
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+ {"version":3,"file":"feedback.js","names":[],"sources":["../../../src/systems/breathing/feedback.ts"],"sourcesContent":["/**\n * Visual and Audio Feedback Types for Breathing Disruption System.\n * \n * **Korean**: 호흡곤란 시각/청각 피드백\n * \n * Type definitions for visual indicators, animations, and audio effects\n * that provide player feedback for breathing disruption status.\n * \n * @module systems/breathing/feedback\n * @category Combat Systems\n * @korean 호흡곤란피드백\n */\n\nimport { KoreanText } from \"@/types\";\nimport { BreathingDisruptionLevel } from \"./BreathingDisruptionSystem\";\n\n/**\n * Visual indicator configuration for breathing disruption HUD display.\n * \n * **Korean**: 호흡곤란 HUD 표시기\n * \n * Displays breathing difficulty status with color-coded lungs icon (🫁)\n * and severity-based visual styling.\n */\nexport interface BreathingIndicatorConfig {\n /** Whether to show the breathing indicator */\n readonly visible: boolean;\n \n /** Current breathing disruption level */\n readonly level: BreathingDisruptionLevel;\n \n /** Icon to display (default: 🫁 lungs emoji) */\n readonly icon: string;\n \n /** Color based on severity */\n readonly color: number;\n \n /** Opacity for pulsing effect (0-1) */\n readonly opacity: number;\n \n /** Scale for emphasis (1.0 = normal) */\n readonly scale: number;\n \n /** Bilingual text label */\n readonly label: KoreanText;\n \n /** Time remaining until recovery (milliseconds) */\n readonly timeRemaining: number;\n \n /** Whether recovery is in progress */\n readonly isRecovering: boolean;\n}\n\n/**\n * Animation state for character posture during breathing disruption.\n * \n * **Korean**: 호흡곤란 자세 애니메이션\n * \n * Defines character posture and movement patterns based on breathing difficulty.\n */\nexport interface BreathingPostureState {\n /** Breathing disruption level affecting posture */\n readonly level: BreathingDisruptionLevel;\n \n /** Body bend angle (degrees) - 0 = upright, positive = bent forward */\n readonly bendAngle: number;\n \n /** Breathing rhythm speed multiplier (0-1) */\n readonly breathingSpeed: number;\n \n /** Chest expansion intensity (0-1) */\n readonly chestExpansion: number;\n \n /** Shoulder rise/fall intensity (0-1) */\n readonly shoulderMovement: number;\n \n /** Whether character is gasping (rapid breathing) */\n readonly isGasping: boolean;\n \n /** Whether character is holding chest/torso */\n readonly isHoldingTorso: boolean;\n \n /** Movement speed penalty (0-1, where 1 = no penalty) */\n readonly movementPenalty: number;\n}\n\n/**\n * Audio effect configuration for breathing sounds.\n * \n * **Korean**: 호흡 소리 효과\n * \n * Defines audio playback for breathing difficulty sounds.\n */\nexport interface BreathingAudioEffect {\n /** Breathing disruption level */\n readonly level: BreathingDisruptionLevel;\n \n /** Audio file ID or URL */\n readonly audioId: string;\n \n /** Volume level (0-1) */\n readonly volume: number;\n \n /** Playback speed multiplier */\n readonly playbackRate: number;\n \n /** Whether to loop the sound */\n readonly loop: boolean;\n \n /** Fade in duration (milliseconds) */\n readonly fadeIn: number;\n \n /** Fade out duration (milliseconds) */\n readonly fadeOut: number;\n \n /** Korean voice callout (optional) */\n readonly voiceCallout?: {\n readonly text: string;\n readonly audioId: string;\n };\n}\n\n/**\n * Predefined breathing indicator configurations for each severity level.\n */\nexport const BREATHING_INDICATOR_CONFIGS: Record<\n Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n Omit<BreathingIndicatorConfig, \"visible\" | \"timeRemaining\" | \"isRecovering\">\n> = {\n [BreathingDisruptionLevel.WINDED]: {\n level: BreathingDisruptionLevel.WINDED,\n icon: \"🫁\",\n color: 0xffd700, // Gold - mild warning\n opacity: 0.7,\n scale: 1.0,\n label: {\n korean: \"바람맞음\",\n english: \"Winded\",\n romanized: \"baram-maeum\",\n },\n },\n [BreathingDisruptionLevel.GASPING]: {\n level: BreathingDisruptionLevel.GASPING,\n icon: \"🫁\",\n color: 0xffa500, // Orange - moderate warning\n opacity: 0.85,\n scale: 1.1,\n label: {\n korean: \"헐떡임\",\n english: \"Gasping\",\n romanized: \"heoltteogim\",\n },\n },\n [BreathingDisruptionLevel.SEVERELY_WINDED]: {\n level: BreathingDisruptionLevel.SEVERELY_WINDED,\n icon: \"🫁\",\n color: 0xff4444, // Red - severe warning\n opacity: 1.0,\n scale: 1.2,\n label: {\n korean: \"심각한 호흡곤란\",\n english: \"Severely Winded\",\n romanized: \"simgakhan hoheup gonnan\",\n },\n },\n};\n\n/**\n * Predefined posture states for each breathing disruption level.\n */\nexport const BREATHING_POSTURE_STATES: Record<\n Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n BreathingPostureState\n> = {\n [BreathingDisruptionLevel.WINDED]: {\n level: BreathingDisruptionLevel.WINDED,\n bendAngle: 5, // Slight forward lean\n breathingSpeed: 1.3, // 30% faster breathing\n chestExpansion: 0.6,\n shoulderMovement: 0.5,\n isGasping: false,\n isHoldingTorso: false,\n movementPenalty: 0.95, // 5% movement penalty\n },\n [BreathingDisruptionLevel.GASPING]: {\n level: BreathingDisruptionLevel.GASPING,\n bendAngle: 15, // Noticeable forward bend\n breathingSpeed: 1.8, // 80% faster breathing\n chestExpansion: 0.4,\n shoulderMovement: 0.7,\n isGasping: true,\n isHoldingTorso: false,\n movementPenalty: 0.85, // 15% movement penalty\n },\n [BreathingDisruptionLevel.SEVERELY_WINDED]: {\n level: BreathingDisruptionLevel.SEVERELY_WINDED,\n bendAngle: 30, // Bent over significantly\n breathingSpeed: 2.5, // 150% faster breathing\n chestExpansion: 0.2,\n shoulderMovement: 0.9,\n isGasping: true,\n isHoldingTorso: true,\n movementPenalty: 0.70, // 30% movement penalty\n },\n};\n\n/**\n * Audio effect configurations for breathing sounds.\n */\nexport const BREATHING_AUDIO_EFFECTS: Record<\n Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n BreathingAudioEffect\n> = {\n [BreathingDisruptionLevel.WINDED]: {\n level: BreathingDisruptionLevel.WINDED,\n audioId: \"breathing_heavy\",\n volume: 0.5,\n playbackRate: 1.2,\n loop: true,\n fadeIn: 200,\n fadeOut: 500,\n },\n [BreathingDisruptionLevel.GASPING]: {\n level: BreathingDisruptionLevel.GASPING,\n audioId: \"breathing_gasping\",\n volume: 0.7,\n playbackRate: 1.5,\n loop: true,\n fadeIn: 150,\n fadeOut: 500,\n voiceCallout: {\n text: \"헉헉\", // Gasp sound\n audioId: \"voice_gasping_kr\",\n },\n },\n [BreathingDisruptionLevel.SEVERELY_WINDED]: {\n level: BreathingDisruptionLevel.SEVERELY_WINDED,\n audioId: \"breathing_severe\",\n volume: 0.9,\n playbackRate: 2.0,\n loop: true,\n fadeIn: 100,\n fadeOut: 500,\n voiceCallout: {\n text: \"호흡곤란!\", // Breathing difficulty!\n audioId: \"voice_breathing_difficulty_kr\",\n },\n },\n};\n\n/**\n * Create breathing indicator config for current player state.\n * \n * @param level - Current breathing disruption level\n * @param timeRemaining - Milliseconds until effect expires\n * @param isRecovering - Whether recovery is in progress\n * @returns Complete BreathingIndicatorConfig for HUD display\n */\nexport function createBreathingIndicator(\n level: BreathingDisruptionLevel,\n timeRemaining: number,\n isRecovering: boolean\n): BreathingIndicatorConfig {\n if (level === BreathingDisruptionLevel.NONE) {\n return {\n visible: false,\n level,\n icon: \"🫁\",\n color: 0x00ff00,\n opacity: 0,\n scale: 1.0,\n label: { korean: \"정상\", english: \"Normal\", romanized: \"jeongsang\" },\n timeRemaining: 0,\n isRecovering: false,\n };\n }\n\n const baseConfig = BREATHING_INDICATOR_CONFIGS[level];\n \n return {\n ...baseConfig,\n visible: true,\n timeRemaining,\n isRecovering,\n };\n}\n\n/**\n * Get posture state for current breathing disruption level.\n * \n * @param level - Current breathing disruption level\n * @returns BreathingPostureState for character animation\n */\nexport function getBreathingPosture(\n level: BreathingDisruptionLevel\n): BreathingPostureState | null {\n if (level === BreathingDisruptionLevel.NONE) {\n return null;\n }\n \n return BREATHING_POSTURE_STATES[level];\n}\n\n/**\n * Get audio effect for current breathing disruption level.\n * \n * @param level - 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- {"version":3,"file":"integration.js","names":[],"sources":["../../../src/systems/breathing/integration.ts"],"sourcesContent":["/**\n * Integration of Breathing Disruption System with Vital Point System.\n * \n * **Korean**: 호흡곤란-급소 통합\n * \n * This module bridges the breathing disruption system with the vital point targeting\n * system, applying appropriate respiratory effects based on which torso vital points\n * are struck.\n * \n * ## Torso Vital Points with Breathing Effects\n * \n * - **명치 (Solar Plexus)**: Instant severe disruption (75% penalty, 15s)\n * - **늑골 (Floating Ribs)**: Moderate disruption (50% penalty, 10s)\n * - **횡격막 (Diaphragm)**: Severe disruption (75% penalty, 15s)\n * - **복부 (Abdomen)**: Light disruption (25% penalty, 5s)\n * \n * @module systems/breathing/integration\n * @category Combat Systems\n * @korean 호흡곤란통합\n */\n\nimport { VitalPoint } from \"../vitalpoint/types\";\nimport { PlayerState } from \"../player\";\nimport { StatusEffect } from \"../types\";\nimport {\n BreathingDisruptionSystem,\n BreathingDisruptionLevel,\n BreathingDisruptionEffect,\n} from \"./BreathingDisruptionSystem\";\nimport { VitalPointEffectType } from \"@/types\";\n\n/**\n * Torso vital point IDs that cause breathing disruption.\n * \n * Maps vital point IDs to their corresponding breathing disruption levels.\n */\nconst BREATHING_DISRUPTION_VITAL_POINTS: Record<\n string,\n BreathingDisruptionLevel\n> = {\n // Solar plexus - instant severe disruption\n torso_solar_plexus: BreathingDisruptionLevel.SEVERELY_WINDED,\n \n // Floating ribs - moderate disruption\n torso_floating_ribs: BreathingDisruptionLevel.GASPING,\n torso_rib_left: BreathingDisruptionLevel.GASPING,\n torso_rib_right: BreathingDisruptionLevel.GASPING,\n \n // Diaphragm - severe disruption\n torso_diaphragm: BreathingDisruptionLevel.SEVERELY_WINDED,\n \n // Lower torso - light disruption\n torso_abdomen: BreathingDisruptionLevel.WINDED,\n torso_liver: BreathingDisruptionLevel.WINDED,\n torso_kidney_left: BreathingDisruptionLevel.WINDED,\n torso_kidney_right: BreathingDisruptionLevel.WINDED,\n};\n\n/**\n * Check if a vital point causes breathing disruption.\n * \n * @param vitalPointId - ID of the vital point struck\n * @returns True if this vital point affects breathing\n */\nexport function causesBreathingDisruption(vitalPointId: string): boolean {\n return vitalPointId in BREATHING_DISRUPTION_VITAL_POINTS;\n}\n\n/**\n * Get breathing disruption level for a vital point.\n * \n * **Korean**: 급소별 호흡곤란 수준\n * \n * @param vitalPointId - ID of the vital point struck\n * @returns Breathing disruption level, or NONE if not applicable\n */\nexport function getBreathingDisruptionLevel(\n vitalPointId: string\n): BreathingDisruptionLevel {\n return (\n BREATHING_DISRUPTION_VITAL_POINTS[vitalPointId] ??\n BreathingDisruptionLevel.NONE\n );\n}\n\n/**\n * Apply breathing disruption effect from vital point strike.\n * \n * **Korean**: 급소 타격으로 호흡곤란 적용\n * \n * Creates a breathing disruption effect when a torso vital point is struck.\n * If player already has breathing disruption, stacks the effects.\n * \n * @param player - Player state to modify\n * @param vitalPoint - Vital point that was struck\n * @param timestamp - Current game timestamp in milliseconds\n * @returns Updated player state with breathing disruption effect applied\n * \n * @example\n * ```typescript\n * // Solar plexus strike causes severe breathing disruption\n * const updatedPlayer = applyBreathingDisruptionFromVitalPoint(\n * player,\n * solarPlexusVitalPoint,\n * Date.now()\n * );\n * \n * // Player now has 75% stamina regen penalty for 15 seconds\n * const penalty = BreathingDisruptionSystem.calculateStaminaRegen(\n * updatedPlayer,\n * 10\n * );\n * // penalty === 2.5 (25% of normal regen)\n * ```\n */\nexport function applyBreathingDisruptionFromVitalPoint(\n player: PlayerState,\n vitalPoint: VitalPoint,\n timestamp: number\n): PlayerState {\n // Check if this vital point causes breathing disruption\n const level = getBreathingDisruptionLevel(vitalPoint.id);\n \n if (level === BreathingDisruptionLevel.NONE) {\n // No breathing effect from this vital point\n return player;\n }\n\n // Check for existing breathing disruption\n const existingEffect = BreathingDisruptionSystem.getActiveEffect(player);\n \n let newEffect: BreathingDisruptionEffect;\n \n if (existingEffect) {\n // Stack with existing effect\n newEffect = BreathingDisruptionSystem.stackEffect(\n existingEffect,\n level,\n `${vitalPoint.names.korean} (${vitalPoint.names.english})`,\n timestamp\n );\n \n // Remove old effect and add stacked effect\n const otherEffects = player.statusEffects.filter(\n (effect) => effect.id !== existingEffect.id\n );\n \n return {\n ...player,\n statusEffects: [...otherEffects, newEffect],\n };\n } else {\n // Create new breathing disruption effect\n newEffect = BreathingDisruptionSystem.createEffect(\n level,\n `${vitalPoint.names.korean} (${vitalPoint.names.english})`,\n timestamp\n );\n \n return {\n ...player,\n statusEffects: [...player.statusEffects, newEffect],\n };\n }\n}\n\n/**\n * Apply breathing disruption from general torso damage.\n * \n * **Korean**: 일반 몸통 피해로 호흡곤란 적용\n * \n * When torso is hit but no specific vital point is targeted,\n * calculates appropriate breathing disruption level from damage amount.\n * \n * @param player - Current player state\n * @param damage - Torso damage amount\n * @param isSolarPlexusArea - Whether strike was near solar plexus\n * @param timestamp - Current game time\n * @returns Updated player state with breathing disruption effect\n * \n * @example\n * ```typescript\n * // Moderate torso strike (15 damage)\n * const updatedPlayer = applyBreathingDisruptionFromTorsoDamage(\n * player,\n * 15,\n * false,\n * Date.now()\n * );\n * \n * // Player gets Winded effect (25% penalty for 5s)\n * ```\n */\nexport function applyBreathingDisruptionFromTorsoDamage(\n player: PlayerState,\n damage: number,\n isSolarPlexusArea: boolean,\n timestamp: number\n): PlayerState {\n // Calculate disruption level from damage\n const level = BreathingDisruptionSystem.calculateLevelFromDamage(\n damage,\n isSolarPlexusArea\n );\n \n if (level === BreathingDisruptionLevel.NONE) {\n // Damage too low to cause breathing disruption\n return player;\n }\n\n // Check for existing breathing disruption\n const existingEffect = BreathingDisruptionSystem.getActiveEffect(player);\n \n let newEffect: BreathingDisruptionEffect;\n \n if (existingEffect) {\n // Stack with existing effect\n newEffect = BreathingDisruptionSystem.stackEffect(\n existingEffect,\n level,\n \"Torso Strike\",\n timestamp\n );\n \n // Remove old effect and add stacked effect\n const otherEffects = player.statusEffects.filter(\n (effect) => effect.id !== existingEffect.id\n );\n \n return {\n ...player,\n statusEffects: [...otherEffects, newEffect],\n };\n } else {\n // Create new breathing disruption effect\n newEffect = BreathingDisruptionSystem.createEffect(\n level,\n \"Torso Strike\",\n timestamp\n );\n \n return {\n ...player,\n statusEffects: [...player.statusEffects, newEffect],\n };\n }\n}\n\n/**\n * Update breathing disruption effects each frame.\n * \n * **Korean**: 호흡곤란 효과 프레임 업데이트\n * \n * Handles recovery when torso health > 50% and removes expired effects.\n * Should be called each game frame (60fps).\n * \n * @param player - Current player state\n * @param deltaTime - Time since last frame (milliseconds)\n * @param timestamp - Current game time\n * @returns Updated player state with modified breathing disruption\n * \n * @example\n * ```typescript\n * // In game loop (60fps)\n * function gameUpdate(deltaTime: number) {\n * player = updateBreathingDisruption(player, deltaTime, Date.now());\n * \n * // Stamina regen now reflects breathing disruption penalty\n * const regenRate = BreathingDisruptionSystem.calculateStaminaRegen(\n * player,\n * BASE_STAMINA_REGEN\n * );\n * }\n * ```\n */\nexport function updateBreathingDisruption(\n player: PlayerState,\n deltaTime: number,\n timestamp: number\n): PlayerState {\n const activeEffect = BreathingDisruptionSystem.getActiveEffect(player);\n \n if (!activeEffect) {\n // No breathing disruption to update\n return player;\n }\n\n // Check if effect has expired\n if (timestamp >= activeEffect.endTime) {\n // Remove expired effect\n const remainingEffects = player.statusEffects.filter(\n (effect) => effect.id !== activeEffect.id\n );\n \n return {\n ...player,\n statusEffects: remainingEffects,\n };\n }\n\n // Check if player can recover (torso health > 50%)\n if (BreathingDisruptionSystem.canRecover(player)) {\n // Apply gradual recovery\n const recoveredEffect = BreathingDisruptionSystem.applyGradualRecovery(\n activeEffect,\n deltaTime,\n timestamp\n );\n \n if (!recoveredEffect) {\n // Fully recovered\n const remainingEffects = player.statusEffects.filter(\n (effect) => effect.id !== activeEffect.id\n );\n \n return {\n ...player,\n statusEffects: remainingEffects,\n };\n }\n \n // Replace with recovered effect\n const otherEffects = player.statusEffects.filter(\n (effect) => effect.id !== activeEffect.id\n );\n \n return {\n ...player,\n statusEffects: [...otherEffects, recoveredEffect],\n };\n }\n\n // No recovery, effect continues normally\n return player;\n}\n\n/**\n * Replace legacy BREATHLESSNESS effects with new breathing disruption system.\n *\n * **Korean**: 구형 호흡곤란 효과를 신규 시스템으로 전환\n *\n * Upgrades old-style breathlessness status effects to use the new\n * breathing disruption system with proper stamina regen penalties.\n *\n * @deprecated Retained as a backward-compatibility migration helper for\n * consumers still producing legacy `BREATHLESSNESS` status effects without a\n * `level` field. New code should produce {@link BreathingDisruptionEffect}\n * instances directly via {@link BreathingDisruptionSystem.createEffect}. This\n * helper will be removed in a future major release.\n *\n * @param player - Player state with legacy effects\n * @param timestamp - Current game time\n * @returns Player state with upgraded breathing disruption effects\n */\nexport function upgradeLegacyBreathlessness(\n player: PlayerState,\n timestamp: number\n): PlayerState {\n // Find legacy breathlessness effects (without breathing disruption level)\n const legacyEffects = player.statusEffects.filter(\n (effect): effect is StatusEffect =>\n effect.type === VitalPointEffectType.BREATHLESSNESS &&\n !(\"level\" in effect)\n );\n\n if (legacyEffects.length === 0) {\n return player;\n }\n\n // Remove legacy effects\n const nonLegacyEffects = player.statusEffects.filter(\n (effect) =>\n effect.type !== VitalPointEffectType.BREATHLESSNESS ||\n \"level\" in effect\n );\n\n // Create new breathing disruption effect based on legacy effect intensity\n const legacyEffect = legacyEffects[0]; // Use first/strongest effect\n let level: BreathingDisruptionLevel;\n\n // Map legacy intensity to new disruption levels.\n // Legacy `BREATHLESSNESS` effects can carry any `EffectIntensity` value\n // (see `EffectIntensity` enum in `systems/effects.ts` — `weak`, `minor`,\n // `low`, `medium`, `moderate`, `high`, `severe`, `critical`, `extreme`).\n // Highest-tier intensities (`extreme`, `critical`, `severe`, `high`) map\n // to `SEVERELY_WINDED`; mid-tier (`moderate`, `medium`) map to `GASPING`;\n // everything else (`low`, `minor`, `weak`, unknown) maps to `WINDED`.\n switch (legacyEffect.intensity) {\n case \"extreme\":\n case \"critical\":\n case \"severe\":\n case \"high\":\n level = BreathingDisruptionLevel.SEVERELY_WINDED;\n break;\n case \"moderate\":\n case \"medium\":\n level = BreathingDisruptionLevel.GASPING;\n break;\n default:\n level = BreathingDisruptionLevel.WINDED;\n }\n\n const newEffect = BreathingDisruptionSystem.createEffect(\n level,\n legacyEffect.source || \"Legacy Effect\",\n timestamp\n );\n\n return {\n ...player,\n statusEffects: [...nonLegacyEffects, newEffect],\n };\n}\n"],"mappings":";;;;;;;;AAoCA,IAAM,oCAGF;CAEF,oBAAoB,yBAAyB;CAG7C,qBAAqB,yBAAyB;CAC9C,gBAAgB,yBAAyB;CACzC,iBAAiB,yBAAyB;CAG1C,iBAAiB,yBAAyB;CAG1C,eAAe,yBAAyB;CACxC,aAAa,yBAAyB;CACtC,mBAAmB,yBAAyB;CAC5C,oBAAoB,yBAAyB;CAC9C;;;;;;;AAQD,SAAgB,0BAA0B,cAA+B;CACvE,OAAO,gBAAgB;;;;;;;;;;AAWzB,SAAgB,4BACd,cAC0B;CAC1B,OACE,kCAAkC,iBAClC,yBAAyB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAkC7B,SAAgB,uCACd,QACA,YACA,WACa;CAEb,MAAM,QAAQ,4BAA4B,WAAW,GAAG;CAExD,IAAI,UAAU,yBAAyB,MAErC,OAAO;CAIT,MAAM,iBAAiB,0BAA0B,gBAAgB,OAAO;CAExE,IAAI;CAEJ,IAAI,gBAAgB;EAElB,YAAY,0BAA0B,YACpC,gBACA,OACA,GAAG,WAAW,MAAM,OAAO,IAAI,WAAW,MAAM,QAAQ,IACxD,UACD;EAGD,MAAM,eAAe,OAAO,cAAc,QACvC,WAAW,OAAO,OAAO,eAAe,GAC1C;EAED,OAAO;GACL,GAAG;GACH,eAAe,CAAC,GAAG,cAAc,UAAU;GAC5C;QACI;EAEL,YAAY,0BAA0B,aACpC,OACA,GAAG,WAAW,MAAM,OAAO,IAAI,WAAW,MAAM,QAAQ,IACxD,UACD;EAED,OAAO;GACL,GAAG;GACH,eAAe,CAAC,GAAG,OAAO,eAAe,UAAU;GACpD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA+BL,SAAgB,wCACd,QACA,QACA,mBACA,WACa;CAEb,MAAM,QAAQ,0BAA0B,yBACtC,QACA,kBACD;CAED,IAAI,UAAU,yBAAyB,MAErC,OAAO;CAIT,MAAM,iBAAiB,0BAA0B,gBAAgB,OAAO;CAExE,IAAI;CAEJ,IAAI,gBAAgB;EAElB,YAAY,0BAA0B,YACpC,gBACA,OACA,gBACA,UACD;EAGD,MAAM,eAAe,OAAO,cAAc,QACvC,WAAW,OAAO,OAAO,eAAe,GAC1C;EAED,OAAO;GACL,GAAG;GACH,eAAe,CAAC,GAAG,cAAc,UAAU;GAC5C;QACI;EAEL,YAAY,0BAA0B,aACpC,OACA,gBACA,UACD;EAED,OAAO;GACL,GAAG;GACH,eAAe,CAAC,GAAG,OAAO,eAAe,UAAU;GACpD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA+BL,SAAgB,0BACd,QACA,WACA,WACa;CACb,MAAM,eAAe,0BAA0B,gBAAgB,OAAO;CAEtE,IAAI,CAAC,cAEH,OAAO;CAIT,IAAI,aAAa,aAAa,SAAS;EAErC,MAAM,mBAAmB,OAAO,cAAc,QAC3C,WAAW,OAAO,OAAO,aAAa,GACxC;EAED,OAAO;GACL,GAAG;GACH,eAAe;GAChB;;CAIH,IAAI,0BAA0B,WAAW,OAAO,EAAE;EAEhD,MAAM,kBAAkB,0BAA0B,qBAChD,cACA,WACA,UACD;EAED,IAAI,CAAC,iBAAiB;GAEpB,MAAM,mBAAmB,OAAO,cAAc,QAC3C,WAAW,OAAO,OAAO,aAAa,GACxC;GAED,OAAO;IACL,GAAG;IACH,eAAe;IAChB;;EAIH,MAAM,eAAe,OAAO,cAAc,QACvC,WAAW,OAAO,OAAO,aAAa,GACxC;EAED,OAAO;GACL,GAAG;GACH,eAAe,CAAC,GAAG,cAAc,gBAAgB;GAClD;;CAIH,OAAO;;;;;;;;;;;;;;;;;;;;AAqBT,SAAgB,4BACd,QACA,WACa;CAEb,MAAM,gBAAgB,OAAO,cAAc,QACxC,WACC,OAAO,SAAS,qBAAqB,kBACrC,EAAE,WAAW,QAChB;CAED,IAAI,cAAc,WAAW,GAC3B,OAAO;CAIT,MAAM,mBAAmB,OAAO,cAAc,QAC3C,WACC,OAAO,SAAS,qBAAqB,kBACrC,WAAW,OACd;CAGD,MAAM,eAAe,cAAc;CACnC,IAAI;CASJ,QAAQ,aAAa,WAArB;EACE,KAAK;EACL,KAAK;EACL,KAAK;EACL,KAAK;GACH,QAAQ,yBAAyB;GACjC;EACF,KAAK;EACL,KAAK;GACH,QAAQ,yBAAyB;GACjC;EACF,SACE,QAAQ,yBAAyB;;CAGrC,MAAM,YAAY,0BAA0B,aAC1C,OACA,aAAa,UAAU,iBACvB,UACD;CAED,OAAO;EACL,GAAG;EACH,eAAe,CAAC,GAAG,kBAAkB,UAAU;EAChD"}
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+ {"version":3,"file":"integration.js","names":[],"sources":["../../../src/systems/breathing/integration.ts"],"sourcesContent":["/**\n * Integration of Breathing Disruption System with Vital Point System.\n * \n * **Korean**: 호흡곤란-급소 통합\n * \n * This module bridges the breathing disruption system with the vital point targeting\n * system, applying appropriate respiratory effects based on which torso vital points\n * are struck.\n * \n * ## Torso Vital Points with Breathing Effects\n * \n * - **명치 (Solar Plexus)**: Instant severe disruption (75% penalty, 15s)\n * - **늑골 (Floating Ribs)**: Moderate disruption (50% penalty, 10s)\n * - **횡격막 (Diaphragm)**: Severe disruption (75% penalty, 15s)\n * - **복부 (Abdomen)**: Light disruption (25% penalty, 5s)\n * \n * @module systems/breathing/integration\n * @category Combat Systems\n * @korean 호흡곤란통합\n */\n\nimport { VitalPoint } from \"../vitalpoint/types\";\nimport { PlayerState } from \"../player\";\nimport { StatusEffect } from \"../types\";\nimport {\n BreathingDisruptionSystem,\n BreathingDisruptionLevel,\n BreathingDisruptionEffect,\n} from \"./BreathingDisruptionSystem\";\nimport { VitalPointEffectType } from \"@/types\";\n\n/**\n * Torso vital point IDs that cause breathing disruption.\n * \n * Maps vital point IDs to their corresponding breathing disruption levels.\n */\nconst BREATHING_DISRUPTION_VITAL_POINTS: Record<\n string,\n BreathingDisruptionLevel\n> = {\n // Solar plexus - instant severe disruption\n torso_solar_plexus: BreathingDisruptionLevel.SEVERELY_WINDED,\n \n // Floating ribs - moderate disruption\n torso_floating_ribs: BreathingDisruptionLevel.GASPING,\n torso_rib_left: BreathingDisruptionLevel.GASPING,\n torso_rib_right: BreathingDisruptionLevel.GASPING,\n \n // Diaphragm - severe disruption\n torso_diaphragm: BreathingDisruptionLevel.SEVERELY_WINDED,\n \n // Lower torso - light disruption\n torso_abdomen: BreathingDisruptionLevel.WINDED,\n torso_liver: BreathingDisruptionLevel.WINDED,\n torso_kidney_left: BreathingDisruptionLevel.WINDED,\n torso_kidney_right: BreathingDisruptionLevel.WINDED,\n};\n\n/**\n * Check if a vital point causes breathing disruption.\n * \n * @param vitalPointId - ID of the vital point struck\n * @returns True if this vital point affects breathing\n */\nexport function causesBreathingDisruption(vitalPointId: string): boolean {\n return vitalPointId in BREATHING_DISRUPTION_VITAL_POINTS;\n}\n\n/**\n * Get breathing disruption level for a vital point.\n * \n * **Korean**: 급소별 호흡곤란 수준\n * \n * @param vitalPointId - ID of the vital point struck\n * @returns Breathing disruption level, or NONE if not applicable\n */\nexport function getBreathingDisruptionLevel(\n vitalPointId: string\n): BreathingDisruptionLevel {\n return (\n BREATHING_DISRUPTION_VITAL_POINTS[vitalPointId] ??\n BreathingDisruptionLevel.NONE\n );\n}\n\n/**\n * Apply breathing disruption effect from vital point strike.\n * \n * **Korean**: 급소 타격으로 호흡곤란 적용\n * \n * Creates a breathing disruption effect when a torso vital point is struck.\n * If player already has breathing disruption, stacks the effects.\n * \n * @param player - Player state to modify\n * @param vitalPoint - Vital point that was struck\n * @param timestamp - Current game timestamp in milliseconds\n * @returns Updated player state with breathing disruption effect applied\n * \n * @example\n * ```typescript\n * // Solar plexus strike causes severe breathing disruption\n * const updatedPlayer = applyBreathingDisruptionFromVitalPoint(\n * player,\n * solarPlexusVitalPoint,\n * Date.now()\n * );\n * \n * // Player now has 75% stamina regen penalty for 15 seconds\n * const penalty = BreathingDisruptionSystem.calculateStaminaRegen(\n * updatedPlayer,\n * 10\n * );\n * // penalty === 2.5 (25% of normal regen)\n * ```\n */\nexport function applyBreathingDisruptionFromVitalPoint(\n player: PlayerState,\n vitalPoint: VitalPoint,\n timestamp: number\n): PlayerState {\n // Check if this vital point causes breathing disruption\n const level = getBreathingDisruptionLevel(vitalPoint.id);\n \n if (level === BreathingDisruptionLevel.NONE) {\n // No breathing effect from this vital point\n return player;\n }\n\n // Check for existing breathing disruption\n const existingEffect = BreathingDisruptionSystem.getActiveEffect(player);\n \n let newEffect: BreathingDisruptionEffect;\n \n if (existingEffect) {\n // Stack with existing effect\n newEffect = BreathingDisruptionSystem.stackEffect(\n existingEffect,\n level,\n `${vitalPoint.names.korean} (${vitalPoint.names.english})`,\n timestamp\n );\n \n // Remove old effect and add stacked effect\n const otherEffects = player.statusEffects.filter(\n (effect) => effect.id !== existingEffect.id\n );\n \n return {\n ...player,\n statusEffects: [...otherEffects, newEffect],\n };\n } else {\n // Create new breathing disruption effect\n newEffect = BreathingDisruptionSystem.createEffect(\n level,\n `${vitalPoint.names.korean} (${vitalPoint.names.english})`,\n timestamp\n );\n \n return {\n ...player,\n statusEffects: [...player.statusEffects, newEffect],\n };\n }\n}\n\n/**\n * Apply breathing disruption from general torso damage.\n * \n * **Korean**: 일반 몸통 피해로 호흡곤란 적용\n * \n * When torso is hit but no specific vital point is targeted,\n * calculates appropriate breathing disruption level from damage amount.\n * \n * @param player - Current player state\n * @param damage - Torso damage amount\n * @param isSolarPlexusArea - Whether strike was near solar plexus\n * @param timestamp - Current game time\n * @returns Updated player state with breathing disruption effect\n * \n * @example\n * ```typescript\n * // Moderate torso strike (15 damage)\n * const updatedPlayer = applyBreathingDisruptionFromTorsoDamage(\n * player,\n * 15,\n * false,\n * Date.now()\n * );\n * \n * // Player gets Winded effect (25% penalty for 5s)\n * ```\n */\nexport function applyBreathingDisruptionFromTorsoDamage(\n player: PlayerState,\n damage: number,\n isSolarPlexusArea: boolean,\n timestamp: number\n): PlayerState {\n // Calculate disruption level from damage\n const level = BreathingDisruptionSystem.calculateLevelFromDamage(\n damage,\n isSolarPlexusArea\n );\n \n if (level === BreathingDisruptionLevel.NONE) {\n // Damage too low to cause breathing disruption\n return player;\n }\n\n // Check for existing breathing disruption\n const existingEffect = BreathingDisruptionSystem.getActiveEffect(player);\n \n let newEffect: BreathingDisruptionEffect;\n \n if (existingEffect) {\n // Stack with existing effect\n newEffect = BreathingDisruptionSystem.stackEffect(\n existingEffect,\n level,\n \"Torso Strike\",\n timestamp\n );\n \n // Remove old effect and add stacked effect\n const otherEffects = player.statusEffects.filter(\n (effect) => effect.id !== existingEffect.id\n );\n \n return {\n ...player,\n statusEffects: [...otherEffects, newEffect],\n };\n } else {\n // Create new breathing disruption effect\n newEffect = BreathingDisruptionSystem.createEffect(\n level,\n \"Torso Strike\",\n timestamp\n );\n \n return {\n ...player,\n statusEffects: [...player.statusEffects, newEffect],\n };\n }\n}\n\n/**\n * Update breathing disruption effects each frame.\n * \n * **Korean**: 호흡곤란 효과 프레임 업데이트\n * \n * Handles recovery when torso health > 50% and removes expired effects.\n * Should be called each game frame (60fps).\n * \n * @param player - Current player state\n * @param deltaTime - Time since last frame (milliseconds)\n * @param timestamp - Current game time\n * @returns Updated player state with modified breathing disruption\n * \n * @example\n * ```typescript\n * // In game loop (60fps)\n * function gameUpdate(deltaTime: number) {\n * player = updateBreathingDisruption(player, deltaTime, Date.now());\n * \n * // Stamina regen now reflects breathing disruption penalty\n * const regenRate = BreathingDisruptionSystem.calculateStaminaRegen(\n * player,\n * BASE_STAMINA_REGEN\n * );\n * }\n * ```\n */\nexport function updateBreathingDisruption(\n player: PlayerState,\n deltaTime: number,\n timestamp: number\n): PlayerState {\n const activeEffect = BreathingDisruptionSystem.getActiveEffect(player);\n \n if (!activeEffect) {\n // No breathing disruption to update\n return player;\n }\n\n // Check if effect has expired\n if (timestamp >= activeEffect.endTime) {\n // Remove expired effect\n const remainingEffects = player.statusEffects.filter(\n (effect) => effect.id !== activeEffect.id\n );\n \n return {\n ...player,\n statusEffects: remainingEffects,\n };\n }\n\n // Check if player can recover (torso health > 50%)\n if (BreathingDisruptionSystem.canRecover(player)) {\n // Apply gradual recovery\n const recoveredEffect = BreathingDisruptionSystem.applyGradualRecovery(\n activeEffect,\n deltaTime,\n timestamp\n );\n \n if (!recoveredEffect) {\n // Fully recovered\n const remainingEffects = player.statusEffects.filter(\n (effect) => effect.id !== activeEffect.id\n );\n \n return {\n ...player,\n statusEffects: remainingEffects,\n };\n }\n \n // Replace with recovered effect\n const otherEffects = player.statusEffects.filter(\n (effect) => effect.id !== activeEffect.id\n );\n \n return {\n ...player,\n statusEffects: [...otherEffects, recoveredEffect],\n };\n }\n\n // No recovery, effect continues normally\n return player;\n}\n\n/**\n * Replace legacy BREATHLESSNESS effects with new breathing disruption system.\n *\n * **Korean**: 구형 호흡곤란 효과를 신규 시스템으로 전환\n *\n * Upgrades old-style breathlessness status effects to use the new\n * breathing disruption system with proper stamina regen penalties.\n *\n * @deprecated Retained as a backward-compatibility migration helper for\n * consumers still producing legacy `BREATHLESSNESS` status effects without a\n * `level` field. New code should produce {@link BreathingDisruptionEffect}\n * instances directly via {@link BreathingDisruptionSystem.createEffect}. This\n * helper will be removed in a future major release.\n *\n * @param player - Player state with legacy effects\n * @param timestamp - Current game time\n * @returns Player state with upgraded breathing disruption effects\n */\nexport function upgradeLegacyBreathlessness(\n player: PlayerState,\n timestamp: number\n): PlayerState {\n // Find legacy breathlessness effects (without breathing disruption level)\n const legacyEffects = player.statusEffects.filter(\n (effect): effect is StatusEffect =>\n effect.type === VitalPointEffectType.BREATHLESSNESS &&\n !(\"level\" in effect)\n );\n\n if (legacyEffects.length === 0) {\n return player;\n }\n\n // Remove legacy effects\n const nonLegacyEffects = player.statusEffects.filter(\n (effect) =>\n effect.type !== VitalPointEffectType.BREATHLESSNESS ||\n \"level\" in effect\n );\n\n // Create new breathing disruption effect based on legacy effect intensity\n const legacyEffect = legacyEffects[0]; // Use first/strongest effect\n let level: BreathingDisruptionLevel;\n\n // Map legacy intensity to new disruption levels.\n // Legacy `BREATHLESSNESS` effects can carry any `EffectIntensity` value\n // (see `EffectIntensity` enum in `systems/effects.ts` — `weak`, `minor`,\n // `low`, `medium`, `moderate`, `high`, `severe`, `critical`, `extreme`).\n // Highest-tier intensities (`extreme`, `critical`, `severe`, `high`) map\n // to `SEVERELY_WINDED`; mid-tier (`moderate`, `medium`) map to `GASPING`;\n // everything else (`low`, `minor`, `weak`, unknown) maps to `WINDED`.\n switch (legacyEffect.intensity) {\n case \"extreme\":\n case \"critical\":\n case \"severe\":\n case \"high\":\n level = BreathingDisruptionLevel.SEVERELY_WINDED;\n break;\n case \"moderate\":\n case \"medium\":\n level = BreathingDisruptionLevel.GASPING;\n break;\n default:\n level = BreathingDisruptionLevel.WINDED;\n }\n\n const newEffect = BreathingDisruptionSystem.createEffect(\n level,\n legacyEffect.source || \"Legacy Effect\",\n timestamp\n );\n\n return {\n ...player,\n statusEffects: [...nonLegacyEffects, newEffect],\n };\n}\n"],"mappings":";;;;;;;;AAoCA,IAAM,oCAGF;CAEF,oBAAoB,yBAAyB;CAG7C,qBAAqB,yBAAyB;CAC9C,gBAAgB,yBAAyB;CACzC,iBAAiB,yBAAyB;CAG1C,iBAAiB,yBAAyB;CAG1C,eAAe,yBAAyB;CACxC,aAAa,yBAAyB;CACtC,mBAAmB,yBAAyB;CAC5C,oBAAoB,yBAAyB;AAC/C;;;;;;;AAQA,SAAgB,0BAA0B,cAA+B;CACvE,OAAO,gBAAgB;AACzB;;;;;;;;;AAUA,SAAgB,4BACd,cAC0B;CAC1B,OACE,kCAAkC,iBAClC,yBAAyB;AAE7B;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAgCA,SAAgB,uCACd,QACA,YACA,WACa;CAEb,MAAM,QAAQ,4BAA4B,WAAW,EAAE;CAEvD,IAAI,UAAU,yBAAyB,MAErC,OAAO;CAIT,MAAM,iBAAiB,0BAA0B,gBAAgB,MAAM;CAEvE,IAAI;CAEJ,IAAI,gBAAgB;EAElB,YAAY,0BAA0B,YACpC,gBACA,OACA,GAAG,WAAW,MAAM,OAAO,IAAI,WAAW,MAAM,QAAQ,IACxD,SACF;EAGA,MAAM,eAAe,OAAO,cAAc,QACvC,WAAW,OAAO,OAAO,eAAe,EAC3C;EAEA,OAAO;GACL,GAAG;GACH,eAAe,CAAC,GAAG,cAAc,SAAS;EAC5C;CACF,OAAO;EAEL,YAAY,0BAA0B,aACpC,OACA,GAAG,WAAW,MAAM,OAAO,IAAI,WAAW,MAAM,QAAQ,IACxD,SACF;EAEA,OAAO;GACL,GAAG;GACH,eAAe,CAAC,GAAG,OAAO,eAAe,SAAS;EACpD;CACF;AACF;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA6BA,SAAgB,wCACd,QACA,QACA,mBACA,WACa;CAEb,MAAM,QAAQ,0BAA0B,yBACtC,QACA,iBACF;CAEA,IAAI,UAAU,yBAAyB,MAErC,OAAO;CAIT,MAAM,iBAAiB,0BAA0B,gBAAgB,MAAM;CAEvE,IAAI;CAEJ,IAAI,gBAAgB;EAElB,YAAY,0BAA0B,YACpC,gBACA,OACA,gBACA,SACF;EAGA,MAAM,eAAe,OAAO,cAAc,QACvC,WAAW,OAAO,OAAO,eAAe,EAC3C;EAEA,OAAO;GACL,GAAG;GACH,eAAe,CAAC,GAAG,cAAc,SAAS;EAC5C;CACF,OAAO;EAEL,YAAY,0BAA0B,aACpC,OACA,gBACA,SACF;EAEA,OAAO;GACL,GAAG;GACH,eAAe,CAAC,GAAG,OAAO,eAAe,SAAS;EACpD;CACF;AACF;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA6BA,SAAgB,0BACd,QACA,WACA,WACa;CACb,MAAM,eAAe,0BAA0B,gBAAgB,MAAM;CAErE,IAAI,CAAC,cAEH,OAAO;CAIT,IAAI,aAAa,aAAa,SAAS;EAErC,MAAM,mBAAmB,OAAO,cAAc,QAC3C,WAAW,OAAO,OAAO,aAAa,EACzC;EAEA,OAAO;GACL,GAAG;GACH,eAAe;EACjB;CACF;CAGA,IAAI,0BAA0B,WAAW,MAAM,GAAG;EAEhD,MAAM,kBAAkB,0BAA0B,qBAChD,cACA,WACA,SACF;EAEA,IAAI,CAAC,iBAAiB;GAEpB,MAAM,mBAAmB,OAAO,cAAc,QAC3C,WAAW,OAAO,OAAO,aAAa,EACzC;GAEA,OAAO;IACL,GAAG;IACH,eAAe;GACjB;EACF;EAGA,MAAM,eAAe,OAAO,cAAc,QACvC,WAAW,OAAO,OAAO,aAAa,EACzC;EAEA,OAAO;GACL,GAAG;GACH,eAAe,CAAC,GAAG,cAAc,eAAe;EAClD;CACF;CAGA,OAAO;AACT;;;;;;;;;;;;;;;;;;;AAoBA,SAAgB,4BACd,QACA,WACa;CAEb,MAAM,gBAAgB,OAAO,cAAc,QACxC,WACC,OAAO,SAAS,qBAAqB,kBACrC,EAAE,WAAW,OACjB;CAEA,IAAI,cAAc,WAAW,GAC3B,OAAO;CAIT,MAAM,mBAAmB,OAAO,cAAc,QAC3C,WACC,OAAO,SAAS,qBAAqB,kBACrC,WAAW,MACf;CAGA,MAAM,eAAe,cAAc;CACnC,IAAI;CASJ,QAAQ,aAAa,WAArB;EACE,KAAK;EACL,KAAK;EACL,KAAK;EACL,KAAK;GACH,QAAQ,yBAAyB;GACjC;EACF,KAAK;EACL,KAAK;GACH,QAAQ,yBAAyB;GACjC;EACF,SACE,QAAQ,yBAAyB;CACrC;CAEA,MAAM,YAAY,0BAA0B,aAC1C,OACA,aAAa,UAAU,iBACvB,SACF;CAEA,OAAO;EACL,GAAG;EACH,eAAe,CAAC,GAAG,kBAAkB,SAAS;CAChD;AACF"}