blacktrigram 0.7.81 → 0.7.83
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.
- package/lib/components/screens/combat/CombatScreen3D.js +16 -11
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +2 -1
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -1
- package/lib/components/screens/combat/hooks/useAICombat.js +2 -1
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatActions.js +25 -9
- package/lib/components/screens/combat/hooks/useCombatActions.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.js +10 -6
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.js.map +1 -1
- package/lib/components/screens/intro/IntroScreen3D.js +8 -4
- package/lib/components/screens/intro/IntroScreen3D.js.map +1 -1
- package/lib/components/screens/training/TrainingScreen3D.js +5 -3
- package/lib/components/screens/training/TrainingScreen3D.js.map +1 -1
- package/lib/components/screens/training/hooks/useAttackMovement.js +2 -1
- package/lib/components/screens/training/hooks/useAttackMovement.js.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingActions.js +2 -1
- package/lib/components/screens/training/hooks/useTrainingActions.js.map +1 -1
- package/lib/components/shared/three/effects/ActionFeedback.js +2 -1
- package/lib/components/shared/three/effects/ActionFeedback.js.map +1 -1
- package/lib/components/shared/three/effects/DamageNumbers.js +2 -1
- package/lib/components/shared/three/effects/DamageNumbers.js.map +1 -1
- package/lib/components/shared/three/effects/HitEffects3D.js +2 -1
- package/lib/components/shared/three/effects/HitEffects3D.js.map +1 -1
- package/lib/components/shared/ui/SplashScreen.js +2 -2
- package/lib/hooks/useMuscleActivation.js +4 -1
- package/lib/hooks/useMuscleActivation.js.map +1 -1
- package/lib/hooks/useRoundTransition.js +2 -1
- package/lib/hooks/useRoundTransition.js.map +1 -1
- package/lib/hooks/useSkeletalAnimation.js +1 -1
- package/lib/index.js +2 -2
- package/lib/systems/VitalPointSystem.js +2 -1
- package/lib/systems/VitalPointSystem.js.map +1 -1
- package/lib/systems/animation/core/AnimationStateMachine.js +1 -1
- package/lib/systems/index.js +2 -2
- package/lib/utils/inputSystem.js +2 -1
- package/lib/utils/inputSystem.js.map +1 -1
- package/package.json +7 -7
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@@ -73,7 +73,8 @@ var ParticleAudio3D = ({ triggers, enabled = true, onTriggerProcessed }) => {
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const now = Date.now();
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triggers.forEach((trigger) => {
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if (processedTimestamps.current.has(trigger.timestamp)) return;
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const lastTime = lastTriggerTime.current[trigger.effectType];
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if (now - lastTime < DEBOUNCE_TIME) return;
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const soundIds = SOUND_MAPPINGS[trigger.effectType];
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const soundId = soundIds[Math.floor(Math.random() * soundIds.length)];
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try {
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{"version":3,"file":"ParticleAudio3D.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/effects/ParticleAudio3D.tsx"],"sourcesContent":["/* eslint-disable react-refresh/only-export-components */\n/**\n * ParticleAudio3D - Audio integration for particle effects\n *\n * Priority #6: Combat Audio Integration\n * - Maps particle effects to appropriate sounds\n * - Uses existing sound assets only\n * - Synchronizes with particle lifecycles\n * - Debounces rapid triggers\n *\n * Sound mappings (existing assets):\n * - Arterial spray → ki_release variants (electric energy release)\n * - Bone fractures → block_break variants (bone crack sounds)\n * - Nerve strikes → energy_pulse variants (electric pulse)\n * - Organ damage → hit_flesh + body_realistic_sound (layered impact)\n * - Blood viscosity → hit_flesh variants (lighter flesh impacts)\n */\n\nimport { useEffect, useRef } from \"react\";\nimport { useAudio } from \"../../../../../audio/AudioProvider\";\n\n/**\n * Particle effect types for audio mapping\n */\nexport type ParticleEffectType =\n | \"arterial\"\n | \"bone\"\n | \"nerve\"\n | \"organ\"\n | \"viscosity\";\n\n/**\n * Audio trigger for particle effect\n */\nexport interface ParticleAudioTrigger {\n readonly effectType: ParticleEffectType;\n readonly intensity: number; // 0.0-1.0, affects volume\n readonly timestamp: number; // Used for deduplication\n}\n\n/**\n * Props for ParticleAudio3D component\n */\nexport interface ParticleAudio3DProps {\n readonly triggers: readonly ParticleAudioTrigger[];\n readonly enabled?: boolean;\n readonly onTriggerProcessed?: (timestamp: number) => void;\n}\n\nconst DEBOUNCE_TIME = 100;\n\nconst SOUND_MAPPINGS: Record<ParticleEffectType, string[]> = {\n arterial: [\n \"ki_release\",\n \"ki_release_1\",\n \"ki_release_2\",\n \"ki_release_3\",\n \"ki_release_4\",\n ],\n bone: [\n \"block_break\",\n \"block_break_1\",\n \"block_break_2\",\n \"block_break_3\",\n \"block_break_4\",\n ],\n nerve: [\n \"energy_pulse\",\n \"energy_pulse_1\",\n \"energy_pulse_2\",\n \"energy_pulse_3\",\n \"energy_pulse_4\",\n ],\n organ: [\"hit_flesh\", \"hit_flesh_1\", \"hit_flesh_2\", \"body_realistic_sound\"],\n viscosity: [\"hit_flesh_3\", \"hit_flesh_4\"],\n};\n\n/**\n * ParticleAudio3D - Lightweight audio coordination for particle effects\n *\n * Features:\n * - Debounced audio triggers (max 1 per 100ms per type)\n * - Intensity-based volume scaling\n * - Random sound variant selection\n * - Uses existing audio assets only\n * - No Three.js rendering (pure coordination logic)\n */\nexport const ParticleAudio3D: React.FC<ParticleAudio3DProps> = ({\n triggers,\n enabled = true,\n onTriggerProcessed,\n}) => {\n const audio = useAudio();\n\n const lastTriggerTime = useRef<Record<ParticleEffectType, number>>({\n arterial: 0,\n bone: 0,\n nerve: 0,\n organ: 0,\n viscosity: 0,\n });\n\n const processedTimestamps = useRef<Set<number>>(new Set());\n\n useEffect(() => {\n if (!enabled || !audio.isInitialized) return;\n\n const now = Date.now();\n\n triggers.forEach((trigger) => {\n if (processedTimestamps.current.has(trigger.timestamp)) {\n return;\n }\n\n const lastTime = lastTriggerTime.current[trigger.effectType];\n if (now - lastTime < DEBOUNCE_TIME) {\n return;\n }\n\n const soundIds = SOUND_MAPPINGS[trigger.effectType];\n const soundId = soundIds[Math.floor(Math.random() * soundIds.length)];\n\n try {\n audio.playSFX(soundId);\n } catch (error) {\n console.warn(`Failed to play particle audio: ${soundId}`, error);\n }\n\n lastTriggerTime.current[trigger.effectType] = now;\n processedTimestamps.current.add(trigger.timestamp);\n\n onTriggerProcessed?.(trigger.timestamp);\n });\n\n if (processedTimestamps.current.size > 1000) {\n const timestamps = Array.from(processedTimestamps.current).sort(\n (a, b) => b - a,\n );\n processedTimestamps.current = new Set(timestamps.slice(0, 500));\n }\n }, [triggers, enabled, audio, onTriggerProcessed]);\n\n return null;\n};\n\n/**\n * Helper function to create audio triggers from particle effects\n */\nexport function createAudioTrigger(\n effectType: ParticleEffectType,\n intensity: number,\n): ParticleAudioTrigger {\n return {\n effectType,\n intensity: Math.max(0, Math.min(1, intensity)),\n timestamp: Date.now(),\n };\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;AAiDA,IAAM,gBAAgB;AAEtB,IAAM,iBAAuD;CAC3D,UAAU;EACR;EACA;EACA;EACA;EACA;CACF;CACA,MAAM;EACJ;EACA;EACA;EACA;EACA;CACF;CACA,OAAO;EACL;EACA;EACA;EACA;EACA;CACF;CACA,OAAO;EAAC;EAAa;EAAe;EAAe;CAAsB;CACzE,WAAW,CAAC,eAAe,aAAa;AAC1C;;;;;;;;;;;AAYA,IAAa,mBAAmD,EAC9D,UACA,UAAU,MACV,yBACI;CACJ,MAAM,QAAQ,SAAS;CAEvB,MAAM,kBAAkB,OAA2C;EACjE,UAAU;EACV,MAAM;EACN,OAAO;EACP,OAAO;EACP,WAAW;CACb,CAAC;CAED,MAAM,sBAAsB,uBAAoB,IAAI,IAAI,CAAC;CAEzD,gBAAgB;EACd,IAAI,CAAC,WAAW,CAAC,MAAM,eAAe;EAEtC,MAAM,MAAM,KAAK,IAAI;EAErB,SAAS,SAAS,YAAY;GAC5B,IAAI,oBAAoB,QAAQ,IAAI,QAAQ,SAAS,GACnD;
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{"version":3,"file":"ParticleAudio3D.js","names":[],"sources":["../../../../../../src/components/screens/combat/components/effects/ParticleAudio3D.tsx"],"sourcesContent":["/* eslint-disable react-refresh/only-export-components */\n/**\n * ParticleAudio3D - Audio integration for particle effects\n *\n * Priority #6: Combat Audio Integration\n * - Maps particle effects to appropriate sounds\n * - Uses existing sound assets only\n * - Synchronizes with particle lifecycles\n * - Debounces rapid triggers\n *\n * Sound mappings (existing assets):\n * - Arterial spray → ki_release variants (electric energy release)\n * - Bone fractures → block_break variants (bone crack sounds)\n * - Nerve strikes → energy_pulse variants (electric pulse)\n * - Organ damage → hit_flesh + body_realistic_sound (layered impact)\n * - Blood viscosity → hit_flesh variants (lighter flesh impacts)\n */\n\nimport { useEffect, useRef } from \"react\";\nimport { useAudio } from \"../../../../../audio/AudioProvider\";\n\n/**\n * Particle effect types for audio mapping\n */\nexport type ParticleEffectType =\n | \"arterial\"\n | \"bone\"\n | \"nerve\"\n | \"organ\"\n | \"viscosity\";\n\n/**\n * Audio trigger for particle effect\n */\nexport interface ParticleAudioTrigger {\n readonly effectType: ParticleEffectType;\n readonly intensity: number; // 0.0-1.0, affects volume\n readonly timestamp: number; // Used for deduplication\n}\n\n/**\n * Props for ParticleAudio3D component\n */\nexport interface ParticleAudio3DProps {\n readonly triggers: readonly ParticleAudioTrigger[];\n readonly enabled?: boolean;\n readonly onTriggerProcessed?: (timestamp: number) => void;\n}\n\nconst DEBOUNCE_TIME = 100;\n\nconst SOUND_MAPPINGS: Record<ParticleEffectType, string[]> = {\n arterial: [\n \"ki_release\",\n \"ki_release_1\",\n \"ki_release_2\",\n \"ki_release_3\",\n \"ki_release_4\",\n ],\n bone: [\n \"block_break\",\n \"block_break_1\",\n \"block_break_2\",\n \"block_break_3\",\n \"block_break_4\",\n ],\n nerve: [\n \"energy_pulse\",\n \"energy_pulse_1\",\n \"energy_pulse_2\",\n \"energy_pulse_3\",\n \"energy_pulse_4\",\n ],\n organ: [\"hit_flesh\", \"hit_flesh_1\", \"hit_flesh_2\", \"body_realistic_sound\"],\n viscosity: [\"hit_flesh_3\", \"hit_flesh_4\"],\n};\n\n/**\n * ParticleAudio3D - Lightweight audio coordination for particle effects\n *\n * Features:\n * - Debounced audio triggers (max 1 per 100ms per type)\n * - Intensity-based volume scaling\n * - Random sound variant selection\n * - Uses existing audio assets only\n * - No Three.js rendering (pure coordination logic)\n */\nexport const ParticleAudio3D: React.FC<ParticleAudio3DProps> = ({\n triggers,\n enabled = true,\n onTriggerProcessed,\n}) => {\n const audio = useAudio();\n\n const lastTriggerTime = useRef<Record<ParticleEffectType, number>>({\n arterial: 0,\n bone: 0,\n nerve: 0,\n organ: 0,\n viscosity: 0,\n });\n\n const processedTimestamps = useRef<Set<number>>(new Set());\n\n useEffect(() => {\n if (!enabled || !audio.isInitialized) return;\n\n const now = Date.now();\n\n triggers.forEach((trigger) => {\n if (processedTimestamps.current.has(trigger.timestamp)) {\n return;\n }\n\n const lastTime = lastTriggerTime.current[trigger.effectType];\n if (now - lastTime < DEBOUNCE_TIME) {\n return;\n }\n\n const soundIds = SOUND_MAPPINGS[trigger.effectType];\n const soundId = soundIds[Math.floor(Math.random() * soundIds.length)];\n\n try {\n audio.playSFX(soundId);\n } catch (error) {\n console.warn(`Failed to play particle audio: ${soundId}`, error);\n }\n\n lastTriggerTime.current[trigger.effectType] = now;\n processedTimestamps.current.add(trigger.timestamp);\n\n onTriggerProcessed?.(trigger.timestamp);\n });\n\n if (processedTimestamps.current.size > 1000) {\n const timestamps = Array.from(processedTimestamps.current).sort(\n (a, b) => b - a,\n );\n processedTimestamps.current = new Set(timestamps.slice(0, 500));\n }\n }, [triggers, enabled, audio, onTriggerProcessed]);\n\n return null;\n};\n\n/**\n * Helper function to create audio triggers from particle effects\n */\nexport function createAudioTrigger(\n effectType: ParticleEffectType,\n intensity: number,\n): ParticleAudioTrigger {\n return {\n effectType,\n intensity: Math.max(0, Math.min(1, intensity)),\n timestamp: Date.now(),\n };\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;AAiDA,IAAM,gBAAgB;AAEtB,IAAM,iBAAuD;CAC3D,UAAU;EACR;EACA;EACA;EACA;EACA;CACF;CACA,MAAM;EACJ;EACA;EACA;EACA;EACA;CACF;CACA,OAAO;EACL;EACA;EACA;EACA;EACA;CACF;CACA,OAAO;EAAC;EAAa;EAAe;EAAe;CAAsB;CACzE,WAAW,CAAC,eAAe,aAAa;AAC1C;;;;;;;;;;;AAYA,IAAa,mBAAmD,EAC9D,UACA,UAAU,MACV,yBACI;CACJ,MAAM,QAAQ,SAAS;CAEvB,MAAM,kBAAkB,OAA2C;EACjE,UAAU;EACV,MAAM;EACN,OAAO;EACP,OAAO;EACP,WAAW;CACb,CAAC;CAED,MAAM,sBAAsB,uBAAoB,IAAI,IAAI,CAAC;CAEzD,gBAAgB;EACd,IAAI,CAAC,WAAW,CAAC,MAAM,eAAe;EAEtC,MAAM,MAAM,KAAK,IAAI;EAErB,SAAS,SAAS,YAAY;GAC5B,IAAI,oBAAoB,QAAQ,IAAI,QAAQ,SAAS,GACnD;GAGF,MAAM,WAAW,gBAAgB,QAAQ,QAAQ;GACjD,IAAI,MAAM,WAAW,eACnB;GAGF,MAAM,WAAW,eAAe,QAAQ;GACxC,MAAM,UAAU,SAAS,KAAK,MAAM,KAAK,OAAO,IAAI,SAAS,MAAM;GAEnE,IAAI;IACF,MAAM,QAAQ,OAAO;GACvB,SAAS,OAAO;IACd,QAAQ,KAAK,kCAAkC,WAAW,KAAK;GACjE;GAEA,gBAAgB,QAAQ,QAAQ,cAAc;GAC9C,oBAAoB,QAAQ,IAAI,QAAQ,SAAS;GAEjD,qBAAqB,QAAQ,SAAS;EACxC,CAAC;EAED,IAAI,oBAAoB,QAAQ,OAAO,KAAM;GAC3C,MAAM,aAAa,MAAM,KAAK,oBAAoB,OAAO,CAAC,CAAC,MACxD,GAAG,MAAM,IAAI,CAChB;GACA,oBAAoB,UAAU,IAAI,IAAI,WAAW,MAAM,GAAG,GAAG,CAAC;EAChE;CACF,GAAG;EAAC;EAAU;EAAS;EAAO;CAAkB,CAAC;CAEjD,OAAO;AACT"}
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@@ -551,7 +551,8 @@ function useAICombat(config) {
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const elapsed = Date.now() - transitionStartTimeRef.current;
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const progress = Math.min(1, elapsed / transitionDurationMs);
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if (progress < 1) {
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const interpolated = interpolateDifficultyParameters(startParamsRef.current, targetParams, progress);
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setCurrentParams(interpolated);
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animationFrameId = requestAnimationFrame(animate);
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{"version":3,"file":"useAICombat.js","names":[],"sources":["../../../../../src/components/screens/combat/hooks/useAICombat.ts"],"sourcesContent":["/**\n * useAICombat Hook - AI Combat System Integration\n *\n * Custom hook for AI combat behavior with strategic decision-making.\n *\n * Manages AI opponent behavior including:\n * - Strategic decision-making via DecisionTree\n * - Combo attack sequences\n * - Adaptive difficulty based on player skill\n * - Performance monitoring (<10ms target for decisions)\n *\n * Side effects:\n * - Manages internal state for AI actions and aggression\n * - Sets up intervals/timers for AI action scheduling\n * - Updates state in response to combat events and round status\n *\n * @param config Configuration object for AI combat behavior.\n * @param config.player The AI-controlled player state.\n * @param config.opponent The opponent player state.\n * @param config.personality The AI's personality archetype.\n * @param config.adaptiveDifficulty Adaptive difficulty system instance.\n * @param config.arenaBounds Arena boundaries for movement validation.\n * @param config.roundStarted Whether the combat round has started.\n * @param config.roundEnded Whether the combat round has ended.\n * @param config.isPaused Whether the game is paused.\n * @param config.onExecuteAction Callback to execute AI actions.\n * @param config.onStanceChange Callback to handle stance changes.\n *\n * @returns AI combat state and control functions\n *\n * @example\n * ```typescript\n * const { aiState } = useAICombat({\n * player: aiPlayer,\n * opponent: humanPlayer,\n * personality: AI_PERSONALITIES.AGGRESSIVE_STRIKER,\n * adaptiveDifficulty,\n * arenaBounds,\n * roundStarted,\n * roundEnded,\n * isPaused,\n * onExecuteAction: handleAction,\n * onStanceChange: handleStanceChange,\n * });\n * ```\n */\n\nimport { getArchetypePhysicalAttributes } from \"@/data/archetypePhysicalAttributes\";\nimport {\n AdaptiveDifficulty,\n AIActionType,\n AIComboSystem,\n AIDecisionTree,\n AIPersonality,\n CombatContext,\n DifficultyParameters,\n getArchetypeBehavior,\n getNextComboTechnique,\n getSignatureMove,\n interpolateDifficultyParameters,\n shouldExecuteSignatureMove,\n} from \"@/systems/ai\";\nimport { physicalReachCalculator } from \"@/systems/physics\";\nimport { PlayerState } from \"@/systems/player\";\nimport { KoreanTechniquesSystem } from \"@/systems/trigram/KoreanTechniques\";\nimport { KOREAN_VITAL_POINTS } from \"@/systems/vitalpoint/KoreanVitalPoints\";\nimport { KoreanTechnique } from \"@/systems/vitalpoint/types\";\nimport {\n CombatAttackType,\n DamageType,\n PlayerArchetype,\n Position,\n TrigramStance,\n} from \"@/types\";\nimport { STANCE_REACH_MODIFIERS } from \"@/types/physics\";\nimport { getBalanceState } from \"@/utils/player3DHelpers\";\nimport { useCallback, useEffect, useMemo, useRef, useState } from \"react\";\n\nconst AI_DECISION_THRESHOLD_MS = 10; // Threshold for slow decision warnings\nconst WARNING_THROTTLE_MS = 5000; // Throttle performance warnings to every 5 seconds\n\n/**\n * Technique range system (physics-first: meters)\n * All distances and ranges are in meters - no pixel conversions for game logic\n *\n * Each technique has a reachConfig with baseExtension multiplier\n * Applied to archetype's limb length: reach = (limbLength/100) × baseExtension × stanceModifier\n *\n * @korean 기술 범위 시스템 (물리 우선: 미터)\n */\n\n/**\n * Get viable techniques based on distance, stance, and stamina\n *\n * Filters techniques that:\n * - Match current stance\n * - Are within effective range of opponent\n * - Have sufficient stamina to execute\n * - Applies selection bias against recently used techniques (avoid >70% repetition)\n *\n * @korean 거리, 자세, 체력에 따른 실행 가능한 기술 선택\n *\n * @param distance - Distance to opponent in meters (physics-first)\n * @param stance - Current trigram stance\n * @param stamina - Available stamina\n * @param archetype - Player archetype for specialized techniques\n * @param recentTechniques - Array of recently used technique IDs (for variation)\n * @returns Array of viable techniques sorted by effectiveness with variation bias\n */\nfunction getViableTechniques(\n distance: number,\n stance: TrigramStance,\n stamina: number,\n archetype: PlayerState[\"archetype\"],\n recentTechniques: string[] = [],\n): readonly KoreanTechnique[] {\n const stanceTechniques = KoreanTechniquesSystem.getAllAvailableTechniques(\n stance,\n archetype,\n );\n\n if (stanceTechniques.length === 0) {\n return [];\n }\n\n const viableTechniques = stanceTechniques.filter((tech) => {\n const physicalAttributes = getArchetypePhysicalAttributes(archetype);\n\n const animType = tech.animationType;\n let maxReach: number;\n\n if (animType) {\n maxReach = physicalReachCalculator.calculateMaxReach(\n physicalAttributes,\n animType,\n stance,\n );\n } else {\n const limbLength =\n tech.reachConfig.bodyPart === \"leg\"\n ? physicalAttributes.legLength\n : physicalAttributes.armLength;\n\n let bodyPivot: number;\n if (tech.reachConfig.bodyPart === \"leg\") {\n bodyPivot = 0.25; // meters for kicks\n } else {\n const shoulderOffset = physicalAttributes.shoulderWidth / 2 / 100;\n const torsoRotation = 0.1;\n bodyPivot = shoulderOffset + torsoRotation;\n }\n\n const stanceModifier = STANCE_REACH_MODIFIERS[stance];\n maxReach =\n (limbLength / 100 + bodyPivot) *\n tech.reachConfig.baseExtension *\n stanceModifier;\n }\n\n const inRange = distance <= maxReach;\n\n const hasStamina = stamina >= tech.staminaCost;\n\n return inRange && hasStamina;\n });\n\n const recentUseCounts = new Map<string, number>();\n for (const tech of viableTechniques) {\n recentUseCounts.set(\n tech.id,\n recentTechniques.filter((id) => id === tech.id).length,\n );\n }\n\n return viableTechniques.sort((a, b) => {\n const baseEffectivenessA = (a.damage ?? 0) * (a.accuracy ?? 0.8);\n const baseEffectivenessB = (b.damage ?? 0) * (b.accuracy ?? 0.8);\n\n const recentUsesA = recentUseCounts.get(a.id) ?? 0;\n const recentUsesB = recentUseCounts.get(b.id) ?? 0;\n\n const penaltyA = Math.min(0.6, recentUsesA * 0.2);\n const penaltyB = Math.min(0.6, recentUsesB * 0.2);\n\n const finalEffectivenessA = baseEffectivenessA * (1 - penaltyA);\n const finalEffectivenessB = baseEffectivenessB * (1 - penaltyB);\n\n return finalEffectivenessB - finalEffectivenessA;\n });\n}\n\n/**\n * Select optimal vital point for attack based on stance compatibility and archetype priority\n *\n * Prioritizes vital points by:\n * 1. Archetype vital target priority (health/pain/consciousness/balanced)\n * 2. Stance compatibility (must be in effectiveStances array)\n * 3. Base damage threshold (>25 damage preferred)\n * 4. Targeting difficulty vs AI skill level\n *\n * @korean 자세 효과 및 원형 우선순위에 따른 최적 급소 선택\n *\n * @param stance - Current trigram stance\n * @param difficultyLevel - AI difficulty level (0.0-1.0)\n * @param archetype - Player archetype for priority targeting\n * @returns Vital point ID or null if no suitable target\n */\nfunction selectOptimalVitalPoint(\n stance: TrigramStance,\n difficultyLevel: number,\n archetype: PlayerState[\"archetype\"],\n): string | null {\n if (KOREAN_VITAL_POINTS.length === 0) {\n return null;\n }\n\n const behavior = getArchetypeBehavior(archetype);\n\n const effectivePoints = KOREAN_VITAL_POINTS.filter((point) =>\n point.effectiveStances?.includes(stance),\n );\n\n if (effectivePoints.length === 0) {\n const fallbackPoint =\n KOREAN_VITAL_POINTS[\n Math.floor(Math.random() * KOREAN_VITAL_POINTS.length)\n ];\n return fallbackPoint?.id ?? null;\n }\n\n const HIGH_DAMAGE_THRESHOLD = 25;\n\n const highDamagePoints = effectivePoints.filter(\n (point) => (point.baseDamage ?? 0) > HIGH_DAMAGE_THRESHOLD,\n );\n\n const targetPoints =\n highDamagePoints.length > 0 ? highDamagePoints : effectivePoints;\n\n const sortedPoints = [...targetPoints].sort((a, b) => {\n const baseSuitabilityA =\n (a.baseDamage ?? 0) *\n (1 - Math.abs(difficultyLevel - a.targetingDifficulty));\n const baseSuitabilityB =\n (b.baseDamage ?? 0) *\n (1 - Math.abs(difficultyLevel - b.targetingDifficulty));\n\n const priorityMultiplierA = getVitalPointPriorityScore(\n a,\n behavior.vitalTargetPriority,\n );\n const priorityMultiplierB = getVitalPointPriorityScore(\n b,\n behavior.vitalTargetPriority,\n );\n\n const finalSuitabilityA = baseSuitabilityA * priorityMultiplierA;\n const finalSuitabilityB = baseSuitabilityB * priorityMultiplierB;\n\n return finalSuitabilityB - finalSuitabilityA;\n });\n\n return sortedPoints[0]?.id ?? null;\n}\n\n/**\n * Calculate priority score for vital point based on archetype targeting preference\n *\n * @korean 원형 타격 우선순위 점수 계산\n *\n * @param vitalPoint - Vital point to score\n * @param priority - Archetype vital target priority\n * @returns Priority multiplier (1.0 = neutral, >1.0 = preferred, <1.0 = deprioritized)\n */\nfunction getVitalPointPriorityScore(\n vitalPoint: (typeof KOREAN_VITAL_POINTS)[0],\n priority: import(\"@/systems/ai/AIPersonality\").VitalTargetPriority,\n): number {\n const effects = vitalPoint.effects ?? [];\n\n switch (priority) {\n case \"health\":\n return (vitalPoint.baseDamage ?? 0) > 30 ? 1.5 : 1.0;\n\n case \"pain\":\n const hasPainEffect = effects.some(\n (e) =>\n String(e).toLowerCase().includes(\"pain\") ||\n String(e).toLowerCase().includes(\"disorientation\"),\n );\n return hasPainEffect ? 1.5 : 1.0;\n\n case \"consciousness\":\n const hasConsciousnessEffect = effects.some(\n (e) =>\n String(e).toLowerCase().includes(\"unconscious\") ||\n String(e).toLowerCase().includes(\"stun\") ||\n String(e).toLowerCase().includes(\"breathless\"),\n );\n return hasConsciousnessEffect ? 1.5 : 1.0;\n\n case \"balanced\":\n default:\n return 1.0;\n }\n}\n\n/**\n * Check if a technique is a signature move for the given archetype\n *\n * Signature techniques are identified by:\n * - Damage type and attack type matching archetype preferences\n * - Ki/Stamina costs indicating advanced techniques\n * - Specific technique characteristics (e.g., nerve strikes for Amsalja)\n *\n * @korean 원형 대표 기술 확인\n *\n * @param technique - Technique to check\n * @param archetype - Player archetype\n * @returns True if technique is signature for the archetype\n */\nfunction isSignatureTechnique(\n technique: KoreanTechnique,\n archetype: PlayerState[\"archetype\"],\n): boolean {\n const damageType = technique.damageType;\n const attackType = technique.type;\n const isAdvanced =\n (technique.kiCost ?? 0) >= 10 || (technique.staminaCost ?? 0) >= 15;\n\n switch (archetype) {\n case PlayerArchetype.MUSA:\n return (\n damageType === DamageType.JOINT ||\n damageType === DamageType.CRUSHING ||\n (damageType === DamageType.BLUNT && isAdvanced)\n );\n\n case PlayerArchetype.AMSALJA:\n return (\n damageType === DamageType.NERVE ||\n damageType === DamageType.PRESSURE ||\n attackType === CombatAttackType.NERVE_STRIKE ||\n attackType === CombatAttackType.PRESSURE_POINT\n );\n\n case PlayerArchetype.HACKER:\n return (\n damageType === DamageType.INTERNAL ||\n damageType === DamageType.NERVE ||\n (isAdvanced && (technique.accuracy ?? 0) >= 0.8) // High accuracy represents calculation\n );\n\n case PlayerArchetype.JEONGBO_YOWON:\n return (\n damageType === DamageType.PRESSURE ||\n damageType === DamageType.JOINT ||\n attackType === CombatAttackType.GRAPPLE\n );\n\n case PlayerArchetype.JOJIK_POKRYEOKBAE:\n return (\n (technique.damage ?? 0) >= 30 || // High raw damage\n damageType === DamageType.SLASHING || // Brutal cutting\n damageType === DamageType.PIERCING // Dirty stabbing techniques\n );\n\n default:\n return false;\n }\n}\n\n/**\n * Update technique usage frequency and rotation queue\n *\n * Tracks technique usage for diversity enforcement:\n * 1. Updates usage frequency counter\n * 2. Adds to recent techniques queue (last 5)\n * 3. Marks as used in current match\n * 4. Resets \"all used\" when all 4 archetype techniques completed\n *\n * @korean 기술 사용 빈도 및 순환 큐 업데이트\n *\n * @param techniqueId - ID of technique just used\n * @param rotationQueue - Technique rotation tracking object\n * @param archetypeTechniqueIds - All technique IDs for this archetype (for reset detection)\n */\nfunction updateTechniqueRotation(\n techniqueId: string,\n rotationQueue: TechniqueRotationQueue,\n archetypeTechniqueIds: Set<string>,\n): void {\n const current = rotationQueue.frequency.get(techniqueId) ?? 0;\n rotationQueue.frequency.set(techniqueId, current + 1);\n\n rotationQueue.totalAttacks++;\n\n rotationQueue.used.push(techniqueId);\n if (rotationQueue.used.length > 5) {\n rotationQueue.used.shift(); // Keep only last 5\n }\n\n rotationQueue.allUsed.add(techniqueId);\n\n let allTechniquesUsed = true;\n for (const techId of archetypeTechniqueIds) {\n if (!rotationQueue.allUsed.has(techId)) {\n allTechniquesUsed = false;\n break;\n }\n }\n\n if (allTechniquesUsed) {\n rotationQueue.allUsed.clear();\n }\n}\n\n/**\n * Check if technique is overused (exceeds 40% threshold)\n *\n * Enforces variety by identifying techniques that have been\n * used more than 40% of total attacks.\n *\n * @korean 기술 과다 사용 확인 (40% 임계값)\n *\n * @param techniqueId - Technique ID to check\n * @param rotationQueue - Technique rotation tracking object\n * @returns True if technique exceeds 40% usage threshold\n */\nfunction isOverused(\n techniqueId: string,\n rotationQueue: TechniqueRotationQueue,\n): boolean {\n if (rotationQueue.totalAttacks === 0) {\n return false;\n }\n\n const uses = rotationQueue.frequency.get(techniqueId) ?? 0;\n const percentage = uses / rotationQueue.totalAttacks;\n return percentage > 0.4; // >40% threshold\n}\n\n/**\n * Select technique with rotation bias for diversity\n *\n * Prioritizes techniques in this order:\n * 1. Never used in this match (highest priority)\n * 2. Not used in last 5 techniques (avoid repetition)\n * 3. Any viable technique (fallback)\n *\n * Within each priority tier, selects by effectiveness (damage × accuracy).\n *\n * @korean 다양성을 위한 순환 편향 기술 선택\n *\n * @param viableTechniques - Techniques that are viable (range, stamina, stance)\n * @param rotationQueue - Technique rotation tracking object\n * @returns Best technique with rotation bias applied\n */\nfunction selectTechniqueWithRotation(\n viableTechniques: readonly KoreanTechnique[],\n rotationQueue: TechniqueRotationQueue,\n): KoreanTechnique | undefined {\n if (viableTechniques.length === 0) {\n return undefined;\n }\n\n const balancedTechniques = viableTechniques.filter(\n (t) => !isOverused(t.id, rotationQueue),\n );\n\n const candidates =\n balancedTechniques.length > 0 ? balancedTechniques : viableTechniques;\n\n if (balancedTechniques.length === 0 && rotationQueue.totalAttacks > 0) {\n rotationQueue.frequency.clear();\n rotationQueue.totalAttacks = 0;\n }\n\n const neverUsed = candidates.filter((t) => !rotationQueue.allUsed.has(t.id));\n\n if (neverUsed.length > 0) {\n return [...neverUsed].sort((a, b) => {\n const effA = (a.damage ?? 0) * (a.accuracy ?? 0.8);\n const effB = (b.damage ?? 0) * (b.accuracy ?? 0.8);\n return effB - effA;\n })[0];\n }\n\n const unusedRecently = candidates.filter(\n (t) => !rotationQueue.used.includes(t.id),\n );\n\n if (unusedRecently.length > 0) {\n return [...unusedRecently].sort((a, b) => {\n const effA = (a.damage ?? 0) * (a.accuracy ?? 0.8);\n const effB = (b.damage ?? 0) * (b.accuracy ?? 0.8);\n return effB - effA;\n })[0];\n }\n\n return [...candidates].sort((a, b) => {\n const effA = (a.damage ?? 0) * (a.accuracy ?? 0.8);\n const effB = (b.damage ?? 0) * (b.accuracy ?? 0.8);\n return effB - effA;\n })[0];\n}\n\n/**\n * Filter techniques by cooldown availability\n *\n * Returns only techniques that are off cooldown and ready to use.\n * If all techniques are on cooldown, returns empty array.\n *\n * @korean 재사용 대기시간별 기술 필터링\n *\n * @param techniques - Techniques to filter\n * @param cooldownMap - Map of technique ID to last use timestamp\n * @returns Techniques that are off cooldown\n */\nfunction filterByCooldown(\n techniques: readonly KoreanTechnique[],\n cooldownMap: TechniqueCooldownMap,\n): readonly KoreanTechnique[] {\n const now = Date.now();\n\n return techniques.filter((t) => {\n const lastUsed = cooldownMap.get(t.id) ?? 0;\n const cooldown = (t.recoveryTime ?? 0) + (t.executionTime ?? 0); // Total cooldown time\n const timeSinceUse = now - lastUsed;\n return timeSinceUse >= cooldown;\n });\n}\n\n/**\n * Get all techniques for an archetype (for cross-stance usage)\n *\n * Returns all 4 techniques available to the archetype,\n * regardless of stance requirements.\n *\n * @korean 원형의 모든 기술 가져오기 (교차 자세 사용)\n *\n * @param archetype - Player archetype\n * @returns All techniques for the archetype\n */\nfunction getAllArchetypeTechniques(\n archetype: PlayerState[\"archetype\"],\n): readonly KoreanTechnique[] {\n return KoreanTechniquesSystem.getTechniquesByArchetype(archetype);\n}\n\n/**\n * Apply cross-stance damage modifier to technique\n *\n * Creates a modified copy of the technique with 80% damage for cross-stance usage.\n * This prevents mutation of the original technique object.\n *\n * **Design Rationale for 80% Effectiveness:**\n * Cross-stance techniques are performed from a non-optimal stance, reducing\n * power generation and body mechanics efficiency. The 80% modifier reflects:\n * - Suboptimal weight transfer and leverage\n * - Reduced muscle engagement from non-ideal positioning\n * - Decreased stability and balance during execution\n *\n * This is consistent with Korean martial arts philosophy where proper stance\n * (자세) is fundamental to technique effectiveness. Other properties like\n * accuracy and execution time remain unchanged as the technique mechanics\n * themselves are unchanged, only the power generation is affected.\n *\n * @korean 교차 자세 피해 배율 적용 (80% 효과)\n *\n * @param technique - Original technique\n * @param isCrossStance - Whether technique is from different stance\n * @returns Modified technique with 80% damage if cross-stance, original otherwise\n */\nfunction applyCrossStanceDamageModifier(\n technique: KoreanTechnique,\n isCrossStance: boolean,\n): KoreanTechnique {\n if (!isCrossStance || !technique.damage) {\n return technique;\n }\n\n return {\n ...technique,\n damage: Math.floor(technique.damage * 0.8),\n };\n}\n\n/**\n * Helper to select technique for AI action with rotation and cooldown awareness\n *\n * Enhanced technique selection with:\n * - Technique rotation queue for diversity (prevents >70% repetition → targets <40%)\n * - Cooldown-aware filtering (prioritizes ready techniques)\n * - Cross-stance fallback (uses other techniques at 80% effectiveness)\n * - Archetype signature bias (maintains 40%+ signature technique usage)\n *\n * @korean 순환 및 재사용 대기시간을 고려한 기술 선택\n *\n * @param isSpecialTechnique - Whether to filter for high-cost special techniques\n * @param context - Current combat context\n * @param player - AI player state\n * @param adaptiveDifficulty - Adaptive difficulty system\n * @param rotationQueue - Technique rotation tracking object\n * @param cooldownMap - Technique cooldown tracking map\n * @returns Selected technique, vital point, action type, and cross-stance flag\n */\nfunction selectTechniqueForAction(\n isSpecialTechnique: boolean,\n context: CombatContext,\n player: PlayerState,\n adaptiveDifficulty: AdaptiveDifficulty,\n rotationQueue: TechniqueRotationQueue,\n cooldownMap: TechniqueCooldownMap,\n): {\n technique?: KoreanTechnique;\n vitalPoint?: string;\n actionType: string;\n isCrossStance?: boolean;\n} {\n if (shouldExecuteSignatureMove(player.archetype, context)) {\n const signatureMoveId = getSignatureMove(player.archetype);\n const allTechniques = getAllArchetypeTechniques(player.archetype);\n const signatureTechnique = allTechniques.find(\n (t) => t.id === signatureMoveId,\n );\n\n if (signatureTechnique) {\n const now = Date.now();\n const lastUsed = cooldownMap.get(signatureMoveId) ?? 0;\n\n const techniqueCooldown =\n (signatureTechnique.recoveryTime ?? 0) +\n (signatureTechnique.executionTime ?? 0);\n const cooldownRemaining = Math.max(\n 0,\n techniqueCooldown - (now - lastUsed),\n );\n\n if (\n cooldownRemaining === 0 &&\n player.stamina >= signatureTechnique.staminaCost &&\n player.ki >= signatureTechnique.kiCost\n ) {\n console.log(\n `[AI] Executing signature move: ${signatureMoveId} for ${player.archetype}`,\n );\n\n const difficultyLevel = adaptiveDifficulty.calculatePlayerSkill();\n const vitalPoint =\n selectOptimalVitalPoint(\n player.currentStance,\n difficultyLevel,\n player.archetype,\n ) ?? undefined;\n\n return {\n technique: signatureTechnique,\n vitalPoint,\n actionType: \"signature_move\",\n isCrossStance: signatureTechnique.stance !== player.currentStance,\n };\n }\n }\n }\n\n const viableTechniques = getViableTechniques(\n context.distanceToOpponent,\n player.currentStance,\n player.stamina,\n player.archetype,\n rotationQueue.used, // Pass recent techniques for penalty\n );\n\n const readyTechniques = filterByCooldown(viableTechniques, cooldownMap);\n\n let candidates =\n readyTechniques.length > 0 ? readyTechniques : viableTechniques;\n\n if (isSpecialTechnique) {\n const specialCandidates = candidates.filter(\n (tech) => tech.kiCost >= 10 || tech.staminaCost >= 15,\n );\n candidates = specialCandidates.length > 0 ? specialCandidates : candidates;\n }\n\n let isCrossStance = false;\n if (candidates.length === 0) {\n const allTechniques = getAllArchetypeTechniques(player.archetype);\n const crossStanceTechniques = allTechniques.filter(\n (t) =>\n t.stance !== player.currentStance &&\n context.distanceToOpponent <= (t.reachConfig?.baseExtension ?? 1.0) &&\n player.stamina >= t.staminaCost &&\n !isOverused(t.id, rotationQueue), // Apply rotation diversity to cross-stance\n );\n\n const readyCrossStance = filterByCooldown(\n crossStanceTechniques,\n cooldownMap,\n );\n candidates =\n readyCrossStance.length > 0 ? readyCrossStance : crossStanceTechniques;\n isCrossStance = candidates.length > 0;\n }\n\n if (candidates.length > 0) {\n const signatureTechniques = candidates.filter((tech) =>\n isSignatureTechnique(tech, player.archetype),\n );\n\n const useSignature = signatureTechniques.length > 0 && Math.random() < 0.6;\n\n const selectedCandidates = useSignature ? signatureTechniques : candidates;\n const technique = selectTechniqueWithRotation(\n selectedCandidates,\n rotationQueue,\n );\n\n if (technique) {\n const difficultyLevel = adaptiveDifficulty.calculatePlayerSkill();\n const vitalPoint =\n selectOptimalVitalPoint(\n player.currentStance,\n difficultyLevel,\n player.archetype,\n ) ?? undefined;\n\n const finalTechnique = applyCrossStanceDamageModifier(\n technique,\n isCrossStance,\n );\n\n return {\n technique: finalTechnique,\n vitalPoint,\n actionType: isSpecialTechnique ? \"technique\" : \"attack\",\n isCrossStance,\n };\n }\n }\n\n return { actionType: \"idle\" };\n}\n\n/**\n * Determine if AI should switch stance laterality based on personality and tactical situation.\n *\n * Strategic laterality decisions in Korean martial arts:\n * - **Aggressive personality**: Prefers matched stances (same laterality) for offensive advantage\n * Matched stances expose centerlines, creating attack opportunities\n * - **Defensive personality**: Prefers mismatched stances (opposite laterality) for protection\n * Mismatched stances naturally guard centerlines with lead hand\n * - **Health-based modifier**: Low health increases defensive preference\n *\n * @param aiLaterality - AI's current stance laterality\n * @param opponentLaterality - Opponent's stance laterality\n * @param personality - AI personality archetype\n * @param aiHealth - AI's current health (0-100)\n * @param lastSwitchTime - Timestamp of last laterality switch\n * @param currentTime - Current timestamp for cooldown check\n * @returns true if AI should switch laterality, false otherwise\n *\n * @korean AI 측면성 전환 결정\n */\nfunction shouldAISwitchLaterality(\n aiLaterality: \"left\" | \"right\",\n opponentLaterality: \"left\" | \"right\",\n personality: AIPersonality,\n aiHealth: number,\n lastSwitchTime: number,\n currentTime: number,\n): boolean {\n const LATERALITY_COOLDOWN = 3000;\n if (currentTime - lastSwitchTime < LATERALITY_COOLDOWN) {\n return false;\n }\n\n const isMatched = aiLaterality === opponentLaterality;\n\n const aggressionFactor = personality.aggressionLevel;\n const defenseFactor = personality.defensePreference;\n\n const healthFactor = aiHealth / 100;\n const effectiveAggression = aggressionFactor * Math.max(0.3, healthFactor);\n const effectiveDefense = defenseFactor * (1.2 - healthFactor * 0.2);\n\n if (effectiveAggression > 0.6 && !isMatched) {\n return Math.random() < 0.3; // 30% chance to switch to matched\n }\n\n if (effectiveDefense > 0.6 && isMatched) {\n return Math.random() < 0.25; // 25% chance to switch to mismatched\n }\n\n if (aiHealth < 30 && isMatched) {\n return Math.random() < 0.4; // 40% chance when critically low health\n }\n\n return false;\n}\n\n/**\n * AI state management\n */\ninterface AIState {\n nextAction: number;\n targetPosition: Position;\n lastActionType: string;\n consecutiveAttacks: number;\n actionCooldown: number;\n aggressionLevel: number;\n selectedTechnique?: KoreanTechnique;\n targetVitalPoint?: string;\n recentTechniques: string[]; // Track last 5 techniques for variation\n}\n\n/**\n * Technique rotation queue for enforcing variety\n *\n * Tracks technique usage to prevent repetitive patterns:\n * - Last 5 techniques used (for immediate variation)\n * - All techniques used in current match (for full arsenal tracking)\n * - Usage frequency per technique (for 40% threshold enforcement)\n * - Total attacks counter (for percentage calculation)\n *\n * @korean 기술 순환 큐 (다양성 강화)\n */\ninterface TechniqueRotationQueue {\n used: string[]; // Last 5 technique IDs (FIFO)\n allUsed: Set<string>; // All techniques used this match\n frequency: Map<string, number>; // Usage count per technique ID\n totalAttacks: number; // Total attack count for percentage calculation\n}\n\n/**\n * Technique cooldown tracking\n *\n * Maps technique ID to timestamp of last use\n * Used for cooldown-aware technique selection\n *\n * @korean 기술 재사용 대기시간 추적\n */\ntype TechniqueCooldownMap = Map<string, number>;\n\n/**\n * AI combat hook configuration\n */\ninterface UseAICombatConfig {\n readonly player: PlayerState;\n readonly opponent: PlayerState;\n readonly personality: AIPersonality;\n readonly adaptiveDifficulty: AdaptiveDifficulty;\n readonly isPaused: boolean;\n readonly roundStarted: boolean;\n readonly roundEnded: boolean;\n readonly arenaBounds: {\n readonly x: number;\n readonly y: number;\n readonly width: number;\n readonly height: number;\n readonly scale?: number;\n readonly worldWidthMeters: number; // Arena width in meters for physics calculations\n readonly worldDepthMeters: number; // Arena depth in meters for physics calculations\n };\n readonly onExecuteAction: (\n action: string,\n targetPosition?: Position,\n selectedTechnique?: KoreanTechnique,\n targetVitalPoint?: string,\n ) => void;\n readonly onStanceChange?: (stance: TrigramStance) => void;\n readonly onLateralityChange?: () => void;\n readonly playerLaterality?: \"left\" | \"right\";\n readonly opponentLaterality?: \"left\" | \"right\";\n}\n\n/**\n * AI combat hook return type\n */\ninterface UseAICombatReturn {\n readonly aiState: AIState;\n readonly comboSystem: AIComboSystem;\n readonly decisionTree: AIDecisionTree;\n readonly adjustedPersonality: AIPersonality;\n readonly executeAIAction: (\n action: string,\n targetPosition?: Position,\n selectedTechnique?: KoreanTechnique,\n targetVitalPoint?: string,\n ) => void;\n readonly currentDifficultyParams: DifficultyParameters;\n readonly updateDifficultyTarget: (newParams: DifficultyParameters) => void;\n}\n\n/**\n * Custom hook for AI combat behavior\n */\nexport function useAICombat(config: UseAICombatConfig): UseAICombatReturn {\n const {\n player,\n opponent,\n personality,\n adaptiveDifficulty,\n isPaused,\n roundStarted,\n roundEnded,\n arenaBounds,\n onExecuteAction,\n onStanceChange,\n onLateralityChange,\n playerLaterality,\n opponentLaterality,\n } = config;\n\n const comboSystem = useMemo(() => new AIComboSystem(), []);\n const decisionTree = useMemo(() => new AIDecisionTree(), []);\n\n const adjustedPersonality = useMemo(\n () => adaptiveDifficulty.adjustAIPersonality(personality),\n [adaptiveDifficulty, personality],\n );\n\n const lastSkillLevelRef = useRef(0.5);\n useEffect(() => {\n const newSkillLevel = adaptiveDifficulty.calculatePlayerSkill();\n if (Math.abs(newSkillLevel - lastSkillLevelRef.current) > 0.01) {\n lastSkillLevelRef.current = newSkillLevel;\n decisionTree.setDifficultyLevel(newSkillLevel);\n }\n }, [adaptiveDifficulty, decisionTree]);\n\n const [currentParams, setCurrentParams] = useState<DifficultyParameters>(() =>\n adaptiveDifficulty.getDifficultyParameters(),\n );\n const [targetParams, setTargetParams] = useState<DifficultyParameters>(() =>\n adaptiveDifficulty.getDifficultyParameters(),\n );\n const startParamsRef = useRef<DifficultyParameters>(currentParams);\n const transitionStartTimeRef = useRef<number>(0);\n const transitionDurationMs = 10000; // 10 seconds for smooth transition\n\n const [aiState, setAiState] = useState<AIState>(() => {\n const now = Date.now();\n return {\n nextAction: now,\n targetPosition: player.position,\n lastActionType: \"idle\",\n consecutiveAttacks: 0,\n actionCooldown: 500,\n aggressionLevel: adjustedPersonality.aggressionLevel,\n selectedTechnique: undefined,\n targetVitalPoint: undefined,\n recentTechniques: [],\n };\n });\n\n const lastDecisionTimeRef = useRef(0);\n const [initialMatchTime] = useState(() => Date.now());\n const matchStartTimeRef = useRef(initialMatchTime);\n const previousDamageRef = useRef(0);\n const [initialActionTime] = useState(() => Date.now());\n const nextActionRef = useRef(initialActionTime);\n const lastWarningTimeRef = useRef(0);\n const lastLateralitySwitchRef = useRef(0); // Track last laterality switch for cooldown\n\n const techniqueRotationQueueRef = useRef<TechniqueRotationQueue>({\n used: [],\n allUsed: new Set(),\n frequency: new Map(),\n totalAttacks: 0,\n });\n\n const techniqueCooldownMapRef = useRef<TechniqueCooldownMap>(new Map());\n\n const archetypeTechniqueIds = useMemo(() => {\n const allTechs = getAllArchetypeTechniques(player.archetype);\n return new Set(allTechs.map((t) => t.id));\n }, [player.archetype]);\n\n const [initialStanceFatigue] = useState(() => ({\n currentStance: player.currentStance,\n lastSwitchTime: Date.now(),\n }));\n const stanceFatigueRef = useRef(initialStanceFatigue);\n\n useEffect(() => {\n if (roundStarted) {\n matchStartTimeRef.current = Date.now();\n previousDamageRef.current = player.totalDamageReceived;\n decisionTree.reset();\n comboSystem.resetCombo();\n\n stanceFatigueRef.current = {\n currentStance: player.currentStance,\n lastSwitchTime: Date.now(),\n };\n\n techniqueRotationQueueRef.current = {\n used: [],\n allUsed: new Set(),\n frequency: new Map(),\n totalAttacks: 0,\n };\n\n techniqueCooldownMapRef.current.clear();\n }\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [roundStarted, decisionTree, comboSystem]);\n\n useEffect(() => {\n if (!roundStarted || roundEnded || isPaused) {\n return;\n }\n\n if (player.currentStance !== stanceFatigueRef.current.currentStance) {\n stanceFatigueRef.current = {\n currentStance: player.currentStance,\n lastSwitchTime: Date.now(),\n };\n }\n }, [player.currentStance, roundStarted, roundEnded, isPaused]);\n\n useEffect(() => {\n if (isPaused || !roundStarted || roundEnded) {\n return;\n }\n\n let animationFrameId: number;\n let isComplete = false;\n\n const animate = () => {\n if (isComplete) return;\n\n const now = Date.now();\n const elapsed = now - transitionStartTimeRef.current;\n const progress = Math.min(1.0, elapsed / transitionDurationMs);\n\n if (progress < 1.0) {\n const interpolated = interpolateDifficultyParameters(\n startParamsRef.current,\n targetParams,\n progress,\n );\n setCurrentParams(interpolated);\n animationFrameId = requestAnimationFrame(animate);\n } else {\n setCurrentParams(targetParams);\n isComplete = true;\n }\n };\n\n animationFrameId = requestAnimationFrame(animate);\n\n return () => {\n if (animationFrameId) {\n cancelAnimationFrame(animationFrameId);\n }\n };\n }, [isPaused, roundStarted, roundEnded, targetParams, transitionDurationMs]);\n\n useEffect(() => {\n decisionTree.setDifficultyParameters(currentParams);\n }, [decisionTree, currentParams]);\n\n /**\n * Execute AI action callback\n *\n * Passes technique and vital point directly to avoid React state async issues\n *\n * @korean AI 행동 실행 콜백\n */\n const executeAIAction = useCallback(\n (\n action: string,\n targetPosition?: Position,\n selectedTechnique?: KoreanTechnique,\n targetVitalPoint?: string,\n ) => {\n onExecuteAction(action, targetPosition, selectedTechnique, targetVitalPoint);\n },\n [onExecuteAction],\n );\n\n /**\n * Update difficulty target parameters\n * Triggers smooth interpolation to new difficulty level\n *\n * @korean 난이도 목표 매개변수 업데이트\n */\n const updateDifficultyTarget = useCallback(\n (newParams: DifficultyParameters) => {\n startParamsRef.current = currentParams;\n transitionStartTimeRef.current = Date.now();\n setTargetParams(newParams);\n },\n [currentParams],\n );\n\n /**\n * Build combat context for decision-making.\n *\n * **Physics-first**: Positions are now in METERS, so distance is already in meters.\n * No scale conversion needed - direct physics-based calculations.\n *\n * @korean 전투 컨텍스트 구축\n */\n const buildCombatContext = useCallback((): CombatContext => {\n const dx = player.position.x - opponent.position.x;\n const dy = player.position.y - opponent.position.y;\n const distanceInMeters = Math.sqrt(dx * dx + dy * dy);\n\n const recentDamageTaken = Math.max(\n 0,\n player.totalDamageReceived - previousDamageRef.current,\n );\n previousDamageRef.current = player.totalDamageReceived;\n\n const opponentBalance = getBalanceState(opponent.balance);\n\n return {\n playerPosition: player.position,\n opponentPosition: opponent.position,\n playerHealth: player.health,\n playerMaxHealth: player.maxHealth,\n playerKi: player.ki,\n playerMaxKi: player.maxKi,\n playerStamina: player.stamina,\n playerMaxStamina: player.maxStamina,\n opponentHealth: opponent.health,\n opponentStance: opponent.currentStance,\n playerStance: player.currentStance,\n distanceToOpponent: distanceInMeters, // Physics-first: distance in meters\n timeInMatch: Date.now() - matchStartTimeRef.current,\n isOpponentAttacking: opponent.combatState === \"attacking\",\n recentDamageTaken,\n opponentBalance, // Added for kill mode detection\n opponentStamina: opponent.stamina, // Added for vulnerability exploitation (Issue #enhance-intelligence-operative-ai)\n opponentMaxStamina: opponent.maxStamina, // Added for vulnerability exploitation\n opponentKi: opponent.ki, // Added for vulnerability exploitation (Issue #enhance-intelligence-operative-ai)\n opponentMaxKi: opponent.maxKi, // Added for vulnerability exploitation\n stanceFatigue: {\n timeInStance: Date.now() - stanceFatigueRef.current.lastSwitchTime,\n },\n arenaBounds,\n };\n }, [player, opponent, arenaBounds]);\n\n /**\n * AI decision loop (fixed memory leak - issue #2529466989)\n */\n useEffect(() => {\n if (isPaused || !roundStarted || roundEnded) {\n return;\n }\n\n const aiInterval = setInterval(() => {\n const now = Date.now();\n\n if (now < nextActionRef.current) {\n return;\n }\n\n const decisionStart = performance.now();\n\n const context = buildCombatContext();\n\n const decision = decisionTree.makeDecision(\n context,\n adjustedPersonality,\n comboSystem,\n );\n\n const decisionTime = performance.now() - decisionStart;\n if (decisionTime > AI_DECISION_THRESHOLD_MS) {\n const now = Date.now();\n if (now - lastWarningTimeRef.current > WARNING_THROTTLE_MS) {\n console.warn(\n `AI decisions running slow: ${decisionTime.toFixed(2)}ms`,\n );\n lastWarningTimeRef.current = now;\n }\n }\n lastDecisionTimeRef.current = decisionTime;\n\n let actionType = \"idle\";\n let newTargetPosition = aiState.targetPosition;\n let newConsecutiveAttacks = aiState.consecutiveAttacks;\n let selectedTechnique: KoreanTechnique | undefined;\n let targetVitalPoint: string | undefined;\n\n switch (decision.action) {\n case AIActionType.ATTACK:\n {\n const result = selectTechniqueForAction(\n false,\n context,\n player,\n adaptiveDifficulty,\n techniqueRotationQueueRef.current,\n techniqueCooldownMapRef.current,\n );\n selectedTechnique = result.technique;\n targetVitalPoint = result.vitalPoint;\n actionType = result.actionType;\n\n if (selectedTechnique) {\n updateTechniqueRotation(\n selectedTechnique.id,\n techniqueRotationQueueRef.current,\n archetypeTechniqueIds,\n );\n\n techniqueCooldownMapRef.current.set(\n selectedTechnique.id,\n Date.now(),\n );\n\n const nextComboTechnique = getNextComboTechnique(\n selectedTechnique.id,\n player.archetype,\n );\n\n if (nextComboTechnique) {\n comboSystem.startCombo(player, opponent, adjustedPersonality);\n }\n }\n\n if (actionType === \"attack\") {\n newConsecutiveAttacks++;\n }\n }\n break;\n\n case AIActionType.TECHNIQUE:\n {\n const result = selectTechniqueForAction(\n true,\n context,\n player,\n adaptiveDifficulty,\n techniqueRotationQueueRef.current,\n techniqueCooldownMapRef.current,\n );\n selectedTechnique = result.technique;\n targetVitalPoint = result.vitalPoint;\n actionType = result.actionType;\n\n if (selectedTechnique) {\n updateTechniqueRotation(\n selectedTechnique.id,\n techniqueRotationQueueRef.current,\n archetypeTechniqueIds,\n );\n\n techniqueCooldownMapRef.current.set(\n selectedTechnique.id,\n Date.now(),\n );\n\n const nextComboTechnique = getNextComboTechnique(\n selectedTechnique.id,\n player.archetype,\n );\n\n if (nextComboTechnique) {\n comboSystem.startCombo(player, opponent, adjustedPersonality);\n }\n }\n\n if (actionType === \"attack\" || actionType === \"technique\") {\n newConsecutiveAttacks++;\n }\n }\n break;\n\n case AIActionType.COMBO:\n if (!comboSystem.isComboActive()) {\n comboSystem.startCombo(player, opponent, adjustedPersonality);\n }\n\n if (\n comboSystem.shouldContinueCombo(\n player,\n opponent,\n adjustedPersonality,\n )\n ) {\n const technique = comboSystem.getNextComboTechnique();\n actionType = technique ? \"technique\" : \"attack\";\n newConsecutiveAttacks++;\n } else {\n comboSystem.resetCombo();\n actionType = \"idle\";\n }\n break;\n\n case AIActionType.DEFEND:\n actionType = \"defend\";\n newConsecutiveAttacks = 0;\n break;\n\n case AIActionType.COUNTER:\n actionType = \"counter\";\n newConsecutiveAttacks = 0;\n break;\n\n case AIActionType.RETREAT:\n actionType = \"retreat\";\n newTargetPosition = decision.targetPosition ?? aiState.targetPosition;\n newConsecutiveAttacks = 0;\n break;\n\n case AIActionType.APPROACH:\n actionType = \"approach\";\n newTargetPosition = decision.targetPosition ?? opponent.position;\n newConsecutiveAttacks = 0;\n break;\n\n case AIActionType.CIRCLE:\n actionType = \"circle\";\n newTargetPosition = decision.targetPosition ?? aiState.targetPosition;\n newConsecutiveAttacks = 0;\n break;\n\n case AIActionType.STANCE_CHANGE:\n if (decision.targetStance && onStanceChange) {\n onStanceChange(decision.targetStance);\n }\n actionType = \"idle\";\n newConsecutiveAttacks = 0;\n break;\n\n case AIActionType.FEINT:\n actionType = \"feint\";\n newConsecutiveAttacks = 0;\n break;\n\n case AIActionType.WAIT:\n default:\n actionType = \"idle\";\n newConsecutiveAttacks = 0;\n break;\n }\n\n if (onLateralityChange && playerLaterality && opponentLaterality) {\n const shouldSwitch = shouldAISwitchLaterality(\n opponentLaterality, // Laterality for player index 1 (AI-controlled in this hook)\n playerLaterality, // Laterality for player index 0 (human-controlled in this hook)\n adjustedPersonality,\n player.health,\n lastLateralitySwitchRef.current,\n now,\n );\n\n if (shouldSwitch) {\n onLateralityChange();\n lastLateralitySwitchRef.current = now;\n }\n }\n\n const actionCooldown =\n actionType === \"attack\" || actionType === \"technique\"\n ? 200 + Math.random() * 150 // 200-350ms for attacks\n : 150 + Math.random() * 150; // 150-300ms for movement/defense\n\n nextActionRef.current = now + actionCooldown;\n\n setAiState((prevState) => {\n let updatedRecentTechniques = [...prevState.recentTechniques];\n if (selectedTechnique) {\n updatedRecentTechniques.push(selectedTechnique.id);\n if (updatedRecentTechniques.length > 5) {\n updatedRecentTechniques = updatedRecentTechniques.slice(-5);\n }\n }\n\n return {\n nextAction: nextActionRef.current,\n targetPosition: newTargetPosition,\n lastActionType: actionType,\n consecutiveAttacks: newConsecutiveAttacks,\n actionCooldown,\n aggressionLevel: adjustedPersonality.aggressionLevel,\n selectedTechnique,\n targetVitalPoint,\n recentTechniques: updatedRecentTechniques,\n };\n });\n\n executeAIAction(actionType, newTargetPosition, selectedTechnique, targetVitalPoint);\n }, 50); // 50ms loop for responsive AI\n\n return () => clearInterval(aiInterval);\n }, [\n isPaused,\n roundStarted,\n roundEnded,\n buildCombatContext,\n decisionTree,\n adjustedPersonality,\n comboSystem,\n executeAIAction,\n onStanceChange,\n onLateralityChange,\n player,\n opponent,\n aiState,\n playerLaterality,\n opponentLaterality,\n adaptiveDifficulty,\n archetypeTechniqueIds,\n ]);\n\n return {\n aiState,\n comboSystem,\n decisionTree,\n adjustedPersonality,\n executeAIAction,\n currentDifficultyParams: currentParams,\n updateDifficultyTarget,\n 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{"version":3,"file":"useAICombat.js","names":[],"sources":["../../../../../src/components/screens/combat/hooks/useAICombat.ts"],"sourcesContent":["/**\n * useAICombat Hook - AI Combat System Integration\n *\n * Custom hook for AI combat behavior with strategic decision-making.\n *\n * Manages AI opponent behavior including:\n * - Strategic decision-making via DecisionTree\n * - Combo attack sequences\n * - Adaptive difficulty based on player skill\n * - Performance monitoring (<10ms target for decisions)\n *\n * Side effects:\n * - Manages internal state for AI actions and aggression\n * - Sets up intervals/timers for AI action scheduling\n * - Updates state in response to combat events and round status\n *\n * @param config Configuration object for AI combat behavior.\n * @param config.player The AI-controlled player state.\n * @param config.opponent The opponent player state.\n * @param config.personality The AI's personality archetype.\n * @param config.adaptiveDifficulty Adaptive difficulty system instance.\n * @param config.arenaBounds Arena boundaries for movement validation.\n * @param config.roundStarted Whether the combat round has started.\n * @param config.roundEnded Whether the combat round has ended.\n * @param config.isPaused Whether the game is paused.\n * @param config.onExecuteAction Callback to execute AI actions.\n * @param config.onStanceChange Callback to handle stance changes.\n *\n * @returns AI combat state and control functions\n *\n * @example\n * ```typescript\n * const { aiState } = useAICombat({\n * player: aiPlayer,\n * opponent: humanPlayer,\n * personality: AI_PERSONALITIES.AGGRESSIVE_STRIKER,\n * adaptiveDifficulty,\n * arenaBounds,\n * roundStarted,\n * roundEnded,\n * isPaused,\n * onExecuteAction: handleAction,\n * onStanceChange: handleStanceChange,\n * });\n * ```\n */\n\nimport { getArchetypePhysicalAttributes } from \"@/data/archetypePhysicalAttributes\";\nimport {\n AdaptiveDifficulty,\n AIActionType,\n AIComboSystem,\n AIDecisionTree,\n AIPersonality,\n CombatContext,\n DifficultyParameters,\n getArchetypeBehavior,\n getNextComboTechnique,\n getSignatureMove,\n interpolateDifficultyParameters,\n shouldExecuteSignatureMove,\n} from \"@/systems/ai\";\nimport { physicalReachCalculator } from \"@/systems/physics\";\nimport { PlayerState } from \"@/systems/player\";\nimport { KoreanTechniquesSystem } from \"@/systems/trigram/KoreanTechniques\";\nimport { KOREAN_VITAL_POINTS } from \"@/systems/vitalpoint/KoreanVitalPoints\";\nimport { KoreanTechnique } from \"@/systems/vitalpoint/types\";\nimport {\n CombatAttackType,\n DamageType,\n PlayerArchetype,\n Position,\n TrigramStance,\n} from \"@/types\";\nimport { STANCE_REACH_MODIFIERS } from \"@/types/physics\";\nimport { getBalanceState } from \"@/utils/player3DHelpers\";\nimport { useCallback, useEffect, useMemo, useRef, useState } from \"react\";\n\nconst AI_DECISION_THRESHOLD_MS = 10; // Threshold for slow decision warnings\nconst WARNING_THROTTLE_MS = 5000; // Throttle performance warnings to every 5 seconds\n\n/**\n * Technique range system (physics-first: meters)\n * All distances and ranges are in meters - no pixel conversions for game logic\n *\n * Each technique has a reachConfig with baseExtension multiplier\n * Applied to archetype's limb length: reach = (limbLength/100) × baseExtension × stanceModifier\n *\n * @korean 기술 범위 시스템 (물리 우선: 미터)\n */\n\n/**\n * Get viable techniques based on distance, stance, and stamina\n *\n * Filters techniques that:\n * - Match current stance\n * - Are within effective range of opponent\n * - Have sufficient stamina to execute\n * - Applies selection bias against recently used techniques (avoid >70% repetition)\n *\n * @korean 거리, 자세, 체력에 따른 실행 가능한 기술 선택\n *\n * @param distance - Distance to opponent in meters (physics-first)\n * @param stance - Current trigram stance\n * @param stamina - Available stamina\n * @param archetype - Player archetype for specialized techniques\n * @param recentTechniques - Array of recently used technique IDs (for variation)\n * @returns Array of viable techniques sorted by effectiveness with variation bias\n */\nfunction getViableTechniques(\n distance: number,\n stance: TrigramStance,\n stamina: number,\n archetype: PlayerState[\"archetype\"],\n recentTechniques: string[] = [],\n): readonly KoreanTechnique[] {\n const stanceTechniques = KoreanTechniquesSystem.getAllAvailableTechniques(\n stance,\n archetype,\n );\n\n if (stanceTechniques.length === 0) {\n return [];\n }\n\n const viableTechniques = stanceTechniques.filter((tech) => {\n const physicalAttributes = getArchetypePhysicalAttributes(archetype);\n\n const animType = tech.animationType;\n let maxReach: number;\n\n if (animType) {\n maxReach = physicalReachCalculator.calculateMaxReach(\n physicalAttributes,\n animType,\n stance,\n );\n } else {\n const limbLength =\n tech.reachConfig.bodyPart === \"leg\"\n ? physicalAttributes.legLength\n : physicalAttributes.armLength;\n\n let bodyPivot: number;\n if (tech.reachConfig.bodyPart === \"leg\") {\n bodyPivot = 0.25; // meters for kicks\n } else {\n const shoulderOffset = physicalAttributes.shoulderWidth / 2 / 100;\n const torsoRotation = 0.1;\n bodyPivot = shoulderOffset + torsoRotation;\n }\n\n const stanceModifier = STANCE_REACH_MODIFIERS[stance];\n maxReach =\n (limbLength / 100 + bodyPivot) *\n tech.reachConfig.baseExtension *\n stanceModifier;\n }\n\n const inRange = distance <= maxReach;\n\n const hasStamina = stamina >= tech.staminaCost;\n\n return inRange && hasStamina;\n });\n\n const recentUseCounts = new Map<string, number>();\n for (const tech of viableTechniques) {\n recentUseCounts.set(\n tech.id,\n recentTechniques.filter((id) => id === tech.id).length,\n );\n }\n\n return viableTechniques.sort((a, b) => {\n const baseEffectivenessA = (a.damage ?? 0) * (a.accuracy ?? 0.8);\n const baseEffectivenessB = (b.damage ?? 0) * (b.accuracy ?? 0.8);\n\n const recentUsesA = recentUseCounts.get(a.id) ?? 0;\n const recentUsesB = recentUseCounts.get(b.id) ?? 0;\n\n const penaltyA = Math.min(0.6, recentUsesA * 0.2);\n const penaltyB = Math.min(0.6, recentUsesB * 0.2);\n\n const finalEffectivenessA = baseEffectivenessA * (1 - penaltyA);\n const finalEffectivenessB = baseEffectivenessB * (1 - penaltyB);\n\n return finalEffectivenessB - finalEffectivenessA;\n });\n}\n\n/**\n * Select optimal vital point for attack based on stance compatibility and archetype priority\n *\n * Prioritizes vital points by:\n * 1. Archetype vital target priority (health/pain/consciousness/balanced)\n * 2. Stance compatibility (must be in effectiveStances array)\n * 3. Base damage threshold (>25 damage preferred)\n * 4. Targeting difficulty vs AI skill level\n *\n * @korean 자세 효과 및 원형 우선순위에 따른 최적 급소 선택\n *\n * @param stance - Current trigram stance\n * @param difficultyLevel - AI difficulty level (0.0-1.0)\n * @param archetype - Player archetype for priority targeting\n * @returns Vital point ID or null if no suitable target\n */\nfunction selectOptimalVitalPoint(\n stance: TrigramStance,\n difficultyLevel: number,\n archetype: PlayerState[\"archetype\"],\n): string | null {\n if (KOREAN_VITAL_POINTS.length === 0) {\n return null;\n }\n\n const behavior = getArchetypeBehavior(archetype);\n\n const effectivePoints = KOREAN_VITAL_POINTS.filter((point) =>\n point.effectiveStances?.includes(stance),\n );\n\n if (effectivePoints.length === 0) {\n const fallbackPoint =\n KOREAN_VITAL_POINTS[\n Math.floor(Math.random() * KOREAN_VITAL_POINTS.length)\n ];\n return fallbackPoint?.id ?? null;\n }\n\n const HIGH_DAMAGE_THRESHOLD = 25;\n\n const highDamagePoints = effectivePoints.filter(\n (point) => (point.baseDamage ?? 0) > HIGH_DAMAGE_THRESHOLD,\n );\n\n const targetPoints =\n highDamagePoints.length > 0 ? highDamagePoints : effectivePoints;\n\n const sortedPoints = [...targetPoints].sort((a, b) => {\n const baseSuitabilityA =\n (a.baseDamage ?? 0) *\n (1 - Math.abs(difficultyLevel - a.targetingDifficulty));\n const baseSuitabilityB =\n (b.baseDamage ?? 0) *\n (1 - Math.abs(difficultyLevel - b.targetingDifficulty));\n\n const priorityMultiplierA = getVitalPointPriorityScore(\n a,\n behavior.vitalTargetPriority,\n );\n const priorityMultiplierB = getVitalPointPriorityScore(\n b,\n behavior.vitalTargetPriority,\n );\n\n const finalSuitabilityA = baseSuitabilityA * priorityMultiplierA;\n const finalSuitabilityB = baseSuitabilityB * priorityMultiplierB;\n\n return finalSuitabilityB - finalSuitabilityA;\n });\n\n return sortedPoints[0]?.id ?? null;\n}\n\n/**\n * Calculate priority score for vital point based on archetype targeting preference\n *\n * @korean 원형 타격 우선순위 점수 계산\n *\n * @param vitalPoint - Vital point to score\n * @param priority - Archetype vital target priority\n * @returns Priority multiplier (1.0 = neutral, >1.0 = preferred, <1.0 = deprioritized)\n */\nfunction getVitalPointPriorityScore(\n vitalPoint: (typeof KOREAN_VITAL_POINTS)[0],\n priority: import(\"@/systems/ai/AIPersonality\").VitalTargetPriority,\n): number {\n const effects = vitalPoint.effects ?? [];\n\n switch (priority) {\n case \"health\":\n return (vitalPoint.baseDamage ?? 0) > 30 ? 1.5 : 1.0;\n\n case \"pain\":\n const hasPainEffect = effects.some(\n (e) =>\n String(e).toLowerCase().includes(\"pain\") ||\n String(e).toLowerCase().includes(\"disorientation\"),\n );\n return hasPainEffect ? 1.5 : 1.0;\n\n case \"consciousness\":\n const hasConsciousnessEffect = effects.some(\n (e) =>\n String(e).toLowerCase().includes(\"unconscious\") ||\n String(e).toLowerCase().includes(\"stun\") ||\n String(e).toLowerCase().includes(\"breathless\"),\n );\n return hasConsciousnessEffect ? 1.5 : 1.0;\n\n case \"balanced\":\n default:\n return 1.0;\n }\n}\n\n/**\n * Check if a technique is a signature move for the given archetype\n *\n * Signature techniques are identified by:\n * - Damage type and attack type matching archetype preferences\n * - Ki/Stamina costs indicating advanced techniques\n * - Specific technique characteristics (e.g., nerve strikes for Amsalja)\n *\n * @korean 원형 대표 기술 확인\n *\n * @param technique - Technique to check\n * @param archetype - Player archetype\n * @returns True if technique is signature for the archetype\n */\nfunction isSignatureTechnique(\n technique: KoreanTechnique,\n archetype: PlayerState[\"archetype\"],\n): boolean {\n const damageType = technique.damageType;\n const attackType = technique.type;\n const isAdvanced =\n (technique.kiCost ?? 0) >= 10 || (technique.staminaCost ?? 0) >= 15;\n\n switch (archetype) {\n case PlayerArchetype.MUSA:\n return (\n damageType === DamageType.JOINT ||\n damageType === DamageType.CRUSHING ||\n (damageType === DamageType.BLUNT && isAdvanced)\n );\n\n case PlayerArchetype.AMSALJA:\n return (\n damageType === DamageType.NERVE ||\n damageType === DamageType.PRESSURE ||\n attackType === CombatAttackType.NERVE_STRIKE ||\n attackType === CombatAttackType.PRESSURE_POINT\n );\n\n case PlayerArchetype.HACKER:\n return (\n damageType === DamageType.INTERNAL ||\n damageType === DamageType.NERVE ||\n (isAdvanced && (technique.accuracy ?? 0) >= 0.8) // High accuracy represents calculation\n );\n\n case PlayerArchetype.JEONGBO_YOWON:\n return (\n damageType === DamageType.PRESSURE ||\n damageType === DamageType.JOINT ||\n attackType === CombatAttackType.GRAPPLE\n );\n\n case PlayerArchetype.JOJIK_POKRYEOKBAE:\n return (\n (technique.damage ?? 0) >= 30 || // High raw damage\n damageType === DamageType.SLASHING || // Brutal cutting\n damageType === DamageType.PIERCING // Dirty stabbing techniques\n );\n\n default:\n return false;\n }\n}\n\n/**\n * Update technique usage frequency and rotation queue\n *\n * Tracks technique usage for diversity enforcement:\n * 1. Updates usage frequency counter\n * 2. Adds to recent techniques queue (last 5)\n * 3. Marks as used in current match\n * 4. Resets \"all used\" when all 4 archetype techniques completed\n *\n * @korean 기술 사용 빈도 및 순환 큐 업데이트\n *\n * @param techniqueId - ID of technique just used\n * @param rotationQueue - Technique rotation tracking object\n * @param archetypeTechniqueIds - All technique IDs for this archetype (for reset detection)\n */\nfunction updateTechniqueRotation(\n techniqueId: string,\n rotationQueue: TechniqueRotationQueue,\n archetypeTechniqueIds: Set<string>,\n): void {\n const current = rotationQueue.frequency.get(techniqueId) ?? 0;\n rotationQueue.frequency.set(techniqueId, current + 1);\n\n rotationQueue.totalAttacks++;\n\n rotationQueue.used.push(techniqueId);\n if (rotationQueue.used.length > 5) {\n rotationQueue.used.shift(); // Keep only last 5\n }\n\n rotationQueue.allUsed.add(techniqueId);\n\n let allTechniquesUsed = true;\n for (const techId of archetypeTechniqueIds) {\n if (!rotationQueue.allUsed.has(techId)) {\n allTechniquesUsed = false;\n break;\n }\n }\n\n if (allTechniquesUsed) {\n rotationQueue.allUsed.clear();\n }\n}\n\n/**\n * Check if technique is overused (exceeds 40% threshold)\n *\n * Enforces variety by identifying techniques that have been\n * used more than 40% of total attacks.\n *\n * @korean 기술 과다 사용 확인 (40% 임계값)\n *\n * @param techniqueId - Technique ID to check\n * @param rotationQueue - Technique rotation tracking object\n * @returns True if technique exceeds 40% usage threshold\n */\nfunction isOverused(\n techniqueId: string,\n rotationQueue: TechniqueRotationQueue,\n): boolean {\n if (rotationQueue.totalAttacks === 0) {\n return false;\n }\n\n const uses = rotationQueue.frequency.get(techniqueId) ?? 0;\n const percentage = uses / rotationQueue.totalAttacks;\n return percentage > 0.4; // >40% threshold\n}\n\n/**\n * Select technique with rotation bias for diversity\n *\n * Prioritizes techniques in this order:\n * 1. Never used in this match (highest priority)\n * 2. Not used in last 5 techniques (avoid repetition)\n * 3. Any viable technique (fallback)\n *\n * Within each priority tier, selects by effectiveness (damage × accuracy).\n *\n * @korean 다양성을 위한 순환 편향 기술 선택\n *\n * @param viableTechniques - Techniques that are viable (range, stamina, stance)\n * @param rotationQueue - Technique rotation tracking object\n * @returns Best technique with rotation bias applied\n */\nfunction selectTechniqueWithRotation(\n viableTechniques: readonly KoreanTechnique[],\n rotationQueue: TechniqueRotationQueue,\n): KoreanTechnique | undefined {\n if (viableTechniques.length === 0) {\n return undefined;\n }\n\n const balancedTechniques = viableTechniques.filter(\n (t) => !isOverused(t.id, rotationQueue),\n );\n\n const candidates =\n balancedTechniques.length > 0 ? balancedTechniques : viableTechniques;\n\n if (balancedTechniques.length === 0 && rotationQueue.totalAttacks > 0) {\n rotationQueue.frequency.clear();\n rotationQueue.totalAttacks = 0;\n }\n\n const neverUsed = candidates.filter((t) => !rotationQueue.allUsed.has(t.id));\n\n if (neverUsed.length > 0) {\n return [...neverUsed].sort((a, b) => {\n const effA = (a.damage ?? 0) * (a.accuracy ?? 0.8);\n const effB = (b.damage ?? 0) * (b.accuracy ?? 0.8);\n return effB - effA;\n })[0];\n }\n\n const unusedRecently = candidates.filter(\n (t) => !rotationQueue.used.includes(t.id),\n );\n\n if (unusedRecently.length > 0) {\n return [...unusedRecently].sort((a, b) => {\n const effA = (a.damage ?? 0) * (a.accuracy ?? 0.8);\n const effB = (b.damage ?? 0) * (b.accuracy ?? 0.8);\n return effB - effA;\n })[0];\n }\n\n return [...candidates].sort((a, b) => {\n const effA = (a.damage ?? 0) * (a.accuracy ?? 0.8);\n const effB = (b.damage ?? 0) * (b.accuracy ?? 0.8);\n return effB - effA;\n })[0];\n}\n\n/**\n * Filter techniques by cooldown availability\n *\n * Returns only techniques that are off cooldown and ready to use.\n * If all techniques are on cooldown, returns empty array.\n *\n * @korean 재사용 대기시간별 기술 필터링\n *\n * @param techniques - Techniques to filter\n * @param cooldownMap - Map of technique ID to last use timestamp\n * @returns Techniques that are off cooldown\n */\nfunction filterByCooldown(\n techniques: readonly KoreanTechnique[],\n cooldownMap: TechniqueCooldownMap,\n): readonly KoreanTechnique[] {\n const now = Date.now();\n\n return techniques.filter((t) => {\n const lastUsed = cooldownMap.get(t.id) ?? 0;\n const cooldown = (t.recoveryTime ?? 0) + (t.executionTime ?? 0); // Total cooldown time\n const timeSinceUse = now - lastUsed;\n return timeSinceUse >= cooldown;\n });\n}\n\n/**\n * Get all techniques for an archetype (for cross-stance usage)\n *\n * Returns all 4 techniques available to the archetype,\n * regardless of stance requirements.\n *\n * @korean 원형의 모든 기술 가져오기 (교차 자세 사용)\n *\n * @param archetype - Player archetype\n * @returns All techniques for the archetype\n */\nfunction getAllArchetypeTechniques(\n archetype: PlayerState[\"archetype\"],\n): readonly KoreanTechnique[] {\n return KoreanTechniquesSystem.getTechniquesByArchetype(archetype);\n}\n\n/**\n * Apply cross-stance damage modifier to technique\n *\n * Creates a modified copy of the technique with 80% damage for cross-stance usage.\n * This prevents mutation of the original technique object.\n *\n * **Design Rationale for 80% Effectiveness:**\n * Cross-stance techniques are performed from a non-optimal stance, reducing\n * power generation and body mechanics efficiency. The 80% modifier reflects:\n * - Suboptimal weight transfer and leverage\n * - Reduced muscle engagement from non-ideal positioning\n * - Decreased stability and balance during execution\n *\n * This is consistent with Korean martial arts philosophy where proper stance\n * (자세) is fundamental to technique effectiveness. Other properties like\n * accuracy and execution time remain unchanged as the technique mechanics\n * themselves are unchanged, only the power generation is affected.\n *\n * @korean 교차 자세 피해 배율 적용 (80% 효과)\n *\n * @param technique - Original technique\n * @param isCrossStance - Whether technique is from different stance\n * @returns Modified technique with 80% damage if cross-stance, original otherwise\n */\nfunction applyCrossStanceDamageModifier(\n technique: KoreanTechnique,\n isCrossStance: boolean,\n): KoreanTechnique {\n if (!isCrossStance || !technique.damage) {\n return technique;\n }\n\n return {\n ...technique,\n damage: Math.floor(technique.damage * 0.8),\n };\n}\n\n/**\n * Helper to select technique for AI action with rotation and cooldown awareness\n *\n * Enhanced technique selection with:\n * - Technique rotation queue for diversity (prevents >70% repetition → targets <40%)\n * - Cooldown-aware filtering (prioritizes ready techniques)\n * - Cross-stance fallback (uses other techniques at 80% effectiveness)\n * - Archetype signature bias (maintains 40%+ signature technique usage)\n *\n * @korean 순환 및 재사용 대기시간을 고려한 기술 선택\n *\n * @param isSpecialTechnique - Whether to filter for high-cost special techniques\n * @param context - Current combat context\n * @param player - AI player state\n * @param adaptiveDifficulty - Adaptive difficulty system\n * @param rotationQueue - Technique rotation tracking object\n * @param cooldownMap - Technique cooldown tracking map\n * @returns Selected technique, vital point, action type, and cross-stance flag\n */\nfunction selectTechniqueForAction(\n isSpecialTechnique: boolean,\n context: CombatContext,\n player: PlayerState,\n adaptiveDifficulty: AdaptiveDifficulty,\n rotationQueue: TechniqueRotationQueue,\n cooldownMap: TechniqueCooldownMap,\n): {\n technique?: KoreanTechnique;\n vitalPoint?: string;\n actionType: string;\n isCrossStance?: boolean;\n} {\n if (shouldExecuteSignatureMove(player.archetype, context)) {\n const signatureMoveId = getSignatureMove(player.archetype);\n const allTechniques = getAllArchetypeTechniques(player.archetype);\n const signatureTechnique = allTechniques.find(\n (t) => t.id === signatureMoveId,\n );\n\n if (signatureTechnique) {\n const now = Date.now();\n const lastUsed = cooldownMap.get(signatureMoveId) ?? 0;\n\n const techniqueCooldown =\n (signatureTechnique.recoveryTime ?? 0) +\n (signatureTechnique.executionTime ?? 0);\n const cooldownRemaining = Math.max(\n 0,\n techniqueCooldown - (now - lastUsed),\n );\n\n if (\n cooldownRemaining === 0 &&\n player.stamina >= signatureTechnique.staminaCost &&\n player.ki >= signatureTechnique.kiCost\n ) {\n console.log(\n `[AI] Executing signature move: ${signatureMoveId} for ${player.archetype}`,\n );\n\n const difficultyLevel = adaptiveDifficulty.calculatePlayerSkill();\n const vitalPoint =\n selectOptimalVitalPoint(\n player.currentStance,\n difficultyLevel,\n player.archetype,\n ) ?? undefined;\n\n return {\n technique: signatureTechnique,\n vitalPoint,\n actionType: \"signature_move\",\n isCrossStance: signatureTechnique.stance !== player.currentStance,\n };\n }\n }\n }\n\n const viableTechniques = getViableTechniques(\n context.distanceToOpponent,\n player.currentStance,\n player.stamina,\n player.archetype,\n rotationQueue.used, // Pass recent techniques for penalty\n );\n\n const readyTechniques = filterByCooldown(viableTechniques, cooldownMap);\n\n let candidates =\n readyTechniques.length > 0 ? readyTechniques : viableTechniques;\n\n if (isSpecialTechnique) {\n const specialCandidates = candidates.filter(\n (tech) => tech.kiCost >= 10 || tech.staminaCost >= 15,\n );\n candidates = specialCandidates.length > 0 ? specialCandidates : candidates;\n }\n\n let isCrossStance = false;\n if (candidates.length === 0) {\n const allTechniques = getAllArchetypeTechniques(player.archetype);\n const crossStanceTechniques = allTechniques.filter(\n (t) =>\n t.stance !== player.currentStance &&\n context.distanceToOpponent <= (t.reachConfig?.baseExtension ?? 1.0) &&\n player.stamina >= t.staminaCost &&\n !isOverused(t.id, rotationQueue), // Apply rotation diversity to cross-stance\n );\n\n const readyCrossStance = filterByCooldown(\n crossStanceTechniques,\n cooldownMap,\n );\n candidates =\n readyCrossStance.length > 0 ? readyCrossStance : crossStanceTechniques;\n isCrossStance = candidates.length > 0;\n }\n\n if (candidates.length > 0) {\n const signatureTechniques = candidates.filter((tech) =>\n isSignatureTechnique(tech, player.archetype),\n );\n\n const useSignature = signatureTechniques.length > 0 && Math.random() < 0.6;\n\n const selectedCandidates = useSignature ? signatureTechniques : candidates;\n const technique = selectTechniqueWithRotation(\n selectedCandidates,\n rotationQueue,\n );\n\n if (technique) {\n const difficultyLevel = adaptiveDifficulty.calculatePlayerSkill();\n const vitalPoint =\n selectOptimalVitalPoint(\n player.currentStance,\n difficultyLevel,\n player.archetype,\n ) ?? undefined;\n\n const finalTechnique = applyCrossStanceDamageModifier(\n technique,\n isCrossStance,\n );\n\n return {\n technique: finalTechnique,\n vitalPoint,\n actionType: isSpecialTechnique ? \"technique\" : \"attack\",\n isCrossStance,\n };\n }\n }\n\n return { actionType: \"idle\" };\n}\n\n/**\n * Determine if AI should switch stance laterality based on personality and tactical situation.\n *\n * Strategic laterality decisions in Korean martial arts:\n * - **Aggressive personality**: Prefers matched stances (same laterality) for offensive advantage\n * Matched stances expose centerlines, creating attack opportunities\n * - **Defensive personality**: Prefers mismatched stances (opposite laterality) for protection\n * Mismatched stances naturally guard centerlines with lead hand\n * - **Health-based modifier**: Low health increases defensive preference\n *\n * @param aiLaterality - AI's current stance laterality\n * @param opponentLaterality - Opponent's stance laterality\n * @param personality - AI personality archetype\n * @param aiHealth - AI's current health (0-100)\n * @param lastSwitchTime - Timestamp of last laterality switch\n * @param currentTime - Current timestamp for cooldown check\n * @returns true if AI should switch laterality, false otherwise\n *\n * @korean AI 측면성 전환 결정\n */\nfunction shouldAISwitchLaterality(\n aiLaterality: \"left\" | \"right\",\n opponentLaterality: \"left\" | \"right\",\n personality: AIPersonality,\n aiHealth: number,\n lastSwitchTime: number,\n currentTime: number,\n): boolean {\n const LATERALITY_COOLDOWN = 3000;\n if (currentTime - lastSwitchTime < LATERALITY_COOLDOWN) {\n return false;\n }\n\n const isMatched = aiLaterality === opponentLaterality;\n\n const aggressionFactor = personality.aggressionLevel;\n const defenseFactor = personality.defensePreference;\n\n const healthFactor = aiHealth / 100;\n const effectiveAggression = aggressionFactor * Math.max(0.3, healthFactor);\n const effectiveDefense = defenseFactor * (1.2 - healthFactor * 0.2);\n\n if (effectiveAggression > 0.6 && !isMatched) {\n return Math.random() < 0.3; // 30% chance to switch to matched\n }\n\n if (effectiveDefense > 0.6 && isMatched) {\n return Math.random() < 0.25; // 25% chance to switch to mismatched\n }\n\n if (aiHealth < 30 && isMatched) {\n return Math.random() < 0.4; // 40% chance when critically low health\n }\n\n return false;\n}\n\n/**\n * AI state management\n */\ninterface AIState {\n nextAction: number;\n targetPosition: Position;\n lastActionType: string;\n consecutiveAttacks: number;\n actionCooldown: number;\n aggressionLevel: number;\n selectedTechnique?: KoreanTechnique;\n targetVitalPoint?: string;\n recentTechniques: string[]; // Track last 5 techniques for variation\n}\n\n/**\n * Technique rotation queue for enforcing variety\n *\n * Tracks technique usage to prevent repetitive patterns:\n * - Last 5 techniques used (for immediate variation)\n * - All techniques used in current match (for full arsenal tracking)\n * - Usage frequency per technique (for 40% threshold enforcement)\n * - Total attacks counter (for percentage calculation)\n *\n * @korean 기술 순환 큐 (다양성 강화)\n */\ninterface TechniqueRotationQueue {\n used: string[]; // Last 5 technique IDs (FIFO)\n allUsed: Set<string>; // All techniques used this match\n frequency: Map<string, number>; // Usage count per technique ID\n totalAttacks: number; // Total attack count for percentage calculation\n}\n\n/**\n * Technique cooldown tracking\n *\n * Maps technique ID to timestamp of last use\n * Used for cooldown-aware technique selection\n *\n * @korean 기술 재사용 대기시간 추적\n */\ntype TechniqueCooldownMap = Map<string, number>;\n\n/**\n * AI combat hook configuration\n */\ninterface UseAICombatConfig {\n readonly player: PlayerState;\n readonly opponent: PlayerState;\n readonly personality: AIPersonality;\n readonly adaptiveDifficulty: AdaptiveDifficulty;\n readonly isPaused: boolean;\n readonly roundStarted: boolean;\n readonly roundEnded: boolean;\n readonly arenaBounds: {\n readonly x: number;\n readonly y: number;\n readonly width: number;\n readonly height: number;\n readonly scale?: number;\n readonly worldWidthMeters: number; // Arena width in meters for physics calculations\n readonly worldDepthMeters: number; // Arena depth in meters for physics calculations\n };\n readonly onExecuteAction: (\n action: string,\n targetPosition?: Position,\n selectedTechnique?: KoreanTechnique,\n targetVitalPoint?: string,\n ) => void;\n readonly onStanceChange?: (stance: TrigramStance) => void;\n readonly onLateralityChange?: () => void;\n readonly playerLaterality?: \"left\" | \"right\";\n readonly opponentLaterality?: \"left\" | \"right\";\n}\n\n/**\n * AI combat hook return type\n */\ninterface UseAICombatReturn {\n readonly aiState: AIState;\n readonly comboSystem: AIComboSystem;\n readonly decisionTree: AIDecisionTree;\n readonly adjustedPersonality: AIPersonality;\n readonly executeAIAction: (\n action: string,\n targetPosition?: Position,\n selectedTechnique?: KoreanTechnique,\n targetVitalPoint?: string,\n ) => void;\n readonly currentDifficultyParams: DifficultyParameters;\n readonly updateDifficultyTarget: (newParams: DifficultyParameters) => void;\n}\n\n/**\n * Custom hook for AI combat behavior\n */\nexport function useAICombat(config: UseAICombatConfig): UseAICombatReturn {\n const {\n player,\n opponent,\n personality,\n adaptiveDifficulty,\n isPaused,\n roundStarted,\n roundEnded,\n arenaBounds,\n onExecuteAction,\n onStanceChange,\n onLateralityChange,\n playerLaterality,\n opponentLaterality,\n } = config;\n\n const comboSystem = useMemo(() => new AIComboSystem(), []);\n const decisionTree = useMemo(() => new AIDecisionTree(), []);\n\n const adjustedPersonality = useMemo(\n () => adaptiveDifficulty.adjustAIPersonality(personality),\n [adaptiveDifficulty, personality],\n );\n\n const lastSkillLevelRef = useRef(0.5);\n useEffect(() => {\n const newSkillLevel = adaptiveDifficulty.calculatePlayerSkill();\n if (Math.abs(newSkillLevel - lastSkillLevelRef.current) > 0.01) {\n lastSkillLevelRef.current = newSkillLevel;\n decisionTree.setDifficultyLevel(newSkillLevel);\n }\n }, [adaptiveDifficulty, decisionTree]);\n\n const [currentParams, setCurrentParams] = useState<DifficultyParameters>(() =>\n adaptiveDifficulty.getDifficultyParameters(),\n );\n const [targetParams, setTargetParams] = useState<DifficultyParameters>(() =>\n adaptiveDifficulty.getDifficultyParameters(),\n );\n const startParamsRef = useRef<DifficultyParameters>(currentParams);\n const transitionStartTimeRef = useRef<number>(0);\n const transitionDurationMs = 10000; // 10 seconds for smooth transition\n\n const [aiState, setAiState] = useState<AIState>(() => {\n const now = Date.now();\n return {\n nextAction: now,\n targetPosition: player.position,\n lastActionType: \"idle\",\n consecutiveAttacks: 0,\n actionCooldown: 500,\n aggressionLevel: adjustedPersonality.aggressionLevel,\n selectedTechnique: undefined,\n targetVitalPoint: undefined,\n recentTechniques: [],\n };\n });\n\n const lastDecisionTimeRef = useRef(0);\n const [initialMatchTime] = useState(() => Date.now());\n const matchStartTimeRef = useRef(initialMatchTime);\n const previousDamageRef = useRef(0);\n const [initialActionTime] = useState(() => Date.now());\n const nextActionRef = useRef(initialActionTime);\n const lastWarningTimeRef = useRef(0);\n const lastLateralitySwitchRef = useRef(0); // Track last laterality switch for cooldown\n\n const techniqueRotationQueueRef = useRef<TechniqueRotationQueue>({\n used: [],\n allUsed: new Set(),\n frequency: new Map(),\n totalAttacks: 0,\n });\n\n const techniqueCooldownMapRef = useRef<TechniqueCooldownMap>(new Map());\n\n const archetypeTechniqueIds = useMemo(() => {\n const allTechs = getAllArchetypeTechniques(player.archetype);\n return new Set(allTechs.map((t) => t.id));\n }, [player.archetype]);\n\n const [initialStanceFatigue] = useState(() => ({\n currentStance: player.currentStance,\n lastSwitchTime: Date.now(),\n }));\n const stanceFatigueRef = useRef(initialStanceFatigue);\n\n useEffect(() => {\n if (roundStarted) {\n matchStartTimeRef.current = Date.now();\n previousDamageRef.current = player.totalDamageReceived;\n decisionTree.reset();\n comboSystem.resetCombo();\n\n stanceFatigueRef.current = {\n currentStance: player.currentStance,\n lastSwitchTime: Date.now(),\n };\n\n techniqueRotationQueueRef.current = {\n used: [],\n allUsed: new Set(),\n frequency: new Map(),\n totalAttacks: 0,\n };\n\n techniqueCooldownMapRef.current.clear();\n }\n // eslint-disable-next-line react-hooks/exhaustive-deps\n }, [roundStarted, decisionTree, comboSystem]);\n\n useEffect(() => {\n if (!roundStarted || roundEnded || isPaused) {\n return;\n }\n\n if (player.currentStance !== stanceFatigueRef.current.currentStance) {\n stanceFatigueRef.current = {\n currentStance: player.currentStance,\n lastSwitchTime: Date.now(),\n };\n }\n }, [player.currentStance, roundStarted, roundEnded, isPaused]);\n\n useEffect(() => {\n if (isPaused || !roundStarted || roundEnded) {\n return;\n }\n\n let animationFrameId: number;\n let isComplete = false;\n\n const animate = () => {\n if (isComplete) return;\n\n const now = Date.now();\n const elapsed = now - transitionStartTimeRef.current;\n const progress = Math.min(1.0, elapsed / transitionDurationMs);\n\n if (progress < 1.0) {\n const interpolated = interpolateDifficultyParameters(\n startParamsRef.current,\n targetParams,\n progress,\n );\n setCurrentParams(interpolated);\n animationFrameId = requestAnimationFrame(animate);\n } else {\n setCurrentParams(targetParams);\n isComplete = true;\n }\n };\n\n animationFrameId = requestAnimationFrame(animate);\n\n return () => {\n if (animationFrameId) {\n cancelAnimationFrame(animationFrameId);\n }\n };\n }, [isPaused, roundStarted, roundEnded, targetParams, transitionDurationMs]);\n\n useEffect(() => {\n decisionTree.setDifficultyParameters(currentParams);\n }, [decisionTree, currentParams]);\n\n /**\n * Execute AI action callback\n *\n * Passes technique and vital point directly to avoid React state async issues\n *\n * @korean AI 행동 실행 콜백\n */\n const executeAIAction = useCallback(\n (\n action: string,\n targetPosition?: Position,\n selectedTechnique?: KoreanTechnique,\n targetVitalPoint?: string,\n ) => {\n onExecuteAction(action, targetPosition, selectedTechnique, targetVitalPoint);\n },\n [onExecuteAction],\n );\n\n /**\n * Update difficulty target parameters\n * Triggers smooth interpolation to new difficulty level\n *\n * @korean 난이도 목표 매개변수 업데이트\n */\n const updateDifficultyTarget = useCallback(\n (newParams: DifficultyParameters) => {\n startParamsRef.current = currentParams;\n transitionStartTimeRef.current = Date.now();\n setTargetParams(newParams);\n },\n [currentParams],\n );\n\n /**\n * Build combat context for decision-making.\n *\n * **Physics-first**: Positions are now in METERS, so distance is already in meters.\n * No scale conversion needed - direct physics-based calculations.\n *\n * @korean 전투 컨텍스트 구축\n */\n const buildCombatContext = useCallback((): CombatContext => {\n const dx = player.position.x - opponent.position.x;\n const dy = player.position.y - opponent.position.y;\n const distanceInMeters = Math.sqrt(dx * dx + dy * dy);\n\n const recentDamageTaken = Math.max(\n 0,\n player.totalDamageReceived - previousDamageRef.current,\n );\n previousDamageRef.current = player.totalDamageReceived;\n\n const opponentBalance = getBalanceState(opponent.balance);\n\n return {\n playerPosition: player.position,\n opponentPosition: opponent.position,\n playerHealth: player.health,\n playerMaxHealth: player.maxHealth,\n playerKi: player.ki,\n playerMaxKi: player.maxKi,\n playerStamina: player.stamina,\n playerMaxStamina: player.maxStamina,\n opponentHealth: opponent.health,\n opponentStance: opponent.currentStance,\n playerStance: player.currentStance,\n distanceToOpponent: distanceInMeters, // Physics-first: distance in meters\n timeInMatch: Date.now() - matchStartTimeRef.current,\n isOpponentAttacking: opponent.combatState === \"attacking\",\n recentDamageTaken,\n opponentBalance, // Added for kill mode detection\n opponentStamina: opponent.stamina, // Added for vulnerability exploitation (Issue #enhance-intelligence-operative-ai)\n opponentMaxStamina: opponent.maxStamina, // Added for vulnerability exploitation\n opponentKi: opponent.ki, // Added for vulnerability exploitation (Issue #enhance-intelligence-operative-ai)\n opponentMaxKi: opponent.maxKi, // Added for vulnerability exploitation\n stanceFatigue: {\n timeInStance: Date.now() - stanceFatigueRef.current.lastSwitchTime,\n },\n arenaBounds,\n };\n }, [player, opponent, arenaBounds]);\n\n /**\n * AI decision loop (fixed memory leak - issue #2529466989)\n */\n useEffect(() => {\n if (isPaused || !roundStarted || roundEnded) {\n return;\n }\n\n const aiInterval = setInterval(() => {\n const now = Date.now();\n\n if (now < nextActionRef.current) {\n return;\n }\n\n const decisionStart = performance.now();\n\n const context = buildCombatContext();\n\n const decision = decisionTree.makeDecision(\n context,\n adjustedPersonality,\n comboSystem,\n );\n\n const decisionTime = performance.now() - decisionStart;\n if (decisionTime > AI_DECISION_THRESHOLD_MS) {\n const now = Date.now();\n if (now - lastWarningTimeRef.current > WARNING_THROTTLE_MS) {\n console.warn(\n `AI decisions running slow: ${decisionTime.toFixed(2)}ms`,\n );\n lastWarningTimeRef.current = now;\n }\n }\n lastDecisionTimeRef.current = decisionTime;\n\n let actionType = \"idle\";\n let newTargetPosition = aiState.targetPosition;\n let newConsecutiveAttacks = aiState.consecutiveAttacks;\n let selectedTechnique: KoreanTechnique | undefined;\n let targetVitalPoint: string | undefined;\n\n switch (decision.action) {\n case AIActionType.ATTACK:\n {\n const result = selectTechniqueForAction(\n false,\n context,\n player,\n adaptiveDifficulty,\n techniqueRotationQueueRef.current,\n techniqueCooldownMapRef.current,\n );\n selectedTechnique = result.technique;\n targetVitalPoint = result.vitalPoint;\n actionType = result.actionType;\n\n if (selectedTechnique) {\n updateTechniqueRotation(\n selectedTechnique.id,\n techniqueRotationQueueRef.current,\n archetypeTechniqueIds,\n );\n\n techniqueCooldownMapRef.current.set(\n selectedTechnique.id,\n Date.now(),\n );\n\n const nextComboTechnique = getNextComboTechnique(\n selectedTechnique.id,\n player.archetype,\n );\n\n if (nextComboTechnique) {\n comboSystem.startCombo(player, opponent, adjustedPersonality);\n }\n }\n\n if (actionType === \"attack\") {\n newConsecutiveAttacks++;\n }\n }\n break;\n\n case AIActionType.TECHNIQUE:\n {\n const result = selectTechniqueForAction(\n true,\n context,\n player,\n adaptiveDifficulty,\n techniqueRotationQueueRef.current,\n techniqueCooldownMapRef.current,\n );\n selectedTechnique = result.technique;\n targetVitalPoint = result.vitalPoint;\n actionType = result.actionType;\n\n if (selectedTechnique) {\n updateTechniqueRotation(\n selectedTechnique.id,\n techniqueRotationQueueRef.current,\n archetypeTechniqueIds,\n );\n\n techniqueCooldownMapRef.current.set(\n selectedTechnique.id,\n Date.now(),\n );\n\n const nextComboTechnique = getNextComboTechnique(\n selectedTechnique.id,\n player.archetype,\n );\n\n if (nextComboTechnique) {\n comboSystem.startCombo(player, opponent, adjustedPersonality);\n }\n }\n\n if (actionType === \"attack\" || actionType === \"technique\") {\n newConsecutiveAttacks++;\n }\n }\n break;\n\n case AIActionType.COMBO:\n if (!comboSystem.isComboActive()) {\n comboSystem.startCombo(player, opponent, adjustedPersonality);\n }\n\n if (\n comboSystem.shouldContinueCombo(\n player,\n opponent,\n adjustedPersonality,\n )\n ) {\n const technique = comboSystem.getNextComboTechnique();\n actionType = technique ? \"technique\" : \"attack\";\n newConsecutiveAttacks++;\n } else {\n comboSystem.resetCombo();\n actionType = \"idle\";\n }\n break;\n\n case AIActionType.DEFEND:\n actionType = \"defend\";\n newConsecutiveAttacks = 0;\n break;\n\n case AIActionType.COUNTER:\n actionType = \"counter\";\n newConsecutiveAttacks = 0;\n break;\n\n case AIActionType.RETREAT:\n actionType = \"retreat\";\n newTargetPosition = decision.targetPosition ?? aiState.targetPosition;\n newConsecutiveAttacks = 0;\n break;\n\n case AIActionType.APPROACH:\n actionType = \"approach\";\n newTargetPosition = decision.targetPosition ?? opponent.position;\n newConsecutiveAttacks = 0;\n break;\n\n case AIActionType.CIRCLE:\n actionType = \"circle\";\n newTargetPosition = decision.targetPosition ?? aiState.targetPosition;\n newConsecutiveAttacks = 0;\n break;\n\n case AIActionType.STANCE_CHANGE:\n if (decision.targetStance && onStanceChange) {\n onStanceChange(decision.targetStance);\n }\n actionType = \"idle\";\n newConsecutiveAttacks = 0;\n break;\n\n case AIActionType.FEINT:\n actionType = \"feint\";\n newConsecutiveAttacks = 0;\n break;\n\n case AIActionType.WAIT:\n default:\n actionType = \"idle\";\n newConsecutiveAttacks = 0;\n break;\n }\n\n if (onLateralityChange && playerLaterality && opponentLaterality) {\n const shouldSwitch = shouldAISwitchLaterality(\n opponentLaterality, // Laterality for player index 1 (AI-controlled in this hook)\n playerLaterality, // Laterality for player index 0 (human-controlled in this hook)\n adjustedPersonality,\n player.health,\n lastLateralitySwitchRef.current,\n now,\n );\n\n if (shouldSwitch) {\n onLateralityChange();\n lastLateralitySwitchRef.current = now;\n }\n }\n\n const actionCooldown =\n actionType === \"attack\" || actionType === \"technique\"\n ? 200 + Math.random() * 150 // 200-350ms for attacks\n : 150 + Math.random() * 150; // 150-300ms for movement/defense\n\n nextActionRef.current = now + actionCooldown;\n\n setAiState((prevState) => {\n let updatedRecentTechniques = [...prevState.recentTechniques];\n if (selectedTechnique) {\n updatedRecentTechniques.push(selectedTechnique.id);\n if (updatedRecentTechniques.length > 5) {\n updatedRecentTechniques = updatedRecentTechniques.slice(-5);\n }\n }\n\n return {\n nextAction: nextActionRef.current,\n targetPosition: newTargetPosition,\n lastActionType: actionType,\n consecutiveAttacks: newConsecutiveAttacks,\n actionCooldown,\n aggressionLevel: adjustedPersonality.aggressionLevel,\n selectedTechnique,\n targetVitalPoint,\n recentTechniques: updatedRecentTechniques,\n };\n });\n\n executeAIAction(actionType, newTargetPosition, selectedTechnique, targetVitalPoint);\n }, 50); // 50ms loop for responsive AI\n\n return () => clearInterval(aiInterval);\n }, [\n isPaused,\n roundStarted,\n roundEnded,\n buildCombatContext,\n decisionTree,\n adjustedPersonality,\n comboSystem,\n executeAIAction,\n onStanceChange,\n onLateralityChange,\n player,\n opponent,\n aiState,\n playerLaterality,\n opponentLaterality,\n adaptiveDifficulty,\n archetypeTechniqueIds,\n ]);\n\n return {\n aiState,\n comboSystem,\n decisionTree,\n adjustedPersonality,\n executeAIAction,\n currentDifficultyParams: currentParams,\n updateDifficultyTarget,\n 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,OAAO;EAExD,OAAO;GACL,gBAAgB,OAAO;GACvB,kBAAkB,SAAS;GAC3B,cAAc,OAAO;GACrB,iBAAiB,OAAO;GACxB,UAAU,OAAO;GACjB,aAAa,OAAO;GACpB,eAAe,OAAO;GACtB,kBAAkB,OAAO;GACzB,gBAAgB,SAAS;GACzB,gBAAgB,SAAS;GACzB,cAAc,OAAO;GACrB,oBAAoB;GACpB,aAAa,KAAK,IAAI,IAAI,kBAAkB;GAC5C,qBAAqB,SAAS,gBAAgB;GAC9C;GACA;GACA,iBAAiB,SAAS;GAC1B,oBAAoB,SAAS;GAC7B,YAAY,SAAS;GACrB,eAAe,SAAS;GACxB,eAAe,EACb,cAAc,KAAK,IAAI,IAAI,iBAAiB,QAAQ,eACtD;GACA;EACF;CACF,GAAG;EAAC;EAAQ;EAAU;CAAW,CAAC;;;;CAKlC,gBAAgB;EACd,IAAI,YAAY,CAAC,gBAAgB,YAC/B;EAGF,MAAM,aAAa,kBAAkB;GACnC,MAAM,MAAM,KAAK,IAAI;GAErB,IAAI,MAAM,cAAc,SACtB;GAGF,MAAM,gBAAgB,YAAY,IAAI;GAEtC,MAAM,UAAU,mBAAmB;GAEnC,MAAM,WAAW,aAAa,aAC5B,SACA,qBACA,WACF;GAEA,MAAM,eAAe,YAAY,IAAI,IAAI;GACzC,IAAI,eAAe,0BAA0B;IAC3C,MAAM,MAAM,KAAK,IAAI;IACrB,IAAI,MAAM,mBAAmB,UAAU,qBAAqB;KAC1D,QAAQ,KACN,8BAA8B,aAAa,QAAQ,CAAC,EAAE,GACxD;KACA,mBAAmB,UAAU;IAC/B;GACF;GACA,oBAAoB,UAAU;GAE9B,IAAI,aAAa;GACjB,IAAI,oBAAoB,QAAQ;GAChC,IAAI,wBAAwB,QAAQ;GACpC,IAAI;GACJ,IAAI;GAEJ,QAAQ,SAAS,QAAjB;IACE,KAAK,aAAa;KAChB;MACE,MAAM,SAAS,yBACb,OACA,SACA,QACA,oBACA,0BAA0B,SAC1B,wBAAwB,OAC1B;MACA,oBAAoB,OAAO;MAC3B,mBAAmB,OAAO;MAC1B,aAAa,OAAO;MAEpB,IAAI,mBAAmB;OACrB,wBACE,kBAAkB,IAClB,0BAA0B,SAC1B,qBACF;OAEA,wBAAwB,QAAQ,IAC9B,kBAAkB,IAClB,KAAK,IAAI,CACX;OAOA,IAL2B,sBACzB,kBAAkB,IAClB,OAAO,SAGL,GACF,YAAY,WAAW,QAAQ,UAAU,mBAAmB;MAEhE;MAEA,IAAI,eAAe,UACjB;KAEJ;KACA;IAEF,KAAK,aAAa;KAChB;MACE,MAAM,SAAS,yBACb,MACA,SACA,QACA,oBACA,0BAA0B,SAC1B,wBAAwB,OAC1B;MACA,oBAAoB,OAAO;MAC3B,mBAAmB,OAAO;MAC1B,aAAa,OAAO;MAEpB,IAAI,mBAAmB;OACrB,wBACE,kBAAkB,IAClB,0BAA0B,SAC1B,qBACF;OAEA,wBAAwB,QAAQ,IAC9B,kBAAkB,IAClB,KAAK,IAAI,CACX;OAOA,IAL2B,sBACzB,kBAAkB,IAClB,OAAO,SAGL,GACF,YAAY,WAAW,QAAQ,UAAU,mBAAmB;MAEhE;MAEA,IAAI,eAAe,YAAY,eAAe,aAC5C;KAEJ;KACA;IAEF,KAAK,aAAa;KAChB,IAAI,CAAC,YAAY,cAAc,GAC7B,YAAY,WAAW,QAAQ,UAAU,mBAAmB;KAG9D,IACE,YAAY,oBACV,QACA,UACA,mBACF,GACA;MAEA,aADkB,YAAY,sBACjB,IAAY,cAAc;MACvC;KACF,OAAO;MACL,YAAY,WAAW;MACvB,aAAa;KACf;KACA;IAEF,KAAK,aAAa;KAChB,aAAa;KACb,wBAAwB;KACxB;IAEF,KAAK,aAAa;KAChB,aAAa;KACb,wBAAwB;KACxB;IAEF,KAAK,aAAa;KAChB,aAAa;KACb,oBAAoB,SAAS,kBAAkB,QAAQ;KACvD,wBAAwB;KACxB;IAEF,KAAK,aAAa;KAChB,aAAa;KACb,oBAAoB,SAAS,kBAAkB,SAAS;KACxD,wBAAwB;KACxB;IAEF,KAAK,aAAa;KAChB,aAAa;KACb,oBAAoB,SAAS,kBAAkB,QAAQ;KACvD,wBAAwB;KACxB;IAEF,KAAK,aAAa;KAChB,IAAI,SAAS,gBAAgB,gBAC3B,eAAe,SAAS,YAAY;KAEtC,aAAa;KACb,wBAAwB;KACxB;IAEF,KAAK,aAAa;KAChB,aAAa;KACb,wBAAwB;KACxB;IAEF,KAAK,aAAa;IAClB;KACE,aAAa;KACb,wBAAwB;KACxB;GACJ;GAEA,IAAI,sBAAsB,oBAAoB;QACvB,yBACnB,oBACA,kBACA,qBACA,OAAO,QACP,wBAAwB,SACxB,GAGE,GAAc;KAChB,mBAAmB;KACnB,wBAAwB,UAAU;IACpC;;GAGF,MAAM,iBACJ,eAAe,YAAY,eAAe,cACtC,MAAM,KAAK,OAAO,IAAI,MACtB,MAAM,KAAK,OAAO,IAAI;GAE5B,cAAc,UAAU,MAAM;GAE9B,YAAY,cAAc;IACxB,IAAI,0BAA0B,CAAC,GAAG,UAAU,gBAAgB;IAC5D,IAAI,mBAAmB;KACrB,wBAAwB,KAAK,kBAAkB,EAAE;KACjD,IAAI,wBAAwB,SAAS,GACnC,0BAA0B,wBAAwB,MAAM,EAAE;IAE9D;IAEA,OAAO;KACL,YAAY,cAAc;KAC1B,gBAAgB;KAChB,gBAAgB;KAChB,oBAAoB;KACpB;KACA,iBAAiB,oBAAoB;KACrC;KACA;KACA,kBAAkB;IACpB;GACF,CAAC;GAED,gBAAgB,YAAY,mBAAmB,mBAAmB,gBAAgB;EACpF,GAAG,EAAE;EAEL,aAAa,cAAc,UAAU;CACvC,GAAG;EACD;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;EACA;CACF,CAAC;CAED,OAAO;EACL;EACA;EACA;EACA;EACA;EACA,yBAAyB;EACzB;CACF;AACF"}
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@@ -278,7 +278,8 @@ function useCombatActions(config) {
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278
278
|
currentTime: getAnimationHitTiming(animationType)?.hitWindow.peakTime ?? .15
|
|
279
279
|
};
|
|
280
280
|
const result = combatSystem.resolveAttack(validPlayers[0], validPlayers[1], attackTechnique, void 0, animationContext);
|
|
281
|
-
|
|
281
|
+
const effectType = result.hit ? result.isCritical ? HitEffectType.CRITICAL_HIT : HitEffectType.HIT : HitEffectType.MISS;
|
|
282
|
+
addHitEffect(effectType, playerPositions[0], result.hit ? 1 : .5);
|
|
282
283
|
if (result.hit) {
|
|
283
284
|
const hitPosition = calculateHitPosition(playerPositions[1]);
|
|
284
285
|
combatAudio?.playBoneImpactSound({
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|
@@ -294,7 +295,10 @@ function useCombatActions(config) {
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|
294
295
|
const { updatedAttacker, updatedDefender } = combatSystem.applyCombatResult(result, validPlayers[0], validPlayers[1]);
|
|
295
296
|
onPlayerUpdate(0, updatedAttacker);
|
|
296
297
|
onPlayerUpdate(1, updatedDefender);
|
|
297
|
-
if (onInjuryCreated)
|
|
298
|
+
if (onInjuryCreated) {
|
|
299
|
+
const injury = createInjuryFromDamage(result, attackTechnique, updatedDefender.health, 1);
|
|
300
|
+
onInjuryCreated(injury, 1);
|
|
301
|
+
}
|
|
298
302
|
if (result.knockback && config.onPlayerPositionUpdate) {
|
|
299
303
|
const newDefenderPosition = applyKnockbackDisplacement(result, playerPositions[1], config.arenaBounds);
|
|
300
304
|
config.onPlayerPositionUpdate(1, newDefenderPosition);
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|
@@ -465,7 +469,9 @@ function useCombatActions(config) {
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|
|
465
469
|
onPlayerUpdate(playerIndex, result.updatedPlayer);
|
|
466
470
|
onLateralityUpdate?.(playerIndex, result.laterality);
|
|
467
471
|
combatAudio?.playStanceChangeSound?.();
|
|
468
|
-
|
|
472
|
+
const koreanText = result.laterality === "left" ? "왼발서기" : "오른발서기";
|
|
473
|
+
const englishText = result.laterality === "left" ? "Left Stance" : "Right Stance";
|
|
474
|
+
addCombatMessage(koreanText, englishText);
|
|
469
475
|
addHitEffect(HitEffectType.STATUS_EFFECT, playerPositions[playerIndex], .5);
|
|
470
476
|
} else if (result.message?.includes("stamina")) addCombatMessage("체력 부족", "Insufficient Stamina");
|
|
471
477
|
else if (result.message?.includes("cooldown")) addCombatMessage("대기 중", "On Cooldown");
|
|
@@ -580,7 +586,8 @@ function useCombatActions(config) {
|
|
|
580
586
|
currentTime: getAnimationHitTiming(animationType)?.hitWindow.peakTime ?? .15
|
|
581
587
|
};
|
|
582
588
|
const result = combatSystem.resolveAttack(aiPlayer, targetPlayer, attackTechnique, targetVitalPoint, animationContext);
|
|
583
|
-
|
|
589
|
+
const effectType = getHitEffectType(result);
|
|
590
|
+
addHitEffect(effectType, playerPositions[1], result.hit ? 1 : .5);
|
|
584
591
|
if (result.hit) {
|
|
585
592
|
const hitPosition = calculateHitPosition(playerPositions[0]);
|
|
586
593
|
combatAudio?.playBoneImpactSound({
|
|
@@ -592,7 +599,10 @@ function useCombatActions(config) {
|
|
|
592
599
|
const { updatedAttacker, updatedDefender } = combatSystem.applyCombatResult(result, aiPlayer, targetPlayer);
|
|
593
600
|
onPlayerUpdate(1, updatedAttacker);
|
|
594
601
|
onPlayerUpdate(0, updatedDefender);
|
|
595
|
-
if (onInjuryCreated)
|
|
602
|
+
if (onInjuryCreated) {
|
|
603
|
+
const injury = createInjuryFromDamage(result, attackTechnique, updatedDefender.health, 0);
|
|
604
|
+
onInjuryCreated(injury, 0);
|
|
605
|
+
}
|
|
596
606
|
if (result.knockback && config.onPlayerPositionUpdate) {
|
|
597
607
|
const newDefenderPosition = applyKnockbackDisplacement(result, playerPositions[0], config.arenaBounds);
|
|
598
608
|
config.onPlayerPositionUpdate(0, newDefenderPosition);
|
|
@@ -619,7 +629,8 @@ function useCombatActions(config) {
|
|
|
619
629
|
}
|
|
620
630
|
if (result.vitalPointHit && targetVitalPoint) {
|
|
621
631
|
const vitalPoint = getVitalPointById(targetVitalPoint);
|
|
622
|
-
|
|
632
|
+
const vpName = vitalPoint ? vitalPoint.names.korean : targetVitalPoint;
|
|
633
|
+
addCombatMessage(`AI 급소 타격! ${vpName}`, `AI Vital Point Hit! ${vitalPoint?.names.english ?? targetVitalPoint}`);
|
|
623
634
|
} else if (result.isCritical) addCombatMessage("AI 치명타!", "AI Critical Hit!");
|
|
624
635
|
else addCombatMessage("AI 공격 성공!", "AI Attack Hit!");
|
|
625
636
|
} else {
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@@ -679,7 +690,8 @@ function useCombatActions(config) {
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679
690
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currentTime: getAnimationHitTiming(animationType)?.hitWindow.peakTime ?? .25
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680
691
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};
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681
692
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const result = combatSystem.resolveAttack(aiPlayer, targetPlayer, specialTechnique, targetVitalPoint, animationContext);
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682
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-
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693
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+
const effectType = result.hit ? HitEffectType.CRITICAL_HIT : HitEffectType.MISS;
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694
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+
addHitEffect(effectType, playerPositions[1], result.hit ? 1.5 : .5);
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683
695
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if (result.hit) {
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684
696
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const hitPosition = calculateHitPosition(playerPositions[0]);
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685
697
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combatAudio?.playBoneImpactSound({
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@@ -691,7 +703,10 @@ function useCombatActions(config) {
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691
703
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const { updatedAttacker, updatedDefender } = combatSystem.applyCombatResult(result, aiPlayer, targetPlayer);
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692
704
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onPlayerUpdate(1, updatedAttacker);
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693
705
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onPlayerUpdate(0, updatedDefender);
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694
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-
if (onInjuryCreated)
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706
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+
if (onInjuryCreated) {
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707
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+
const injury = createInjuryFromDamage(result, specialTechnique, updatedDefender.health, 0);
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708
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+
onInjuryCreated(injury, 0);
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709
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+
}
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695
710
|
if (result.knockback && config.onPlayerPositionUpdate) {
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696
711
|
const newDefenderPosition = applyKnockbackDisplacement(result, playerPositions[0], config.arenaBounds);
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697
712
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config.onPlayerPositionUpdate(0, newDefenderPosition);
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@@ -718,7 +733,8 @@ function useCombatActions(config) {
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718
733
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}
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719
734
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if (result.vitalPointHit && targetVitalPoint) {
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720
735
|
const vitalPoint = getVitalPointById(targetVitalPoint);
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|
721
|
-
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|
736
|
+
const vpName = vitalPoint ? vitalPoint.names.korean : targetVitalPoint;
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|
737
|
+
addCombatMessage(`AI 특수 급소 기술! ${vpName}`, `AI Special Vital Point Technique! ${vitalPoint?.names.english ?? targetVitalPoint}`);
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722
738
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} else addCombatMessage("AI 특수 기술!", "AI Special Technique!");
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723
739
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} else {
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724
740
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onPlayerUpdate(1, {
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