blacktrigram 0.7.97 → 0.7.99

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (216) hide show
  1. package/lib/App2.js.map +1 -1
  2. package/lib/audio/AudioManager.js +2 -4
  3. package/lib/audio/AudioManager.js.map +1 -1
  4. package/lib/components/screens/combat/CombatScreen3D.js +8 -9
  5. package/lib/components/screens/combat/CombatScreen3D.js.map +1 -1
  6. package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -1
  7. package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -1
  8. package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -1
  9. package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -1
  10. package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -1
  11. package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -1
  12. package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -1
  13. package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -1
  14. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +1 -1
  15. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -1
  16. package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -1
  17. package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +2 -1
  18. package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -1
  19. package/lib/components/screens/combat/components/effects/InternalDamage3D.js +3 -1
  20. package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -1
  21. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -1
  22. package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -1
  23. package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +16 -15
  24. package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -1
  25. package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -1
  26. package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -1
  27. package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -1
  28. package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -1
  29. package/lib/components/screens/combat/components/hud/CombatPortraitStatusStrip.js.map +1 -1
  30. package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -1
  31. package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -1
  32. package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -1
  33. package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -1
  34. package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -1
  35. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -1
  36. package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -1
  37. package/lib/components/screens/combat/hooks/useAICombat.js +0 -1
  38. package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -1
  39. package/lib/components/screens/combat/hooks/useCombatActions.js +7 -6
  40. package/lib/components/screens/combat/hooks/useCombatActions.js.map +1 -1
  41. package/lib/components/screens/combat/hooks/useCombatLayout.js +3 -1
  42. package/lib/components/screens/combat/hooks/useCombatLayout.js.map +1 -1
  43. package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -1
  44. package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.js.map +1 -1
  45. package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +7 -6
  46. package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js.map +1 -1
  47. package/lib/components/screens/controls/components/GamepadVisualization3D.js.map +1 -1
  48. package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.js +34 -30
  49. package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.js.map +1 -1
  50. package/lib/components/screens/controls/components/Key3D.js.map +1 -1
  51. package/lib/components/screens/controls/components/VisualKeyboard3D.js.map +1 -1
  52. package/lib/components/screens/endscreen/EndScreen3D.js +2 -2
  53. package/lib/components/screens/endscreen/EndScreen3D.js.map +1 -1
  54. package/lib/components/screens/endscreen/components/DefeatAnimation3D.js +1 -1
  55. package/lib/components/screens/endscreen/components/DefeatAnimation3D.js.map +1 -1
  56. package/lib/components/screens/endscreen/components/MatchStatisticsDisplayOverlayHtml.js.map +1 -1
  57. package/lib/components/screens/endscreen/components/NavigationButtonsOverlayHtml.js.map +1 -1
  58. package/lib/components/screens/endscreen/components/PerformanceBreakdownOverlayHtml.js.map +1 -1
  59. package/lib/components/screens/endscreen/components/PerformanceRatingOverlayHtml.js.map +1 -1
  60. package/lib/components/screens/endscreen/components/VictoryAnimation3D.js +2 -2
  61. package/lib/components/screens/endscreen/components/VictoryAnimation3D.js.map +1 -1
  62. package/lib/components/screens/endscreen/components/WinnerDisplayOverlayHtml.js +2 -1
  63. package/lib/components/screens/endscreen/components/WinnerDisplayOverlayHtml.js.map +1 -1
  64. package/lib/components/screens/intro/IntroScreen3D.js +2 -4
  65. package/lib/components/screens/intro/IntroScreen3D.js.map +1 -1
  66. package/lib/components/screens/intro/components/AbilityListOverlayHtml.js.map +1 -1
  67. package/lib/components/screens/intro/components/ArchetypeCardGridOverlayHtml.js.map +1 -1
  68. package/lib/components/screens/intro/components/ArchetypeCardOverlayHtml.js.map +1 -1
  69. package/lib/components/screens/intro/components/ArchetypeDisplayOverlayHtml.js.map +1 -1
  70. package/lib/components/screens/intro/components/EnhancedArchetypeDisplayOverlayHtml.js.map +1 -1
  71. package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.js.map +1 -1
  72. package/lib/components/screens/intro/components/MenuSectionOverlayHtml.js.map +1 -1
  73. package/lib/components/screens/intro/components/StatBarOverlayHtml.js.map +1 -1
  74. package/lib/components/screens/philosophy/PhilosophyScreen3D.js.map +1 -1
  75. package/lib/components/screens/training/TrainingScreen3D.js +10 -9
  76. package/lib/components/screens/training/TrainingScreen3D.js.map +1 -1
  77. package/lib/components/screens/training/components/AnatomyControlsOverlayHtml.js +14 -13
  78. package/lib/components/screens/training/components/AnatomyControlsOverlayHtml.js.map +1 -1
  79. package/lib/components/screens/training/components/AnatomyOverlay3D.js.map +1 -1
  80. package/lib/components/screens/training/components/FootPlacementMarkers3D.js.map +1 -1
  81. package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.js.map +1 -1
  82. package/lib/components/screens/training/components/HitFeedbackEffect3D.js.map +1 -1
  83. package/lib/components/screens/training/components/TrainingButtonsOverlayHtml.js.map +1 -1
  84. package/lib/components/screens/training/components/TrainingControlsOverlayHtml.js.map +1 -1
  85. package/lib/components/screens/training/components/TrainingDummy3D.js.map +1 -1
  86. package/lib/components/screens/training/components/TrainingFeedbackOverlayHtml.js.map +1 -1
  87. package/lib/components/screens/training/components/TrainingModeSelectorOverlayHtml.js.map +1 -1
  88. package/lib/components/screens/training/components/TrainingStatsOverlayHtml.js.map +1 -1
  89. package/lib/components/screens/training/components/VitalPointMarker3D.js +8 -7
  90. package/lib/components/screens/training/components/VitalPointMarker3D.js.map +1 -1
  91. package/lib/components/screens/training/components/VitalPointTrainingOverlayHtml.js +15 -13
  92. package/lib/components/screens/training/components/VitalPointTrainingOverlayHtml.js.map +1 -1
  93. package/lib/components/screens/training/components/hud/TrainingBottomHUD.js.map +1 -1
  94. package/lib/components/screens/training/components/hud/TrainingLeftHUD.js.map +1 -1
  95. package/lib/components/screens/training/components/hud/TrainingRightHUD.js +3 -2
  96. package/lib/components/screens/training/components/hud/TrainingRightHUD.js.map +1 -1
  97. package/lib/components/screens/training/components/hud/TrainingTopHUD.js.map +1 -1
  98. package/lib/components/screens/training/hooks/useTrainingActions.js +1 -2
  99. package/lib/components/screens/training/hooks/useTrainingActions.js.map +1 -1
  100. package/lib/components/screens/training/hooks/useTrainingLayout.js +3 -1
  101. package/lib/components/screens/training/hooks/useTrainingLayout.js.map +1 -1
  102. package/lib/components/shared/base/BaseButton.js.map +1 -1
  103. package/lib/components/shared/base/BaseButtonOverlayHtml.js +59 -53
  104. package/lib/components/shared/base/BaseButtonOverlayHtml.js.map +1 -1
  105. package/lib/components/shared/base/BasePanel.js +19 -18
  106. package/lib/components/shared/base/BasePanel.js.map +1 -1
  107. package/lib/components/shared/base/BaseText.js.map +1 -1
  108. package/lib/components/shared/mobile/ActionButtons.js.map +1 -1
  109. package/lib/components/shared/mobile/GestureRecognizerPure.js +22 -18
  110. package/lib/components/shared/mobile/GestureRecognizerPure.js.map +1 -1
  111. package/lib/components/shared/mobile/MobileControlsPure.js.map +1 -1
  112. package/lib/components/shared/mobile/StanceWheelPure.js.map +1 -1
  113. package/lib/components/shared/mobile/VirtualDPad.js.map +1 -1
  114. package/lib/components/shared/three/anatomy/BoneAttachedMuscles.js +4 -5
  115. package/lib/components/shared/three/anatomy/BoneAttachedMuscles.js.map +1 -1
  116. package/lib/components/shared/three/anatomy/BoneClothing.js +29 -24
  117. package/lib/components/shared/three/anatomy/BoneClothing.js.map +1 -1
  118. package/lib/components/shared/three/anatomy/BoneRenderer.js.map +1 -1
  119. package/lib/components/shared/three/anatomy/Face3D.js.map +1 -1
  120. package/lib/components/shared/three/anatomy/Foot3D.js.map +1 -1
  121. package/lib/components/shared/three/anatomy/Hand3D.js.map +1 -1
  122. package/lib/components/shared/three/effects/ActionFeedback.js +3 -2
  123. package/lib/components/shared/three/effects/ActionFeedback.js.map +1 -1
  124. package/lib/components/shared/three/effects/DamageNumbers.js +2 -1
  125. package/lib/components/shared/three/effects/DamageNumbers.js.map +1 -1
  126. package/lib/components/shared/three/effects/HitEffects3D.js +3 -2
  127. package/lib/components/shared/three/effects/HitEffects3D.js.map +1 -1
  128. package/lib/components/shared/three/effects/PlayerStateIndicators.js.map +1 -1
  129. package/lib/components/shared/three/effects/StanceSymbol3D.js.map +1 -1
  130. package/lib/components/shared/three/effects/StanceTransitionEffect.js.map +1 -1
  131. package/lib/components/shared/three/effects/VitalPointMarkers3D.js +6 -5
  132. package/lib/components/shared/three/effects/VitalPointMarkers3D.js.map +1 -1
  133. package/lib/components/shared/three/indicators/GuardIndicator.js.map +1 -1
  134. package/lib/components/shared/three/indicators/StanceChangeIndicator.js.map +1 -1
  135. package/lib/components/shared/three/models/Player3DWithTransitions.js.map +1 -1
  136. package/lib/components/shared/three/models/SkeletalPlayer3D.js.map +1 -1
  137. package/lib/components/shared/three/optimization/AdaptiveQuality.js.map +1 -1
  138. package/lib/components/shared/three/scene/AtmosphericParticles3D.js.map +1 -1
  139. package/lib/components/shared/three/scene/CombatArena3D.js.map +1 -1
  140. package/lib/components/shared/three/scene/KoreanSignage3D.js.map +1 -1
  141. package/lib/components/shared/three/ui/ArchetypeCard.js.map +1 -1
  142. package/lib/components/shared/three/ui/BodyPartHealthDisplay.js.map +1 -1
  143. package/lib/components/shared/three/ui/BreathingIndicator2.js +3 -1
  144. package/lib/components/shared/three/ui/BreathingIndicator2.js.map +1 -1
  145. package/lib/components/shared/three/ui/CombatReadinessBar.js.map +1 -1
  146. package/lib/components/shared/three/ui/ComboCounter.js.map +1 -1
  147. package/lib/components/shared/three/ui/HealthBar.js.map +1 -1
  148. package/lib/components/shared/three/ui/MenuList.js.map +1 -1
  149. package/lib/components/shared/three/ui/PlayerHUD.js +2 -1
  150. package/lib/components/shared/three/ui/PlayerHUD.js.map +1 -1
  151. package/lib/components/shared/three/ui/ProgressBar.js.map +1 -1
  152. package/lib/components/shared/three/ui/SpeedIndicatorHUD.js.map +1 -1
  153. package/lib/components/shared/three/ui/StaminaBar.js.map +1 -1
  154. package/lib/components/shared/three/ui/TechniqueBar.js +25 -24
  155. package/lib/components/shared/three/ui/TechniqueBar.js.map +1 -1
  156. package/lib/components/shared/three/ui/TechniqueCard.js +1 -3
  157. package/lib/components/shared/three/ui/TechniqueCard.js.map +1 -1
  158. package/lib/components/shared/three/ui/VitalPointOverlayControlsHtml.js.map +1 -1
  159. package/lib/components/shared/ui/BackButton.js +2 -1
  160. package/lib/components/shared/ui/BackButton.js.map +1 -1
  161. package/lib/components/shared/ui/BaseHUDContainer.js +69 -68
  162. package/lib/components/shared/ui/BaseHUDContainer.js.map +1 -1
  163. package/lib/components/shared/ui/CombatTimer.js.map +1 -1
  164. package/lib/components/shared/ui/ErrorModal.js.map +1 -1
  165. package/lib/components/shared/ui/LoadingState.js.map +1 -1
  166. package/lib/components/shared/ui/SplashScreen.js +2 -2
  167. package/lib/components/shared/ui/SplashScreen.js.map +1 -1
  168. package/lib/components/shared/ui/VitalPointOverlayControlsPure.js.map +1 -1
  169. package/lib/components/shared/ui/VolumeControl.js.map +1 -1
  170. package/lib/components/shared/ui/shared/ConfirmDialog.js.map +1 -1
  171. package/lib/components/ui/combat/BalanceIndicatorOverlayHtml.js.map +1 -1
  172. package/lib/hooks/useKeyboardControls.js +0 -1
  173. package/lib/hooks/useKeyboardControls.js.map +1 -1
  174. package/lib/hooks/useSkeletalAnimation.js +12 -3
  175. package/lib/hooks/useSkeletalAnimation.js.map +1 -1
  176. package/lib/systems/CombatSystem.js +6 -2
  177. package/lib/systems/CombatSystem.js.map +1 -1
  178. package/lib/systems/PlayerEffectManager.js +0 -1
  179. package/lib/systems/PlayerEffectManager.js.map +1 -1
  180. package/lib/systems/ai/AdaptiveDifficulty.js.map +1 -1
  181. package/lib/systems/ai/DecisionTree.js +10 -21
  182. package/lib/systems/ai/DecisionTree.js.map +1 -1
  183. package/lib/systems/animation/core/AnimationStateMachine.js.map +1 -1
  184. package/lib/systems/animation/systems/AdvancedJointMovements.js +1 -3
  185. package/lib/systems/animation/systems/AdvancedJointMovements.js.map +1 -1
  186. package/lib/systems/animation/systems/MuscleActivation.js +3 -4
  187. package/lib/systems/animation/systems/MuscleActivation.js.map +1 -1
  188. package/lib/systems/bodypart/MovementPenaltySystem.js.map +1 -1
  189. package/lib/systems/bodypart/PlayerInjuryTrackingManager.js +2 -1
  190. package/lib/systems/bodypart/PlayerInjuryTrackingManager.js.map +1 -1
  191. package/lib/systems/breathing/BreathingDisruptionSystem.js.map +1 -1
  192. package/lib/systems/combat/BalanceSystem.js.map +1 -1
  193. package/lib/systems/combat/CombatStateSystem.js.map +1 -1
  194. package/lib/systems/combat/ConsciousnessSystem.js.map +1 -1
  195. package/lib/systems/combat/GrappleSystem.js +3 -9
  196. package/lib/systems/combat/GrappleSystem.js.map +1 -1
  197. package/lib/systems/combat/LimbExposureSystem.js.map +1 -1
  198. package/lib/systems/combat/PainResponseSystem.js.map +1 -1
  199. package/lib/systems/movement/InjuryMovementModifier.js +1 -1
  200. package/lib/systems/movement/InjuryMovementModifier.js.map +1 -1
  201. package/lib/systems/physics/CoordinateMapper.js.map +1 -1
  202. package/lib/systems/vitalpoint/DamageCalculator.js +8 -5
  203. package/lib/systems/vitalpoint/DamageCalculator.js.map +1 -1
  204. package/lib/types/facial.js.map +1 -1
  205. package/lib/utils/accessibility.js +0 -1
  206. package/lib/utils/accessibility.js.map +1 -1
  207. package/lib/utils/effectUtils.js +1 -3
  208. package/lib/utils/effectUtils.js.map +1 -1
  209. package/lib/utils/inputSystem.js +0 -2
  210. package/lib/utils/inputSystem.js.map +1 -1
  211. package/lib/utils/koreanThemeHelpers.js +6 -3
  212. package/lib/utils/koreanThemeHelpers.js.map +1 -1
  213. package/lib/utils/performance/PerformanceOverlay3D.js.map +1 -1
  214. package/lib/utils/playerUtils.js +4 -2
  215. package/lib/utils/playerUtils.js.map +1 -1
  216. package/package.json +6 -6
@@ -1 +1 @@
1
- {"version":3,"file":"MuscleActivation.js","names":[],"sources":["../../../../src/systems/animation/systems/MuscleActivation.ts"],"sourcesContent":["/**\n * Muscle activation system for realistic combat physiology\n *\n * Maps Korean martial arts techniques to anatomically accurate muscle activation patterns.\n * Manages dynamic muscle tension, stamina effects, and smooth relaxation transitions.\n * Includes stance-specific leg muscle tension for isometric holds and weight-bearing.\n *\n * @module systems/animation/MuscleActivation\n * @category Combat Animation\n * @korean 근육활성화시스템\n */\n\nimport type { TrigramStance } from \"@/types/common\";\nimport type {\n MuscleActivationMap,\n MuscleActivationState,\n MuscleGroupName,\n MuscleSystemConfig,\n} from \"@/types/muscle\";\nimport { KOREAN_STANCE_BIOMECHANICS } from \"../builders/MartialArtsConstants\";\n\n/**\n * Type-safe mapping of TrigramStance to biomechanics keys\n * Defined at module level to avoid recreation at 60fps\n * @korean 자세생체역학매핑\n */\nconst STANCE_TO_BIOMECH_KEY = {\n geon: \"GEON_HEAVEN\",\n tae: \"TAE_LAKE\",\n li: \"LI_FIRE\",\n jin: \"JIN_THUNDER\",\n son: \"SON_WIND\",\n gam: \"GAM_WATER\",\n gan: \"GAN_MOUNTAIN\",\n gon: \"GON_EARTH\",\n} as const satisfies Record<\n TrigramStance,\n keyof typeof KOREAN_STANCE_BIOMECHANICS\n>;\n\n/**\n * Get leg muscle tension for a specific trigram stance\n *\n * Calculates realistic leg muscle activation based on stance biomechanics:\n * - Weight distribution (체중부하) - Which leg bears more load\n * - Knee flexion angles (무릎굽힘각도) - Deep stances require more tension\n * - Isometric contraction (등척성수축) - Holding positions activates muscles\n *\n * Based on authentic Korean martial arts stance mechanics:\n * - Deep stances (Jin 90°, Gon 80°) = High quad/calf tension\n * - Front-weighted (Geon 60/40) = Front leg emphasis\n * - Back-weighted (Tae 10/90, Gam 30/70) = Back leg emphasis\n *\n * @param stance - Trigram stance (e.g., TrigramStance.GEON)\n * @returns Map of leg muscle groups to tension levels (0-1)\n *\n * @example\n * ```typescript\n * const jinMuscles = getMuscleTensionForStance(TrigramStance.JIN);\n * // Returns: Map {\n * // \"QUAD_L\" => 0.90, // Deep 90° knee bend\n * // \"QUAD_R\" => 0.90, // Equal weight distribution\n * // \"CALF_L\" => 0.85, // Isometric hold\n * // \"CALF_R\" => 0.85,\n * // \"HAMSTRING_L\" => 0.45,\n * // \"HAMSTRING_R\" => 0.45,\n * // \"GLUTE_L\" => 0.40,\n * // \"GLUTE_R\" => 0.40\n * // }\n * ```\n *\n * @korean 자세다리근육긴장도\n */\nexport const getMuscleTensionForStance = (\n stance: TrigramStance,\n): MuscleActivationMap => {\n const activations = new Map<MuscleGroupName, number>();\n\n // Get biomechanical data for stance (type-safe lookup)\n const biomechKey = STANCE_TO_BIOMECH_KEY[stance];\n const biomech = KOREAN_STANCE_BIOMECHANICS[biomechKey];\n\n if (!biomech) {\n // This branch should never execute with proper typing, but kept for safety\n // Provide conservative defaults for all muscle groups to keep map consistent\n activations.set(\"QUAD_L\", 0.2);\n activations.set(\"QUAD_R\", 0.2);\n activations.set(\"CALF_L\", 0.1);\n activations.set(\"CALF_R\", 0.1);\n activations.set(\"HAMSTRING_L\", 0.1);\n activations.set(\"HAMSTRING_R\", 0.1);\n activations.set(\"GLUTE_L\", 0.1);\n activations.set(\"GLUTE_R\", 0.1);\n return activations;\n }\n\n // Calculate quadriceps tension based on knee flexion\n // Formula (base tension): baseTension = (180° - kneeAngle) / 110°\n // Range: 90° knee → 0.82 base tension, 180° knee → 0.0 base tension\n // This base value is then combined with weight distribution for final tension\n const frontQuadTensionFromBend = Math.max(\n 0,\n Math.min(1.0, (180 - biomech.frontKneeBend) / 110),\n );\n const backQuadTensionFromBend = Math.max(\n 0,\n Math.min(1.0, (180 - biomech.backKneeBend) / 110),\n );\n\n // Apply weight distribution to muscle tension\n // Front leg quadriceps (체중부하 + 등척성수축)\n // Base tension from bend + weight factor\n // Note: Even with 0% weight, deep knee flexion produces tension\n // (e.g., raised leg in crane stance requires quad engagement to hold position)\n const frontQuadTension = Math.min(\n 1.0,\n frontQuadTensionFromBend * 0.6 + biomech.weightDistribution.front * 0.4,\n );\n\n // Back leg quadriceps\n const backQuadTension = Math.min(\n 1.0,\n backQuadTensionFromBend * 0.6 + biomech.weightDistribution.back * 0.4,\n );\n\n // Set quadriceps tension (right = front, left = back in standard stance)\n activations.set(\"QUAD_R\", frontQuadTension);\n activations.set(\"QUAD_L\", backQuadTension);\n\n // Calculate hamstring tension (antagonist muscles, lower activation)\n // Hamstrings activate more in bent positions for stabilization\n const frontHamstringTension =\n frontQuadTensionFromBend * 0.5 * biomech.weightDistribution.front;\n const backHamstringTension =\n backQuadTensionFromBend * 0.5 * biomech.weightDistribution.back;\n\n activations.set(\"HAMSTRING_R\", Math.min(0.8, frontHamstringTension));\n activations.set(\"HAMSTRING_L\", Math.min(0.8, backHamstringTension));\n\n // Calculate calf tension for deep stances (isometric hold support)\n // Very deep stances (< 100° knee angle) require significant calf engagement\n const frontCalfTension =\n biomech.frontKneeBend < 100\n ? Math.min(0.9, 0.5 + ((100 - biomech.frontKneeBend) / 50) * 0.4) *\n biomech.weightDistribution.front\n : 0.25 * biomech.weightDistribution.front;\n\n const backCalfTension =\n biomech.backKneeBend < 100\n ? Math.min(0.9, 0.5 + ((100 - biomech.backKneeBend) / 50) * 0.4) *\n biomech.weightDistribution.back\n : 0.25 * biomech.weightDistribution.back;\n\n activations.set(\"CALF_R\", frontCalfTension);\n activations.set(\"CALF_L\", backCalfTension);\n\n // Calculate glute activation (hip extension support)\n // Glutes engage more in deep stances for posture maintenance\n const gluteBaseActivation = (1.0 - biomech.hipHeight) * 0.5;\n\n activations.set(\n \"GLUTE_R\",\n Math.min(\n 0.7,\n gluteBaseActivation +\n frontQuadTensionFromBend * 0.2 * biomech.weightDistribution.front,\n ),\n );\n activations.set(\n \"GLUTE_L\",\n Math.min(\n 0.7,\n gluteBaseActivation +\n backQuadTensionFromBend * 0.2 * biomech.weightDistribution.back,\n ),\n );\n\n return activations;\n};\n\n/**\n * Get muscle activation mapping for a specific Korean martial arts technique\n *\n * Maps technique names to muscle groups with tension levels (0-1 scale).\n * Based on authentic Korean martial arts (Taekwondo, Hapkido, Taekyon).\n *\n * @param technique - Technique name (e.g., \"jab\", \"cross\", \"front_kick\", \"block\")\n * @returns Map of muscle groups to target tension levels\n *\n * @example\n * ```typescript\n * const jabMuscles = getMuscleActivationForTechnique(\"jab\");\n * // Returns: Map {\n * // \"SHOULDER_R\" => 0.7,\n * // \"BICEP_R\" => 1.0,\n * // \"TRICEP_R\" => 0.8,\n * // \"CORE\" => 0.5\n * // }\n * ```\n *\n * @korean 기법근육활성화가져오기\n */\nexport const getMuscleActivationForTechnique = (\n technique: string,\n): MuscleActivationMap => {\n const activations = new Map<MuscleGroupName, number>();\n\n switch (technique.toLowerCase()) {\n // Punching techniques - 주먹 기술\n case \"jab\":\n case \"정권\": // Front jab\n activations.set(\"SHOULDER_R\", 0.8);\n activations.set(\"TRICEP_R\", 1.0); // Primary mover for arm extension\n activations.set(\"BICEP_R\", 0.3); // Antagonist - stabilization only\n activations.set(\"CORE\", 0.5);\n activations.set(\"PECTORALS\", 0.5); // Shoulder horizontal adduction\n break;\n\n case \"cross\":\n case \"역권\": // Reverse punch\n activations.set(\"SHOULDER_L\", 0.9);\n activations.set(\"TRICEP_L\", 1.0); // Primary mover for arm extension\n activations.set(\"BICEP_L\", 0.3); // Antagonist - stabilization only\n activations.set(\"CORE\", 0.8); // More core rotation\n activations.set(\"PECTORALS\", 0.7); // Chest drive for power\n activations.set(\"OBLIQUES\", 0.8); // Torso rotation for hip transfer\n break;\n\n case \"hook\":\n case \"갈고리주먹\": // Hook punch\n activations.set(\"SHOULDER_R\", 1.0); // Primary mover for horizontal arc\n activations.set(\"BICEP_R\", 0.8); // Maintains elbow angle during arc\n activations.set(\"FOREARM_R\", 0.8);\n activations.set(\"CORE\", 0.8); // Drives rotational power\n activations.set(\"OBLIQUES\", 0.9); // Primary torso rotation driver\n break;\n\n case \"uppercut\":\n case \"올려치기\": // Uppercut\n activations.set(\"SHOULDER_R\", 0.95); // Drives upward arc\n activations.set(\"BICEP_R\", 0.9); // Maintains elbow angle for upward drive\n activations.set(\"TRICEP_R\", 0.5); // Partial extension\n activations.set(\"CORE\", 0.9);\n activations.set(\"ABS\", 0.8);\n activations.set(\"QUAD_R\", 0.7); // Lower body drive (legs push up)\n activations.set(\"GLUTE_R\", 0.6); // Hip extension for power\n break;\n\n // Kicking techniques - 발차기 기술\n case \"front_kick\":\n case \"앞차기\": // Mae Chagi\n activations.set(\"QUAD_R\", 1.0); // Kicking leg fully flexed\n activations.set(\"GLUTE_R\", 0.9);\n activations.set(\"CALF_R\", 0.7);\n activations.set(\"CORE\", 0.6); // Balance\n activations.set(\"ABS\", 0.7);\n activations.set(\"QUAD_L\", 0.4); // Support leg tensed\n activations.set(\"CALF_L\", 0.5);\n break;\n\n case \"roundhouse_kick\":\n case \"dollyeochagi\":\n case \"돌려차기\": // Dollyeo Chagi\n activations.set(\"QUAD_R\", 1.0);\n activations.set(\"HAMSTRING_R\", 0.8);\n activations.set(\"GLUTE_R\", 0.95);\n activations.set(\"CORE\", 0.8);\n activations.set(\"OBLIQUES\", 0.9); // Hip rotation\n activations.set(\"QUAD_L\", 0.5);\n break;\n\n case \"side_kick\":\n case \"옆차기\": // Yeop Chagi\n activations.set(\"QUAD_R\", 1.0);\n activations.set(\"GLUTE_R\", 1.0);\n activations.set(\"HAMSTRING_R\", 0.85);\n activations.set(\"CALF_R\", 0.8);\n activations.set(\"CORE\", 0.7);\n activations.set(\"OBLIQUES\", 0.8);\n break;\n\n case \"back_kick\":\n case \"뒤차기\": // Dwi Chagi\n activations.set(\"GLUTE_R\", 1.0);\n activations.set(\"HAMSTRING_R\", 0.95);\n activations.set(\"QUAD_R\", 0.8);\n activations.set(\"CORE\", 0.9);\n activations.set(\"ABS\", 0.8);\n break;\n\n case \"axe_kick\":\n case \"내려차기\": // Naeryeo Chagi\n activations.set(\"QUAD_R\", 0.9);\n activations.set(\"HAMSTRING_R\", 1.0); // Maximum hamstring flex\n activations.set(\"GLUTE_R\", 0.85);\n activations.set(\"CORE\", 0.8);\n activations.set(\"ABS\", 0.9);\n break;\n\n // Defensive techniques - 방어 기술\n case \"block\":\n case \"makgi\":\n case \"막기\": // Block\n activations.set(\"SHOULDER_L\", 0.9);\n activations.set(\"SHOULDER_R\", 0.9);\n activations.set(\"BICEP_L\", 0.7);\n activations.set(\"BICEP_R\", 0.7);\n activations.set(\"FOREARM_L\", 0.8);\n activations.set(\"FOREARM_R\", 0.8);\n activations.set(\"CORE\", 0.8); // Brace for impact\n activations.set(\"ABS\", 0.7);\n break;\n\n case \"parry\":\n case \"흘려막기\": // Deflecting block\n activations.set(\"SHOULDER_R\", 0.6);\n activations.set(\"FOREARM_R\", 0.7);\n activations.set(\"CORE\", 0.5);\n break;\n\n // Elbow techniques - 팔꿈치 기술\n case \"elbow_strike\":\n case \"팔꿈치치기\": // Palkumchi Chigi\n activations.set(\"SHOULDER_R\", 1.0);\n activations.set(\"TRICEP_R\", 0.95);\n activations.set(\"FOREARM_R\", 0.9);\n activations.set(\"CORE\", 0.85);\n activations.set(\"OBLIQUES\", 0.8);\n break;\n\n // Knee techniques - 무릎 기술\n case \"knee_strike\":\n case \"무릎치기\": // Mureup Chigi\n activations.set(\"QUAD_R\", 1.0);\n activations.set(\"HAMSTRING_R\", 0.9);\n activations.set(\"GLUTE_R\", 0.85);\n activations.set(\"CORE\", 0.9);\n activations.set(\"ABS\", 0.85);\n break;\n\n // Grappling techniques - 잡기 기술 (Hapkido)\n case \"grab\":\n case \"잡기\":\n activations.set(\"FOREARM_L\", 0.9);\n activations.set(\"FOREARM_R\", 0.9);\n activations.set(\"BICEP_L\", 0.7);\n activations.set(\"BICEP_R\", 0.7);\n activations.set(\"CORE\", 0.6);\n break;\n\n // Stance changes - 자세 전환\n case \"stance_change\":\n case \"자세전환\":\n activations.set(\"CORE\", 0.7);\n activations.set(\"ABS\", 0.6);\n activations.set(\"QUAD_L\", 0.5);\n activations.set(\"QUAD_R\", 0.5);\n activations.set(\"CALF_L\", 0.5);\n activations.set(\"CALF_R\", 0.5);\n break;\n\n // Default - minimal activation\n default:\n activations.set(\"CORE\", 0.3);\n break;\n }\n\n return activations;\n};\n\n/**\n * Muscle activation manager for real-time combat physiology\n *\n * Manages 60fps muscle tension updates, stamina effects, and smooth transitions.\n * Optimized for performance with ref-based updates to avoid React re-renders.\n *\n * @korean 근육활성화관리자\n */\nexport class MuscleActivationManager {\n private activations: Map<MuscleGroupName, MuscleActivationState>;\n private config: MuscleSystemConfig;\n private scratchMap: Map<string, number>; // Reusable map for state sync to avoid allocations\n\n /**\n * Create a new muscle activation manager\n *\n * @param config - Optional configuration (uses defaults if not provided)\n * @korean 생성자\n */\n constructor(config: Partial<MuscleSystemConfig> = {}) {\n this.config = {\n maxFrameTime: 3,\n muscleCount: 20,\n useInstancing: false,\n relaxationDelay: 0.3,\n exhaustionThreshold: 20,\n shakeFrequency: 20,\n shakeAmplitude: 0.02,\n activationSpeed: 5.0,\n relaxationSpeed: 3.0,\n shakingTensionThreshold: 0.3,\n ...config,\n };\n\n // Initialize all muscle groups to relaxed state\n this.activations = new Map();\n // Initialize reusable scratch map for state sync\n this.scratchMap = new Map();\n const allMuscles: MuscleGroupName[] = [\n \"SHOULDER_L\",\n \"SHOULDER_R\",\n \"BICEP_L\",\n \"BICEP_R\",\n \"TRICEP_L\",\n \"TRICEP_R\",\n \"FOREARM_L\",\n \"FOREARM_R\",\n \"PECTORALS\",\n \"CORE\",\n \"ABS\",\n \"OBLIQUES\",\n \"QUAD_L\",\n \"QUAD_R\",\n \"HAMSTRING_L\",\n \"HAMSTRING_R\",\n \"CALF_L\",\n \"CALF_R\",\n \"GLUTE_L\",\n \"GLUTE_R\",\n ];\n\n allMuscles.forEach((muscle) => {\n this.activations.set(muscle, {\n muscleGroup: muscle,\n tension: 0,\n targetTension: 0,\n isShaking: false,\n });\n });\n }\n\n /**\n * Update muscle activations for a technique at 60fps\n *\n * @param technique - Technique name\n * @param stamina - Current stamina (0-100)\n * @param delta - Time since last frame in seconds\n *\n * @korean 업데이트\n */\n update(technique: string, stamina: number, delta: number): void {\n const targetActivations = getMuscleActivationForTechnique(technique);\n const isExhausted = stamina < this.config.exhaustionThreshold;\n\n // Update each muscle group\n this.activations.forEach((state, muscleGroup) => {\n const targetTension = targetActivations.get(muscleGroup) ?? 0;\n\n // Adjust tension based on stamina (exhaustion reduces muscle effectiveness)\n const staminaFactor = Math.max(0.3, stamina / 100); // Minimum 30% even when exhausted\n const adjustedTarget = targetTension * staminaFactor;\n\n // Smooth transition to target tension using lerp\n const lerp = (start: number, end: number, t: number) =>\n start + (end - start) * t;\n const newTension = lerp(\n state.tension,\n adjustedTarget,\n this.config.activationSpeed * delta,\n );\n\n // Update shaking state for exhaustion\n const isShaking =\n isExhausted && state.tension > this.config.shakingTensionThreshold;\n\n // Update state directly for performance\n state.tension = newTension;\n state.targetTension = adjustedTarget;\n state.isShaking = isShaking;\n });\n }\n\n /**\n * Gradually relax all muscles to idle state\n *\n * Used after technique completion with configurable delay.\n *\n * @param delta - Time since last frame in seconds\n *\n * @korean 근육이완\n */\n relaxAllMuscles(delta: number): void {\n this.activations.forEach((state) => {\n // Use configured relaxation speed (slower than activation for realism)\n const lerp = (start: number, end: number, t: number) =>\n start + (end - start) * t;\n const newTension = lerp(\n state.tension,\n 0,\n this.config.relaxationSpeed * delta,\n );\n\n state.tension = newTension;\n state.targetTension = 0;\n state.isShaking = false;\n });\n }\n\n /**\n * Get current tension for a specific muscle group\n *\n * @param muscleGroup - Muscle group name\n * @returns Current tension (0-1) or 0 if not found\n *\n * @korean 긴장도가져오기\n */\n getTension(muscleGroup: MuscleGroupName): number {\n return this.activations.get(muscleGroup)?.tension ?? 0;\n }\n\n /**\n * Get shaking state for a specific muscle group\n *\n * @param muscleGroup - Muscle group name\n * @returns Whether muscle is shaking\n *\n * @korean 흔들림상태가져오기\n */\n isShaking(muscleGroup: MuscleGroupName): boolean {\n return this.activations.get(muscleGroup)?.isShaking ?? false;\n }\n\n /**\n * Get all current muscle activations\n *\n * @returns Map of muscle groups to current states\n *\n * @korean 모든활성화가져오기\n */\n getAllActivations(): ReadonlyMap<MuscleGroupName, MuscleActivationState> {\n return this.activations;\n }\n\n /**\n * Get reusable scratch map with current tension values for state sync\n *\n * Populates and returns a reusable Map to avoid allocations during state sync.\n * This map is cleared and repopulated on each call.\n *\n * @returns Reusable Map with current tension values\n *\n * @korean 상태동기화맵가져오기\n */\n getScratchMapForSync(): Map<string, number> {\n this.scratchMap.clear();\n this.activations.forEach((state, name) => {\n this.scratchMap.set(name, state.tension);\n });\n return this.scratchMap;\n }\n\n /**\n * Reset all muscles to relaxed state immediately\n *\n * @korean 즉시이완\n */\n reset(): void {\n this.activations.forEach((state) => {\n state.tension = 0;\n state.targetTension = 0;\n state.isShaking = false;\n });\n this.scratchMap.clear();\n }\n\n /**\n * Dispose of the muscle activation system\n *\n * Clears all internal state and references to prevent memory leaks.\n * Should be called when the system is no longer needed (e.g., component unmount).\n *\n * @korean 근육시스템해제\n */\n dispose(): void {\n this.activations.clear();\n this.scratchMap.clear();\n }\n}\n"],"mappings":";;;;;;;AA0BA,IAAM,wBAAwB;CAC5B,MAAM;CACN,KAAK;CACL,IAAI;CACJ,KAAK;CACL,KAAK;CACL,KAAK;CACL,KAAK;CACL,KAAK;AACP;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAsCA,IAAa,6BACX,WACwB;CACxB,MAAM,8BAAc,IAAI,IAA6B;CAIrD,MAAM,UAAU,2BADG,sBAAsB;CAGzC,IAAI,CAAC,SAAS;EAGZ,YAAY,IAAI,UAAU,EAAG;EAC7B,YAAY,IAAI,UAAU,EAAG;EAC7B,YAAY,IAAI,UAAU,EAAG;EAC7B,YAAY,IAAI,UAAU,EAAG;EAC7B,YAAY,IAAI,eAAe,EAAG;EAClC,YAAY,IAAI,eAAe,EAAG;EAClC,YAAY,IAAI,WAAW,EAAG;EAC9B,YAAY,IAAI,WAAW,EAAG;EAC9B,OAAO;CACT;CAMA,MAAM,2BAA2B,KAAK,IACpC,GACA,KAAK,IAAI,IAAM,MAAM,QAAQ,iBAAiB,GAAG,CACnD;CACA,MAAM,0BAA0B,KAAK,IACnC,GACA,KAAK,IAAI,IAAM,MAAM,QAAQ,gBAAgB,GAAG,CAClD;CAOA,MAAM,mBAAmB,KAAK,IAC5B,GACA,2BAA2B,KAAM,QAAQ,mBAAmB,QAAQ,EACtE;CAGA,MAAM,kBAAkB,KAAK,IAC3B,GACA,0BAA0B,KAAM,QAAQ,mBAAmB,OAAO,EACpE;CAGA,YAAY,IAAI,UAAU,gBAAgB;CAC1C,YAAY,IAAI,UAAU,eAAe;CAIzC,MAAM,wBACJ,2BAA2B,KAAM,QAAQ,mBAAmB;CAC9D,MAAM,uBACJ,0BAA0B,KAAM,QAAQ,mBAAmB;CAE7D,YAAY,IAAI,eAAe,KAAK,IAAI,IAAK,qBAAqB,CAAC;CACnE,YAAY,IAAI,eAAe,KAAK,IAAI,IAAK,oBAAoB,CAAC;CAIlE,MAAM,mBACJ,QAAQ,gBAAgB,MACpB,KAAK,IAAI,IAAK,MAAQ,MAAM,QAAQ,iBAAiB,KAAM,EAAG,IAC9D,QAAQ,mBAAmB,QAC3B,MAAO,QAAQ,mBAAmB;CAExC,MAAM,kBACJ,QAAQ,eAAe,MACnB,KAAK,IAAI,IAAK,MAAQ,MAAM,QAAQ,gBAAgB,KAAM,EAAG,IAC7D,QAAQ,mBAAmB,OAC3B,MAAO,QAAQ,mBAAmB;CAExC,YAAY,IAAI,UAAU,gBAAgB;CAC1C,YAAY,IAAI,UAAU,eAAe;CAIzC,MAAM,uBAAuB,IAAM,QAAQ,aAAa;CAExD,YAAY,IACV,WACA,KAAK,IACH,IACA,sBACE,2BAA2B,KAAM,QAAQ,mBAAmB,KAChE,CACF;CACA,YAAY,IACV,WACA,KAAK,IACH,IACA,sBACE,0BAA0B,KAAM,QAAQ,mBAAmB,IAC/D,CACF;CAEA,OAAO;AACT;;;;;;;;;;;;;;;;;;;;;;;AAwBA,IAAa,mCACX,cACwB;CACxB,MAAM,8BAAc,IAAI,IAA6B;CAErD,QAAQ,UAAU,YAAY,GAA9B;EAEE,KAAK;EACL,KAAK;GACH,YAAY,IAAI,cAAc,EAAG;GACjC,YAAY,IAAI,YAAY,CAAG;GAC/B,YAAY,IAAI,WAAW,EAAG;GAC9B,YAAY,IAAI,QAAQ,EAAG;GAC3B,YAAY,IAAI,aAAa,EAAG;GAChC;EAEF,KAAK;EACL,KAAK;GACH,YAAY,IAAI,cAAc,EAAG;GACjC,YAAY,IAAI,YAAY,CAAG;GAC/B,YAAY,IAAI,WAAW,EAAG;GAC9B,YAAY,IAAI,QAAQ,EAAG;GAC3B,YAAY,IAAI,aAAa,EAAG;GAChC,YAAY,IAAI,YAAY,EAAG;GAC/B;EAEF,KAAK;EACL,KAAK;GACH,YAAY,IAAI,cAAc,CAAG;GACjC,YAAY,IAAI,WAAW,EAAG;GAC9B,YAAY,IAAI,aAAa,EAAG;GAChC,YAAY,IAAI,QAAQ,EAAG;GAC3B,YAAY,IAAI,YAAY,EAAG;GAC/B;EAEF,KAAK;EACL,KAAK;GACH,YAAY,IAAI,cAAc,GAAI;GAClC,YAAY,IAAI,WAAW,EAAG;GAC9B,YAAY,IAAI,YAAY,EAAG;GAC/B,YAAY,IAAI,QAAQ,EAAG;GAC3B,YAAY,IAAI,OAAO,EAAG;GAC1B,YAAY,IAAI,UAAU,EAAG;GAC7B,YAAY,IAAI,WAAW,EAAG;GAC9B;EAGF,KAAK;EACL,KAAK;GACH,YAAY,IAAI,UAAU,CAAG;GAC7B,YAAY,IAAI,WAAW,EAAG;GAC9B,YAAY,IAAI,UAAU,EAAG;GAC7B,YAAY,IAAI,QAAQ,EAAG;GAC3B,YAAY,IAAI,OAAO,EAAG;GAC1B,YAAY,IAAI,UAAU,EAAG;GAC7B,YAAY,IAAI,UAAU,EAAG;GAC7B;EAEF,KAAK;EACL,KAAK;EACL,KAAK;GACH,YAAY,IAAI,UAAU,CAAG;GAC7B,YAAY,IAAI,eAAe,EAAG;GAClC,YAAY,IAAI,WAAW,GAAI;GAC/B,YAAY,IAAI,QAAQ,EAAG;GAC3B,YAAY,IAAI,YAAY,EAAG;GAC/B,YAAY,IAAI,UAAU,EAAG;GAC7B;EAEF,KAAK;EACL,KAAK;GACH,YAAY,IAAI,UAAU,CAAG;GAC7B,YAAY,IAAI,WAAW,CAAG;GAC9B,YAAY,IAAI,eAAe,GAAI;GACnC,YAAY,IAAI,UAAU,EAAG;GAC7B,YAAY,IAAI,QAAQ,EAAG;GAC3B,YAAY,IAAI,YAAY,EAAG;GAC/B;EAEF,KAAK;EACL,KAAK;GACH,YAAY,IAAI,WAAW,CAAG;GAC9B,YAAY,IAAI,eAAe,GAAI;GACnC,YAAY,IAAI,UAAU,EAAG;GAC7B,YAAY,IAAI,QAAQ,EAAG;GAC3B,YAAY,IAAI,OAAO,EAAG;GAC1B;EAEF,KAAK;EACL,KAAK;GACH,YAAY,IAAI,UAAU,EAAG;GAC7B,YAAY,IAAI,eAAe,CAAG;GAClC,YAAY,IAAI,WAAW,GAAI;GAC/B,YAAY,IAAI,QAAQ,EAAG;GAC3B,YAAY,IAAI,OAAO,EAAG;GAC1B;EAGF,KAAK;EACL,KAAK;EACL,KAAK;GACH,YAAY,IAAI,cAAc,EAAG;GACjC,YAAY,IAAI,cAAc,EAAG;GACjC,YAAY,IAAI,WAAW,EAAG;GAC9B,YAAY,IAAI,WAAW,EAAG;GAC9B,YAAY,IAAI,aAAa,EAAG;GAChC,YAAY,IAAI,aAAa,EAAG;GAChC,YAAY,IAAI,QAAQ,EAAG;GAC3B,YAAY,IAAI,OAAO,EAAG;GAC1B;EAEF,KAAK;EACL,KAAK;GACH,YAAY,IAAI,cAAc,EAAG;GACjC,YAAY,IAAI,aAAa,EAAG;GAChC,YAAY,IAAI,QAAQ,EAAG;GAC3B;EAGF,KAAK;EACL,KAAK;GACH,YAAY,IAAI,cAAc,CAAG;GACjC,YAAY,IAAI,YAAY,GAAI;GAChC,YAAY,IAAI,aAAa,EAAG;GAChC,YAAY,IAAI,QAAQ,GAAI;GAC5B,YAAY,IAAI,YAAY,EAAG;GAC/B;EAGF,KAAK;EACL,KAAK;GACH,YAAY,IAAI,UAAU,CAAG;GAC7B,YAAY,IAAI,eAAe,EAAG;GAClC,YAAY,IAAI,WAAW,GAAI;GAC/B,YAAY,IAAI,QAAQ,EAAG;GAC3B,YAAY,IAAI,OAAO,GAAI;GAC3B;EAGF,KAAK;EACL,KAAK;GACH,YAAY,IAAI,aAAa,EAAG;GAChC,YAAY,IAAI,aAAa,EAAG;GAChC,YAAY,IAAI,WAAW,EAAG;GAC9B,YAAY,IAAI,WAAW,EAAG;GAC9B,YAAY,IAAI,QAAQ,EAAG;GAC3B;EAGF,KAAK;EACL,KAAK;GACH,YAAY,IAAI,QAAQ,EAAG;GAC3B,YAAY,IAAI,OAAO,EAAG;GAC1B,YAAY,IAAI,UAAU,EAAG;GAC7B,YAAY,IAAI,UAAU,EAAG;GAC7B,YAAY,IAAI,UAAU,EAAG;GAC7B,YAAY,IAAI,UAAU,EAAG;GAC7B;EAGF;GACE,YAAY,IAAI,QAAQ,EAAG;GAC3B;CACJ;CAEA,OAAO;AACT;;;;;;;;;AAUA,IAAa,0BAAb,MAAqC;CACnC;CACA;CACA;;;;;;;CAQA,YAAY,SAAsC,CAAC,GAAG;EACpD,KAAK,SAAS;GACZ,cAAc;GACd,aAAa;GACb,eAAe;GACf,iBAAiB;GACjB,qBAAqB;GACrB,gBAAgB;GAChB,gBAAgB;GAChB,iBAAiB;GACjB,iBAAiB;GACjB,yBAAyB;GACzB,GAAG;EACL;EAGA,KAAK,8BAAc,IAAI,IAAI;EAE3B,KAAK,6BAAa,IAAI,IAAI;EAwB1B;GAtBE;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;EAGF,CAAA,CAAW,SAAS,WAAW;GAC7B,KAAK,YAAY,IAAI,QAAQ;IAC3B,aAAa;IACb,SAAS;IACT,eAAe;IACf,WAAW;GACb,CAAC;EACH,CAAC;CACH;;;;;;;;;;CAWA,OAAO,WAAmB,SAAiB,OAAqB;EAC9D,MAAM,oBAAoB,gCAAgC,SAAS;EACnE,MAAM,cAAc,UAAU,KAAK,OAAO;EAG1C,KAAK,YAAY,SAAS,OAAO,gBAAgB;GAK/C,MAAM,kBAJgB,kBAAkB,IAAI,WAAW,KAAK,KAGtC,KAAK,IAAI,IAAK,UAAU,GACP;GAGvC,MAAM,QAAQ,OAAe,KAAa,MACxC,SAAS,MAAM,SAAS;GAC1B,MAAM,aAAa,KACjB,MAAM,SACN,gBACA,KAAK,OAAO,kBAAkB,KAChC;GAGA,MAAM,YACJ,eAAe,MAAM,UAAU,KAAK,OAAO;GAG7C,MAAM,UAAU;GAChB,MAAM,gBAAgB;GACtB,MAAM,YAAY;EACpB,CAAC;CACH;;;;;;;;;;CAWA,gBAAgB,OAAqB;EACnC,KAAK,YAAY,SAAS,UAAU;GAElC,MAAM,QAAQ,OAAe,KAAa,MACxC,SAAS,MAAM,SAAS;GAO1B,MAAM,UANa,KACjB,MAAM,SACN,GACA,KAAK,OAAO,kBAAkB,KAGhB;GAChB,MAAM,gBAAgB;GACtB,MAAM,YAAY;EACpB,CAAC;CACH;;;;;;;;;CAUA,WAAW,aAAsC;EAC/C,OAAO,KAAK,YAAY,IAAI,WAAW,CAAC,EAAE,WAAW;CACvD;;;;;;;;;CAUA,UAAU,aAAuC;EAC/C,OAAO,KAAK,YAAY,IAAI,WAAW,CAAC,EAAE,aAAa;CACzD;;;;;;;;CASA,oBAAyE;EACvE,OAAO,KAAK;CACd;;;;;;;;;;;CAYA,uBAA4C;EAC1C,KAAK,WAAW,MAAM;EACtB,KAAK,YAAY,SAAS,OAAO,SAAS;GACxC,KAAK,WAAW,IAAI,MAAM,MAAM,OAAO;EACzC,CAAC;EACD,OAAO,KAAK;CACd;;;;;;CAOA,QAAc;EACZ,KAAK,YAAY,SAAS,UAAU;GAClC,MAAM,UAAU;GAChB,MAAM,gBAAgB;GACtB,MAAM,YAAY;EACpB,CAAC;EACD,KAAK,WAAW,MAAM;CACxB;;;;;;;;;CAUA,UAAgB;EACd,KAAK,YAAY,MAAM;EACvB,KAAK,WAAW,MAAM;CACxB;AACF"}
1
+ {"version":3,"file":"MuscleActivation.js","names":[],"sources":["../../../../src/systems/animation/systems/MuscleActivation.ts"],"sourcesContent":["/**\n * Muscle activation system for realistic combat physiology\n *\n * Maps Korean martial arts techniques to anatomically accurate muscle activation patterns.\n * Manages dynamic muscle tension, stamina effects, and smooth relaxation transitions.\n * Includes stance-specific leg muscle tension for isometric holds and weight-bearing.\n *\n * @module systems/animation/MuscleActivation\n * @category Combat Animation\n * @korean 근육활성화시스템\n */\n\nimport type { TrigramStance } from \"@/types/common\";\nimport type {\n MuscleActivationMap,\n MuscleActivationState,\n MuscleGroupName,\n MuscleSystemConfig,\n} from \"@/types/muscle\";\nimport { KOREAN_STANCE_BIOMECHANICS } from \"../builders/MartialArtsConstants\";\n\n/**\n * Type-safe mapping of TrigramStance to biomechanics keys\n * Defined at module level to avoid recreation at 60fps\n * @korean 자세생체역학매핑\n */\nconst STANCE_TO_BIOMECH_KEY = {\n geon: \"GEON_HEAVEN\",\n tae: \"TAE_LAKE\",\n li: \"LI_FIRE\",\n jin: \"JIN_THUNDER\",\n son: \"SON_WIND\",\n gam: \"GAM_WATER\",\n gan: \"GAN_MOUNTAIN\",\n gon: \"GON_EARTH\",\n} as const satisfies Record<\n TrigramStance,\n keyof typeof KOREAN_STANCE_BIOMECHANICS\n>;\n\n/**\n * Get leg muscle tension for a specific trigram stance\n *\n * Calculates realistic leg muscle activation based on stance biomechanics:\n * - Weight distribution (체중부하) - Which leg bears more load\n * - Knee flexion angles (무릎굽힘각도) - Deep stances require more tension\n * - Isometric contraction (등척성수축) - Holding positions activates muscles\n *\n * Based on authentic Korean martial arts stance mechanics:\n * - Deep stances (Jin 90°, Gon 80°) = High quad/calf tension\n * - Front-weighted (Geon 60/40) = Front leg emphasis\n * - Back-weighted (Tae 10/90, Gam 30/70) = Back leg emphasis\n *\n * @param stance - Trigram stance (e.g., TrigramStance.GEON)\n * @returns Map of leg muscle groups to tension levels (0-1)\n *\n * @example\n * ```typescript\n * const jinMuscles = getMuscleTensionForStance(TrigramStance.JIN);\n * // Returns: Map {\n * // \"QUAD_L\" => 0.90, // Deep 90° knee bend\n * // \"QUAD_R\" => 0.90, // Equal weight distribution\n * // \"CALF_L\" => 0.85, // Isometric hold\n * // \"CALF_R\" => 0.85,\n * // \"HAMSTRING_L\" => 0.45,\n * // \"HAMSTRING_R\" => 0.45,\n * // \"GLUTE_L\" => 0.40,\n * // \"GLUTE_R\" => 0.40\n * // }\n * ```\n *\n * @korean 자세다리근육긴장도\n */\nexport const getMuscleTensionForStance = (\n stance: TrigramStance,\n): MuscleActivationMap => {\n const activations = new Map<MuscleGroupName, number>();\n\n // Get biomechanical data for stance (type-safe lookup)\n const biomechKey = STANCE_TO_BIOMECH_KEY[stance];\n const biomech = KOREAN_STANCE_BIOMECHANICS[biomechKey];\n\n if (!biomech) {\n // This branch should never execute with proper typing, but kept for safety\n // Provide conservative defaults for all muscle groups to keep map consistent\n activations.set(\"QUAD_L\", 0.2);\n activations.set(\"QUAD_R\", 0.2);\n activations.set(\"CALF_L\", 0.1);\n activations.set(\"CALF_R\", 0.1);\n activations.set(\"HAMSTRING_L\", 0.1);\n activations.set(\"HAMSTRING_R\", 0.1);\n activations.set(\"GLUTE_L\", 0.1);\n activations.set(\"GLUTE_R\", 0.1);\n return activations;\n }\n\n // Calculate quadriceps tension based on knee flexion\n // Formula (base tension): baseTension = (180° - kneeAngle) / 110°\n // Range: 90° knee → 0.82 base tension, 180° knee → 0.0 base tension\n // This base value is then combined with weight distribution for final tension\n const frontQuadTensionFromBend = Math.max(\n 0,\n Math.min(1.0, (180 - biomech.frontKneeBend) / 110),\n );\n const backQuadTensionFromBend = Math.max(\n 0,\n Math.min(1.0, (180 - biomech.backKneeBend) / 110),\n );\n\n // Apply weight distribution to muscle tension\n // Front leg quadriceps (체중부하 + 등척성수축)\n // Base tension from bend + weight factor\n // Note: Even with 0% weight, deep knee flexion produces tension\n // (e.g., raised leg in crane stance requires quad engagement to hold position)\n const frontQuadTension = Math.min(\n 1.0,\n frontQuadTensionFromBend * 0.6 + biomech.weightDistribution.front * 0.4,\n );\n\n // Back leg quadriceps\n const backQuadTension = Math.min(\n 1.0,\n backQuadTensionFromBend * 0.6 + biomech.weightDistribution.back * 0.4,\n );\n\n // Set quadriceps tension (right = front, left = back in standard stance)\n activations.set(\"QUAD_R\", frontQuadTension);\n activations.set(\"QUAD_L\", backQuadTension);\n\n // Calculate hamstring tension (antagonist muscles, lower activation)\n // Hamstrings activate more in bent positions for stabilization\n const frontHamstringTension =\n frontQuadTensionFromBend * 0.5 * biomech.weightDistribution.front;\n const backHamstringTension =\n backQuadTensionFromBend * 0.5 * biomech.weightDistribution.back;\n\n activations.set(\"HAMSTRING_R\", Math.min(0.8, frontHamstringTension));\n activations.set(\"HAMSTRING_L\", Math.min(0.8, backHamstringTension));\n\n // Calculate calf tension for deep stances (isometric hold support)\n // Very deep stances (< 100° knee angle) require significant calf engagement\n const frontCalfTension =\n biomech.frontKneeBend < 100\n ? Math.min(0.9, 0.5 + ((100 - biomech.frontKneeBend) / 50) * 0.4) *\n biomech.weightDistribution.front\n : 0.25 * biomech.weightDistribution.front;\n\n const backCalfTension =\n biomech.backKneeBend < 100\n ? Math.min(0.9, 0.5 + ((100 - biomech.backKneeBend) / 50) * 0.4) *\n biomech.weightDistribution.back\n : 0.25 * biomech.weightDistribution.back;\n\n activations.set(\"CALF_R\", frontCalfTension);\n activations.set(\"CALF_L\", backCalfTension);\n\n // Calculate glute activation (hip extension support)\n // Glutes engage more in deep stances for posture maintenance\n const gluteBaseActivation = (1.0 - biomech.hipHeight) * 0.5;\n\n activations.set(\n \"GLUTE_R\",\n Math.min(\n 0.7,\n gluteBaseActivation +\n frontQuadTensionFromBend * 0.2 * biomech.weightDistribution.front,\n ),\n );\n activations.set(\n \"GLUTE_L\",\n Math.min(\n 0.7,\n gluteBaseActivation +\n backQuadTensionFromBend * 0.2 * biomech.weightDistribution.back,\n ),\n );\n\n return activations;\n};\n\n/**\n * Get muscle activation mapping for a specific Korean martial arts technique\n *\n * Maps technique names to muscle groups with tension levels (0-1 scale).\n * Based on authentic Korean martial arts (Taekwondo, Hapkido, Taekyon).\n *\n * @param technique - Technique name (e.g., \"jab\", \"cross\", \"front_kick\", \"block\")\n * @returns Map of muscle groups to target tension levels\n *\n * @example\n * ```typescript\n * const jabMuscles = getMuscleActivationForTechnique(\"jab\");\n * // Returns: Map {\n * // \"SHOULDER_R\" => 0.7,\n * // \"BICEP_R\" => 1.0,\n * // \"TRICEP_R\" => 0.8,\n * // \"CORE\" => 0.5\n * // }\n * ```\n *\n * @korean 기법근육활성화가져오기\n */\nexport const getMuscleActivationForTechnique = (\n technique: string,\n): MuscleActivationMap => {\n const activations = new Map<MuscleGroupName, number>();\n\n switch (technique.toLowerCase()) {\n // Punching techniques - 주먹 기술\n case \"jab\":\n case \"정권\": // Front jab\n activations.set(\"SHOULDER_R\", 0.8);\n activations.set(\"TRICEP_R\", 1.0); // Primary mover for arm extension\n activations.set(\"BICEP_R\", 0.3); // Antagonist - stabilization only\n activations.set(\"CORE\", 0.5);\n activations.set(\"PECTORALS\", 0.5); // Shoulder horizontal adduction\n break;\n\n case \"cross\":\n case \"역권\": // Reverse punch\n activations.set(\"SHOULDER_L\", 0.9);\n activations.set(\"TRICEP_L\", 1.0); // Primary mover for arm extension\n activations.set(\"BICEP_L\", 0.3); // Antagonist - stabilization only\n activations.set(\"CORE\", 0.8); // More core rotation\n activations.set(\"PECTORALS\", 0.7); // Chest drive for power\n activations.set(\"OBLIQUES\", 0.8); // Torso rotation for hip transfer\n break;\n\n case \"hook\":\n case \"갈고리주먹\": // Hook punch\n activations.set(\"SHOULDER_R\", 1.0); // Primary mover for horizontal arc\n activations.set(\"BICEP_R\", 0.8); // Maintains elbow angle during arc\n activations.set(\"FOREARM_R\", 0.8);\n activations.set(\"CORE\", 0.8); // Drives rotational power\n activations.set(\"OBLIQUES\", 0.9); // Primary torso rotation driver\n break;\n\n case \"uppercut\":\n case \"올려치기\": // Uppercut\n activations.set(\"SHOULDER_R\", 0.95); // Drives upward arc\n activations.set(\"BICEP_R\", 0.9); // Maintains elbow angle for upward drive\n activations.set(\"TRICEP_R\", 0.5); // Partial extension\n activations.set(\"CORE\", 0.9);\n activations.set(\"ABS\", 0.8);\n activations.set(\"QUAD_R\", 0.7); // Lower body drive (legs push up)\n activations.set(\"GLUTE_R\", 0.6); // Hip extension for power\n break;\n\n // Kicking techniques - 발차기 기술\n case \"front_kick\":\n case \"앞차기\": // Mae Chagi\n activations.set(\"QUAD_R\", 1.0); // Kicking leg fully flexed\n activations.set(\"GLUTE_R\", 0.9);\n activations.set(\"CALF_R\", 0.7);\n activations.set(\"CORE\", 0.6); // Balance\n activations.set(\"ABS\", 0.7);\n activations.set(\"QUAD_L\", 0.4); // Support leg tensed\n activations.set(\"CALF_L\", 0.5);\n break;\n\n case \"roundhouse_kick\":\n case \"dollyeochagi\":\n case \"돌려차기\": // Dollyeo Chagi\n activations.set(\"QUAD_R\", 1.0);\n activations.set(\"HAMSTRING_R\", 0.8);\n activations.set(\"GLUTE_R\", 0.95);\n activations.set(\"CORE\", 0.8);\n activations.set(\"OBLIQUES\", 0.9); // Hip rotation\n activations.set(\"QUAD_L\", 0.5);\n break;\n\n case \"side_kick\":\n case \"옆차기\": // Yeop Chagi\n activations.set(\"QUAD_R\", 1.0);\n activations.set(\"GLUTE_R\", 1.0);\n activations.set(\"HAMSTRING_R\", 0.85);\n activations.set(\"CALF_R\", 0.8);\n activations.set(\"CORE\", 0.7);\n activations.set(\"OBLIQUES\", 0.8);\n break;\n\n case \"back_kick\":\n case \"뒤차기\": // Dwi Chagi\n activations.set(\"GLUTE_R\", 1.0);\n activations.set(\"HAMSTRING_R\", 0.95);\n activations.set(\"QUAD_R\", 0.8);\n activations.set(\"CORE\", 0.9);\n activations.set(\"ABS\", 0.8);\n break;\n\n case \"axe_kick\":\n case \"내려차기\": // Naeryeo Chagi\n activations.set(\"QUAD_R\", 0.9);\n activations.set(\"HAMSTRING_R\", 1.0); // Maximum hamstring flex\n activations.set(\"GLUTE_R\", 0.85);\n activations.set(\"CORE\", 0.8);\n activations.set(\"ABS\", 0.9);\n break;\n\n // Defensive techniques - 방어 기술\n case \"block\":\n case \"makgi\":\n case \"막기\": // Block\n activations.set(\"SHOULDER_L\", 0.9);\n activations.set(\"SHOULDER_R\", 0.9);\n activations.set(\"BICEP_L\", 0.7);\n activations.set(\"BICEP_R\", 0.7);\n activations.set(\"FOREARM_L\", 0.8);\n activations.set(\"FOREARM_R\", 0.8);\n activations.set(\"CORE\", 0.8); // Brace for impact\n activations.set(\"ABS\", 0.7);\n break;\n\n case \"parry\":\n case \"흘려막기\": // Deflecting block\n activations.set(\"SHOULDER_R\", 0.6);\n activations.set(\"FOREARM_R\", 0.7);\n activations.set(\"CORE\", 0.5);\n break;\n\n // Elbow techniques - 팔꿈치 기술\n case \"elbow_strike\":\n case \"팔꿈치치기\": // Palkumchi Chigi\n activations.set(\"SHOULDER_R\", 1.0);\n activations.set(\"TRICEP_R\", 0.95);\n activations.set(\"FOREARM_R\", 0.9);\n activations.set(\"CORE\", 0.85);\n activations.set(\"OBLIQUES\", 0.8);\n break;\n\n // Knee techniques - 무릎 기술\n case \"knee_strike\":\n case \"무릎치기\": // Mureup Chigi\n activations.set(\"QUAD_R\", 1.0);\n activations.set(\"HAMSTRING_R\", 0.9);\n activations.set(\"GLUTE_R\", 0.85);\n activations.set(\"CORE\", 0.9);\n activations.set(\"ABS\", 0.85);\n break;\n\n // Grappling techniques - 잡기 기술 (Hapkido)\n case \"grab\":\n case \"잡기\":\n activations.set(\"FOREARM_L\", 0.9);\n activations.set(\"FOREARM_R\", 0.9);\n activations.set(\"BICEP_L\", 0.7);\n activations.set(\"BICEP_R\", 0.7);\n activations.set(\"CORE\", 0.6);\n break;\n\n // Stance changes - 자세 전환\n case \"stance_change\":\n case \"자세전환\":\n activations.set(\"CORE\", 0.7);\n activations.set(\"ABS\", 0.6);\n activations.set(\"QUAD_L\", 0.5);\n activations.set(\"QUAD_R\", 0.5);\n activations.set(\"CALF_L\", 0.5);\n activations.set(\"CALF_R\", 0.5);\n break;\n\n // Default - minimal activation\n default:\n activations.set(\"CORE\", 0.3);\n break;\n }\n\n return activations;\n};\n\n/**\n * Muscle activation manager for real-time combat physiology\n *\n * Manages 60fps muscle tension updates, stamina effects, and smooth transitions.\n * Optimized for performance with ref-based updates to avoid React re-renders.\n *\n * @korean 근육활성화관리자\n */\nexport class MuscleActivationManager {\n private activations: Map<MuscleGroupName, MuscleActivationState>;\n private config: MuscleSystemConfig;\n private scratchMap: Map<string, number>; // Reusable map for state sync to avoid allocations\n\n /**\n * Create a new muscle activation manager\n *\n * @param config - Optional configuration (uses defaults if not provided)\n * @korean 생성자\n */\n constructor(config: Partial<MuscleSystemConfig> = {}) {\n this.config = {\n maxFrameTime: 3,\n muscleCount: 20,\n useInstancing: false,\n relaxationDelay: 0.3,\n exhaustionThreshold: 20,\n shakeFrequency: 20,\n shakeAmplitude: 0.02,\n activationSpeed: 5.0,\n relaxationSpeed: 3.0,\n shakingTensionThreshold: 0.3,\n ...config,\n };\n\n // Initialize all muscle groups to relaxed state\n this.activations = new Map();\n // Initialize reusable scratch map for state sync\n this.scratchMap = new Map();\n const allMuscles: MuscleGroupName[] = [\n \"SHOULDER_L\",\n \"SHOULDER_R\",\n \"BICEP_L\",\n \"BICEP_R\",\n \"TRICEP_L\",\n \"TRICEP_R\",\n \"FOREARM_L\",\n \"FOREARM_R\",\n \"PECTORALS\",\n \"CORE\",\n \"ABS\",\n \"OBLIQUES\",\n \"QUAD_L\",\n \"QUAD_R\",\n \"HAMSTRING_L\",\n \"HAMSTRING_R\",\n \"CALF_L\",\n \"CALF_R\",\n \"GLUTE_L\",\n \"GLUTE_R\",\n ];\n\n allMuscles.forEach((muscle) => {\n this.activations.set(muscle, {\n muscleGroup: muscle,\n tension: 0,\n targetTension: 0,\n isShaking: false,\n });\n });\n }\n\n /**\n * Update muscle activations for a technique at 60fps\n *\n * @param technique - Technique name\n * @param stamina - Current stamina (0-100)\n * @param delta - Time since last frame in seconds\n *\n * @korean 업데이트\n */\n update(technique: string, stamina: number, delta: number): void {\n const targetActivations = getMuscleActivationForTechnique(technique);\n const isExhausted = stamina < this.config.exhaustionThreshold;\n\n // Update each muscle group\n this.activations.forEach((state, muscleGroup) => {\n const targetTension = targetActivations.get(muscleGroup) ?? 0;\n\n // Adjust tension based on stamina (exhaustion reduces muscle effectiveness)\n const staminaFactor = Math.max(0.3, stamina / 100); // Minimum 30% even when exhausted\n const adjustedTarget = targetTension * staminaFactor;\n\n // Smooth transition to target tension using lerp\n const lerp = (start: number, end: number, t: number) =>\n start + (end - start) * t;\n const newTension = lerp(\n state.tension,\n adjustedTarget,\n this.config.activationSpeed * delta,\n );\n\n // Update shaking state for exhaustion\n const isShaking =\n isExhausted && state.tension > this.config.shakingTensionThreshold;\n\n // Update state directly for performance\n state.tension = newTension;\n state.targetTension = adjustedTarget;\n state.isShaking = isShaking;\n });\n }\n\n /**\n * Gradually relax all muscles to idle state\n *\n * Used after technique completion with configurable delay.\n *\n * @param delta - Time since last frame in seconds\n *\n * @korean 근육이완\n */\n relaxAllMuscles(delta: number): void {\n this.activations.forEach((state) => {\n // Use configured relaxation speed (slower than activation for realism)\n const lerp = (start: number, end: number, t: number) =>\n start + (end - start) * t;\n const newTension = lerp(\n state.tension,\n 0,\n this.config.relaxationSpeed * delta,\n );\n\n state.tension = newTension;\n state.targetTension = 0;\n state.isShaking = false;\n });\n }\n\n /**\n * Get current tension for a specific muscle group\n *\n * @param muscleGroup - Muscle group name\n * @returns Current tension (0-1) or 0 if not found\n *\n * @korean 긴장도가져오기\n */\n getTension(muscleGroup: MuscleGroupName): number {\n return this.activations.get(muscleGroup)?.tension ?? 0;\n }\n\n /**\n * Get shaking state for a specific muscle group\n *\n * @param muscleGroup - Muscle group name\n * @returns Whether muscle is shaking\n *\n * @korean 흔들림상태가져오기\n */\n isShaking(muscleGroup: MuscleGroupName): boolean {\n return this.activations.get(muscleGroup)?.isShaking ?? false;\n }\n\n /**\n * Get all current muscle activations\n *\n * @returns Map of muscle groups to current states\n *\n * @korean 모든활성화가져오기\n */\n getAllActivations(): ReadonlyMap<MuscleGroupName, MuscleActivationState> {\n return this.activations;\n }\n\n /**\n * Get reusable scratch map with current tension values for state sync\n *\n * Populates and returns a reusable Map to avoid allocations during state sync.\n * This map is cleared and repopulated on each call.\n *\n * @returns Reusable Map with current tension values\n *\n * @korean 상태동기화맵가져오기\n */\n getScratchMapForSync(): Map<string, number> {\n this.scratchMap.clear();\n this.activations.forEach((state, name) => {\n this.scratchMap.set(name, state.tension);\n });\n return this.scratchMap;\n }\n\n /**\n * Reset all muscles to relaxed state immediately\n *\n * @korean 즉시이완\n */\n reset(): void {\n this.activations.forEach((state) => {\n state.tension = 0;\n state.targetTension = 0;\n state.isShaking = false;\n });\n this.scratchMap.clear();\n }\n\n /**\n * Dispose of the muscle activation system\n *\n * Clears all internal state and references to prevent memory leaks.\n * Should be called when the system is no longer needed (e.g., component unmount).\n *\n * @korean 근육시스템해제\n */\n dispose(): void {\n this.activations.clear();\n this.scratchMap.clear();\n }\n}\n"],"mappings":";;;;;;;AA0BA,IAAM,wBAAwB;CAC5B,MAAM;CACN,KAAK;CACL,IAAI;CACJ,KAAK;CACL,KAAK;CACL,KAAK;CACL,KAAK;CACL,KAAK;AACP;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAsCA,IAAa,6BACX,WACwB;CACxB,MAAM,8BAAc,IAAI,IAA6B;CAGrD,MAAM,aAAa,sBAAsB;CACzC,MAAM,UAAU,2BAA2B;CAE3C,IAAI,CAAC,SAAS;EAGZ,YAAY,IAAI,UAAU,EAAG;EAC7B,YAAY,IAAI,UAAU,EAAG;EAC7B,YAAY,IAAI,UAAU,EAAG;EAC7B,YAAY,IAAI,UAAU,EAAG;EAC7B,YAAY,IAAI,eAAe,EAAG;EAClC,YAAY,IAAI,eAAe,EAAG;EAClC,YAAY,IAAI,WAAW,EAAG;EAC9B,YAAY,IAAI,WAAW,EAAG;EAC9B,OAAO;CACT;CAMA,MAAM,2BAA2B,KAAK,IACpC,GACA,KAAK,IAAI,IAAM,MAAM,QAAQ,iBAAiB,GAAG,CACnD;CACA,MAAM,0BAA0B,KAAK,IACnC,GACA,KAAK,IAAI,IAAM,MAAM,QAAQ,gBAAgB,GAAG,CAClD;CAOA,MAAM,mBAAmB,KAAK,IAC5B,GACA,2BAA2B,KAAM,QAAQ,mBAAmB,QAAQ,EACtE;CAGA,MAAM,kBAAkB,KAAK,IAC3B,GACA,0BAA0B,KAAM,QAAQ,mBAAmB,OAAO,EACpE;CAGA,YAAY,IAAI,UAAU,gBAAgB;CAC1C,YAAY,IAAI,UAAU,eAAe;CAIzC,MAAM,wBACJ,2BAA2B,KAAM,QAAQ,mBAAmB;CAC9D,MAAM,uBACJ,0BAA0B,KAAM,QAAQ,mBAAmB;CAE7D,YAAY,IAAI,eAAe,KAAK,IAAI,IAAK,qBAAqB,CAAC;CACnE,YAAY,IAAI,eAAe,KAAK,IAAI,IAAK,oBAAoB,CAAC;CAIlE,MAAM,mBACJ,QAAQ,gBAAgB,MACpB,KAAK,IAAI,IAAK,MAAQ,MAAM,QAAQ,iBAAiB,KAAM,EAAG,IAC9D,QAAQ,mBAAmB,QAC3B,MAAO,QAAQ,mBAAmB;CAExC,MAAM,kBACJ,QAAQ,eAAe,MACnB,KAAK,IAAI,IAAK,MAAQ,MAAM,QAAQ,gBAAgB,KAAM,EAAG,IAC7D,QAAQ,mBAAmB,OAC3B,MAAO,QAAQ,mBAAmB;CAExC,YAAY,IAAI,UAAU,gBAAgB;CAC1C,YAAY,IAAI,UAAU,eAAe;CAIzC,MAAM,uBAAuB,IAAM,QAAQ,aAAa;CAExD,YAAY,IACV,WACA,KAAK,IACH,IACA,sBACE,2BAA2B,KAAM,QAAQ,mBAAmB,KAChE,CACF;CACA,YAAY,IACV,WACA,KAAK,IACH,IACA,sBACE,0BAA0B,KAAM,QAAQ,mBAAmB,IAC/D,CACF;CAEA,OAAO;AACT;;;;;;;;;;;;;;;;;;;;;;;AAwBA,IAAa,mCACX,cACwB;CACxB,MAAM,8BAAc,IAAI,IAA6B;CAErD,QAAQ,UAAU,YAAY,GAA9B;EAEE,KAAK;EACL,KAAK;GACH,YAAY,IAAI,cAAc,EAAG;GACjC,YAAY,IAAI,YAAY,CAAG;GAC/B,YAAY,IAAI,WAAW,EAAG;GAC9B,YAAY,IAAI,QAAQ,EAAG;GAC3B,YAAY,IAAI,aAAa,EAAG;GAChC;EAEF,KAAK;EACL,KAAK;GACH,YAAY,IAAI,cAAc,EAAG;GACjC,YAAY,IAAI,YAAY,CAAG;GAC/B,YAAY,IAAI,WAAW,EAAG;GAC9B,YAAY,IAAI,QAAQ,EAAG;GAC3B,YAAY,IAAI,aAAa,EAAG;GAChC,YAAY,IAAI,YAAY,EAAG;GAC/B;EAEF,KAAK;EACL,KAAK;GACH,YAAY,IAAI,cAAc,CAAG;GACjC,YAAY,IAAI,WAAW,EAAG;GAC9B,YAAY,IAAI,aAAa,EAAG;GAChC,YAAY,IAAI,QAAQ,EAAG;GAC3B,YAAY,IAAI,YAAY,EAAG;GAC/B;EAEF,KAAK;EACL,KAAK;GACH,YAAY,IAAI,cAAc,GAAI;GAClC,YAAY,IAAI,WAAW,EAAG;GAC9B,YAAY,IAAI,YAAY,EAAG;GAC/B,YAAY,IAAI,QAAQ,EAAG;GAC3B,YAAY,IAAI,OAAO,EAAG;GAC1B,YAAY,IAAI,UAAU,EAAG;GAC7B,YAAY,IAAI,WAAW,EAAG;GAC9B;EAGF,KAAK;EACL,KAAK;GACH,YAAY,IAAI,UAAU,CAAG;GAC7B,YAAY,IAAI,WAAW,EAAG;GAC9B,YAAY,IAAI,UAAU,EAAG;GAC7B,YAAY,IAAI,QAAQ,EAAG;GAC3B,YAAY,IAAI,OAAO,EAAG;GAC1B,YAAY,IAAI,UAAU,EAAG;GAC7B,YAAY,IAAI,UAAU,EAAG;GAC7B;EAEF,KAAK;EACL,KAAK;EACL,KAAK;GACH,YAAY,IAAI,UAAU,CAAG;GAC7B,YAAY,IAAI,eAAe,EAAG;GAClC,YAAY,IAAI,WAAW,GAAI;GAC/B,YAAY,IAAI,QAAQ,EAAG;GAC3B,YAAY,IAAI,YAAY,EAAG;GAC/B,YAAY,IAAI,UAAU,EAAG;GAC7B;EAEF,KAAK;EACL,KAAK;GACH,YAAY,IAAI,UAAU,CAAG;GAC7B,YAAY,IAAI,WAAW,CAAG;GAC9B,YAAY,IAAI,eAAe,GAAI;GACnC,YAAY,IAAI,UAAU,EAAG;GAC7B,YAAY,IAAI,QAAQ,EAAG;GAC3B,YAAY,IAAI,YAAY,EAAG;GAC/B;EAEF,KAAK;EACL,KAAK;GACH,YAAY,IAAI,WAAW,CAAG;GAC9B,YAAY,IAAI,eAAe,GAAI;GACnC,YAAY,IAAI,UAAU,EAAG;GAC7B,YAAY,IAAI,QAAQ,EAAG;GAC3B,YAAY,IAAI,OAAO,EAAG;GAC1B;EAEF,KAAK;EACL,KAAK;GACH,YAAY,IAAI,UAAU,EAAG;GAC7B,YAAY,IAAI,eAAe,CAAG;GAClC,YAAY,IAAI,WAAW,GAAI;GAC/B,YAAY,IAAI,QAAQ,EAAG;GAC3B,YAAY,IAAI,OAAO,EAAG;GAC1B;EAGF,KAAK;EACL,KAAK;EACL,KAAK;GACH,YAAY,IAAI,cAAc,EAAG;GACjC,YAAY,IAAI,cAAc,EAAG;GACjC,YAAY,IAAI,WAAW,EAAG;GAC9B,YAAY,IAAI,WAAW,EAAG;GAC9B,YAAY,IAAI,aAAa,EAAG;GAChC,YAAY,IAAI,aAAa,EAAG;GAChC,YAAY,IAAI,QAAQ,EAAG;GAC3B,YAAY,IAAI,OAAO,EAAG;GAC1B;EAEF,KAAK;EACL,KAAK;GACH,YAAY,IAAI,cAAc,EAAG;GACjC,YAAY,IAAI,aAAa,EAAG;GAChC,YAAY,IAAI,QAAQ,EAAG;GAC3B;EAGF,KAAK;EACL,KAAK;GACH,YAAY,IAAI,cAAc,CAAG;GACjC,YAAY,IAAI,YAAY,GAAI;GAChC,YAAY,IAAI,aAAa,EAAG;GAChC,YAAY,IAAI,QAAQ,GAAI;GAC5B,YAAY,IAAI,YAAY,EAAG;GAC/B;EAGF,KAAK;EACL,KAAK;GACH,YAAY,IAAI,UAAU,CAAG;GAC7B,YAAY,IAAI,eAAe,EAAG;GAClC,YAAY,IAAI,WAAW,GAAI;GAC/B,YAAY,IAAI,QAAQ,EAAG;GAC3B,YAAY,IAAI,OAAO,GAAI;GAC3B;EAGF,KAAK;EACL,KAAK;GACH,YAAY,IAAI,aAAa,EAAG;GAChC,YAAY,IAAI,aAAa,EAAG;GAChC,YAAY,IAAI,WAAW,EAAG;GAC9B,YAAY,IAAI,WAAW,EAAG;GAC9B,YAAY,IAAI,QAAQ,EAAG;GAC3B;EAGF,KAAK;EACL,KAAK;GACH,YAAY,IAAI,QAAQ,EAAG;GAC3B,YAAY,IAAI,OAAO,EAAG;GAC1B,YAAY,IAAI,UAAU,EAAG;GAC7B,YAAY,IAAI,UAAU,EAAG;GAC7B,YAAY,IAAI,UAAU,EAAG;GAC7B,YAAY,IAAI,UAAU,EAAG;GAC7B;EAGF,SACE,YAAY,IAAI,QAAQ,EAAG;CAE/B;CAEA,OAAO;AACT;;;;;;;;;AAUA,IAAa,0BAAb,MAAqC;CACnC;CACA;CACA;;;;;;;CAQA,YAAY,SAAsC,CAAC,GAAG;EACpD,KAAK,SAAS;GACZ,cAAc;GACd,aAAa;GACb,eAAe;GACf,iBAAiB;GACjB,qBAAqB;GACrB,gBAAgB;GAChB,gBAAgB;GAChB,iBAAiB;GACjB,iBAAiB;GACjB,yBAAyB;GACzB,GAAG;EACL;EAGA,KAAK,8BAAc,IAAI,IAAI;EAE3B,KAAK,6BAAa,IAAI,IAAI;EAwB1B;GAtBE;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;GACA;EAGF,CAAA,CAAW,SAAS,WAAW;GAC7B,KAAK,YAAY,IAAI,QAAQ;IAC3B,aAAa;IACb,SAAS;IACT,eAAe;IACf,WAAW;GACb,CAAC;EACH,CAAC;CACH;;;;;;;;;;CAWA,OAAO,WAAmB,SAAiB,OAAqB;EAC9D,MAAM,oBAAoB,gCAAgC,SAAS;EACnE,MAAM,cAAc,UAAU,KAAK,OAAO;EAG1C,KAAK,YAAY,SAAS,OAAO,gBAAgB;GAK/C,MAAM,kBAJgB,kBAAkB,IAAI,WAAW,KAAK,KAGtC,KAAK,IAAI,IAAK,UAAU,GACP;GAGvC,MAAM,QAAQ,OAAe,KAAa,MACxC,SAAS,MAAM,SAAS;GAC1B,MAAM,aAAa,KACjB,MAAM,SACN,gBACA,KAAK,OAAO,kBAAkB,KAChC;GAGA,MAAM,YACJ,eAAe,MAAM,UAAU,KAAK,OAAO;GAG7C,MAAM,UAAU;GAChB,MAAM,gBAAgB;GACtB,MAAM,YAAY;EACpB,CAAC;CACH;;;;;;;;;;CAWA,gBAAgB,OAAqB;EACnC,KAAK,YAAY,SAAS,UAAU;GAElC,MAAM,QAAQ,OAAe,KAAa,MACxC,SAAS,MAAM,SAAS;GAO1B,MAAM,UANa,KACjB,MAAM,SACN,GACA,KAAK,OAAO,kBAAkB,KAGhB;GAChB,MAAM,gBAAgB;GACtB,MAAM,YAAY;EACpB,CAAC;CACH;;;;;;;;;CAUA,WAAW,aAAsC;EAC/C,OAAO,KAAK,YAAY,IAAI,WAAW,CAAC,EAAE,WAAW;CACvD;;;;;;;;;CAUA,UAAU,aAAuC;EAC/C,OAAO,KAAK,YAAY,IAAI,WAAW,CAAC,EAAE,aAAa;CACzD;;;;;;;;CASA,oBAAyE;EACvE,OAAO,KAAK;CACd;;;;;;;;;;;CAYA,uBAA4C;EAC1C,KAAK,WAAW,MAAM;EACtB,KAAK,YAAY,SAAS,OAAO,SAAS;GACxC,KAAK,WAAW,IAAI,MAAM,MAAM,OAAO;EACzC,CAAC;EACD,OAAO,KAAK;CACd;;;;;;CAOA,QAAc;EACZ,KAAK,YAAY,SAAS,UAAU;GAClC,MAAM,UAAU;GAChB,MAAM,gBAAgB;GACtB,MAAM,YAAY;EACpB,CAAC;EACD,KAAK,WAAW,MAAM;CACxB;;;;;;;;;CAUA,UAAgB;EACd,KAAK,YAAY,MAAM;EACvB,KAAK,WAAW,MAAM;CACxB;AACF"}
@@ -1 +1 @@
1
- {"version":3,"file":"MovementPenaltySystem.js","names":[],"sources":["../../../src/systems/bodypart/MovementPenaltySystem.ts"],"sourcesContent":["/**\n * Movement Penalty System\n * \n * **Korean**: 이동 패널티 시스템\n * \n * Implements injury-based movement penalties where leg and body damage reduces\n * movement speed, stance changes, and mobility capabilities. This system applies\n * realistic combat trauma effects based on Korean martial arts principles.\n * \n * ## System Features\n * \n * - Progressive speed reduction based on leg health\n * - Asymmetric damage (left/right leg affects directional movement)\n * - Instant penalties from knee/ankle strikes (5 seconds)\n * - Stance change duration penalties\n * - Advanced stance restrictions when critically injured\n * - Balance integration for VULNERABLE/HELPLESS states\n * \n * ## Movement Speed Penalties\n * \n * | Leg Health | State | Speed | Can Run |\n * |------------|-------|-------|---------|\n * | 100-70% | Normal | 100% | Yes |\n * | 69-50% | Limping | 80% | Yes |\n * | 49-30% | Severe Limp | 60% | Yes |\n * | <30% | Hobbled | 40% | No |\n * \n * ## Stance Change Penalties\n * \n * - Legs <50% health: Stance change takes 2x longer\n * - Legs <30% health: Cannot change to advanced stances (only basic)\n * \n * @module systems/bodypart/MovementPenaltySystem\n * @category Body Part System\n * @korean 이동패널티시스템\n */\n\nimport {\n BodyPart,\n BodyPartHealth,\n BodyPartMaxHealth,\n LegInjuryState,\n MovementPenalty,\n InstantMovementPenalty,\n MOVEMENT_PENALTY_CONSTANTS,\n} from \"./types\";\n\n/**\n * Movement Penalty System class.\n * \n * **Korean**: 이동 패널티 시스템 클래스\n * \n * Calculates movement penalties from leg injuries, manages instant penalties\n * from knee/ankle strikes, and integrates with balance system.\n * \n * @example\n * ```typescript\n * const system = new MovementPenaltySystem();\n * \n * // Calculate current movement penalty\n * const penalty = system.calculateMovementPenalty(\n * bodyPartHealth,\n * maxHealth,\n * activeInstantPenalty\n * );\n * \n * // Apply to movement speed\n * const actualSpeed = baseSpeed * penalty.speedMultiplier;\n * ```\n * \n * @category Body Part System\n */\nexport class MovementPenaltySystem {\n /**\n * Calculate movement penalty from body part health.\n * \n * **Korean**: 이동 패널티 계산\n * \n * Analyzes leg health and returns comprehensive movement penalty including\n * speed multiplier, stance change penalties, and balance effects.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @param instantPenalty - Optional active instant penalty\n * @param currentTime - Current timestamp for instant penalty expiry check\n * @returns Movement penalty with all modifiers\n * \n */\n calculateMovementPenalty(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth,\n instantPenalty?: InstantMovementPenalty,\n currentTime: number = Date.now()\n ): MovementPenalty {\n // Calculate average leg health percentage\n const leftLegPercent = health.legLeft / maxHealth.legLeft;\n const rightLegPercent = health.legRight / maxHealth.legRight;\n const avgLegHealth = (leftLegPercent + rightLegPercent) / 2;\n\n // Determine injury state and base speed multiplier\n const { injuryState, speedMultiplier } = this.getInjuryStateFromHealth(avgLegHealth);\n\n // Check if instant penalty is active\n const hasActiveInstantPenalty = \n instantPenalty !== undefined &&\n instantPenalty.appliedAt + instantPenalty.duration > currentTime;\n\n // Apply instant penalty if active, otherwise use base multiplier\n const finalSpeedMultiplier = hasActiveInstantPenalty && instantPenalty\n ? Math.min(speedMultiplier, instantPenalty.speedMultiplier)\n : speedMultiplier;\n\n // Calculate stance change penalty\n const stanceChangePenalty = \n avgLegHealth < MOVEMENT_PENALTY_CONSTANTS.STANCE_CHANGE.CRITICAL_THRESHOLD\n ? MOVEMENT_PENALTY_CONSTANTS.STANCE_CHANGE.INJURED\n : MOVEMENT_PENALTY_CONSTANTS.STANCE_CHANGE.NORMAL;\n\n // Determine if advanced stances are restricted\n const advancedStancesRestricted =\n avgLegHealth < MOVEMENT_PENALTY_CONSTANTS.STANCE_CHANGE.RESTRICTION_THRESHOLD;\n\n // Calculate balance modifier (lower leg health = worse balance)\n const balanceModifier = Math.max(0.3, avgLegHealth);\n\n // Determine if player can run\n const canRun = injuryState !== LegInjuryState.HOBBLED;\n\n return {\n speedMultiplier: finalSpeedMultiplier,\n canRun,\n injuryState,\n stanceChangePenalty,\n advancedStancesRestricted,\n balanceModifier,\n hasInstantPenalty: hasActiveInstantPenalty,\n instantPenaltyExpiry: hasActiveInstantPenalty && instantPenalty\n ? instantPenalty.appliedAt + instantPenalty.duration\n : 0,\n };\n }\n\n /**\n * Get injury state and speed multiplier from leg health percentage.\n * \n * **Korean**: 부상 상태 및 속도 배율 조회\n * \n * @param legHealthPercent - Average leg health as percentage (0.0-1.0)\n * @returns Injury state and corresponding speed multiplier\n * \n * @private\n */\n private getInjuryStateFromHealth(legHealthPercent: number): {\n injuryState: LegInjuryState;\n speedMultiplier: number;\n } {\n const { THRESHOLDS, SPEED_MULTIPLIERS } = MOVEMENT_PENALTY_CONSTANTS;\n\n if (legHealthPercent >= THRESHOLDS.NORMAL) {\n return {\n injuryState: LegInjuryState.NORMAL,\n speedMultiplier: SPEED_MULTIPLIERS.NORMAL,\n };\n } else if (legHealthPercent >= THRESHOLDS.LIMPING) {\n return {\n injuryState: LegInjuryState.LIMPING,\n speedMultiplier: SPEED_MULTIPLIERS.LIMPING,\n };\n } else if (legHealthPercent >= THRESHOLDS.SEVERE_LIMP) {\n return {\n injuryState: LegInjuryState.SEVERE_LIMP,\n speedMultiplier: SPEED_MULTIPLIERS.SEVERE_LIMP,\n };\n } else {\n return {\n injuryState: LegInjuryState.HOBBLED,\n speedMultiplier: SPEED_MULTIPLIERS.HOBBLED,\n };\n }\n }\n\n /**\n * Calculate asymmetric movement penalty based on movement direction and injured leg.\n * \n * **Korean**: 비대칭 이동 패널티 계산\n * \n * Left leg damage affects left-side movements more, and vice versa.\n * This creates realistic limping behavior where movement toward the injured\n * side is more impaired.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @param movementDirection - Direction of movement (positive = right, negative = left)\n * @returns Additional speed multiplier for asymmetric penalty\n * \n */\n calculateAsymmetricPenalty(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth,\n movementDirection: { x: number; y: number }\n ): number {\n const leftLegPercent = health.legLeft / maxHealth.legLeft;\n const rightLegPercent = health.legRight / maxHealth.legRight;\n\n // Only apply asymmetric penalty if one leg is significantly more damaged\n const legHealthDifference = Math.abs(leftLegPercent - rightLegPercent);\n if (legHealthDifference < 0.15) {\n // Both legs similarly damaged - no asymmetric penalty\n return 1.0;\n }\n\n // Determine which leg is more injured\n const leftLegMoreInjured = leftLegPercent < rightLegPercent;\n\n // Horizontal movement direction (x-axis)\n const movingLeft = movementDirection.x < -0.1;\n const movingRight = movementDirection.x > 0.1;\n\n if (leftLegMoreInjured) {\n // Left leg injured - left movement more impaired\n if (movingLeft) {\n return MOVEMENT_PENALTY_CONSTANTS.ASYMMETRIC.SAME_SIDE_PENALTY;\n } else if (movingRight) {\n return MOVEMENT_PENALTY_CONSTANTS.ASYMMETRIC.OPPOSITE_SIDE_PENALTY;\n }\n } else {\n // Right leg injured - right movement more impaired\n if (movingRight) {\n return MOVEMENT_PENALTY_CONSTANTS.ASYMMETRIC.SAME_SIDE_PENALTY;\n } else if (movingLeft) {\n return MOVEMENT_PENALTY_CONSTANTS.ASYMMETRIC.OPPOSITE_SIDE_PENALTY;\n }\n }\n\n return 1.0; // No horizontal movement\n }\n\n /**\n * Create instant movement penalty from knee/ankle strike.\n * \n * **Korean**: 순간 이동 패널티 생성\n * \n * Applied when knee or ankle vital points are struck, causing immediate\n * severe movement impairment for 5 seconds.\n * \n * @param affectedPart - Body part that was struck (LEG_LEFT or LEG_RIGHT)\n * @param currentTime - Timestamp when strike occurred\n * @returns Instant movement penalty configuration\n * \n */\n createInstantPenalty(\n affectedPart: BodyPart.LEG_LEFT | BodyPart.LEG_RIGHT,\n currentTime: number = Date.now()\n ): InstantMovementPenalty {\n return {\n speedMultiplier: MOVEMENT_PENALTY_CONSTANTS.INSTANT_PENALTY.SPEED_MULTIPLIER,\n duration: MOVEMENT_PENALTY_CONSTANTS.INSTANT_PENALTY.DURATION,\n appliedAt: currentTime,\n affectedPart,\n };\n }\n\n /**\n * Check if player should enter VULNERABLE state from leg damage.\n * \n * **Korean**: 취약 상태 확인\n * \n * Low leg health increases chance of entering vulnerable state,\n * making player more susceptible to follow-up attacks.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @returns True if player should enter vulnerable state\n * \n */\n shouldEnterVulnerableState(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth\n ): boolean {\n const leftLegPercent = health.legLeft / maxHealth.legLeft;\n const rightLegPercent = health.legRight / maxHealth.legRight;\n const avgLegHealth = (leftLegPercent + rightLegPercent) / 2;\n\n // Enter vulnerable state when legs are critically damaged\n return avgLegHealth < MOVEMENT_PENALTY_CONSTANTS.THRESHOLDS.SEVERE_LIMP;\n }\n\n /**\n * Check if player should enter HELPLESS state from leg damage.\n * \n * **Korean**: 무력 상태 확인\n * \n * Both legs critically damaged or hobbled - player cannot maintain\n * effective combat stance and is highly vulnerable.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @returns True if player should enter helpless state\n * \n */\n shouldEnterHelplessState(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth\n ): boolean {\n const leftLegPercent = health.legLeft / maxHealth.legLeft;\n const rightLegPercent = health.legRight / maxHealth.legRight;\n\n // Enter helpless state when both legs are hobbled\n return (\n leftLegPercent < MOVEMENT_PENALTY_CONSTANTS.THRESHOLDS.SEVERE_LIMP &&\n rightLegPercent < MOVEMENT_PENALTY_CONSTANTS.THRESHOLDS.SEVERE_LIMP\n );\n }\n\n /**\n * Calculate modified movement speed with all penalties applied.\n * \n * **Korean**: 수정된 이동 속도 계산\n * \n * Applies base movement penalty, asymmetric penalties, and instant penalties\n * to calculate the final movement speed.\n * \n * @param baseSpeed - Base movement speed (pixels per frame)\n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @param movementDirection - Direction vector of movement\n * @param instantPenalty - Optional active instant penalty\n * @param currentTime - Current timestamp\n * @returns Final movement speed with all penalties applied\n * \n */\n calculateModifiedSpeed(\n baseSpeed: number,\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth,\n movementDirection: { x: number; y: number },\n instantPenalty?: InstantMovementPenalty,\n currentTime: number = Date.now()\n ): number {\n // Get base movement penalty\n const penalty = this.calculateMovementPenalty(\n health,\n maxHealth,\n instantPenalty,\n currentTime\n );\n\n // Calculate asymmetric penalty\n const asymmetricMultiplier = this.calculateAsymmetricPenalty(\n health,\n maxHealth,\n movementDirection\n );\n\n // Apply all multipliers\n return baseSpeed * penalty.speedMultiplier * asymmetricMultiplier;\n }\n}\n\n/**\n * Singleton instance of Movement Penalty System.\n * \n * **Korean**: 이동 패널티 시스템 싱글톤\n * \n * Provides global access to the movement penalty system throughout the game.\n * \n */\nexport const movementPenaltySystem = new MovementPenaltySystem();\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAwEA,IAAa,wBAAb,MAAmC;;;;;;;;;;;;;;;;CAgBjC,yBACE,QACA,WACA,gBACA,cAAsB,KAAK,IAAI,GACd;EAIjB,MAAM,gBAFiB,OAAO,UAAU,UAAU,UAC1B,OAAO,WAAW,UAAU,YACM;EAG1D,MAAM,EAAE,aAAa,oBAAoB,KAAK,yBAAyB,YAAY;EAGnF,MAAM,0BACJ,mBAAmB,KAAA,KACnB,eAAe,YAAY,eAAe,WAAW;EAGvD,MAAM,uBAAuB,2BAA2B,iBACpD,KAAK,IAAI,iBAAiB,eAAe,eAAe,IACxD;EAGJ,MAAM,sBACJ,eAAe,2BAA2B,cAAc,qBACpD,2BAA2B,cAAc,UACzC,2BAA2B,cAAc;EAG/C,MAAM,4BACJ,eAAe,2BAA2B,cAAc;EAG1D,MAAM,kBAAkB,KAAK,IAAI,IAAK,YAAY;EAKlD,OAAO;GACL,iBAAiB;GACjB,QAJa,gBAAgB,eAAe;GAK5C;GACA;GACA;GACA;GACA,mBAAmB;GACnB,sBAAsB,2BAA2B,iBAC7C,eAAe,YAAY,eAAe,WAC1C;EACN;CACF;;;;;;;;;;;CAYA,yBAAiC,kBAG/B;EACA,MAAM,EAAE,YAAY,sBAAsB;EAE1C,IAAI,oBAAoB,WAAW,QACjC,OAAO;GACL,aAAa,eAAe;GAC5B,iBAAiB,kBAAkB;EACrC;OACK,IAAI,oBAAoB,WAAW,SACxC,OAAO;GACL,aAAa,eAAe;GAC5B,iBAAiB,kBAAkB;EACrC;OACK,IAAI,oBAAoB,WAAW,aACxC,OAAO;GACL,aAAa,eAAe;GAC5B,iBAAiB,kBAAkB;EACrC;OAEA,OAAO;GACL,aAAa,eAAe;GAC5B,iBAAiB,kBAAkB;EACrC;CAEJ;;;;;;;;;;;;;;;;CAiBA,2BACE,QACA,WACA,mBACQ;EACR,MAAM,iBAAiB,OAAO,UAAU,UAAU;EAClD,MAAM,kBAAkB,OAAO,WAAW,UAAU;EAIpD,IAD4B,KAAK,IAAI,iBAAiB,eAClD,IAAsB,KAExB,OAAO;EAIT,MAAM,qBAAqB,iBAAiB;EAG5C,MAAM,aAAa,kBAAkB,IAAI;EACzC,MAAM,cAAc,kBAAkB,IAAI;EAE1C,IAAI;OAEE,YACF,OAAO,2BAA2B,WAAW;QACxC,IAAI,aACT,OAAO,2BAA2B,WAAW;EAAA,OAI/C,IAAI,aACF,OAAO,2BAA2B,WAAW;OACxC,IAAI,YACT,OAAO,2BAA2B,WAAW;EAIjD,OAAO;CACT;;;;;;;;;;;;;;CAeA,qBACE,cACA,cAAsB,KAAK,IAAI,GACP;EACxB,OAAO;GACL,iBAAiB,2BAA2B,gBAAgB;GAC5D,UAAU,2BAA2B,gBAAgB;GACrD,WAAW;GACX;EACF;CACF;;;;;;;;;;;;;;CAeA,2BACE,QACA,WACS;EAMT,QALuB,OAAO,UAAU,UAAU,UAC1B,OAAO,WAAW,UAAU,YACM,IAGpC,2BAA2B,WAAW;CAC9D;;;;;;;;;;;;;;CAeA,yBACE,QACA,WACS;EACT,MAAM,iBAAiB,OAAO,UAAU,UAAU;EAClD,MAAM,kBAAkB,OAAO,WAAW,UAAU;EAGpD,OACE,iBAAiB,2BAA2B,WAAW,eACvD,kBAAkB,2BAA2B,WAAW;CAE5D;;;;;;;;;;;;;;;;;;CAmBA,uBACE,WACA,QACA,WACA,mBACA,gBACA,cAAsB,KAAK,IAAI,GACvB;EAER,MAAM,UAAU,KAAK,yBACnB,QACA,WACA,gBACA,WACF;EAGA,MAAM,uBAAuB,KAAK,2BAChC,QACA,WACA,iBACF;EAGA,OAAO,YAAY,QAAQ,kBAAkB;CAC/C;AACF;;;;;;;;;AAUA,IAAa,wBAAwB,IAAI,sBAAsB"}
1
+ {"version":3,"file":"MovementPenaltySystem.js","names":[],"sources":["../../../src/systems/bodypart/MovementPenaltySystem.ts"],"sourcesContent":["/**\n * Movement Penalty System\n * \n * **Korean**: 이동 패널티 시스템\n * \n * Implements injury-based movement penalties where leg and body damage reduces\n * movement speed, stance changes, and mobility capabilities. This system applies\n * realistic combat trauma effects based on Korean martial arts principles.\n * \n * ## System Features\n * \n * - Progressive speed reduction based on leg health\n * - Asymmetric damage (left/right leg affects directional movement)\n * - Instant penalties from knee/ankle strikes (5 seconds)\n * - Stance change duration penalties\n * - Advanced stance restrictions when critically injured\n * - Balance integration for VULNERABLE/HELPLESS states\n * \n * ## Movement Speed Penalties\n * \n * | Leg Health | State | Speed | Can Run |\n * |------------|-------|-------|---------|\n * | 100-70% | Normal | 100% | Yes |\n * | 69-50% | Limping | 80% | Yes |\n * | 49-30% | Severe Limp | 60% | Yes |\n * | <30% | Hobbled | 40% | No |\n * \n * ## Stance Change Penalties\n * \n * - Legs <50% health: Stance change takes 2x longer\n * - Legs <30% health: Cannot change to advanced stances (only basic)\n * \n * @module systems/bodypart/MovementPenaltySystem\n * @category Body Part System\n * @korean 이동패널티시스템\n */\n\nimport {\n BodyPart,\n BodyPartHealth,\n BodyPartMaxHealth,\n LegInjuryState,\n MovementPenalty,\n InstantMovementPenalty,\n MOVEMENT_PENALTY_CONSTANTS,\n} from \"./types\";\n\n/**\n * Movement Penalty System class.\n * \n * **Korean**: 이동 패널티 시스템 클래스\n * \n * Calculates movement penalties from leg injuries, manages instant penalties\n * from knee/ankle strikes, and integrates with balance system.\n * \n * @example\n * ```typescript\n * const system = new MovementPenaltySystem();\n * \n * // Calculate current movement penalty\n * const penalty = system.calculateMovementPenalty(\n * bodyPartHealth,\n * maxHealth,\n * activeInstantPenalty\n * );\n * \n * // Apply to movement speed\n * const actualSpeed = baseSpeed * penalty.speedMultiplier;\n * ```\n * \n * @category Body Part System\n */\nexport class MovementPenaltySystem {\n /**\n * Calculate movement penalty from body part health.\n * \n * **Korean**: 이동 패널티 계산\n * \n * Analyzes leg health and returns comprehensive movement penalty including\n * speed multiplier, stance change penalties, and balance effects.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @param instantPenalty - Optional active instant penalty\n * @param currentTime - Current timestamp for instant penalty expiry check\n * @returns Movement penalty with all modifiers\n * \n */\n calculateMovementPenalty(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth,\n instantPenalty?: InstantMovementPenalty,\n currentTime: number = Date.now()\n ): MovementPenalty {\n // Calculate average leg health percentage\n const leftLegPercent = health.legLeft / maxHealth.legLeft;\n const rightLegPercent = health.legRight / maxHealth.legRight;\n const avgLegHealth = (leftLegPercent + rightLegPercent) / 2;\n\n // Determine injury state and base speed multiplier\n const { injuryState, speedMultiplier } = this.getInjuryStateFromHealth(avgLegHealth);\n\n // Check if instant penalty is active\n const hasActiveInstantPenalty = \n instantPenalty !== undefined &&\n instantPenalty.appliedAt + instantPenalty.duration > currentTime;\n\n // Apply instant penalty if active, otherwise use base multiplier\n const finalSpeedMultiplier = hasActiveInstantPenalty && instantPenalty\n ? Math.min(speedMultiplier, instantPenalty.speedMultiplier)\n : speedMultiplier;\n\n // Calculate stance change penalty\n const stanceChangePenalty = \n avgLegHealth < MOVEMENT_PENALTY_CONSTANTS.STANCE_CHANGE.CRITICAL_THRESHOLD\n ? MOVEMENT_PENALTY_CONSTANTS.STANCE_CHANGE.INJURED\n : MOVEMENT_PENALTY_CONSTANTS.STANCE_CHANGE.NORMAL;\n\n // Determine if advanced stances are restricted\n const advancedStancesRestricted =\n avgLegHealth < MOVEMENT_PENALTY_CONSTANTS.STANCE_CHANGE.RESTRICTION_THRESHOLD;\n\n // Calculate balance modifier (lower leg health = worse balance)\n const balanceModifier = Math.max(0.3, avgLegHealth);\n\n // Determine if player can run\n const canRun = injuryState !== LegInjuryState.HOBBLED;\n\n return {\n speedMultiplier: finalSpeedMultiplier,\n canRun,\n injuryState,\n stanceChangePenalty,\n advancedStancesRestricted,\n balanceModifier,\n hasInstantPenalty: hasActiveInstantPenalty,\n instantPenaltyExpiry: hasActiveInstantPenalty && instantPenalty\n ? instantPenalty.appliedAt + instantPenalty.duration\n : 0,\n };\n }\n\n /**\n * Get injury state and speed multiplier from leg health percentage.\n * \n * **Korean**: 부상 상태 및 속도 배율 조회\n * \n * @param legHealthPercent - Average leg health as percentage (0.0-1.0)\n * @returns Injury state and corresponding speed multiplier\n * \n * @private\n */\n private getInjuryStateFromHealth(legHealthPercent: number): {\n injuryState: LegInjuryState;\n speedMultiplier: number;\n } {\n const { THRESHOLDS, SPEED_MULTIPLIERS } = MOVEMENT_PENALTY_CONSTANTS;\n\n if (legHealthPercent >= THRESHOLDS.NORMAL) {\n return {\n injuryState: LegInjuryState.NORMAL,\n speedMultiplier: SPEED_MULTIPLIERS.NORMAL,\n };\n } else if (legHealthPercent >= THRESHOLDS.LIMPING) {\n return {\n injuryState: LegInjuryState.LIMPING,\n speedMultiplier: SPEED_MULTIPLIERS.LIMPING,\n };\n } else if (legHealthPercent >= THRESHOLDS.SEVERE_LIMP) {\n return {\n injuryState: LegInjuryState.SEVERE_LIMP,\n speedMultiplier: SPEED_MULTIPLIERS.SEVERE_LIMP,\n };\n } else {\n return {\n injuryState: LegInjuryState.HOBBLED,\n speedMultiplier: SPEED_MULTIPLIERS.HOBBLED,\n };\n }\n }\n\n /**\n * Calculate asymmetric movement penalty based on movement direction and injured leg.\n * \n * **Korean**: 비대칭 이동 패널티 계산\n * \n * Left leg damage affects left-side movements more, and vice versa.\n * This creates realistic limping behavior where movement toward the injured\n * side is more impaired.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @param movementDirection - Direction of movement (positive = right, negative = left)\n * @returns Additional speed multiplier for asymmetric penalty\n * \n */\n calculateAsymmetricPenalty(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth,\n movementDirection: { x: number; y: number }\n ): number {\n const leftLegPercent = health.legLeft / maxHealth.legLeft;\n const rightLegPercent = health.legRight / maxHealth.legRight;\n\n // Only apply asymmetric penalty if one leg is significantly more damaged\n const legHealthDifference = Math.abs(leftLegPercent - rightLegPercent);\n if (legHealthDifference < 0.15) {\n // Both legs similarly damaged - no asymmetric penalty\n return 1.0;\n }\n\n // Determine which leg is more injured\n const leftLegMoreInjured = leftLegPercent < rightLegPercent;\n\n // Horizontal movement direction (x-axis)\n const movingLeft = movementDirection.x < -0.1;\n const movingRight = movementDirection.x > 0.1;\n\n if (leftLegMoreInjured) {\n // Left leg injured - left movement more impaired\n if (movingLeft) {\n return MOVEMENT_PENALTY_CONSTANTS.ASYMMETRIC.SAME_SIDE_PENALTY;\n } else if (movingRight) {\n return MOVEMENT_PENALTY_CONSTANTS.ASYMMETRIC.OPPOSITE_SIDE_PENALTY;\n }\n } else {\n // Right leg injured - right movement more impaired\n if (movingRight) {\n return MOVEMENT_PENALTY_CONSTANTS.ASYMMETRIC.SAME_SIDE_PENALTY;\n } else if (movingLeft) {\n return MOVEMENT_PENALTY_CONSTANTS.ASYMMETRIC.OPPOSITE_SIDE_PENALTY;\n }\n }\n\n return 1.0; // No horizontal movement\n }\n\n /**\n * Create instant movement penalty from knee/ankle strike.\n * \n * **Korean**: 순간 이동 패널티 생성\n * \n * Applied when knee or ankle vital points are struck, causing immediate\n * severe movement impairment for 5 seconds.\n * \n * @param affectedPart - Body part that was struck (LEG_LEFT or LEG_RIGHT)\n * @param currentTime - Timestamp when strike occurred\n * @returns Instant movement penalty configuration\n * \n */\n createInstantPenalty(\n affectedPart: BodyPart.LEG_LEFT | BodyPart.LEG_RIGHT,\n currentTime: number = Date.now()\n ): InstantMovementPenalty {\n return {\n speedMultiplier: MOVEMENT_PENALTY_CONSTANTS.INSTANT_PENALTY.SPEED_MULTIPLIER,\n duration: MOVEMENT_PENALTY_CONSTANTS.INSTANT_PENALTY.DURATION,\n appliedAt: currentTime,\n affectedPart,\n };\n }\n\n /**\n * Check if player should enter VULNERABLE state from leg damage.\n * \n * **Korean**: 취약 상태 확인\n * \n * Low leg health increases chance of entering vulnerable state,\n * making player more susceptible to follow-up attacks.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @returns True if player should enter vulnerable state\n * \n */\n shouldEnterVulnerableState(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth\n ): boolean {\n const leftLegPercent = health.legLeft / maxHealth.legLeft;\n const rightLegPercent = health.legRight / maxHealth.legRight;\n const avgLegHealth = (leftLegPercent + rightLegPercent) / 2;\n\n // Enter vulnerable state when legs are critically damaged\n return avgLegHealth < MOVEMENT_PENALTY_CONSTANTS.THRESHOLDS.SEVERE_LIMP;\n }\n\n /**\n * Check if player should enter HELPLESS state from leg damage.\n * \n * **Korean**: 무력 상태 확인\n * \n * Both legs critically damaged or hobbled - player cannot maintain\n * effective combat stance and is highly vulnerable.\n * \n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @returns True if player should enter helpless state\n * \n */\n shouldEnterHelplessState(\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth\n ): boolean {\n const leftLegPercent = health.legLeft / maxHealth.legLeft;\n const rightLegPercent = health.legRight / maxHealth.legRight;\n\n // Enter helpless state when both legs are hobbled\n return (\n leftLegPercent < MOVEMENT_PENALTY_CONSTANTS.THRESHOLDS.SEVERE_LIMP &&\n rightLegPercent < MOVEMENT_PENALTY_CONSTANTS.THRESHOLDS.SEVERE_LIMP\n );\n }\n\n /**\n * Calculate modified movement speed with all penalties applied.\n * \n * **Korean**: 수정된 이동 속도 계산\n * \n * Applies base movement penalty, asymmetric penalties, and instant penalties\n * to calculate the final movement speed.\n * \n * @param baseSpeed - Base movement speed (pixels per frame)\n * @param health - Current body part health\n * @param maxHealth - Maximum health values\n * @param movementDirection - Direction vector of movement\n * @param instantPenalty - Optional active instant penalty\n * @param currentTime - Current timestamp\n * @returns Final movement speed with all penalties applied\n * \n */\n calculateModifiedSpeed(\n baseSpeed: number,\n health: BodyPartHealth,\n maxHealth: BodyPartMaxHealth,\n movementDirection: { x: number; y: number },\n instantPenalty?: InstantMovementPenalty,\n currentTime: number = Date.now()\n ): number {\n // Get base movement penalty\n const penalty = this.calculateMovementPenalty(\n health,\n maxHealth,\n instantPenalty,\n currentTime\n );\n\n // Calculate asymmetric penalty\n const asymmetricMultiplier = this.calculateAsymmetricPenalty(\n health,\n maxHealth,\n movementDirection\n );\n\n // Apply all multipliers\n return baseSpeed * penalty.speedMultiplier * asymmetricMultiplier;\n }\n}\n\n/**\n * Singleton instance of Movement Penalty System.\n * \n * **Korean**: 이동 패널티 시스템 싱글톤\n * \n * Provides global access to the movement penalty system throughout the game.\n * \n */\nexport const movementPenaltySystem = new MovementPenaltySystem();\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAwEA,IAAa,wBAAb,MAAmC;;;;;;;;;;;;;;;;CAgBjC,yBACE,QACA,WACA,gBACA,cAAsB,KAAK,IAAI,GACd;EAIjB,MAAM,gBAFiB,OAAO,UAAU,UAAU,UAC1B,OAAO,WAAW,UAAU,YACM;EAG1D,MAAM,EAAE,aAAa,oBAAoB,KAAK,yBAAyB,YAAY;EAGnF,MAAM,0BACJ,mBAAmB,KAAA,KACnB,eAAe,YAAY,eAAe,WAAW;EAGvD,MAAM,uBAAuB,2BAA2B,iBACpD,KAAK,IAAI,iBAAiB,eAAe,eAAe,IACxD;EAGJ,MAAM,sBACJ,eAAe,2BAA2B,cAAc,qBACpD,2BAA2B,cAAc,UACzC,2BAA2B,cAAc;EAG/C,MAAM,4BACJ,eAAe,2BAA2B,cAAc;EAG1D,MAAM,kBAAkB,KAAK,IAAI,IAAK,YAAY;EAKlD,OAAO;GACL,iBAAiB;GACjB,QAJa,gBAAgB,eAAe;GAK5C;GACA;GACA;GACA;GACA,mBAAmB;GACnB,sBAAsB,2BAA2B,iBAC7C,eAAe,YAAY,eAAe,WAC1C;EACN;CACF;;;;;;;;;;;CAYA,yBAAiC,kBAG/B;EACA,MAAM,EAAE,YAAY,sBAAsB;EAE1C,IAAI,oBAAoB,WAAW,QACjC,OAAO;GACL,aAAa,eAAe;GAC5B,iBAAiB,kBAAkB;EACrC;OACK,IAAI,oBAAoB,WAAW,SACxC,OAAO;GACL,aAAa,eAAe;GAC5B,iBAAiB,kBAAkB;EACrC;OACK,IAAI,oBAAoB,WAAW,aACxC,OAAO;GACL,aAAa,eAAe;GAC5B,iBAAiB,kBAAkB;EACrC;OAEA,OAAO;GACL,aAAa,eAAe;GAC5B,iBAAiB,kBAAkB;EACrC;CAEJ;;;;;;;;;;;;;;;;CAiBA,2BACE,QACA,WACA,mBACQ;EACR,MAAM,iBAAiB,OAAO,UAAU,UAAU;EAClD,MAAM,kBAAkB,OAAO,WAAW,UAAU;EAIpD,IAD4B,KAAK,IAAI,iBAAiB,eAClD,IAAsB,KAExB,OAAO;EAIT,MAAM,qBAAqB,iBAAiB;EAG5C,MAAM,aAAa,kBAAkB,IAAI;EACzC,MAAM,cAAc,kBAAkB,IAAI;EAE1C,IAAI,oBAEE;OAAA,YACF,OAAO,2BAA2B,WAAW;QACxC,IAAI,aACT,OAAO,2BAA2B,WAAW;EAAA,OAI/C,IAAI,aACF,OAAO,2BAA2B,WAAW;OACxC,IAAI,YACT,OAAO,2BAA2B,WAAW;EAIjD,OAAO;CACT;;;;;;;;;;;;;;CAeA,qBACE,cACA,cAAsB,KAAK,IAAI,GACP;EACxB,OAAO;GACL,iBAAiB,2BAA2B,gBAAgB;GAC5D,UAAU,2BAA2B,gBAAgB;GACrD,WAAW;GACX;EACF;CACF;;;;;;;;;;;;;;CAeA,2BACE,QACA,WACS;EAMT,QALuB,OAAO,UAAU,UAAU,UAC1B,OAAO,WAAW,UAAU,YACM,IAGpC,2BAA2B,WAAW;CAC9D;;;;;;;;;;;;;;CAeA,yBACE,QACA,WACS;EACT,MAAM,iBAAiB,OAAO,UAAU,UAAU;EAClD,MAAM,kBAAkB,OAAO,WAAW,UAAU;EAGpD,OACE,iBAAiB,2BAA2B,WAAW,eACvD,kBAAkB,2BAA2B,WAAW;CAE5D;;;;;;;;;;;;;;;;;;CAmBA,uBACE,WACA,QACA,WACA,mBACA,gBACA,cAAsB,KAAK,IAAI,GACvB;EAER,MAAM,UAAU,KAAK,yBACnB,QACA,WACA,gBACA,WACF;EAGA,MAAM,uBAAuB,KAAK,2BAChC,QACA,WACA,iBACF;EAGA,OAAO,YAAY,QAAQ,kBAAkB;CAC/C;AACF;;;;;;;;;AAUA,IAAa,wBAAwB,IAAI,sBAAsB"}
@@ -76,11 +76,12 @@ var PlayerInjuryTrackingManager = class {
76
76
  const key = String(playerId);
77
77
  let integration = this.integrations.get(key);
78
78
  if (!integration) {
79
+ const tracker = this.getTrackerForPlayer(playerId);
79
80
  integration = new CombatInjuryIntegration({
80
81
  enabled: true,
81
82
  minDamage: 5,
82
83
  bloodThreshold: 30,
83
- tracker: this.getTrackerForPlayer(playerId)
84
+ tracker
84
85
  });
85
86
  this.integrations.set(key, integration);
86
87
  }
@@ -1 +1 @@
1
- {"version":3,"file":"PlayerInjuryTrackingManager.js","names":[],"sources":["../../../src/systems/bodypart/PlayerInjuryTrackingManager.ts"],"sourcesContent":["/**\n * Player Injury Tracking Manager\n * \n * **Korean**: 플레이어 부상 추적 관리자\n * \n * Manages per-player injury tracking to prevent mixing injuries between\n * multiple characters in combat scenarios. Each player gets their own\n * InjuryTracker instance.\n * \n * @module systems/bodypart\n * @category Injury Tracking\n * @korean 부상추적\n */\n\nimport { InjuryTracker } from \"./InjuryTracker\";\nimport { CombatInjuryIntegration } from \"./CombatInjuryIntegration\";\n\n/**\n * Manager for per-player injury tracking.\n * \n * **Korean**: 플레이어별 부상 추적 관리자\n * \n * Maintains separate {@link InjuryTracker} and {@link CombatInjuryIntegration}\n * instances for each player to ensure injuries don't get mixed between characters.\n * \n * @example\n * ```typescript\n * const manager = new PlayerInjuryTrackingManager();\n * \n * // Get or create tracker for a player\n * const player1Tracker = manager.getTrackerForPlayer('player-1');\n * const player1Integration = manager.getIntegrationForPlayer('player-1');\n * \n * // Record injury for specific player\n * player1Integration.recordCombatDamage({\n * damage: 35,\n * bodyRegion: BodyRegion.TORSO,\n * damageType: DamageType.BLUNT,\n * });\n * \n * // Clear injuries for a player (e.g., between rounds)\n * manager.clearPlayerInjuries('player-1');\n * ```\n * \n */\nexport class PlayerInjuryTrackingManager {\n private trackers = new Map<string, InjuryTracker>();\n private integrations = new Map<string, CombatInjuryIntegration>();\n\n /**\n * Get the InjuryTracker for a specific player, creating it if needed.\n * \n * **Korean**: 특정 플레이어의 InjuryTracker 가져오기 (필요시 생성)\n * \n * @param playerId - Unique player identifier (string or number)\n * @returns InjuryTracker instance for the player\n * \n */\n getTrackerForPlayer(playerId: string | number): InjuryTracker {\n const key = String(playerId);\n let tracker = this.trackers.get(key);\n if (!tracker) {\n tracker = new InjuryTracker();\n this.trackers.set(key, tracker);\n }\n return tracker;\n }\n\n /**\n * Get the CombatInjuryIntegration for a specific player, creating it if needed.\n * \n * **Korean**: 특정 플레이어의 CombatInjuryIntegration 가져오기 (필요시 생성)\n * \n * @param playerId - Unique player identifier (string or number)\n * @returns CombatInjuryIntegration instance for the player\n * \n */\n getIntegrationForPlayer(playerId: string | number): CombatInjuryIntegration {\n const key = String(playerId);\n let integration = this.integrations.get(key);\n if (!integration) {\n const tracker = this.getTrackerForPlayer(playerId);\n // Pass complete config with tracker override\n integration = new CombatInjuryIntegration({\n enabled: true,\n minDamage: 5,\n bloodThreshold: 30,\n tracker,\n });\n this.integrations.set(key, integration);\n }\n return integration;\n }\n\n /**\n * Clear all injuries for a specific player.\n * \n * **Korean**: 특정 플레이어의 모든 부상 제거\n * \n * Useful for round resets or when a player is defeated.\n * \n * @param playerId - Unique player identifier (string or number)\n * \n */\n clearPlayerInjuries(playerId: string | number): void {\n const key = String(playerId);\n const tracker = this.trackers.get(key);\n if (tracker) {\n tracker.clearInjuries();\n }\n }\n\n /**\n * Remove tracking data for a player (e.g., when they leave the game).\n * \n * **Korean**: 플레이어 추적 데이터 제거\n * \n * @param playerId - Unique player identifier (string or number)\n * \n */\n removePlayer(playerId: string | number): void {\n const key = String(playerId);\n this.trackers.delete(key);\n this.integrations.delete(key);\n }\n\n /**\n * Clear all player tracking data.\n * \n * **Korean**: 모든 플레이어 추적 데이터 제거\n * \n * Useful for resetting the entire game state.\n * \n */\n clearAll(): void {\n this.trackers.clear();\n this.integrations.clear();\n }\n\n /**\n * Get all active player IDs being tracked.\n * \n * **Korean**: 추적 중인 모든 플레이어 ID 가져오기\n * \n * @returns Array of player IDs\n * \n */\n getActivePlayerIds(): string[] {\n return Array.from(this.trackers.keys());\n }\n}\n\n/**\n * Global singleton manager for player injury tracking.\n * \n * **Korean**: 플레이어 부상 추적을 위한 전역 싱글톤 관리자\n * \n * This singleton manages per-player injury trackers to ensure injuries\n * from different characters don't get mixed together.\n * \n * @example\n * ```typescript\n * import { playerInjuryManager } from '@/systems/bodypart';\n * \n * // In combat code:\n * const defenderIntegration = playerInjuryManager.getIntegrationForPlayer(defender.id);\n * defenderIntegration.recordCombatDamage({\n * damage: result.damage,\n * bodyRegion,\n * damageType,\n * });\n * ```\n * \n */\nexport const playerInjuryManager = new PlayerInjuryTrackingManager();\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA6CA,IAAa,8BAAb,MAAyC;CACvC,2BAAmB,IAAI,IAA2B;CAClD,+BAAuB,IAAI,IAAqC;;;;;;;;;;CAWhE,oBAAoB,UAA0C;EAC5D,MAAM,MAAM,OAAO,QAAQ;EAC3B,IAAI,UAAU,KAAK,SAAS,IAAI,GAAG;EACnC,IAAI,CAAC,SAAS;GACZ,UAAU,IAAI,cAAc;GAC5B,KAAK,SAAS,IAAI,KAAK,OAAO;EAChC;EACA,OAAO;CACT;;;;;;;;;;CAWA,wBAAwB,UAAoD;EAC1E,MAAM,MAAM,OAAO,QAAQ;EAC3B,IAAI,cAAc,KAAK,aAAa,IAAI,GAAG;EAC3C,IAAI,CAAC,aAAa;GAGhB,cAAc,IAAI,wBAAwB;IACxC,SAAS;IACT,WAAW;IACX,gBAAgB;IAChB,SANc,KAAK,oBAAoB,QAMvC;GACF,CAAC;GACD,KAAK,aAAa,IAAI,KAAK,WAAW;EACxC;EACA,OAAO;CACT;;;;;;;;;;;CAYA,oBAAoB,UAAiC;EACnD,MAAM,MAAM,OAAO,QAAQ;EAC3B,MAAM,UAAU,KAAK,SAAS,IAAI,GAAG;EACrC,IAAI,SACF,QAAQ,cAAc;CAE1B;;;;;;;;;CAUA,aAAa,UAAiC;EAC5C,MAAM,MAAM,OAAO,QAAQ;EAC3B,KAAK,SAAS,OAAO,GAAG;EACxB,KAAK,aAAa,OAAO,GAAG;CAC9B;;;;;;;;;CAUA,WAAiB;EACf,KAAK,SAAS,MAAM;EACpB,KAAK,aAAa,MAAM;CAC1B;;;;;;;;;CAUA,qBAA+B;EAC7B,OAAO,MAAM,KAAK,KAAK,SAAS,KAAK,CAAC;CACxC;AACF;;;;;;;;;;;;;;;;;;;;;;;AAwBA,IAAa,sBAAsB,IAAI,4BAA4B"}
1
+ {"version":3,"file":"PlayerInjuryTrackingManager.js","names":[],"sources":["../../../src/systems/bodypart/PlayerInjuryTrackingManager.ts"],"sourcesContent":["/**\n * Player Injury Tracking Manager\n * \n * **Korean**: 플레이어 부상 추적 관리자\n * \n * Manages per-player injury tracking to prevent mixing injuries between\n * multiple characters in combat scenarios. Each player gets their own\n * InjuryTracker instance.\n * \n * @module systems/bodypart\n * @category Injury Tracking\n * @korean 부상추적\n */\n\nimport { InjuryTracker } from \"./InjuryTracker\";\nimport { CombatInjuryIntegration } from \"./CombatInjuryIntegration\";\n\n/**\n * Manager for per-player injury tracking.\n * \n * **Korean**: 플레이어별 부상 추적 관리자\n * \n * Maintains separate {@link InjuryTracker} and {@link CombatInjuryIntegration}\n * instances for each player to ensure injuries don't get mixed between characters.\n * \n * @example\n * ```typescript\n * const manager = new PlayerInjuryTrackingManager();\n * \n * // Get or create tracker for a player\n * const player1Tracker = manager.getTrackerForPlayer('player-1');\n * const player1Integration = manager.getIntegrationForPlayer('player-1');\n * \n * // Record injury for specific player\n * player1Integration.recordCombatDamage({\n * damage: 35,\n * bodyRegion: BodyRegion.TORSO,\n * damageType: DamageType.BLUNT,\n * });\n * \n * // Clear injuries for a player (e.g., between rounds)\n * manager.clearPlayerInjuries('player-1');\n * ```\n * \n */\nexport class PlayerInjuryTrackingManager {\n private trackers = new Map<string, InjuryTracker>();\n private integrations = new Map<string, CombatInjuryIntegration>();\n\n /**\n * Get the InjuryTracker for a specific player, creating it if needed.\n * \n * **Korean**: 특정 플레이어의 InjuryTracker 가져오기 (필요시 생성)\n * \n * @param playerId - Unique player identifier (string or number)\n * @returns InjuryTracker instance for the player\n * \n */\n getTrackerForPlayer(playerId: string | number): InjuryTracker {\n const key = String(playerId);\n let tracker = this.trackers.get(key);\n if (!tracker) {\n tracker = new InjuryTracker();\n this.trackers.set(key, tracker);\n }\n return tracker;\n }\n\n /**\n * Get the CombatInjuryIntegration for a specific player, creating it if needed.\n * \n * **Korean**: 특정 플레이어의 CombatInjuryIntegration 가져오기 (필요시 생성)\n * \n * @param playerId - Unique player identifier (string or number)\n * @returns CombatInjuryIntegration instance for the player\n * \n */\n getIntegrationForPlayer(playerId: string | number): CombatInjuryIntegration {\n const key = String(playerId);\n let integration = this.integrations.get(key);\n if (!integration) {\n const tracker = this.getTrackerForPlayer(playerId);\n // Pass complete config with tracker override\n integration = new CombatInjuryIntegration({\n enabled: true,\n minDamage: 5,\n bloodThreshold: 30,\n tracker,\n });\n this.integrations.set(key, integration);\n }\n return integration;\n }\n\n /**\n * Clear all injuries for a specific player.\n * \n * **Korean**: 특정 플레이어의 모든 부상 제거\n * \n * Useful for round resets or when a player is defeated.\n * \n * @param playerId - Unique player identifier (string or number)\n * \n */\n clearPlayerInjuries(playerId: string | number): void {\n const key = String(playerId);\n const tracker = this.trackers.get(key);\n if (tracker) {\n tracker.clearInjuries();\n }\n }\n\n /**\n * Remove tracking data for a player (e.g., when they leave the game).\n * \n * **Korean**: 플레이어 추적 데이터 제거\n * \n * @param playerId - Unique player identifier (string or number)\n * \n */\n removePlayer(playerId: string | number): void {\n const key = String(playerId);\n this.trackers.delete(key);\n this.integrations.delete(key);\n }\n\n /**\n * Clear all player tracking data.\n * \n * **Korean**: 모든 플레이어 추적 데이터 제거\n * \n * Useful for resetting the entire game state.\n * \n */\n clearAll(): void {\n this.trackers.clear();\n this.integrations.clear();\n }\n\n /**\n * Get all active player IDs being tracked.\n * \n * **Korean**: 추적 중인 모든 플레이어 ID 가져오기\n * \n * @returns Array of player IDs\n * \n */\n getActivePlayerIds(): string[] {\n return Array.from(this.trackers.keys());\n }\n}\n\n/**\n * Global singleton manager for player injury tracking.\n * \n * **Korean**: 플레이어 부상 추적을 위한 전역 싱글톤 관리자\n * \n * This singleton manages per-player injury trackers to ensure injuries\n * from different characters don't get mixed together.\n * \n * @example\n * ```typescript\n * import { playerInjuryManager } from '@/systems/bodypart';\n * \n * // In combat code:\n * const defenderIntegration = playerInjuryManager.getIntegrationForPlayer(defender.id);\n * defenderIntegration.recordCombatDamage({\n * damage: result.damage,\n * bodyRegion,\n * damageType,\n * });\n * ```\n * \n */\nexport const playerInjuryManager = new PlayerInjuryTrackingManager();\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA6CA,IAAa,8BAAb,MAAyC;CACvC,2BAAmB,IAAI,IAA2B;CAClD,+BAAuB,IAAI,IAAqC;;;;;;;;;;CAWhE,oBAAoB,UAA0C;EAC5D,MAAM,MAAM,OAAO,QAAQ;EAC3B,IAAI,UAAU,KAAK,SAAS,IAAI,GAAG;EACnC,IAAI,CAAC,SAAS;GACZ,UAAU,IAAI,cAAc;GAC5B,KAAK,SAAS,IAAI,KAAK,OAAO;EAChC;EACA,OAAO;CACT;;;;;;;;;;CAWA,wBAAwB,UAAoD;EAC1E,MAAM,MAAM,OAAO,QAAQ;EAC3B,IAAI,cAAc,KAAK,aAAa,IAAI,GAAG;EAC3C,IAAI,CAAC,aAAa;GAChB,MAAM,UAAU,KAAK,oBAAoB,QAAQ;GAEjD,cAAc,IAAI,wBAAwB;IACxC,SAAS;IACT,WAAW;IACX,gBAAgB;IAChB;GACF,CAAC;GACD,KAAK,aAAa,IAAI,KAAK,WAAW;EACxC;EACA,OAAO;CACT;;;;;;;;;;;CAYA,oBAAoB,UAAiC;EACnD,MAAM,MAAM,OAAO,QAAQ;EAC3B,MAAM,UAAU,KAAK,SAAS,IAAI,GAAG;EACrC,IAAI,SACF,QAAQ,cAAc;CAE1B;;;;;;;;;CAUA,aAAa,UAAiC;EAC5C,MAAM,MAAM,OAAO,QAAQ;EAC3B,KAAK,SAAS,OAAO,GAAG;EACxB,KAAK,aAAa,OAAO,GAAG;CAC9B;;;;;;;;;CAUA,WAAiB;EACf,KAAK,SAAS,MAAM;EACpB,KAAK,aAAa,MAAM;CAC1B;;;;;;;;;CAUA,qBAA+B;EAC7B,OAAO,MAAM,KAAK,KAAK,SAAS,KAAK,CAAC;CACxC;AACF;;;;;;;;;;;;;;;;;;;;;;;AAwBA,IAAa,sBAAsB,IAAI,4BAA4B"}
@@ -1 +1 @@
1
- {"version":3,"file":"BreathingDisruptionSystem.js","names":[],"sources":["../../../src/systems/breathing/BreathingDisruptionSystem.ts"],"sourcesContent":["/**\n * Breathing Disruption System for realistic respiratory targeting mechanics.\n * \n * **Korean**: 호흡곤란 시스템 (Breathing Disruption System)\n * \n * This system implements realistic breathing disruption from torso strikes targeting\n * the solar plexus, ribs, and diaphragm. Breathing difficulty reduces stamina\n * regeneration and creates authentic combat trauma effects.\n * \n * ## Disruption Levels (호흡곤란 수준)\n * \n * - **Winded (바람맞음)**: 25% stamina regeneration penalty for 5 seconds\n * - **Gasping (헐떡임)**: 50% stamina regeneration penalty for 10 seconds\n * - **Severely Winded (심각한 호흡곤란)**: 75% stamina regeneration penalty for 15 seconds\n * \n * ## Korean Martial Arts Context\n * \n * Traditional Korean martial arts (태권도, 합기도, 택견) emphasize torso strikes:\n * - **명치 (Myeongchi)**: Solar plexus - instant breath disruption\n * - **늑골 (Neukgol)**: Floating ribs - cumulative breathing difficulty\n * - **횡격막 (Hoenggyeongmak)**: Diaphragm - severe respiratory impact\n * \n * ## Game Design Philosophy\n * \n * Breathing disruption creates tactical depth by:\n * 1. Rewarding torso targeting over simple head/limb attacks\n * 2. Creating stamina management gameplay - disrupted fighters must fight defensively\n * 3. Providing realistic combat trauma feedback\n * 4. Encouraging recovery periods when torso health is compromised\n * \n * @module systems/breathing\n * @category Combat Systems\n * @korean 호흡곤란시스템\n */\n\nimport { KoreanText, VitalPointEffectType } from \"@/types\";\nimport { StatusEffect } from \"@/systems/types\";\nimport { PlayerState } from \"@/systems/player\";\nimport { EffectIntensity } from \"@/systems/effects\";\n\n/**\n * Breathing disruption severity levels.\n * \n * **Korean**: 호흡곤란 수준\n * \n * Progressive levels of respiratory impairment from torso strikes.\n * Higher levels stack duration and increase stamina regeneration penalties.\n * \n * @category Combat Systems\n * @korean 호흡곤란수준\n */\nexport enum BreathingDisruptionLevel {\n /** No breathing disruption - normal stamina regeneration */\n NONE = \"none\",\n \n /**\n * Winded (바람맞음)\n * - 25% stamina regeneration penalty\n * - Duration: 5 seconds\n * - Caused by: Moderate torso strikes\n */\n WINDED = \"winded\",\n \n /**\n * Gasping (헐떡임)\n * - 50% stamina regeneration penalty\n * - Duration: 10 seconds\n * - Caused by: Heavy torso strikes or multiple hits\n */\n GASPING = \"gasping\",\n \n /**\n * Severely Winded (심각한 호흡곤란)\n * - 75% stamina regeneration penalty\n * - Duration: 15 seconds\n * - Caused by: Solar plexus vital point strikes\n */\n SEVERELY_WINDED = \"severely_winded\",\n}\n\n/**\n * Breathing disruption effect extending StatusEffect.\n * \n * **Korean**: 호흡곤란 효과\n * \n * Tracks active breathing difficulty with Korean-English terminology.\n * Integrates with the status effect system for consistent duration tracking.\n * \n * @category Combat Systems\n * @korean 호흡곤란효과\n */\nexport interface BreathingDisruptionEffect extends StatusEffect {\n /** Effect type is always BREATHLESSNESS */\n readonly type: VitalPointEffectType.BREATHLESSNESS;\n \n /** Breathing disruption severity level */\n readonly level: BreathingDisruptionLevel;\n \n /** Stamina regeneration multiplier (0.25 = 75% penalty, 0.50 = 50% penalty) */\n readonly staminaRegenMultiplier: number;\n \n /** Whether this effect can stack with additional torso hits */\n readonly stackable: true;\n}\n\n/**\n * Configuration for breathing disruption level effects.\n * \n * **Korean**: 호흡곤란 설정\n */\ninterface BreathingDisruptionConfig {\n readonly level: BreathingDisruptionLevel;\n readonly duration: number; // milliseconds\n readonly staminaRegenMultiplier: number;\n readonly koreanName: string;\n readonly englishName: string;\n readonly description: KoreanText;\n}\n\n/**\n * Breathing disruption level configurations.\n * \n * Defines stamina penalties, durations, and bilingual descriptions\n * for each severity level.\n */\nconst BREATHING_DISRUPTION_CONFIGS: Record<\n Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n BreathingDisruptionConfig\n> = {\n [BreathingDisruptionLevel.WINDED]: {\n level: BreathingDisruptionLevel.WINDED,\n duration: 5000, // 5 seconds\n staminaRegenMultiplier: 0.75, // 25% penalty\n koreanName: \"바람맞음\",\n englishName: \"Winded\",\n description: {\n korean: \"중간 강도의 몸통 타격으로 호흡이 불규칙해짐\",\n english: \"Breathing is irregular from moderate torso strike\",\n romanized: \"baram-maeum\",\n },\n },\n [BreathingDisruptionLevel.GASPING]: {\n level: BreathingDisruptionLevel.GASPING,\n duration: 10000, // 10 seconds\n staminaRegenMultiplier: 0.50, // 50% penalty\n koreanName: \"헐떡임\",\n englishName: \"Gasping\",\n description: {\n korean: \"강한 몸통 타격으로 호흡이 어려워짐\",\n english: \"Heavy torso strikes cause breathing difficulty\",\n romanized: \"heoltteogim\",\n },\n },\n [BreathingDisruptionLevel.SEVERELY_WINDED]: {\n level: BreathingDisruptionLevel.SEVERELY_WINDED,\n duration: 15000, // 15 seconds\n staminaRegenMultiplier: 0.25, // 75% penalty\n koreanName: \"심각한 호흡곤란\",\n englishName: \"Severely Winded\",\n description: {\n korean: \"명치 급소 타격으로 심각한 호흡곤란 발생\",\n english: \"Solar plexus vital strike causes severe breathing disruption\",\n romanized: \"simgakhan hoheup gonnan\",\n },\n },\n};\n\n/**\n * Breathing Disruption System implementation.\n * \n * **Korean**: 호흡곤란 시스템\n * \n * Manages breathing disruption effects from torso targeting.\n * Integrates with vital point system and stamina regeneration.\n * \n * @category Combat Systems\n */\nexport class BreathingDisruptionSystem {\n /**\n * Create a breathing disruption effect at specified severity level.\n * \n * **Korean**: 호흡곤란 효과 생성\n * \n * @param level - Severity level of breathing disruption\n * @param source - Source of the disruption (technique name, vital point, etc.)\n * @param timestamp - When the effect was applied (game time)\n * @returns BreathingDisruptionEffect ready to apply to PlayerState\n * \n * @example\n * ```typescript\n * // Solar plexus strike causes severe disruption\n * const effect = BreathingDisruptionSystem.createEffect(\n * BreathingDisruptionLevel.SEVERELY_WINDED,\n * \"명치타격 (Solar Plexus Strike)\",\n * Date.now()\n * );\n * ```\n */\n static createEffect(\n level: Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n source: string,\n timestamp: number\n ): BreathingDisruptionEffect {\n const config = BREATHING_DISRUPTION_CONFIGS[level];\n \n return {\n id: `breathing_disruption_${level}_${timestamp}`,\n type: VitalPointEffectType.BREATHLESSNESS,\n level,\n intensity: this.levelToIntensity(level),\n duration: config.duration,\n staminaRegenMultiplier: config.staminaRegenMultiplier,\n description: config.description,\n stackable: true,\n source,\n startTime: timestamp,\n endTime: timestamp + config.duration,\n };\n }\n\n /**\n * Convert breathing disruption level to effect intensity.\n * \n * Maps severity levels to standardized EffectIntensity enum.\n * \n * @param level - Breathing disruption severity\n * @returns Corresponding EffectIntensity value\n */\n private static levelToIntensity(\n level: BreathingDisruptionLevel\n ): EffectIntensity {\n switch (level) {\n case BreathingDisruptionLevel.WINDED:\n return EffectIntensity.LOW;\n case BreathingDisruptionLevel.GASPING:\n return EffectIntensity.MEDIUM;\n case BreathingDisruptionLevel.SEVERELY_WINDED:\n return EffectIntensity.HIGH;\n default:\n return EffectIntensity.WEAK;\n }\n }\n\n /**\n * Calculate breathing disruption level from damage amount.\n * \n * **Korean**: 피해량으로 호흡곤란 수준 계산\n * \n * Determines appropriate disruption severity based on torso strike damage.\n * Used when vital point ID is not specified but torso region was hit.\n * \n * @param damage - Base damage of the torso strike\n * @param isSolarPlexus - Whether strike hit solar plexus vital point\n * @returns Appropriate breathing disruption level\n * \n * @example\n * ```typescript\n * // Moderate torso strike (15 damage) causes winded effect\n * const level = BreathingDisruptionSystem.calculateLevelFromDamage(15, false);\n * // level === BreathingDisruptionLevel.WINDED\n * \n * // Solar plexus vital strike (20+ damage) causes severe effect\n * const severeLevel = BreathingDisruptionSystem.calculateLevelFromDamage(25, true);\n * // severeLevel === BreathingDisruptionLevel.SEVERELY_WINDED\n * ```\n */\n static calculateLevelFromDamage(\n damage: number,\n isSolarPlexus: boolean\n ): BreathingDisruptionLevel {\n // Solar plexus vital strikes always cause severe disruption\n if (isSolarPlexus) {\n return BreathingDisruptionLevel.SEVERELY_WINDED;\n }\n\n // Thresholds for damage-based severity\n if (damage >= 20) {\n return BreathingDisruptionLevel.GASPING;\n } else if (damage >= 10) {\n return BreathingDisruptionLevel.WINDED;\n }\n\n return BreathingDisruptionLevel.NONE;\n }\n\n /**\n * Stack multiple breathing disruption effects.\n * \n * **Korean**: 호흡곤란 효과 누적\n * \n * Cumulative torso hits increase disruption duration and potentially severity.\n * Multiple hits stack duration, and severe hits can escalate the level.\n * \n * @param existingEffect - Current active breathing disruption effect\n * @param newLevel - Severity of new torso strike\n * @param source - Source of the new disruption\n * @param timestamp - Current game time\n * @returns Updated BreathingDisruptionEffect with stacked duration/severity\n * \n * @example\n * ```typescript\n * // First hit: Winded for 5 seconds\n * let effect = BreathingDisruptionSystem.createEffect(\n * BreathingDisruptionLevel.WINDED, \"Rib Strike\", 1000\n * );\n * \n * // Second hit: Stacks to Gasping with extended duration\n * effect = BreathingDisruptionSystem.stackEffect(\n * effect, BreathingDisruptionLevel.WINDED, \"Rib Strike\", 3000\n * );\n * // Now Gasping level with 10+ seconds remaining\n * ```\n */\n static stackEffect(\n existingEffect: BreathingDisruptionEffect,\n newLevel: Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n source: string,\n timestamp: number\n ): BreathingDisruptionEffect {\n const newConfig = BREATHING_DISRUPTION_CONFIGS[newLevel];\n \n // Escalate to higher severity if new strike is more severe\n const effectiveLevel = this.getHigherLevel(existingEffect.level, newLevel);\n const effectiveConfig = BREATHING_DISRUPTION_CONFIGS[effectiveLevel];\n\n // Stack duration: add 50% of new effect's duration to remaining time\n const remainingTime = Math.max(0, existingEffect.endTime - timestamp);\n const additionalTime = Math.floor(newConfig.duration * 0.5);\n const totalDuration = remainingTime + additionalTime;\n\n return {\n ...existingEffect,\n level: effectiveLevel,\n intensity: this.levelToIntensity(effectiveLevel),\n duration: totalDuration,\n staminaRegenMultiplier: effectiveConfig.staminaRegenMultiplier,\n description: effectiveConfig.description,\n source: `${existingEffect.source}, ${source}`,\n endTime: timestamp + totalDuration,\n };\n }\n\n /**\n * Compare two disruption levels and return the more severe.\n * \n * @param level1 - First disruption level\n * @param level2 - Second disruption level\n * @returns The more severe of the two levels\n */\n private static getHigherLevel(\n level1: BreathingDisruptionLevel,\n level2: BreathingDisruptionLevel\n ): Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE> {\n const severity = {\n [BreathingDisruptionLevel.NONE]: 0,\n [BreathingDisruptionLevel.WINDED]: 1,\n [BreathingDisruptionLevel.GASPING]: 2,\n [BreathingDisruptionLevel.SEVERELY_WINDED]: 3,\n };\n\n const higher = severity[level1] > severity[level2] ? level1 : level2;\n \n // Type guard: result can't be NONE since inputs exclude NONE\n return higher as Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>;\n }\n\n /**\n * Get active breathing disruption effect from player state.\n * \n * **Korean**: 활성 호흡곤란 효과 가져오기\n * \n * Searches player's active status effects for breathing disruption.\n * \n * @param player - Current player state\n * @returns Active BreathingDisruptionEffect or undefined\n */\n static getActiveEffect(\n player: PlayerState\n ): BreathingDisruptionEffect | undefined {\n return player.statusEffects.find(\n (effect): effect is BreathingDisruptionEffect =>\n effect.type === VitalPointEffectType.BREATHLESSNESS &&\n \"level\" in effect &&\n \"staminaRegenMultiplier\" in effect\n );\n }\n\n /**\n * Calculate stamina regeneration multiplier with breathing disruption.\n * \n * **Korean**: 호흡곤란 포함 스태미나 재생 계산\n * \n * Applies breathing disruption penalty to base stamina regeneration rate.\n * Used by stamina regeneration system each frame.\n * \n * @param player - Current player state\n * @param baseRegenRate - Base stamina regeneration per second\n * @returns Modified regeneration rate with breathing penalty applied\n * \n * @example\n * ```typescript\n * const baseRegen = 10; // 10 stamina/second normally\n * \n * // With Gasping effect (50% penalty)\n * const modifiedRegen = BreathingDisruptionSystem.calculateStaminaRegen(\n * player, baseRegen\n * );\n * // modifiedRegen === 5 (50% of base rate)\n * ```\n */\n static calculateStaminaRegen(\n player: PlayerState,\n baseRegenRate: number\n ): number {\n const activeEffect = this.getActiveEffect(player);\n \n if (!activeEffect) {\n return baseRegenRate;\n }\n\n return baseRegenRate * activeEffect.staminaRegenMultiplier;\n }\n\n /**\n * Check if player can recover from breathing disruption.\n * \n * **Korean**: 호흡곤란 회복 가능 여부 확인\n * \n * Recovery is possible when torso health > 50%.\n * Player must avoid additional torso damage to allow breathing to normalize.\n * \n * @param player - Current player state\n * @returns True if torso health supports recovery\n */\n static canRecover(player: PlayerState): boolean {\n // Check if body part health tracking is available\n if (!player.bodyPartHealth) {\n // Fallback: use overall health as proxy\n return player.health > player.maxHealth * 0.5;\n }\n\n // Calculate torso health percentage (using upper torso as primary)\n const upperTorsoHealth = player.bodyPartHealth.torsoUpper ?? 0;\n const lowerTorsoHealth = player.bodyPartHealth.torsoLower ?? 0;\n const avgTorsoHealth = (upperTorsoHealth + lowerTorsoHealth) / 2;\n \n const maxUpperTorsoHealth = player.bodyPartMaxHealth?.torsoUpper ?? 100;\n const maxLowerTorsoHealth = player.bodyPartMaxHealth?.torsoLower ?? 100;\n const avgMaxTorsoHealth = (maxUpperTorsoHealth + maxLowerTorsoHealth) / 2;\n \n const torsoHealthPercent = avgTorsoHealth / avgMaxTorsoHealth;\n\n return torsoHealthPercent > 0.5;\n }\n\n /**\n * Apply gradual recovery to breathing disruption effect.\n * \n * **Korean**: 호흡곤란 점진적 회복 적용\n * \n * When torso health > 50% and no new hits, breathing gradually improves.\n * This provides tactical gameplay: fighters with damaged torsos must fight defensively.\n * \n * @param effect - Current breathing disruption effect\n * @param deltaTime - Time since last update (milliseconds)\n * @param timestamp - Current game time\n * @returns Updated effect with recovery applied, or undefined if fully recovered\n * \n * @example\n * ```typescript\n * // Each frame with torso health > 50%\n * const updated = BreathingDisruptionSystem.applyGradualRecovery(\n * effect, 16.67, timestamp\n * );\n * // Effect duration decreases faster than normal expiration\n * ```\n */\n static applyGradualRecovery(\n effect: BreathingDisruptionEffect,\n deltaTime: number,\n timestamp: number\n ): BreathingDisruptionEffect | undefined {\n // Recovery rate: 2x faster than normal expiration\n const recoveryMultiplier = 2.0;\n const recoveryTime = deltaTime * recoveryMultiplier;\n \n const newEndTime = effect.endTime - recoveryTime;\n \n // Fully recovered if end time reached\n if (newEndTime <= timestamp) {\n return undefined;\n }\n\n return {\n ...effect,\n endTime: newEndTime,\n duration: newEndTime - effect.startTime,\n };\n }\n\n /**\n * Get breathing disruption level from player state.\n * \n * **Korean**: 플레이어 호흡곤란 수준 가져오기\n * \n * Convenience method to get current disruption level.\n * \n * @param player - Current player state\n * @returns Current breathing disruption level (NONE if no active effect)\n */\n static getCurrentLevel(player: PlayerState): BreathingDisruptionLevel {\n const activeEffect = this.getActiveEffect(player);\n return activeEffect?.level ?? BreathingDisruptionLevel.NONE;\n }\n\n /**\n * Check if breathing disruption is active.\n * \n * @param player - Current player state\n * @returns True if player has active breathing disruption\n */\n static isActive(player: PlayerState): boolean {\n return this.getCurrentLevel(player) !== BreathingDisruptionLevel.NONE;\n }\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAmDA,IAAY,2BAAL,yBAAA,0BAAA;;CAEL,yBAAA,UAAA;;;;;;;CAQA,yBAAA,YAAA;;;;;;;CAQA,yBAAA,aAAA;;;;;;;CAQA,yBAAA,qBAAA;;AACF,EAAA,CAAA,CAAA;;;;;;;AA+CA,IAAM,+BAGF;aACiC;EACjC,OAAA;EACA,UAAU;EACV,wBAAwB;EACxB,YAAY;EACZ,aAAa;EACb,aAAa;GACX,QAAQ;GACR,SAAS;GACT,WAAW;EACb;CACF;cACoC;EAClC,OAAA;EACA,UAAU;EACV,wBAAwB;EACxB,YAAY;EACZ,aAAa;EACb,aAAa;GACX,QAAQ;GACR,SAAS;GACT,WAAW;EACb;CACF;sBAC4C;EAC1C,OAAA;EACA,UAAU;EACV,wBAAwB;EACxB,YAAY;EACZ,aAAa;EACb,aAAa;GACX,QAAQ;GACR,SAAS;GACT,WAAW;EACb;CACF;AACF;;;;;;;;;;;AAYA,IAAa,4BAAb,MAAuC;;;;;;;;;;;;;;;;;;;;;CAqBrC,OAAO,aACL,OACA,QACA,WAC2B;EAC3B,MAAM,SAAS,6BAA6B;EAE5C,OAAO;GACL,IAAI,wBAAwB,MAAM,GAAG;GACrC,MAAM,qBAAqB;GAC3B;GACA,WAAW,KAAK,iBAAiB,KAAK;GACtC,UAAU,OAAO;GACjB,wBAAwB,OAAO;GAC/B,aAAa,OAAO;GACpB,WAAW;GACX;GACA,WAAW;GACX,SAAS,YAAY,OAAO;EAC9B;CACF;;;;;;;;;CAUA,OAAe,iBACb,OACiB;EACjB,QAAQ,OAAR;GACE,KAAA,UACE,OAAO,gBAAgB;GACzB,KAAA,WACE,OAAO,gBAAgB;GACzB,KAAA,mBACE,OAAO,gBAAgB;GACzB,SACE,OAAO,gBAAgB;EAC3B;CACF;;;;;;;;;;;;;;;;;;;;;;;;CAyBA,OAAO,yBACL,QACA,eAC0B;EAE1B,IAAI,eACF,OAAA;EAIF,IAAI,UAAU,IACZ,OAAA;OACK,IAAI,UAAU,IACnB,OAAA;EAGF,OAAA;CACF;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8BA,OAAO,YACL,gBACA,UACA,QACA,WAC2B;EAC3B,MAAM,YAAY,6BAA6B;EAG/C,MAAM,iBAAiB,KAAK,eAAe,eAAe,OAAO,QAAQ;EACzE,MAAM,kBAAkB,6BAA6B;EAKrD,MAAM,gBAFgB,KAAK,IAAI,GAAG,eAAe,UAAU,SAErC,IADC,KAAK,MAAM,UAAU,WAAW,EACjB;EAEtC,OAAO;GACL,GAAG;GACH,OAAO;GACP,WAAW,KAAK,iBAAiB,cAAc;GAC/C,UAAU;GACV,wBAAwB,gBAAgB;GACxC,aAAa,gBAAgB;GAC7B,QAAQ,GAAG,eAAe,OAAO,IAAI;GACrC,SAAS,YAAY;EACvB;CACF;;;;;;;;CASA,OAAe,eACb,QACA,QACkE;EAClE,MAAM,WAAW;aACkB;eACE;gBACC;wBACQ;EAC9C;EAKA,OAHe,SAAS,UAAU,SAAS,UAAU,SAAS;CAIhE;;;;;;;;;;;CAYA,OAAO,gBACL,QACuC;EACvC,OAAO,OAAO,cAAc,MACzB,WACC,OAAO,SAAS,qBAAqB,kBACrC,WAAW,UACX,4BAA4B,MAChC;CACF;;;;;;;;;;;;;;;;;;;;;;;;CAyBA,OAAO,sBACL,QACA,eACQ;EACR,MAAM,eAAe,KAAK,gBAAgB,MAAM;EAEhD,IAAI,CAAC,cACH,OAAO;EAGT,OAAO,gBAAgB,aAAa;CACtC;;;;;;;;;;;;CAaA,OAAO,WAAW,QAA8B;EAE9C,IAAI,CAAC,OAAO,gBAEV,OAAO,OAAO,SAAS,OAAO,YAAY;EAc5C,SAVyB,OAAO,eAAe,cAAc,MACpC,OAAO,eAAe,cAAc,MACE,OAEnC,OAAO,mBAAmB,cAAc,QACxC,OAAO,mBAAmB,cAAc,QACI,KAI5C;CAC9B;;;;;;;;;;;;;;;;;;;;;;;CAwBA,OAAO,qBACL,QACA,WACA,WACuC;EAGvC,MAAM,eAAe,YAAY;EAEjC,MAAM,aAAa,OAAO,UAAU;EAGpC,IAAI,cAAc,WAChB;EAGF,OAAO;GACL,GAAG;GACH,SAAS;GACT,UAAU,aAAa,OAAO;EAChC;CACF;;;;;;;;;;;CAYA,OAAO,gBAAgB,QAA+C;EAEpE,OADqB,KAAK,gBAAgB,MACnC,CAAA,EAAc,SAAA;CACvB;;;;;;;CAQA,OAAO,SAAS,QAA8B;EAC5C,OAAO,KAAK,gBAAgB,MAAM,MAAA;CACpC;AACF"}
1
+ {"version":3,"file":"BreathingDisruptionSystem.js","names":[],"sources":["../../../src/systems/breathing/BreathingDisruptionSystem.ts"],"sourcesContent":["/**\n * Breathing Disruption System for realistic respiratory targeting mechanics.\n * \n * **Korean**: 호흡곤란 시스템 (Breathing Disruption System)\n * \n * This system implements realistic breathing disruption from torso strikes targeting\n * the solar plexus, ribs, and diaphragm. Breathing difficulty reduces stamina\n * regeneration and creates authentic combat trauma effects.\n * \n * ## Disruption Levels (호흡곤란 수준)\n * \n * - **Winded (바람맞음)**: 25% stamina regeneration penalty for 5 seconds\n * - **Gasping (헐떡임)**: 50% stamina regeneration penalty for 10 seconds\n * - **Severely Winded (심각한 호흡곤란)**: 75% stamina regeneration penalty for 15 seconds\n * \n * ## Korean Martial Arts Context\n * \n * Traditional Korean martial arts (태권도, 합기도, 택견) emphasize torso strikes:\n * - **명치 (Myeongchi)**: Solar plexus - instant breath disruption\n * - **늑골 (Neukgol)**: Floating ribs - cumulative breathing difficulty\n * - **횡격막 (Hoenggyeongmak)**: Diaphragm - severe respiratory impact\n * \n * ## Game Design Philosophy\n * \n * Breathing disruption creates tactical depth by:\n * 1. Rewarding torso targeting over simple head/limb attacks\n * 2. Creating stamina management gameplay - disrupted fighters must fight defensively\n * 3. Providing realistic combat trauma feedback\n * 4. Encouraging recovery periods when torso health is compromised\n * \n * @module systems/breathing\n * @category Combat Systems\n * @korean 호흡곤란시스템\n */\n\nimport { KoreanText, VitalPointEffectType } from \"@/types\";\nimport { StatusEffect } from \"@/systems/types\";\nimport { PlayerState } from \"@/systems/player\";\nimport { EffectIntensity } from \"@/systems/effects\";\n\n/**\n * Breathing disruption severity levels.\n * \n * **Korean**: 호흡곤란 수준\n * \n * Progressive levels of respiratory impairment from torso strikes.\n * Higher levels stack duration and increase stamina regeneration penalties.\n * \n * @category Combat Systems\n * @korean 호흡곤란수준\n */\nexport enum BreathingDisruptionLevel {\n /** No breathing disruption - normal stamina regeneration */\n NONE = \"none\",\n \n /**\n * Winded (바람맞음)\n * - 25% stamina regeneration penalty\n * - Duration: 5 seconds\n * - Caused by: Moderate torso strikes\n */\n WINDED = \"winded\",\n \n /**\n * Gasping (헐떡임)\n * - 50% stamina regeneration penalty\n * - Duration: 10 seconds\n * - Caused by: Heavy torso strikes or multiple hits\n */\n GASPING = \"gasping\",\n \n /**\n * Severely Winded (심각한 호흡곤란)\n * - 75% stamina regeneration penalty\n * - Duration: 15 seconds\n * - Caused by: Solar plexus vital point strikes\n */\n SEVERELY_WINDED = \"severely_winded\",\n}\n\n/**\n * Breathing disruption effect extending StatusEffect.\n * \n * **Korean**: 호흡곤란 효과\n * \n * Tracks active breathing difficulty with Korean-English terminology.\n * Integrates with the status effect system for consistent duration tracking.\n * \n * @category Combat Systems\n * @korean 호흡곤란효과\n */\nexport interface BreathingDisruptionEffect extends StatusEffect {\n /** Effect type is always BREATHLESSNESS */\n readonly type: VitalPointEffectType.BREATHLESSNESS;\n \n /** Breathing disruption severity level */\n readonly level: BreathingDisruptionLevel;\n \n /** Stamina regeneration multiplier (0.25 = 75% penalty, 0.50 = 50% penalty) */\n readonly staminaRegenMultiplier: number;\n \n /** Whether this effect can stack with additional torso hits */\n readonly stackable: true;\n}\n\n/**\n * Configuration for breathing disruption level effects.\n * \n * **Korean**: 호흡곤란 설정\n */\ninterface BreathingDisruptionConfig {\n readonly level: BreathingDisruptionLevel;\n readonly duration: number; // milliseconds\n readonly staminaRegenMultiplier: number;\n readonly koreanName: string;\n readonly englishName: string;\n readonly description: KoreanText;\n}\n\n/**\n * Breathing disruption level configurations.\n * \n * Defines stamina penalties, durations, and bilingual descriptions\n * for each severity level.\n */\nconst BREATHING_DISRUPTION_CONFIGS: Record<\n Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n BreathingDisruptionConfig\n> = {\n [BreathingDisruptionLevel.WINDED]: {\n level: BreathingDisruptionLevel.WINDED,\n duration: 5000, // 5 seconds\n staminaRegenMultiplier: 0.75, // 25% penalty\n koreanName: \"바람맞음\",\n englishName: \"Winded\",\n description: {\n korean: \"중간 강도의 몸통 타격으로 호흡이 불규칙해짐\",\n english: \"Breathing is irregular from moderate torso strike\",\n romanized: \"baram-maeum\",\n },\n },\n [BreathingDisruptionLevel.GASPING]: {\n level: BreathingDisruptionLevel.GASPING,\n duration: 10000, // 10 seconds\n staminaRegenMultiplier: 0.50, // 50% penalty\n koreanName: \"헐떡임\",\n englishName: \"Gasping\",\n description: {\n korean: \"강한 몸통 타격으로 호흡이 어려워짐\",\n english: \"Heavy torso strikes cause breathing difficulty\",\n romanized: \"heoltteogim\",\n },\n },\n [BreathingDisruptionLevel.SEVERELY_WINDED]: {\n level: BreathingDisruptionLevel.SEVERELY_WINDED,\n duration: 15000, // 15 seconds\n staminaRegenMultiplier: 0.25, // 75% penalty\n koreanName: \"심각한 호흡곤란\",\n englishName: \"Severely Winded\",\n description: {\n korean: \"명치 급소 타격으로 심각한 호흡곤란 발생\",\n english: \"Solar plexus vital strike causes severe breathing disruption\",\n romanized: \"simgakhan hoheup gonnan\",\n },\n },\n};\n\n/**\n * Breathing Disruption System implementation.\n * \n * **Korean**: 호흡곤란 시스템\n * \n * Manages breathing disruption effects from torso targeting.\n * Integrates with vital point system and stamina regeneration.\n * \n * @category Combat Systems\n */\nexport class BreathingDisruptionSystem {\n /**\n * Create a breathing disruption effect at specified severity level.\n * \n * **Korean**: 호흡곤란 효과 생성\n * \n * @param level - Severity level of breathing disruption\n * @param source - Source of the disruption (technique name, vital point, etc.)\n * @param timestamp - When the effect was applied (game time)\n * @returns BreathingDisruptionEffect ready to apply to PlayerState\n * \n * @example\n * ```typescript\n * // Solar plexus strike causes severe disruption\n * const effect = BreathingDisruptionSystem.createEffect(\n * BreathingDisruptionLevel.SEVERELY_WINDED,\n * \"명치타격 (Solar Plexus Strike)\",\n * Date.now()\n * );\n * ```\n */\n static createEffect(\n level: Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n source: string,\n timestamp: number\n ): BreathingDisruptionEffect {\n const config = BREATHING_DISRUPTION_CONFIGS[level];\n \n return {\n id: `breathing_disruption_${level}_${timestamp}`,\n type: VitalPointEffectType.BREATHLESSNESS,\n level,\n intensity: this.levelToIntensity(level),\n duration: config.duration,\n staminaRegenMultiplier: config.staminaRegenMultiplier,\n description: config.description,\n stackable: true,\n source,\n startTime: timestamp,\n endTime: timestamp + config.duration,\n };\n }\n\n /**\n * Convert breathing disruption level to effect intensity.\n * \n * Maps severity levels to standardized EffectIntensity enum.\n * \n * @param level - Breathing disruption severity\n * @returns Corresponding EffectIntensity value\n */\n private static levelToIntensity(\n level: BreathingDisruptionLevel\n ): EffectIntensity {\n switch (level) {\n case BreathingDisruptionLevel.WINDED:\n return EffectIntensity.LOW;\n case BreathingDisruptionLevel.GASPING:\n return EffectIntensity.MEDIUM;\n case BreathingDisruptionLevel.SEVERELY_WINDED:\n return EffectIntensity.HIGH;\n default:\n return EffectIntensity.WEAK;\n }\n }\n\n /**\n * Calculate breathing disruption level from damage amount.\n * \n * **Korean**: 피해량으로 호흡곤란 수준 계산\n * \n * Determines appropriate disruption severity based on torso strike damage.\n * Used when vital point ID is not specified but torso region was hit.\n * \n * @param damage - Base damage of the torso strike\n * @param isSolarPlexus - Whether strike hit solar plexus vital point\n * @returns Appropriate breathing disruption level\n * \n * @example\n * ```typescript\n * // Moderate torso strike (15 damage) causes winded effect\n * const level = BreathingDisruptionSystem.calculateLevelFromDamage(15, false);\n * // level === BreathingDisruptionLevel.WINDED\n * \n * // Solar plexus vital strike (20+ damage) causes severe effect\n * const severeLevel = BreathingDisruptionSystem.calculateLevelFromDamage(25, true);\n * // severeLevel === BreathingDisruptionLevel.SEVERELY_WINDED\n * ```\n */\n static calculateLevelFromDamage(\n damage: number,\n isSolarPlexus: boolean\n ): BreathingDisruptionLevel {\n // Solar plexus vital strikes always cause severe disruption\n if (isSolarPlexus) {\n return BreathingDisruptionLevel.SEVERELY_WINDED;\n }\n\n // Thresholds for damage-based severity\n if (damage >= 20) {\n return BreathingDisruptionLevel.GASPING;\n } else if (damage >= 10) {\n return BreathingDisruptionLevel.WINDED;\n }\n\n return BreathingDisruptionLevel.NONE;\n }\n\n /**\n * Stack multiple breathing disruption effects.\n * \n * **Korean**: 호흡곤란 효과 누적\n * \n * Cumulative torso hits increase disruption duration and potentially severity.\n * Multiple hits stack duration, and severe hits can escalate the level.\n * \n * @param existingEffect - Current active breathing disruption effect\n * @param newLevel - Severity of new torso strike\n * @param source - Source of the new disruption\n * @param timestamp - Current game time\n * @returns Updated BreathingDisruptionEffect with stacked duration/severity\n * \n * @example\n * ```typescript\n * // First hit: Winded for 5 seconds\n * let effect = BreathingDisruptionSystem.createEffect(\n * BreathingDisruptionLevel.WINDED, \"Rib Strike\", 1000\n * );\n * \n * // Second hit: Stacks to Gasping with extended duration\n * effect = BreathingDisruptionSystem.stackEffect(\n * effect, BreathingDisruptionLevel.WINDED, \"Rib Strike\", 3000\n * );\n * // Now Gasping level with 10+ seconds remaining\n * ```\n */\n static stackEffect(\n existingEffect: BreathingDisruptionEffect,\n newLevel: Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>,\n source: string,\n timestamp: number\n ): BreathingDisruptionEffect {\n const newConfig = BREATHING_DISRUPTION_CONFIGS[newLevel];\n \n // Escalate to higher severity if new strike is more severe\n const effectiveLevel = this.getHigherLevel(existingEffect.level, newLevel);\n const effectiveConfig = BREATHING_DISRUPTION_CONFIGS[effectiveLevel];\n\n // Stack duration: add 50% of new effect's duration to remaining time\n const remainingTime = Math.max(0, existingEffect.endTime - timestamp);\n const additionalTime = Math.floor(newConfig.duration * 0.5);\n const totalDuration = remainingTime + additionalTime;\n\n return {\n ...existingEffect,\n level: effectiveLevel,\n intensity: this.levelToIntensity(effectiveLevel),\n duration: totalDuration,\n staminaRegenMultiplier: effectiveConfig.staminaRegenMultiplier,\n description: effectiveConfig.description,\n source: `${existingEffect.source}, ${source}`,\n endTime: timestamp + totalDuration,\n };\n }\n\n /**\n * Compare two disruption levels and return the more severe.\n * \n * @param level1 - First disruption level\n * @param level2 - Second disruption level\n * @returns The more severe of the two levels\n */\n private static getHigherLevel(\n level1: BreathingDisruptionLevel,\n level2: BreathingDisruptionLevel\n ): Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE> {\n const severity = {\n [BreathingDisruptionLevel.NONE]: 0,\n [BreathingDisruptionLevel.WINDED]: 1,\n [BreathingDisruptionLevel.GASPING]: 2,\n [BreathingDisruptionLevel.SEVERELY_WINDED]: 3,\n };\n\n const higher = severity[level1] > severity[level2] ? level1 : level2;\n \n // Type guard: result can't be NONE since inputs exclude NONE\n return higher as Exclude<BreathingDisruptionLevel, BreathingDisruptionLevel.NONE>;\n }\n\n /**\n * Get active breathing disruption effect from player state.\n * \n * **Korean**: 활성 호흡곤란 효과 가져오기\n * \n * Searches player's active status effects for breathing disruption.\n * \n * @param player - Current player state\n * @returns Active BreathingDisruptionEffect or undefined\n */\n static getActiveEffect(\n player: PlayerState\n ): BreathingDisruptionEffect | undefined {\n return player.statusEffects.find(\n (effect): effect is BreathingDisruptionEffect =>\n effect.type === VitalPointEffectType.BREATHLESSNESS &&\n \"level\" in effect &&\n \"staminaRegenMultiplier\" in effect\n );\n }\n\n /**\n * Calculate stamina regeneration multiplier with breathing disruption.\n * \n * **Korean**: 호흡곤란 포함 스태미나 재생 계산\n * \n * Applies breathing disruption penalty to base stamina regeneration rate.\n * Used by stamina regeneration system each frame.\n * \n * @param player - Current player state\n * @param baseRegenRate - Base stamina regeneration per second\n * @returns Modified regeneration rate with breathing penalty applied\n * \n * @example\n * ```typescript\n * const baseRegen = 10; // 10 stamina/second normally\n * \n * // With Gasping effect (50% penalty)\n * const modifiedRegen = BreathingDisruptionSystem.calculateStaminaRegen(\n * player, baseRegen\n * );\n * // modifiedRegen === 5 (50% of base rate)\n * ```\n */\n static calculateStaminaRegen(\n player: PlayerState,\n baseRegenRate: number\n ): number {\n const activeEffect = this.getActiveEffect(player);\n \n if (!activeEffect) {\n return baseRegenRate;\n }\n\n return baseRegenRate * activeEffect.staminaRegenMultiplier;\n }\n\n /**\n * Check if player can recover from breathing disruption.\n * \n * **Korean**: 호흡곤란 회복 가능 여부 확인\n * \n * Recovery is possible when torso health > 50%.\n * Player must avoid additional torso damage to allow breathing to normalize.\n * \n * @param player - Current player state\n * @returns True if torso health supports recovery\n */\n static canRecover(player: PlayerState): boolean {\n // Check if body part health tracking is available\n if (!player.bodyPartHealth) {\n // Fallback: use overall health as proxy\n return player.health > player.maxHealth * 0.5;\n }\n\n // Calculate torso health percentage (using upper torso as primary)\n const upperTorsoHealth = player.bodyPartHealth.torsoUpper ?? 0;\n const lowerTorsoHealth = player.bodyPartHealth.torsoLower ?? 0;\n const avgTorsoHealth = (upperTorsoHealth + lowerTorsoHealth) / 2;\n \n const maxUpperTorsoHealth = player.bodyPartMaxHealth?.torsoUpper ?? 100;\n const maxLowerTorsoHealth = player.bodyPartMaxHealth?.torsoLower ?? 100;\n const avgMaxTorsoHealth = (maxUpperTorsoHealth + maxLowerTorsoHealth) / 2;\n \n const torsoHealthPercent = avgTorsoHealth / avgMaxTorsoHealth;\n\n return torsoHealthPercent > 0.5;\n }\n\n /**\n * Apply gradual recovery to breathing disruption effect.\n * \n * **Korean**: 호흡곤란 점진적 회복 적용\n * \n * When torso health > 50% and no new hits, breathing gradually improves.\n * This provides tactical gameplay: fighters with damaged torsos must fight defensively.\n * \n * @param effect - Current breathing disruption effect\n * @param deltaTime - Time since last update (milliseconds)\n * @param timestamp - Current game time\n * @returns Updated effect with recovery applied, or undefined if fully recovered\n * \n * @example\n * ```typescript\n * // Each frame with torso health > 50%\n * const updated = BreathingDisruptionSystem.applyGradualRecovery(\n * effect, 16.67, timestamp\n * );\n * // Effect duration decreases faster than normal expiration\n * ```\n */\n static applyGradualRecovery(\n effect: BreathingDisruptionEffect,\n deltaTime: number,\n timestamp: number\n ): BreathingDisruptionEffect | undefined {\n // Recovery rate: 2x faster than normal expiration\n const recoveryMultiplier = 2.0;\n const recoveryTime = deltaTime * recoveryMultiplier;\n \n const newEndTime = effect.endTime - recoveryTime;\n \n // Fully recovered if end time reached\n if (newEndTime <= timestamp) {\n return undefined;\n }\n\n return {\n ...effect,\n endTime: newEndTime,\n duration: newEndTime - effect.startTime,\n };\n }\n\n /**\n * Get breathing disruption level from player state.\n * \n * **Korean**: 플레이어 호흡곤란 수준 가져오기\n * \n * Convenience method to get current disruption level.\n * \n * @param player - Current player state\n * @returns Current breathing disruption level (NONE if no active effect)\n */\n static getCurrentLevel(player: PlayerState): BreathingDisruptionLevel {\n const activeEffect = this.getActiveEffect(player);\n return activeEffect?.level ?? BreathingDisruptionLevel.NONE;\n }\n\n /**\n * Check if breathing disruption is active.\n * \n * @param player - Current player state\n * @returns True if player has active breathing disruption\n */\n static isActive(player: PlayerState): boolean {\n return this.getCurrentLevel(player) !== BreathingDisruptionLevel.NONE;\n }\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAmDA,IAAY,2BAAL,yBAAA,0BAAA;;CAEL,yBAAA,UAAA;;;;;;;CAQA,yBAAA,YAAA;;;;;;;CAQA,yBAAA,aAAA;;;;;;;CAQA,yBAAA,qBAAA;;AACF,EAAA,CAAA,CAAA;;;;;;;AA+CA,IAAM,+BAGF;EACiC,WAAA;EACjC,OAAA;EACA,UAAU;EACV,wBAAwB;EACxB,YAAY;EACZ,aAAa;EACb,aAAa;GACX,QAAQ;GACR,SAAS;GACT,WAAW;EACb;CACF;EACoC,YAAA;EAClC,OAAA;EACA,UAAU;EACV,wBAAwB;EACxB,YAAY;EACZ,aAAa;EACb,aAAa;GACX,QAAQ;GACR,SAAS;GACT,WAAW;EACb;CACF;EAC4C,oBAAA;EAC1C,OAAA;EACA,UAAU;EACV,wBAAwB;EACxB,YAAY;EACZ,aAAa;EACb,aAAa;GACX,QAAQ;GACR,SAAS;GACT,WAAW;EACb;CACF;AACF;;;;;;;;;;;AAYA,IAAa,4BAAb,MAAuC;;;;;;;;;;;;;;;;;;;;;CAqBrC,OAAO,aACL,OACA,QACA,WAC2B;EAC3B,MAAM,SAAS,6BAA6B;EAE5C,OAAO;GACL,IAAI,wBAAwB,MAAM,GAAG;GACrC,MAAM,qBAAqB;GAC3B;GACA,WAAW,KAAK,iBAAiB,KAAK;GACtC,UAAU,OAAO;GACjB,wBAAwB,OAAO;GAC/B,aAAa,OAAO;GACpB,WAAW;GACX;GACA,WAAW;GACX,SAAS,YAAY,OAAO;EAC9B;CACF;;;;;;;;;CAUA,OAAe,iBACb,OACiB;EACjB,QAAQ,OAAR;GACE,KAAA,UACE,OAAO,gBAAgB;GACzB,KAAA,WACE,OAAO,gBAAgB;GACzB,KAAA,mBACE,OAAO,gBAAgB;GACzB,SACE,OAAO,gBAAgB;EAC3B;CACF;;;;;;;;;;;;;;;;;;;;;;;;CAyBA,OAAO,yBACL,QACA,eAC0B;EAE1B,IAAI,eACF,OAAA;EAIF,IAAI,UAAU,IACZ,OAAA;OACK,IAAI,UAAU,IACnB,OAAA;EAGF,OAAA;CACF;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA8BA,OAAO,YACL,gBACA,UACA,QACA,WAC2B;EAC3B,MAAM,YAAY,6BAA6B;EAG/C,MAAM,iBAAiB,KAAK,eAAe,eAAe,OAAO,QAAQ;EACzE,MAAM,kBAAkB,6BAA6B;EAKrD,MAAM,gBAFgB,KAAK,IAAI,GAAG,eAAe,UAAU,SAErC,IADC,KAAK,MAAM,UAAU,WAAW,EACjB;EAEtC,OAAO;GACL,GAAG;GACH,OAAO;GACP,WAAW,KAAK,iBAAiB,cAAc;GAC/C,UAAU;GACV,wBAAwB,gBAAgB;GACxC,aAAa,gBAAgB;GAC7B,QAAQ,GAAG,eAAe,OAAO,IAAI;GACrC,SAAS,YAAY;EACvB;CACF;;;;;;;;CASA,OAAe,eACb,QACA,QACkE;EAClE,MAAM,WAAW;IACkB,SAAA;IACE,WAAA;IACC,YAAA;IACQ,oBAAA;EAC9C;EAKA,OAHe,SAAS,UAAU,SAAS,UAAU,SAAS;CAIhE;;;;;;;;;;;CAYA,OAAO,gBACL,QACuC;EACvC,OAAO,OAAO,cAAc,MACzB,WACC,OAAO,SAAS,qBAAqB,kBACrC,WAAW,UACX,4BAA4B,MAChC;CACF;;;;;;;;;;;;;;;;;;;;;;;;CAyBA,OAAO,sBACL,QACA,eACQ;EACR,MAAM,eAAe,KAAK,gBAAgB,MAAM;EAEhD,IAAI,CAAC,cACH,OAAO;EAGT,OAAO,gBAAgB,aAAa;CACtC;;;;;;;;;;;;CAaA,OAAO,WAAW,QAA8B;EAE9C,IAAI,CAAC,OAAO,gBAEV,OAAO,OAAO,SAAS,OAAO,YAAY;EAc5C,SAVyB,OAAO,eAAe,cAAc,MACpC,OAAO,eAAe,cAAc,MACE,OAEnC,OAAO,mBAAmB,cAAc,QACxC,OAAO,mBAAmB,cAAc,QACI,KAI5C;CAC9B;;;;;;;;;;;;;;;;;;;;;;;CAwBA,OAAO,qBACL,QACA,WACA,WACuC;EAGvC,MAAM,eAAe,YAAY;EAEjC,MAAM,aAAa,OAAO,UAAU;EAGpC,IAAI,cAAc,WAChB;EAGF,OAAO;GACL,GAAG;GACH,SAAS;GACT,UAAU,aAAa,OAAO;EAChC;CACF;;;;;;;;;;;CAYA,OAAO,gBAAgB,QAA+C;EAEpE,OADqB,KAAK,gBAAgB,MACnC,CAAA,EAAc,SAAA;CACvB;;;;;;;CAQA,OAAO,SAAS,QAA8B;EAC5C,OAAO,KAAK,gBAAgB,MAAM,MAAA;CACpC;AACF"}
@@ -1 +1 @@
1
- {"version":3,"file":"BalanceSystem.js","names":[],"sources":["../../../src/systems/combat/BalanceSystem.ts"],"sourcesContent":["/**\n * Balance System for managing stability and vulnerability windows.\n *\n * **Korean**: 균형 시스템 (Balance System)\n *\n * Implements physical balance and stability mechanics. Loss of balance creates\n * vulnerability windows where damage is increased and defensive options limited.\n * Balance is affected by:\n * - Leg strikes\n * - Throws and sweeps\n * - Heavy impacts\n * - Fatigue (low stamina)\n * - Stance transitions (0.5s vulnerability window)\n * - Body part damage (legs reduce balance)\n * - Rapid stance changes (penalty system)\n *\n * ## Balance States\n *\n * - **Stable**: 80-100 balance - Full mobility and defense\n * - **Unsteady**: 50-79 balance - Reduced evasion, slower movement\n * - **Off-Balance**: 20-49 balance - Vulnerability window, defense penalty\n * - **Falling**: 0-19 balance - Severe vulnerability, possible knockdown\n *\n * ## Fall System Integration\n *\n * When balance falls below 20%, the system can trigger fall animations (낙법).\n * Fall direction is determined by attack vector and player stance.\n *\n * ## Stance Transition Vulnerability\n *\n * Changing stances creates a 0.5s vulnerability window with 1.5x damage multiplier.\n * Rapid stance changes (>2 in 3s) apply additional 20% balance penalty for 2s.\n *\n * @module systems/combat/BalanceSystem\n * @category Combat System\n * @korean 균형시스템\n */\n\nimport { BodyRegion } from \"@/types\";\nimport { TrigramStance } from \"@/types/common\";\nimport {\n determineFallDirection,\n determineFallFromStance,\n getRecoveryConfig,\n isVulnerableFrame,\n} from \"../animation\";\nimport type {\n FallType,\n GroundState,\n RecoveryAnimationType,\n} from \"../animation/core/types\";\nimport { PlayerState } from \"../player\";\n\n/**\n * Stance transition state tracking.\n *\n * **Korean**: 자세 전환 상태 (Stance Transition State)\n *\n * Tracks when a player is transitioning between stances, creating a\n * 0.5s vulnerability window with increased damage multiplier.\n */\nexport interface TransitionState {\n /** Whether player is currently transitioning */\n readonly isTransitioning: boolean;\n /** Timestamp when transition started (ms) */\n readonly transitionStartTime: number;\n /** Damage multiplier during transition (1.5x) */\n readonly vulnerabilityMultiplier: number;\n /** Stance transitioning from */\n readonly fromStance: TrigramStance | null;\n /** Stance transitioning to */\n readonly toStance: TrigramStance | null;\n}\n\n/**\n * Stance change history entry.\n *\n * **Korean**: 자세 변경 기록 (Stance Change Record)\n */\ninterface StanceChangeRecord {\n /** Timestamp of stance change */\n readonly timestamp: number;\n /** Stance changed from */\n readonly fromStance: TrigramStance;\n /** Stance changed to */\n readonly toStance: TrigramStance;\n}\n\n/**\n * Extended player state with balance system data.\n *\n * Extends PlayerState with additional balance-specific tracking.\n */\nexport interface BalancePlayerState extends PlayerState {\n /** Stance transition state */\n readonly transitionState?: TransitionState;\n /** Stance change history (last 5 changes) */\n readonly stanceChangeHistory?: readonly StanceChangeRecord[];\n /** Rapid change penalty end timestamp */\n readonly rapidChangePenaltyEnd?: number;\n}\n\n/**\n * Balance levels representing physical stability.\n *\n * **Korean**: 균형 수준\n */\nexport enum BalanceLevel {\n /** Stable footing (80-100) */\n STABLE = \"stable\",\n /** Unsteady but controlled (50-79) */\n UNSTEADY = \"unsteady\",\n /** Off-balance, vulnerable (20-49) */\n OFF_BALANCE = \"off_balance\",\n /** Falling or knocked down (0-19) */\n FALLING = \"falling\",\n}\n\n/**\n * Effects of balance on combat performance.\n */\ninterface BalanceEffects {\n /** Balance value range */\n readonly range: readonly [number, number];\n /** Defense multiplier */\n readonly defenseMultiplier: number;\n /** Evasion success chance modifier */\n readonly evasionModifier: number;\n /** Movement speed multiplier */\n readonly movementSpeedMultiplier: number;\n /** Vulnerability to attacks multiplier */\n readonly vulnerabilityMultiplier: number;\n /** Can perform evasive actions */\n readonly canEvade: boolean;\n /** Risk of knockdown */\n readonly knockdownRisk: number;\n}\n\n/**\n * Balance System managing stability and vulnerability.\n *\n * Balance represents physical stability and center of gravity control.\n * Low balance creates vulnerability windows where opponents can capitalize\n * with increased damage and reduced defensive options.\n *\n * @example\n * ```typescript\n * const balanceSystem = new BalanceSystem();\n *\n * // Apply balance disruption from leg strike\n * const newPlayer = balanceSystem.disruptBalance(\n * player,\n * 15,\n * BodyRegion.LEFT_LEG\n * );\n *\n * // Check if vulnerable\n * const isVulnerable = balanceSystem.isVulnerable(newPlayer);\n *\n * // Apply recovery\n * const recovered = balanceSystem.applyRecovery(newPlayer, 1000);\n * ```\n *\n * @korean 균형시스템\n */\nexport class BalanceSystem {\n /**\n * Balance level effects and thresholds.\n */\n private readonly balanceEffects: Record<BalanceLevel, BalanceEffects> = {\n [BalanceLevel.STABLE]: {\n range: [80, 100],\n defenseMultiplier: 1.0,\n evasionModifier: 1.0,\n movementSpeedMultiplier: 1.0,\n vulnerabilityMultiplier: 1.0,\n canEvade: true,\n knockdownRisk: 0.0,\n },\n [BalanceLevel.UNSTEADY]: {\n range: [50, 79],\n defenseMultiplier: 0.85,\n evasionModifier: 0.7,\n movementSpeedMultiplier: 0.85,\n vulnerabilityMultiplier: 1.15,\n canEvade: true,\n knockdownRisk: 0.1,\n },\n [BalanceLevel.OFF_BALANCE]: {\n range: [20, 49],\n defenseMultiplier: 0.6,\n evasionModifier: 0.4,\n movementSpeedMultiplier: 0.6,\n vulnerabilityMultiplier: 1.5, // 50% more damage taken\n canEvade: false,\n knockdownRisk: 0.3,\n },\n [BalanceLevel.FALLING]: {\n range: [0, 19],\n defenseMultiplier: 0.3,\n evasionModifier: 0.0,\n movementSpeedMultiplier: 0.3,\n vulnerabilityMultiplier: 2.0, // 100% more damage taken\n canEvade: false,\n knockdownRisk: 0.8,\n },\n };\n\n /**\n * Balance disruption multipliers by body region.\n */\n private readonly regionMultipliers: Record<string, number> = {\n [BodyRegion.LEFT_LEG]: 2.5,\n [BodyRegion.RIGHT_LEG]: 2.5,\n [BodyRegion.CORE]: 2.0,\n [BodyRegion.TORSO]: 1.5,\n [BodyRegion.HEAD]: 1.0,\n default: 0.5,\n };\n\n /**\n * Base balance recovery rate per second.\n */\n private readonly baseRecoveryRate = 8.0; // 8 points per second\n\n /**\n * Maximum balance value.\n */\n private readonly maxBalance = 100;\n\n /**\n * Stance transition constants.\n */\n private readonly transitionDuration = 500; // 0.5s in milliseconds\n private readonly transitionVulnerabilityMultiplier = 1.5; // 1.5x damage during transition\n\n /**\n * Rapid stance change penalty constants.\n */\n private readonly rapidChangeWindow = 3000; // 3 seconds in milliseconds\n private readonly rapidChangeThreshold = 2; // >2 changes trigger penalty\n private readonly rapidChangePenalty = 0.2; // 20% balance reduction\n private readonly rapidChangePenaltyDuration = 2000; // 2 seconds penalty\n private readonly stanceChangeHistoryLimit = 5; // Keep last 5 changes\n\n /**\n * Disrupts balance from combat impact.\n *\n * Calculates balance loss based on damage amount and body region hit.\n * Leg strikes cause maximum balance disruption.\n *\n * Now also considers:\n * - Body part damage modifier (damaged legs reduce balance more)\n * - Rapid stance change penalty (20% additional reduction)\n *\n * @param player - Current player state\n * @param impact - Impact force amount\n * @param region - Body region affected\n * @param currentTime - Current game time for penalty checks (optional)\n * @returns Updated player state with reduced balance\n *\n * @example\n * ```typescript\n * // Leg sweep causes major balance disruption\n * player = system.disruptBalance(\n * player,\n * 20,\n * BodyRegion.RIGHT_LEG,\n * Date.now()\n * );\n * ```\n *\n * @korean 균형파괴\n */\n disruptBalance(\n player: BalancePlayerState,\n impact: number,\n region?: BodyRegion,\n currentTime?: number\n ): BalancePlayerState {\n // Get multiplier based on region\n const multiplier = region\n ? this.regionMultipliers[region] ?? this.regionMultipliers.default\n : this.regionMultipliers.default;\n\n // Calculate base balance loss\n let balanceLoss = impact * multiplier * 0.6; // 0.6 = balance sensitivity\n\n // Apply body part damage modifier\n const bodyModifier = this.calculateBalanceModifier(player);\n balanceLoss *= 1.0 / bodyModifier; // More damage = more balance loss\n\n // Apply rapid stance change penalty if time is provided\n if (currentTime !== undefined && this.isRapidChangePenaltyActive(player, currentTime)) {\n balanceLoss *= 1.0 + this.rapidChangePenalty; // +20% balance loss\n }\n\n // Apply balance loss, clamped to 0\n const newBalance = Math.max(0, player.balance - balanceLoss);\n\n return {\n ...player,\n balance: newBalance,\n };\n }\n\n /**\n * Applies balance recovery over time.\n *\n * Balance recovers quickly when not being disrupted, allowing\n * fighters to regain stable footing between exchanges.\n *\n * Recovery is affected by:\n * - Balance level (harder to recover when off-balance)\n * - Stamina (low stamina = slow recovery)\n * - Body part damage (leg damage reduces recovery rate)\n *\n * @param player - Current player state\n * @param deltaTime - Time elapsed in milliseconds\n * @returns Updated player state with recovered balance\n *\n * @example\n * ```typescript\n * // In game loop\n * player = system.applyRecovery(player, 16); // ~60fps\n * ```\n *\n * @korean 균형회복\n */\n applyRecovery(player: BalancePlayerState, deltaTime: number): BalancePlayerState {\n // Already at maximum balance\n if (player.balance >= this.maxBalance) {\n return player;\n }\n\n const deltaSeconds = deltaTime / 1000;\n const level = this.getBalanceLevel(player.balance);\n\n // Recovery modifier based on balance level\n let recoveryModifier = 1.0;\n if (level === BalanceLevel.OFF_BALANCE) {\n recoveryModifier = 0.7; // Harder to recover when off-balance\n } else if (level === BalanceLevel.FALLING) {\n recoveryModifier = 0.4; // Very hard to recover when falling\n }\n\n // Stamina affects recovery rate\n const staminaFactor = player.stamina / player.maxStamina;\n \n // Body part damage affects recovery rate\n const bodyModifier = this.calculateBalanceModifier(player);\n \n const finalModifier = recoveryModifier * (0.5 + staminaFactor * 0.5) * bodyModifier;\n\n const recovery = this.baseRecoveryRate * deltaSeconds * finalModifier;\n const newBalance = Math.min(this.maxBalance, player.balance + recovery);\n\n return {\n ...player,\n balance: newBalance,\n };\n }\n\n /**\n * Determines balance level from balance value.\n *\n * @param balance - Balance value (0-100)\n * @returns Current balance level\n *\n * @korean 균형수준확인\n */\n getBalanceLevel(balance: number): BalanceLevel {\n if (balance >= 80) return BalanceLevel.STABLE;\n if (balance >= 50) return BalanceLevel.UNSTEADY;\n if (balance >= 20) return BalanceLevel.OFF_BALANCE;\n return BalanceLevel.FALLING;\n }\n\n /**\n * Gets effects for a specific balance level.\n *\n * @param level - Balance level\n * @returns Effects applied at that level\n *\n * @korean 균형효과\n */\n getEffects(level: BalanceLevel): BalanceEffects {\n return this.balanceEffects[level];\n }\n\n /**\n * Applies balance effects to player state.\n *\n * Modifies player stats based on current balance level.\n *\n * @param player - Current player state\n * @returns Modified player state with balance effects\n *\n * @korean 균형효과적용\n */\n applyEffects(player: PlayerState): PlayerState {\n const level = this.getBalanceLevel(player.balance);\n const effects = this.getEffects(level);\n\n return {\n ...player,\n defense: Math.floor(player.defense * effects.defenseMultiplier),\n speed: Math.floor(player.speed * effects.movementSpeedMultiplier),\n };\n }\n\n /**\n * Checks if player is vulnerable due to balance.\n *\n * @param player - Current player state\n * @returns True if off-balance or falling\n *\n * @korean 균형취약확인\n */\n isVulnerable(player: PlayerState): boolean {\n const level = this.getBalanceLevel(player.balance);\n return level === BalanceLevel.OFF_BALANCE || level === BalanceLevel.FALLING;\n }\n\n /**\n * Calculates damage multiplier for vulnerable balance state.\n *\n * @param player - Current player state\n * @returns Damage multiplier (1.0 = normal, >1.0 = increased damage)\n *\n * @korean 취약성배율\n */\n getVulnerabilityMultiplier(player: PlayerState): number {\n const level = this.getBalanceLevel(player.balance);\n const effects = this.getEffects(level);\n return effects.vulnerabilityMultiplier;\n }\n\n /**\n * Checks if knockdown should occur, using a provided random function for determinism.\n *\n * @param player - Current player state\n * @param randomFn - Optional random number generator (returns number in [0,1)), defaults to Math.random\n * @returns True if knockdown should occur\n *\n * @korean 넘어짐확인\n */\n shouldKnockdown(\n player: PlayerState,\n randomFn: () => number = Math.random\n ): boolean {\n const level = this.getBalanceLevel(player.balance);\n const effects = this.getEffects(level);\n return randomFn() < effects.knockdownRisk;\n }\n\n /**\n * Gets bilingual name for balance level.\n *\n * @param level - Balance level\n * @returns Korean and English level names\n *\n * @korean 균형이름\n */\n getLevelName(level: BalanceLevel): { korean: string; english: string } {\n const names: Record<BalanceLevel, { korean: string; english: string }> = {\n [BalanceLevel.STABLE]: {\n korean: \"안정\",\n english: \"Stable\",\n },\n [BalanceLevel.UNSTEADY]: {\n korean: \"불안정\",\n english: \"Unsteady\",\n },\n [BalanceLevel.OFF_BALANCE]: {\n korean: \"균형상실\",\n english: \"Off-Balance\",\n },\n [BalanceLevel.FALLING]: {\n korean: \"낙하중\",\n english: \"Falling\",\n },\n };\n\n return names[level];\n }\n\n /**\n * Gets color indicator for balance level (for UI).\n *\n * @param level - Balance level\n * @returns Hex color code\n *\n * @korean 균형색상\n */\n getLevelColor(level: BalanceLevel): number {\n const colors: Record<BalanceLevel, number> = {\n [BalanceLevel.STABLE]: 0x00ff00, // Green\n [BalanceLevel.UNSTEADY]: 0xffff00, // Yellow\n [BalanceLevel.OFF_BALANCE]: 0xff8800, // Orange\n [BalanceLevel.FALLING]: 0xff0000, // Red\n };\n\n return colors[level];\n }\n\n /**\n * Checks if balance is low enough to trigger fall animation.\n *\n * Falls occur when balance drops below 20% (FALLING state).\n * This creates realistic knockdown conditions from balance loss.\n *\n * @param player - Current player state\n * @returns True if fall animation should trigger\n *\n * @example\n * ```typescript\n * if (balanceSystem.shouldTriggerFall(player)) {\n * const fallType = balanceSystem.determineFallType(\n * player,\n * attackAngle,\n * attackHeight\n * );\n * animationMachine.transitionTo(FALL_TYPE_TO_ANIMATION[fallType]);\n * }\n * ```\n *\n * @korean 낙법발동확인\n */\n shouldTriggerFall(player: PlayerState): boolean {\n return player.balance < 20; // FALLING threshold\n }\n\n /**\n * Determines which fall animation to play based on attack and stance.\n *\n * Calculates fall direction using:\n * - Attack angle relative to player\n * - Attack height (high/mid/low)\n * - Player's current stance bias\n *\n * Korean falling techniques (낙법):\n * - 전방낙법 (Jeonbang Nakbeop): Forward fall\n * - 후방낙법 (Hubang Nakbeop): Backward fall\n * - 측방낙법 (Cheukbang Nakbeop): Side fall\n *\n * @param player - Current player state\n * @param attackAngle - Angle of attack in radians (0 = from front)\n * @param attackHeight - Attack height: 'high', 'mid', or 'low'\n * @returns Fall type to use for animation\n *\n * @example\n * ```typescript\n * // Player facing forward (0°), attacked from behind (π)\n * const fallType = balanceSystem.determineFallType(\n * player,\n * Math.PI,\n * 'mid'\n * );\n * // Returns: 'forward' (pushed forward by rear attack)\n *\n * // Low sweep from right side\n * const fallType = balanceSystem.determineFallType(\n * player,\n * Math.PI/2,\n * 'low'\n * );\n * // Returns: 'side_right' (swept to the side)\n * ```\n *\n * @korean 낙법유형결정\n */\n determineFallType(\n _player: PlayerState,\n attackAngle: number,\n attackHeight: \"high\" | \"mid\" | \"low\" = \"mid\"\n ): FallType {\n // Get player facing angle from position or default to 0\n const playerFacing = 0; // Default facing forward\n\n // Use attack direction to determine fall\n return determineFallDirection(attackAngle, playerFacing, attackHeight);\n }\n\n /**\n * Determines fall type based on player stance when no attack direction available.\n *\n * Uses stance bias to determine likely fall direction when balance is lost\n * without a specific attack (e.g., from fatigue, leg damage accumulation).\n *\n * @param stance - Current trigram stance\n * @returns Fall type based on stance characteristics\n *\n * @example\n * ```typescript\n * // Player in Heaven stance (aggressive forward)\n * const fallType = balanceSystem.determineFallTypeFromStance(\n * TrigramStance.GEON\n * );\n * // Returns: 'forward' (Heaven stance has forward bias)\n * ```\n *\n * @korean 자세낙법결정\n */\n determineFallTypeFromStance(stance: TrigramStance): FallType {\n return determineFallFromStance(stance);\n }\n\n /**\n * Check if player is in a grounded state based on animation state.\n *\n * Player is considered grounded when in any ground_* animation state\n * (ground_prone, ground_supine, ground_side_left, ground_side_right).\n *\n * @param animationState - Current animation state from AnimationStateMachine\n * @returns True if player is on the ground\n *\n * @example\n * ```typescript\n * const isGrounded = balanceSystem.isGrounded(\"ground_prone\");\n * // Returns: true\n *\n * const notGrounded = balanceSystem.isGrounded(\"idle\");\n * // Returns: false\n * ```\n *\n * @korean 지면상태확인\n */\n isGrounded(animationState: string): boolean {\n return animationState.startsWith(\"ground_\");\n }\n\n /**\n * Get ground state from animation state.\n *\n * Extracts the ground position type from animation state name.\n * Returns null if not in a ground state.\n *\n * @param animationState - Current animation state from AnimationStateMachine\n * @returns Ground state or null if not grounded\n *\n * @example\n * ```typescript\n * const state = balanceSystem.getGroundState(\"ground_prone\");\n * // Returns: \"prone\"\n *\n * const none = balanceSystem.getGroundState(\"idle\");\n * // Returns: null\n * ```\n *\n * @korean 지면자세가져오기\n */\n getGroundState(animationState: string): GroundState | null {\n if (!this.isGrounded(animationState)) {\n return null;\n }\n\n // Extract ground state from animation state name\n // \"ground_prone\" -> \"prone\"\n const groundType = animationState.replace(\"ground_\", \"\");\n\n // Validate that it's a valid ground state\n if (\n groundType === \"prone\" ||\n groundType === \"supine\" ||\n groundType === \"side_left\" ||\n groundType === \"side_right\"\n ) {\n return groundType as GroundState;\n }\n\n return null;\n }\n\n /**\n * Check if player can execute recovery based on stamina.\n *\n * Some recovery animations (like roll recovery) require stamina.\n * This checks if player has sufficient stamina for the recovery type.\n *\n * @param player - Current player state\n * @param recoveryType - Type of recovery animation\n * @returns True if player has enough stamina\n *\n * @example\n * ```typescript\n * // Roll recovery costs 20 stamina\n * const canRoll = balanceSystem.canRecoverWithType(player, \"roll_recovery\");\n * // Returns: true if player.stamina >= 20\n *\n * // Normal recoveries have no cost\n * const canStand = balanceSystem.canRecoverWithType(player, \"prone_standup\");\n * // Returns: true (no stamina requirement)\n * ```\n *\n * @korean 회복가능확인\n */\n canRecoverWithType(\n player: PlayerState,\n recoveryType: RecoveryAnimationType\n ): boolean {\n const config = getRecoveryConfig(recoveryType);\n\n // Check if player has enough stamina\n return player.stamina >= config.staminaCost;\n }\n\n /**\n * Apply stamina cost for recovery animation.\n *\n * Deducts stamina cost from player state for recovery animations\n * that require stamina (like roll recovery).\n *\n * @param player - Current player state\n * @param recoveryType - Type of recovery animation\n * @returns Updated player state with stamina deducted\n *\n * @example\n * ```typescript\n * // Roll recovery costs 20 stamina\n * const recovered = balanceSystem.applyRecoveryCost(player, \"roll_recovery\");\n * // recovered.stamina = player.stamina - 20\n * ```\n *\n * @korean 회복비용적용\n */\n applyRecoveryCost(\n player: PlayerState,\n recoveryType: RecoveryAnimationType\n ): PlayerState {\n const config = getRecoveryConfig(recoveryType);\n\n if (config.staminaCost === 0) {\n return player;\n }\n\n return {\n ...player,\n stamina: Math.max(0, player.stamina - config.staminaCost),\n };\n }\n\n /**\n * Get damage multiplier during recovery animation.\n *\n * Some recovery animations (like defensive getup) provide damage reduction.\n * This returns the multiplier to apply to incoming damage.\n *\n * @param recoveryType - Type of recovery animation\n * @param currentFrame - Current frame in the animation\n * @returns Damage multiplier (1.0 = normal, 0.5 = 50% reduction)\n *\n * @example\n * ```typescript\n * // Defensive getup has 50% damage reduction\n * const multiplier = balanceSystem.getRecoveryDamageMultiplier(\"defensive_getup\", 20);\n * // Returns: 0.5 (50% damage reduction)\n *\n * // Normal recoveries have no reduction\n * const normal = balanceSystem.getRecoveryDamageMultiplier(\"prone_standup\", 15);\n * // Returns: 1.0 (full damage)\n * ```\n *\n * @korean 회복피해배율\n */\n getRecoveryDamageMultiplier(\n recoveryType: RecoveryAnimationType,\n currentFrame: number\n ): number {\n const config = getRecoveryConfig(recoveryType);\n\n // Only apply damage reduction during vulnerable frames\n if (!isVulnerableFrame(recoveryType, currentFrame)) {\n return 1.0; // No vulnerability = full damage (or no damage if invulnerable)\n }\n\n // Apply damage reduction\n // damageReduction of 0.5 means 50% reduction, so multiplier is 0.5\n return 1.0 - config.damageReduction;\n }\n\n /**\n * Start a stance transition, creating vulnerability window.\n *\n * When a player changes stance, they become vulnerable for 0.5s with\n * a 1.5x damage multiplier. This creates tactical depth around stance changes.\n *\n * @param player - Current player state\n * @param newStance - Target stance to transition to\n * @param currentTime - Current game time in milliseconds\n * @returns Updated player state with transition tracking\n *\n * @example\n * ```typescript\n * // Player switches from Heaven to Water stance\n * const transitioning = balanceSystem.startStanceTransition(\n * player,\n * TrigramStance.GAM,\n * Date.now()\n * );\n * // transitioning.transitionState.isTransitioning = true\n * // transitioning.transitionState.vulnerabilityMultiplier = 1.5\n * ```\n *\n * @korean 자세전환시작\n */\n startStanceTransition(\n player: BalancePlayerState,\n newStance: TrigramStance,\n currentTime: number\n ): BalancePlayerState {\n // No-op if changing to the same stance (avoid unnecessary transitions)\n if (newStance === player.currentStance) {\n return player;\n }\n\n // Initialize transition state\n const transitionState: TransitionState = {\n isTransitioning: true,\n transitionStartTime: currentTime,\n vulnerabilityMultiplier: this.transitionVulnerabilityMultiplier,\n fromStance: player.currentStance,\n toStance: newStance,\n };\n\n // Add to stance change history\n const historyEntry: StanceChangeRecord = {\n timestamp: currentTime,\n fromStance: player.currentStance,\n toStance: newStance,\n };\n\n const history = player.stanceChangeHistory ?? [];\n const newHistory = [...history, historyEntry].slice(-this.stanceChangeHistoryLimit);\n\n // Check for rapid stance changes (inclusive boundary)\n const recentChanges = newHistory.filter(\n (entry) => currentTime - entry.timestamp <= this.rapidChangeWindow\n );\n\n let rapidChangePenaltyEnd = player.rapidChangePenaltyEnd;\n\n if (recentChanges.length > this.rapidChangeThreshold) {\n // Apply rapid change penalty\n rapidChangePenaltyEnd = currentTime + this.rapidChangePenaltyDuration;\n }\n\n return {\n ...player,\n currentStance: newStance,\n lastStanceChangeTime: currentTime,\n transitionState,\n stanceChangeHistory: newHistory,\n rapidChangePenaltyEnd,\n };\n }\n\n /**\n * Update stance transition state based on time elapsed.\n *\n * Transitions last 0.5s. After that, vulnerability window closes.\n * Called each frame to manage transition timing.\n *\n * @param player - Current player state\n * @param currentTime - Current game time in milliseconds\n * @returns Updated player state\n *\n * @example\n * ```typescript\n * // In game loop\n * player = balanceSystem.updateTransition(player, Date.now());\n * ```\n *\n * @korean 전환상태갱신\n */\n updateTransition(\n player: BalancePlayerState,\n currentTime: number\n ): BalancePlayerState {\n if (!player.transitionState?.isTransitioning) {\n return player;\n }\n\n const elapsed = currentTime - player.transitionState.transitionStartTime;\n\n // Check if transition window has ended\n if (elapsed >= this.transitionDuration) {\n return {\n ...player,\n transitionState: {\n ...player.transitionState,\n isTransitioning: false,\n vulnerabilityMultiplier: 1.0,\n },\n };\n }\n\n return player;\n }\n\n /**\n * Calculate balance modifier based on body part damage.\n *\n * Leg damage significantly reduces balance. The leg-specific modifier\n * scales linearly from 0.7x at 0% leg health to 1.0x at 100% leg health:\n * - 100% leg health: 1.0x balance (no reduction from legs)\n * - 70% leg health: ≈0.91x balance (≈9% reduction from legs)\n * - 30% leg health: ≈0.79x balance (≈21% reduction from legs)\n * - 0% leg health: 0.7x balance (30% reduction from legs)\n *\n * Torso damage also affects balance but to a lesser degree, and the\n * combined leg/torso modifier is clamped so the final balance modifier\n * stays within the range 0.5x to 1.0x.\n *\n * @param player - Current player state with body part health\n * @returns Balance modifier (0.5 to 1.0)\n *\n * @example\n * ```typescript\n * const modifier = balanceSystem.calculateBalanceModifier(player);\n * const effectiveBalance = player.balance * modifier;\n * ```\n *\n * @korean 균형조정계수계산\n */\n calculateBalanceModifier(player: BalancePlayerState): number {\n if (!player.bodyPartHealth || !player.bodyPartMaxHealth) {\n return 1.0; // No body part tracking, no modifier\n }\n\n // Read leg and torso health ratios from body part health tracking\n const leftLegHealthRaw =\n (player.bodyPartHealth.legLeft ?? 0) /\n (player.bodyPartMaxHealth.legLeft ?? 1);\n const rightLegHealthRaw =\n (player.bodyPartHealth.legRight ?? 0) /\n (player.bodyPartMaxHealth.legRight ?? 1);\n \n // Use torsoLower for core balance (lower body)\n const torsoHealthRaw =\n (player.bodyPartHealth.torsoLower ?? 0) /\n (player.bodyPartMaxHealth.torsoLower ?? 1);\n\n // Clamp health ratios to [0, 1] to prevent out-of-range values\n const leftLegHealth = Math.max(0, Math.min(1, leftLegHealthRaw));\n const rightLegHealth = Math.max(0, Math.min(1, rightLegHealthRaw));\n const torsoHealth = Math.max(0, Math.min(1, torsoHealthRaw));\n\n // Average leg health (both legs affect balance)\n const avgLegHealth = (leftLegHealth + rightLegHealth) / 2;\n\n // Leg damage: 0-30% reduction based on damage\n const legModifier = 0.7 + avgLegHealth * 0.3; // Range: 0.7 to 1.0\n\n // Torso damage: 0-10% reduction based on damage\n const torsoModifier = 0.9 + torsoHealth * 0.1; // Range: 0.9 to 1.0\n\n // Combine modifiers (multiplicative)\n const combinedModifier = legModifier * torsoModifier;\n\n // Clamp to [0.5, 1.0] range as documented\n return Math.max(0.5, Math.min(1.0, combinedModifier));\n }\n\n /**\n * Calculate knockback resistance based on current stance.\n *\n * Different stances provide varying levels of knockback resistance:\n * - Defensive stances (Mountain, Earth): +50% resistance\n * - Balanced stances (Water, Wind): normal resistance\n * - Offensive stances (Heaven, Fire, Thunder): -30% resistance\n * - Fluid stance (Lake): normal resistance\n *\n * @param stance - Current trigram stance\n * @returns Knockback resistance multiplier (0.7 to 1.5)\n *\n * @example\n * ```typescript\n * const resistance = balanceSystem.getKnockbackResistance(TrigramStance.GAN);\n * const effectiveKnockback = baseKnockback * (1.0 / resistance);\n * ```\n *\n * @korean 넉백저항계산\n */\n getKnockbackResistance(stance: TrigramStance): number {\n // Defensive stances: +50% resistance\n if (stance === TrigramStance.GAN || stance === TrigramStance.GON) {\n // Mountain, Earth\n return 1.5;\n }\n\n // Offensive stances: -30% resistance\n if (stance === TrigramStance.GEON || stance === TrigramStance.LI || stance === TrigramStance.JIN) {\n // Heaven, Fire, Thunder\n return 0.7;\n }\n\n // Balanced/adaptive stances: normal resistance\n return 1.0; // Water, Wind, Lake\n }\n\n /**\n * Check if rapid stance change penalty is active.\n *\n * Penalty applies when player changes stances >2 times in 3 seconds.\n * Lasts for 2 seconds after the last rapid change.\n * The penalty increases balance loss by 20% in `disruptBalance()`.\n *\n * @param player - Current player state\n * @param currentTime - Current game time in milliseconds\n * @returns True if penalty is active\n *\n * @example\n * ```typescript\n * // The penalty is applied automatically in disruptBalance()\n * if (balanceSystem.isRapidChangePenaltyActive(player, Date.now())) {\n * // Penalty active: balance loss will be increased by 20%\n * cy.log(\"Rapid change penalty active\");\n * }\n * ```\n *\n * @korean 급속변경벌칙확인\n */\n isRapidChangePenaltyActive(\n player: BalancePlayerState,\n currentTime: number\n ): boolean {\n if (!player.rapidChangePenaltyEnd) {\n return false;\n }\n return currentTime < player.rapidChangePenaltyEnd;\n }\n\n /**\n * Get total vulnerability multiplier considering all factors.\n *\n * Combines:\n * - Base balance state vulnerability (1.0 to 2.0)\n * - Stance transition vulnerability (1.5x during 0.5s window)\n *\n * @param player - Current player state\n * @returns Combined vulnerability multiplier\n *\n * @example\n * ```typescript\n * const multiplier = balanceSystem.getTotalVulnerabilityMultiplier(player);\n * const finalDamage = baseDamage * multiplier;\n * ```\n *\n * @korean 총취약성배율\n */\n getTotalVulnerabilityMultiplier(player: BalancePlayerState): number {\n // Get base balance vulnerability\n const level = this.getBalanceLevel(player.balance);\n const effects = this.getEffects(level);\n let multiplier = effects.vulnerabilityMultiplier;\n\n // Apply transition vulnerability if active\n if (player.transitionState?.isTransitioning) {\n multiplier *= player.transitionState.vulnerabilityMultiplier;\n }\n\n return multiplier;\n }\n}\n\nexport default BalanceSystem;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA2GA,IAAY,eAAL,yBAAA,cAAA;;CAEL,aAAA,YAAA;;CAEA,aAAA,cAAA;;CAEA,aAAA,iBAAA;;CAEA,aAAA,aAAA;;AACF,EAAA,CAAA,CAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAiDA,IAAa,gBAAb,MAA2B;;;;CAIzB,iBAAwE;cAC/C;GACrB,OAAO,CAAC,IAAI,GAAG;GACf,mBAAmB;GACnB,iBAAiB;GACjB,yBAAyB;GACzB,yBAAyB;GACzB,UAAU;GACV,eAAe;EACjB;gBACyB;GACvB,OAAO,CAAC,IAAI,EAAE;GACd,mBAAmB;GACnB,iBAAiB;GACjB,yBAAyB;GACzB,yBAAyB;GACzB,UAAU;GACV,eAAe;EACjB;mBAC4B;GAC1B,OAAO,CAAC,IAAI,EAAE;GACd,mBAAmB;GACnB,iBAAiB;GACjB,yBAAyB;GACzB,yBAAyB;GACzB,UAAU;GACV,eAAe;EACjB;eACwB;GACtB,OAAO,CAAC,GAAG,EAAE;GACb,mBAAmB;GACnB,iBAAiB;GACjB,yBAAyB;GACzB,yBAAyB;GACzB,UAAU;GACV,eAAe;EACjB;CACF;;;;CAKA,oBAA6D;GAC1D,WAAW,WAAW;GACtB,WAAW,YAAY;GACvB,WAAW,OAAO;GAClB,WAAW,QAAQ;GACnB,WAAW,OAAO;EACnB,SAAS;CACX;;;;CAKA,mBAAoC;;;;CAKpC,aAA8B;;;;CAK9B,qBAAsC;CACtC,oCAAqD;;;;CAKrD,oBAAqC;CACrC,uBAAwC;CACxC,qBAAsC;CACtC,6BAA8C;CAC9C,2BAA4C;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+B5C,eACE,QACA,QACA,QACA,aACoB;EAOpB,IAAI,cAAc,UALC,SACf,KAAK,kBAAkB,WAAW,KAAK,kBAAkB,UACzD,KAAK,kBAAkB,WAGa;EAGxC,MAAM,eAAe,KAAK,yBAAyB,MAAM;EACzD,eAAe,IAAM;EAGrB,IAAI,gBAAgB,KAAA,KAAa,KAAK,2BAA2B,QAAQ,WAAW,GAClF,eAAe,IAAM,KAAK;EAI5B,MAAM,aAAa,KAAK,IAAI,GAAG,OAAO,UAAU,WAAW;EAE3D,OAAO;GACL,GAAG;GACH,SAAS;EACX;CACF;;;;;;;;;;;;;;;;;;;;;;;;CAyBA,cAAc,QAA4B,WAAuC;EAE/E,IAAI,OAAO,WAAW,KAAK,YACzB,OAAO;EAGT,MAAM,eAAe,YAAY;EACjC,MAAM,QAAQ,KAAK,gBAAgB,OAAO,OAAO;EAGjD,IAAI,mBAAmB;EACvB,IAAI,UAAA,eACF,mBAAmB;OACd,IAAI,UAAA,WACT,mBAAmB;EAIrB,MAAM,gBAAgB,OAAO,UAAU,OAAO;EAG9C,MAAM,eAAe,KAAK,yBAAyB,MAAM;EAEzD,MAAM,gBAAgB,oBAAoB,KAAM,gBAAgB,MAAO;EAEvE,MAAM,WAAW,KAAK,mBAAmB,eAAe;EACxD,MAAM,aAAa,KAAK,IAAI,KAAK,YAAY,OAAO,UAAU,QAAQ;EAEtE,OAAO;GACL,GAAG;GACH,SAAS;EACX;CACF;;;;;;;;;CAUA,gBAAgB,SAA+B;EAC7C,IAAI,WAAW,IAAI,OAAA;EACnB,IAAI,WAAW,IAAI,OAAA;EACnB,IAAI,WAAW,IAAI,OAAA;EACnB,OAAA;CACF;;;;;;;;;CAUA,WAAW,OAAqC;EAC9C,OAAO,KAAK,eAAe;CAC7B;;;;;;;;;;;CAYA,aAAa,QAAkC;EAC7C,MAAM,QAAQ,KAAK,gBAAgB,OAAO,OAAO;EACjD,MAAM,UAAU,KAAK,WAAW,KAAK;EAErC,OAAO;GACL,GAAG;GACH,SAAS,KAAK,MAAM,OAAO,UAAU,QAAQ,iBAAiB;GAC9D,OAAO,KAAK,MAAM,OAAO,QAAQ,QAAQ,uBAAuB;EAClE;CACF;;;;;;;;;CAUA,aAAa,QAA8B;EACzC,MAAM,QAAQ,KAAK,gBAAgB,OAAO,OAAO;EACjD,OAAO,UAAA,iBAAsC,UAAA;CAC/C;;;;;;;;;CAUA,2BAA2B,QAA6B;EACtD,MAAM,QAAQ,KAAK,gBAAgB,OAAO,OAAO;EAEjD,OADgB,KAAK,WAAW,KACzB,CAAA,CAAQ;CACjB;;;;;;;;;;CAWA,gBACE,QACA,WAAyB,KAAK,QACrB;EACT,MAAM,QAAQ,KAAK,gBAAgB,OAAO,OAAO;EACjD,MAAM,UAAU,KAAK,WAAW,KAAK;EACrC,OAAO,SAAS,IAAI,QAAQ;CAC9B;;;;;;;;;CAUA,aAAa,OAA0D;EAoBrE,OAAO;eAlBkB;IACrB,QAAQ;IACR,SAAS;GACX;iBACyB;IACvB,QAAQ;IACR,SAAS;GACX;oBAC4B;IAC1B,QAAQ;IACR,SAAS;GACX;gBACwB;IACtB,QAAQ;IACR,SAAS;GACX;EAGK,EAAM;CACf;;;;;;;;;CAUA,cAAc,OAA6B;EAQzC,OAAO;eANkB;iBACE;oBACG;gBACJ;EAGnB,EAAO;CAChB;;;;;;;;;;;;;;;;;;;;;;;;CAyBA,kBAAkB,QAA8B;EAC9C,OAAO,OAAO,UAAU;CAC1B;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyCA,kBACE,SACA,aACA,eAAuC,OAC7B;EAKV,OAAO,uBAAuB,aAAa,GAAc,YAAY;CACvE;;;;;;;;;;;;;;;;;;;;;CAsBA,4BAA4B,QAAiC;EAC3D,OAAO,wBAAwB,MAAM;CACvC;;;;;;;;;;;;;;;;;;;;;CAsBA,WAAW,gBAAiC;EAC1C,OAAO,eAAe,WAAW,SAAS;CAC5C;;;;;;;;;;;;;;;;;;;;;CAsBA,eAAe,gBAA4C;EACzD,IAAI,CAAC,KAAK,WAAW,cAAc,GACjC,OAAO;EAKT,MAAM,aAAa,eAAe,QAAQ,WAAW,EAAE;EAGvD,IACE,eAAe,WACf,eAAe,YACf,eAAe,eACf,eAAe,cAEf,OAAO;EAGT,OAAO;CACT;;;;;;;;;;;;;;;;;;;;;;;;CAyBA,mBACE,QACA,cACS;EACT,MAAM,SAAS,kBAAkB,YAAY;EAG7C,OAAO,OAAO,WAAW,OAAO;CAClC;;;;;;;;;;;;;;;;;;;;CAqBA,kBACE,QACA,cACa;EACb,MAAM,SAAS,kBAAkB,YAAY;EAE7C,IAAI,OAAO,gBAAgB,GACzB,OAAO;EAGT,OAAO;GACL,GAAG;GACH,SAAS,KAAK,IAAI,GAAG,OAAO,UAAU,OAAO,WAAW;EAC1D;CACF;;;;;;;;;;;;;;;;;;;;;;;;CAyBA,4BACE,cACA,cACQ;EACR,MAAM,SAAS,kBAAkB,YAAY;EAG7C,IAAI,CAAC,kBAAkB,cAAc,YAAY,GAC/C,OAAO;EAKT,OAAO,IAAM,OAAO;CACtB;;;;;;;;;;;;;;;;;;;;;;;;;;CA2BA,sBACE,QACA,WACA,aACoB;EAEpB,IAAI,cAAc,OAAO,eACvB,OAAO;EAIT,MAAM,kBAAmC;GACvC,iBAAiB;GACjB,qBAAqB;GACrB,yBAAyB,KAAK;GAC9B,YAAY,OAAO;GACnB,UAAU;EACZ;EAGA,MAAM,eAAmC;GACvC,WAAW;GACX,YAAY,OAAO;GACnB,UAAU;EACZ;EAGA,MAAM,aAAa,CAAC,GADJ,OAAO,uBAAuB,CAAC,GACf,YAAY,CAAC,CAAC,MAAM,CAAC,KAAK,wBAAwB;EAGlF,MAAM,gBAAgB,WAAW,QAC9B,UAAU,cAAc,MAAM,aAAa,KAAK,iBACnD;EAEA,IAAI,wBAAwB,OAAO;EAEnC,IAAI,cAAc,SAAS,KAAK,sBAE9B,wBAAwB,cAAc,KAAK;EAG7C,OAAO;GACL,GAAG;GACH,eAAe;GACf,sBAAsB;GACtB;GACA,qBAAqB;GACrB;EACF;CACF;;;;;;;;;;;;;;;;;;;CAoBA,iBACE,QACA,aACoB;EACpB,IAAI,CAAC,OAAO,iBAAiB,iBAC3B,OAAO;EAMT,IAHgB,cAAc,OAAO,gBAAgB,uBAGtC,KAAK,oBAClB,OAAO;GACL,GAAG;GACH,iBAAiB;IACf,GAAG,OAAO;IACV,iBAAiB;IACjB,yBAAyB;GAC3B;EACF;EAGF,OAAO;CACT;;;;;;;;;;;;;;;;;;;;;;;;;;CA2BA,yBAAyB,QAAoC;EAC3D,IAAI,CAAC,OAAO,kBAAkB,CAAC,OAAO,mBACpC,OAAO;EAIT,MAAM,oBACH,OAAO,eAAe,WAAW,MACjC,OAAO,kBAAkB,WAAW;EACvC,MAAM,qBACH,OAAO,eAAe,YAAY,MAClC,OAAO,kBAAkB,YAAY;EAGxC,MAAM,kBACH,OAAO,eAAe,cAAc,MACpC,OAAO,kBAAkB,cAAc;EAG1C,MAAM,gBAAgB,KAAK,IAAI,GAAG,KAAK,IAAI,GAAG,gBAAgB,CAAC;EAC/D,MAAM,iBAAiB,KAAK,IAAI,GAAG,KAAK,IAAI,GAAG,iBAAiB,CAAC;EACjE,MAAM,cAAc,KAAK,IAAI,GAAG,KAAK,IAAI,GAAG,cAAc,CAAC;EAY3D,MAAM,oBANc,MAHE,gBAAgB,kBAAkB,IAGf,OAGnB,KAAM,cAAc;EAM1C,OAAO,KAAK,IAAI,IAAK,KAAK,IAAI,GAAK,gBAAgB,CAAC;CACtD;;;;;;;;;;;;;;;;;;;;;CAsBA,uBAAuB,QAA+B;EAEpD,IAAI,WAAW,cAAc,OAAO,WAAW,cAAc,KAE3D,OAAO;EAIT,IAAI,WAAW,cAAc,QAAQ,WAAW,cAAc,MAAM,WAAW,cAAc,KAE3F,OAAO;EAIT,OAAO;CACT;;;;;;;;;;;;;;;;;;;;;;;CAwBA,2BACE,QACA,aACS;EACT,IAAI,CAAC,OAAO,uBACV,OAAO;EAET,OAAO,cAAc,OAAO;CAC9B;;;;;;;;;;;;;;;;;;;CAoBA,gCAAgC,QAAoC;EAElE,MAAM,QAAQ,KAAK,gBAAgB,OAAO,OAAO;EAEjD,IAAI,aADY,KAAK,WAAW,KACf,CAAA,CAAQ;EAGzB,IAAI,OAAO,iBAAiB,iBAC1B,cAAc,OAAO,gBAAgB;EAGvC,OAAO;CACT;AACF"}
1
+ {"version":3,"file":"BalanceSystem.js","names":[],"sources":["../../../src/systems/combat/BalanceSystem.ts"],"sourcesContent":["/**\n * Balance System for managing stability and vulnerability windows.\n *\n * **Korean**: 균형 시스템 (Balance System)\n *\n * Implements physical balance and stability mechanics. Loss of balance creates\n * vulnerability windows where damage is increased and defensive options limited.\n * Balance is affected by:\n * - Leg strikes\n * - Throws and sweeps\n * - Heavy impacts\n * - Fatigue (low stamina)\n * - Stance transitions (0.5s vulnerability window)\n * - Body part damage (legs reduce balance)\n * - Rapid stance changes (penalty system)\n *\n * ## Balance States\n *\n * - **Stable**: 80-100 balance - Full mobility and defense\n * - **Unsteady**: 50-79 balance - Reduced evasion, slower movement\n * - **Off-Balance**: 20-49 balance - Vulnerability window, defense penalty\n * - **Falling**: 0-19 balance - Severe vulnerability, possible knockdown\n *\n * ## Fall System Integration\n *\n * When balance falls below 20%, the system can trigger fall animations (낙법).\n * Fall direction is determined by attack vector and player stance.\n *\n * ## Stance Transition Vulnerability\n *\n * Changing stances creates a 0.5s vulnerability window with 1.5x damage multiplier.\n * Rapid stance changes (>2 in 3s) apply additional 20% balance penalty for 2s.\n *\n * @module systems/combat/BalanceSystem\n * @category Combat System\n * @korean 균형시스템\n */\n\nimport { BodyRegion } from \"@/types\";\nimport { TrigramStance } from \"@/types/common\";\nimport {\n determineFallDirection,\n determineFallFromStance,\n getRecoveryConfig,\n isVulnerableFrame,\n} from \"../animation\";\nimport type {\n FallType,\n GroundState,\n RecoveryAnimationType,\n} from \"../animation/core/types\";\nimport { PlayerState } from \"../player\";\n\n/**\n * Stance transition state tracking.\n *\n * **Korean**: 자세 전환 상태 (Stance Transition State)\n *\n * Tracks when a player is transitioning between stances, creating a\n * 0.5s vulnerability window with increased damage multiplier.\n */\nexport interface TransitionState {\n /** Whether player is currently transitioning */\n readonly isTransitioning: boolean;\n /** Timestamp when transition started (ms) */\n readonly transitionStartTime: number;\n /** Damage multiplier during transition (1.5x) */\n readonly vulnerabilityMultiplier: number;\n /** Stance transitioning from */\n readonly fromStance: TrigramStance | null;\n /** Stance transitioning to */\n readonly toStance: TrigramStance | null;\n}\n\n/**\n * Stance change history entry.\n *\n * **Korean**: 자세 변경 기록 (Stance Change Record)\n */\ninterface StanceChangeRecord {\n /** Timestamp of stance change */\n readonly timestamp: number;\n /** Stance changed from */\n readonly fromStance: TrigramStance;\n /** Stance changed to */\n readonly toStance: TrigramStance;\n}\n\n/**\n * Extended player state with balance system data.\n *\n * Extends PlayerState with additional balance-specific tracking.\n */\nexport interface BalancePlayerState extends PlayerState {\n /** Stance transition state */\n readonly transitionState?: TransitionState;\n /** Stance change history (last 5 changes) */\n readonly stanceChangeHistory?: readonly StanceChangeRecord[];\n /** Rapid change penalty end timestamp */\n readonly rapidChangePenaltyEnd?: number;\n}\n\n/**\n * Balance levels representing physical stability.\n *\n * **Korean**: 균형 수준\n */\nexport enum BalanceLevel {\n /** Stable footing (80-100) */\n STABLE = \"stable\",\n /** Unsteady but controlled (50-79) */\n UNSTEADY = \"unsteady\",\n /** Off-balance, vulnerable (20-49) */\n OFF_BALANCE = \"off_balance\",\n /** Falling or knocked down (0-19) */\n FALLING = \"falling\",\n}\n\n/**\n * Effects of balance on combat performance.\n */\ninterface BalanceEffects {\n /** Balance value range */\n readonly range: readonly [number, number];\n /** Defense multiplier */\n readonly defenseMultiplier: number;\n /** Evasion success chance modifier */\n readonly evasionModifier: number;\n /** Movement speed multiplier */\n readonly movementSpeedMultiplier: number;\n /** Vulnerability to attacks multiplier */\n readonly vulnerabilityMultiplier: number;\n /** Can perform evasive actions */\n readonly canEvade: boolean;\n /** Risk of knockdown */\n readonly knockdownRisk: number;\n}\n\n/**\n * Balance System managing stability and vulnerability.\n *\n * Balance represents physical stability and center of gravity control.\n * Low balance creates vulnerability windows where opponents can capitalize\n * with increased damage and reduced defensive options.\n *\n * @example\n * ```typescript\n * const balanceSystem = new BalanceSystem();\n *\n * // Apply balance disruption from leg strike\n * const newPlayer = balanceSystem.disruptBalance(\n * player,\n * 15,\n * BodyRegion.LEFT_LEG\n * );\n *\n * // Check if vulnerable\n * const isVulnerable = balanceSystem.isVulnerable(newPlayer);\n *\n * // Apply recovery\n * const recovered = balanceSystem.applyRecovery(newPlayer, 1000);\n * ```\n *\n * @korean 균형시스템\n */\nexport class BalanceSystem {\n /**\n * Balance level effects and thresholds.\n */\n private readonly balanceEffects: Record<BalanceLevel, BalanceEffects> = {\n [BalanceLevel.STABLE]: {\n range: [80, 100],\n defenseMultiplier: 1.0,\n evasionModifier: 1.0,\n movementSpeedMultiplier: 1.0,\n vulnerabilityMultiplier: 1.0,\n canEvade: true,\n knockdownRisk: 0.0,\n },\n [BalanceLevel.UNSTEADY]: {\n range: [50, 79],\n defenseMultiplier: 0.85,\n evasionModifier: 0.7,\n movementSpeedMultiplier: 0.85,\n vulnerabilityMultiplier: 1.15,\n canEvade: true,\n knockdownRisk: 0.1,\n },\n [BalanceLevel.OFF_BALANCE]: {\n range: [20, 49],\n defenseMultiplier: 0.6,\n evasionModifier: 0.4,\n movementSpeedMultiplier: 0.6,\n vulnerabilityMultiplier: 1.5, // 50% more damage taken\n canEvade: false,\n knockdownRisk: 0.3,\n },\n [BalanceLevel.FALLING]: {\n range: [0, 19],\n defenseMultiplier: 0.3,\n evasionModifier: 0.0,\n movementSpeedMultiplier: 0.3,\n vulnerabilityMultiplier: 2.0, // 100% more damage taken\n canEvade: false,\n knockdownRisk: 0.8,\n },\n };\n\n /**\n * Balance disruption multipliers by body region.\n */\n private readonly regionMultipliers: Record<string, number> = {\n [BodyRegion.LEFT_LEG]: 2.5,\n [BodyRegion.RIGHT_LEG]: 2.5,\n [BodyRegion.CORE]: 2.0,\n [BodyRegion.TORSO]: 1.5,\n [BodyRegion.HEAD]: 1.0,\n default: 0.5,\n };\n\n /**\n * Base balance recovery rate per second.\n */\n private readonly baseRecoveryRate = 8.0; // 8 points per second\n\n /**\n * Maximum balance value.\n */\n private readonly maxBalance = 100;\n\n /**\n * Stance transition constants.\n */\n private readonly transitionDuration = 500; // 0.5s in milliseconds\n private readonly transitionVulnerabilityMultiplier = 1.5; // 1.5x damage during transition\n\n /**\n * Rapid stance change penalty constants.\n */\n private readonly rapidChangeWindow = 3000; // 3 seconds in milliseconds\n private readonly rapidChangeThreshold = 2; // >2 changes trigger penalty\n private readonly rapidChangePenalty = 0.2; // 20% balance reduction\n private readonly rapidChangePenaltyDuration = 2000; // 2 seconds penalty\n private readonly stanceChangeHistoryLimit = 5; // Keep last 5 changes\n\n /**\n * Disrupts balance from combat impact.\n *\n * Calculates balance loss based on damage amount and body region hit.\n * Leg strikes cause maximum balance disruption.\n *\n * Now also considers:\n * - Body part damage modifier (damaged legs reduce balance more)\n * - Rapid stance change penalty (20% additional reduction)\n *\n * @param player - Current player state\n * @param impact - Impact force amount\n * @param region - Body region affected\n * @param currentTime - Current game time for penalty checks (optional)\n * @returns Updated player state with reduced balance\n *\n * @example\n * ```typescript\n * // Leg sweep causes major balance disruption\n * player = system.disruptBalance(\n * player,\n * 20,\n * BodyRegion.RIGHT_LEG,\n * Date.now()\n * );\n * ```\n *\n * @korean 균형파괴\n */\n disruptBalance(\n player: BalancePlayerState,\n impact: number,\n region?: BodyRegion,\n currentTime?: number\n ): BalancePlayerState {\n // Get multiplier based on region\n const multiplier = region\n ? this.regionMultipliers[region] ?? this.regionMultipliers.default\n : this.regionMultipliers.default;\n\n // Calculate base balance loss\n let balanceLoss = impact * multiplier * 0.6; // 0.6 = balance sensitivity\n\n // Apply body part damage modifier\n const bodyModifier = this.calculateBalanceModifier(player);\n balanceLoss *= 1.0 / bodyModifier; // More damage = more balance loss\n\n // Apply rapid stance change penalty if time is provided\n if (currentTime !== undefined && this.isRapidChangePenaltyActive(player, currentTime)) {\n balanceLoss *= 1.0 + this.rapidChangePenalty; // +20% balance loss\n }\n\n // Apply balance loss, clamped to 0\n const newBalance = Math.max(0, player.balance - balanceLoss);\n\n return {\n ...player,\n balance: newBalance,\n };\n }\n\n /**\n * Applies balance recovery over time.\n *\n * Balance recovers quickly when not being disrupted, allowing\n * fighters to regain stable footing between exchanges.\n *\n * Recovery is affected by:\n * - Balance level (harder to recover when off-balance)\n * - Stamina (low stamina = slow recovery)\n * - Body part damage (leg damage reduces recovery rate)\n *\n * @param player - Current player state\n * @param deltaTime - Time elapsed in milliseconds\n * @returns Updated player state with recovered balance\n *\n * @example\n * ```typescript\n * // In game loop\n * player = system.applyRecovery(player, 16); // ~60fps\n * ```\n *\n * @korean 균형회복\n */\n applyRecovery(player: BalancePlayerState, deltaTime: number): BalancePlayerState {\n // Already at maximum balance\n if (player.balance >= this.maxBalance) {\n return player;\n }\n\n const deltaSeconds = deltaTime / 1000;\n const level = this.getBalanceLevel(player.balance);\n\n // Recovery modifier based on balance level\n let recoveryModifier = 1.0;\n if (level === BalanceLevel.OFF_BALANCE) {\n recoveryModifier = 0.7; // Harder to recover when off-balance\n } else if (level === BalanceLevel.FALLING) {\n recoveryModifier = 0.4; // Very hard to recover when falling\n }\n\n // Stamina affects recovery rate\n const staminaFactor = player.stamina / player.maxStamina;\n \n // Body part damage affects recovery rate\n const bodyModifier = this.calculateBalanceModifier(player);\n \n const finalModifier = recoveryModifier * (0.5 + staminaFactor * 0.5) * bodyModifier;\n\n const recovery = this.baseRecoveryRate * deltaSeconds * finalModifier;\n const newBalance = Math.min(this.maxBalance, player.balance + recovery);\n\n return {\n ...player,\n balance: newBalance,\n };\n }\n\n /**\n * Determines balance level from balance value.\n *\n * @param balance - Balance value (0-100)\n * @returns Current balance level\n *\n * @korean 균형수준확인\n */\n getBalanceLevel(balance: number): BalanceLevel {\n if (balance >= 80) return BalanceLevel.STABLE;\n if (balance >= 50) return BalanceLevel.UNSTEADY;\n if (balance >= 20) return BalanceLevel.OFF_BALANCE;\n return BalanceLevel.FALLING;\n }\n\n /**\n * Gets effects for a specific balance level.\n *\n * @param level - Balance level\n * @returns Effects applied at that level\n *\n * @korean 균형효과\n */\n getEffects(level: BalanceLevel): BalanceEffects {\n return this.balanceEffects[level];\n }\n\n /**\n * Applies balance effects to player state.\n *\n * Modifies player stats based on current balance level.\n *\n * @param player - Current player state\n * @returns Modified player state with balance effects\n *\n * @korean 균형효과적용\n */\n applyEffects(player: PlayerState): PlayerState {\n const level = this.getBalanceLevel(player.balance);\n const effects = this.getEffects(level);\n\n return {\n ...player,\n defense: Math.floor(player.defense * effects.defenseMultiplier),\n speed: Math.floor(player.speed * effects.movementSpeedMultiplier),\n };\n }\n\n /**\n * Checks if player is vulnerable due to balance.\n *\n * @param player - Current player state\n * @returns True if off-balance or falling\n *\n * @korean 균형취약확인\n */\n isVulnerable(player: PlayerState): boolean {\n const level = this.getBalanceLevel(player.balance);\n return level === BalanceLevel.OFF_BALANCE || level === BalanceLevel.FALLING;\n }\n\n /**\n * Calculates damage multiplier for vulnerable balance state.\n *\n * @param player - Current player state\n * @returns Damage multiplier (1.0 = normal, >1.0 = increased damage)\n *\n * @korean 취약성배율\n */\n getVulnerabilityMultiplier(player: PlayerState): number {\n const level = this.getBalanceLevel(player.balance);\n const effects = this.getEffects(level);\n return effects.vulnerabilityMultiplier;\n }\n\n /**\n * Checks if knockdown should occur, using a provided random function for determinism.\n *\n * @param player - Current player state\n * @param randomFn - Optional random number generator (returns number in [0,1)), defaults to Math.random\n * @returns True if knockdown should occur\n *\n * @korean 넘어짐확인\n */\n shouldKnockdown(\n player: PlayerState,\n randomFn: () => number = Math.random\n ): boolean {\n const level = this.getBalanceLevel(player.balance);\n const effects = this.getEffects(level);\n return randomFn() < effects.knockdownRisk;\n }\n\n /**\n * Gets bilingual name for balance level.\n *\n * @param level - Balance level\n * @returns Korean and English level names\n *\n * @korean 균형이름\n */\n getLevelName(level: BalanceLevel): { korean: string; english: string } {\n const names: Record<BalanceLevel, { korean: string; english: string }> = {\n [BalanceLevel.STABLE]: {\n korean: \"안정\",\n english: \"Stable\",\n },\n [BalanceLevel.UNSTEADY]: {\n korean: \"불안정\",\n english: \"Unsteady\",\n },\n [BalanceLevel.OFF_BALANCE]: {\n korean: \"균형상실\",\n english: \"Off-Balance\",\n },\n [BalanceLevel.FALLING]: {\n korean: \"낙하중\",\n english: \"Falling\",\n },\n };\n\n return names[level];\n }\n\n /**\n * Gets color indicator for balance level (for UI).\n *\n * @param level - Balance level\n * @returns Hex color code\n *\n * @korean 균형색상\n */\n getLevelColor(level: BalanceLevel): number {\n const colors: Record<BalanceLevel, number> = {\n [BalanceLevel.STABLE]: 0x00ff00, // Green\n [BalanceLevel.UNSTEADY]: 0xffff00, // Yellow\n [BalanceLevel.OFF_BALANCE]: 0xff8800, // Orange\n [BalanceLevel.FALLING]: 0xff0000, // Red\n };\n\n return colors[level];\n }\n\n /**\n * Checks if balance is low enough to trigger fall animation.\n *\n * Falls occur when balance drops below 20% (FALLING state).\n * This creates realistic knockdown conditions from balance loss.\n *\n * @param player - Current player state\n * @returns True if fall animation should trigger\n *\n * @example\n * ```typescript\n * if (balanceSystem.shouldTriggerFall(player)) {\n * const fallType = balanceSystem.determineFallType(\n * player,\n * attackAngle,\n * attackHeight\n * );\n * animationMachine.transitionTo(FALL_TYPE_TO_ANIMATION[fallType]);\n * }\n * ```\n *\n * @korean 낙법발동확인\n */\n shouldTriggerFall(player: PlayerState): boolean {\n return player.balance < 20; // FALLING threshold\n }\n\n /**\n * Determines which fall animation to play based on attack and stance.\n *\n * Calculates fall direction using:\n * - Attack angle relative to player\n * - Attack height (high/mid/low)\n * - Player's current stance bias\n *\n * Korean falling techniques (낙법):\n * - 전방낙법 (Jeonbang Nakbeop): Forward fall\n * - 후방낙법 (Hubang Nakbeop): Backward fall\n * - 측방낙법 (Cheukbang Nakbeop): Side fall\n *\n * @param player - Current player state\n * @param attackAngle - Angle of attack in radians (0 = from front)\n * @param attackHeight - Attack height: 'high', 'mid', or 'low'\n * @returns Fall type to use for animation\n *\n * @example\n * ```typescript\n * // Player facing forward (0°), attacked from behind (π)\n * const fallType = balanceSystem.determineFallType(\n * player,\n * Math.PI,\n * 'mid'\n * );\n * // Returns: 'forward' (pushed forward by rear attack)\n *\n * // Low sweep from right side\n * const fallType = balanceSystem.determineFallType(\n * player,\n * Math.PI/2,\n * 'low'\n * );\n * // Returns: 'side_right' (swept to the side)\n * ```\n *\n * @korean 낙법유형결정\n */\n determineFallType(\n _player: PlayerState,\n attackAngle: number,\n attackHeight: \"high\" | \"mid\" | \"low\" = \"mid\"\n ): FallType {\n // Get player facing angle from position or default to 0\n const playerFacing = 0; // Default facing forward\n\n // Use attack direction to determine fall\n return determineFallDirection(attackAngle, playerFacing, attackHeight);\n }\n\n /**\n * Determines fall type based on player stance when no attack direction available.\n *\n * Uses stance bias to determine likely fall direction when balance is lost\n * without a specific attack (e.g., from fatigue, leg damage accumulation).\n *\n * @param stance - Current trigram stance\n * @returns Fall type based on stance characteristics\n *\n * @example\n * ```typescript\n * // Player in Heaven stance (aggressive forward)\n * const fallType = balanceSystem.determineFallTypeFromStance(\n * TrigramStance.GEON\n * );\n * // Returns: 'forward' (Heaven stance has forward bias)\n * ```\n *\n * @korean 자세낙법결정\n */\n determineFallTypeFromStance(stance: TrigramStance): FallType {\n return determineFallFromStance(stance);\n }\n\n /**\n * Check if player is in a grounded state based on animation state.\n *\n * Player is considered grounded when in any ground_* animation state\n * (ground_prone, ground_supine, ground_side_left, ground_side_right).\n *\n * @param animationState - Current animation state from AnimationStateMachine\n * @returns True if player is on the ground\n *\n * @example\n * ```typescript\n * const isGrounded = balanceSystem.isGrounded(\"ground_prone\");\n * // Returns: true\n *\n * const notGrounded = balanceSystem.isGrounded(\"idle\");\n * // Returns: false\n * ```\n *\n * @korean 지면상태확인\n */\n isGrounded(animationState: string): boolean {\n return animationState.startsWith(\"ground_\");\n }\n\n /**\n * Get ground state from animation state.\n *\n * Extracts the ground position type from animation state name.\n * Returns null if not in a ground state.\n *\n * @param animationState - Current animation state from AnimationStateMachine\n * @returns Ground state or null if not grounded\n *\n * @example\n * ```typescript\n * const state = balanceSystem.getGroundState(\"ground_prone\");\n * // Returns: \"prone\"\n *\n * const none = balanceSystem.getGroundState(\"idle\");\n * // Returns: null\n * ```\n *\n * @korean 지면자세가져오기\n */\n getGroundState(animationState: string): GroundState | null {\n if (!this.isGrounded(animationState)) {\n return null;\n }\n\n // Extract ground state from animation state name\n // \"ground_prone\" -> \"prone\"\n const groundType = animationState.replace(\"ground_\", \"\");\n\n // Validate that it's a valid ground state\n if (\n groundType === \"prone\" ||\n groundType === \"supine\" ||\n groundType === \"side_left\" ||\n groundType === \"side_right\"\n ) {\n return groundType as GroundState;\n }\n\n return null;\n }\n\n /**\n * Check if player can execute recovery based on stamina.\n *\n * Some recovery animations (like roll recovery) require stamina.\n * This checks if player has sufficient stamina for the recovery type.\n *\n * @param player - Current player state\n * @param recoveryType - Type of recovery animation\n * @returns True if player has enough stamina\n *\n * @example\n * ```typescript\n * // Roll recovery costs 20 stamina\n * const canRoll = balanceSystem.canRecoverWithType(player, \"roll_recovery\");\n * // Returns: true if player.stamina >= 20\n *\n * // Normal recoveries have no cost\n * const canStand = balanceSystem.canRecoverWithType(player, \"prone_standup\");\n * // Returns: true (no stamina requirement)\n * ```\n *\n * @korean 회복가능확인\n */\n canRecoverWithType(\n player: PlayerState,\n recoveryType: RecoveryAnimationType\n ): boolean {\n const config = getRecoveryConfig(recoveryType);\n\n // Check if player has enough stamina\n return player.stamina >= config.staminaCost;\n }\n\n /**\n * Apply stamina cost for recovery animation.\n *\n * Deducts stamina cost from player state for recovery animations\n * that require stamina (like roll recovery).\n *\n * @param player - Current player state\n * @param recoveryType - Type of recovery animation\n * @returns Updated player state with stamina deducted\n *\n * @example\n * ```typescript\n * // Roll recovery costs 20 stamina\n * const recovered = balanceSystem.applyRecoveryCost(player, \"roll_recovery\");\n * // recovered.stamina = player.stamina - 20\n * ```\n *\n * @korean 회복비용적용\n */\n applyRecoveryCost(\n player: PlayerState,\n recoveryType: RecoveryAnimationType\n ): PlayerState {\n const config = getRecoveryConfig(recoveryType);\n\n if (config.staminaCost === 0) {\n return player;\n }\n\n return {\n ...player,\n stamina: Math.max(0, player.stamina - config.staminaCost),\n };\n }\n\n /**\n * Get damage multiplier during recovery animation.\n *\n * Some recovery animations (like defensive getup) provide damage reduction.\n * This returns the multiplier to apply to incoming damage.\n *\n * @param recoveryType - Type of recovery animation\n * @param currentFrame - Current frame in the animation\n * @returns Damage multiplier (1.0 = normal, 0.5 = 50% reduction)\n *\n * @example\n * ```typescript\n * // Defensive getup has 50% damage reduction\n * const multiplier = balanceSystem.getRecoveryDamageMultiplier(\"defensive_getup\", 20);\n * // Returns: 0.5 (50% damage reduction)\n *\n * // Normal recoveries have no reduction\n * const normal = balanceSystem.getRecoveryDamageMultiplier(\"prone_standup\", 15);\n * // Returns: 1.0 (full damage)\n * ```\n *\n * @korean 회복피해배율\n */\n getRecoveryDamageMultiplier(\n recoveryType: RecoveryAnimationType,\n currentFrame: number\n ): number {\n const config = getRecoveryConfig(recoveryType);\n\n // Only apply damage reduction during vulnerable frames\n if (!isVulnerableFrame(recoveryType, currentFrame)) {\n return 1.0; // No vulnerability = full damage (or no damage if invulnerable)\n }\n\n // Apply damage reduction\n // damageReduction of 0.5 means 50% reduction, so multiplier is 0.5\n return 1.0 - config.damageReduction;\n }\n\n /**\n * Start a stance transition, creating vulnerability window.\n *\n * When a player changes stance, they become vulnerable for 0.5s with\n * a 1.5x damage multiplier. This creates tactical depth around stance changes.\n *\n * @param player - Current player state\n * @param newStance - Target stance to transition to\n * @param currentTime - Current game time in milliseconds\n * @returns Updated player state with transition tracking\n *\n * @example\n * ```typescript\n * // Player switches from Heaven to Water stance\n * const transitioning = balanceSystem.startStanceTransition(\n * player,\n * TrigramStance.GAM,\n * Date.now()\n * );\n * // transitioning.transitionState.isTransitioning = true\n * // transitioning.transitionState.vulnerabilityMultiplier = 1.5\n * ```\n *\n * @korean 자세전환시작\n */\n startStanceTransition(\n player: BalancePlayerState,\n newStance: TrigramStance,\n currentTime: number\n ): BalancePlayerState {\n // No-op if changing to the same stance (avoid unnecessary transitions)\n if (newStance === player.currentStance) {\n return player;\n }\n\n // Initialize transition state\n const transitionState: TransitionState = {\n isTransitioning: true,\n transitionStartTime: currentTime,\n vulnerabilityMultiplier: this.transitionVulnerabilityMultiplier,\n fromStance: player.currentStance,\n toStance: newStance,\n };\n\n // Add to stance change history\n const historyEntry: StanceChangeRecord = {\n timestamp: currentTime,\n fromStance: player.currentStance,\n toStance: newStance,\n };\n\n const history = player.stanceChangeHistory ?? [];\n const newHistory = [...history, historyEntry].slice(-this.stanceChangeHistoryLimit);\n\n // Check for rapid stance changes (inclusive boundary)\n const recentChanges = newHistory.filter(\n (entry) => currentTime - entry.timestamp <= this.rapidChangeWindow\n );\n\n let rapidChangePenaltyEnd = player.rapidChangePenaltyEnd;\n\n if (recentChanges.length > this.rapidChangeThreshold) {\n // Apply rapid change penalty\n rapidChangePenaltyEnd = currentTime + this.rapidChangePenaltyDuration;\n }\n\n return {\n ...player,\n currentStance: newStance,\n lastStanceChangeTime: currentTime,\n transitionState,\n stanceChangeHistory: newHistory,\n rapidChangePenaltyEnd,\n };\n }\n\n /**\n * Update stance transition state based on time elapsed.\n *\n * Transitions last 0.5s. After that, vulnerability window closes.\n * Called each frame to manage transition timing.\n *\n * @param player - Current player state\n * @param currentTime - Current game time in milliseconds\n * @returns Updated player state\n *\n * @example\n * ```typescript\n * // In game loop\n * player = balanceSystem.updateTransition(player, Date.now());\n * ```\n *\n * @korean 전환상태갱신\n */\n updateTransition(\n player: BalancePlayerState,\n currentTime: number\n ): BalancePlayerState {\n if (!player.transitionState?.isTransitioning) {\n return player;\n }\n\n const elapsed = currentTime - player.transitionState.transitionStartTime;\n\n // Check if transition window has ended\n if (elapsed >= this.transitionDuration) {\n return {\n ...player,\n transitionState: {\n ...player.transitionState,\n isTransitioning: false,\n vulnerabilityMultiplier: 1.0,\n },\n };\n }\n\n return player;\n }\n\n /**\n * Calculate balance modifier based on body part damage.\n *\n * Leg damage significantly reduces balance. The leg-specific modifier\n * scales linearly from 0.7x at 0% leg health to 1.0x at 100% leg health:\n * - 100% leg health: 1.0x balance (no reduction from legs)\n * - 70% leg health: ≈0.91x balance (≈9% reduction from legs)\n * - 30% leg health: ≈0.79x balance (≈21% reduction from legs)\n * - 0% leg health: 0.7x balance (30% reduction from legs)\n *\n * Torso damage also affects balance but to a lesser degree, and the\n * combined leg/torso modifier is clamped so the final balance modifier\n * stays within the range 0.5x to 1.0x.\n *\n * @param player - Current player state with body part health\n * @returns Balance modifier (0.5 to 1.0)\n *\n * @example\n * ```typescript\n * const modifier = balanceSystem.calculateBalanceModifier(player);\n * const effectiveBalance = player.balance * modifier;\n * ```\n *\n * @korean 균형조정계수계산\n */\n calculateBalanceModifier(player: BalancePlayerState): number {\n if (!player.bodyPartHealth || !player.bodyPartMaxHealth) {\n return 1.0; // No body part tracking, no modifier\n }\n\n // Read leg and torso health ratios from body part health tracking\n const leftLegHealthRaw =\n (player.bodyPartHealth.legLeft ?? 0) /\n (player.bodyPartMaxHealth.legLeft ?? 1);\n const rightLegHealthRaw =\n (player.bodyPartHealth.legRight ?? 0) /\n (player.bodyPartMaxHealth.legRight ?? 1);\n \n // Use torsoLower for core balance (lower body)\n const torsoHealthRaw =\n (player.bodyPartHealth.torsoLower ?? 0) /\n (player.bodyPartMaxHealth.torsoLower ?? 1);\n\n // Clamp health ratios to [0, 1] to prevent out-of-range values\n const leftLegHealth = Math.max(0, Math.min(1, leftLegHealthRaw));\n const rightLegHealth = Math.max(0, Math.min(1, rightLegHealthRaw));\n const torsoHealth = Math.max(0, Math.min(1, torsoHealthRaw));\n\n // Average leg health (both legs affect balance)\n const avgLegHealth = (leftLegHealth + rightLegHealth) / 2;\n\n // Leg damage: 0-30% reduction based on damage\n const legModifier = 0.7 + avgLegHealth * 0.3; // Range: 0.7 to 1.0\n\n // Torso damage: 0-10% reduction based on damage\n const torsoModifier = 0.9 + torsoHealth * 0.1; // Range: 0.9 to 1.0\n\n // Combine modifiers (multiplicative)\n const combinedModifier = legModifier * torsoModifier;\n\n // Clamp to [0.5, 1.0] range as documented\n return Math.max(0.5, Math.min(1.0, combinedModifier));\n }\n\n /**\n * Calculate knockback resistance based on current stance.\n *\n * Different stances provide varying levels of knockback resistance:\n * - Defensive stances (Mountain, Earth): +50% resistance\n * - Balanced stances (Water, Wind): normal resistance\n * - Offensive stances (Heaven, Fire, Thunder): -30% resistance\n * - Fluid stance (Lake): normal resistance\n *\n * @param stance - Current trigram stance\n * @returns Knockback resistance multiplier (0.7 to 1.5)\n *\n * @example\n * ```typescript\n * const resistance = balanceSystem.getKnockbackResistance(TrigramStance.GAN);\n * const effectiveKnockback = baseKnockback * (1.0 / resistance);\n * ```\n *\n * @korean 넉백저항계산\n */\n getKnockbackResistance(stance: TrigramStance): number {\n // Defensive stances: +50% resistance\n if (stance === TrigramStance.GAN || stance === TrigramStance.GON) {\n // Mountain, Earth\n return 1.5;\n }\n\n // Offensive stances: -30% resistance\n if (stance === TrigramStance.GEON || stance === TrigramStance.LI || stance === TrigramStance.JIN) {\n // Heaven, Fire, Thunder\n return 0.7;\n }\n\n // Balanced/adaptive stances: normal resistance\n return 1.0; // Water, Wind, Lake\n }\n\n /**\n * Check if rapid stance change penalty is active.\n *\n * Penalty applies when player changes stances >2 times in 3 seconds.\n * Lasts for 2 seconds after the last rapid change.\n * The penalty increases balance loss by 20% in `disruptBalance()`.\n *\n * @param player - Current player state\n * @param currentTime - Current game time in milliseconds\n * @returns True if penalty is active\n *\n * @example\n * ```typescript\n * // The penalty is applied automatically in disruptBalance()\n * if (balanceSystem.isRapidChangePenaltyActive(player, Date.now())) {\n * // Penalty active: balance loss will be increased by 20%\n * cy.log(\"Rapid change penalty active\");\n * }\n * ```\n *\n * @korean 급속변경벌칙확인\n */\n isRapidChangePenaltyActive(\n player: BalancePlayerState,\n currentTime: number\n ): boolean {\n if (!player.rapidChangePenaltyEnd) {\n return false;\n }\n return currentTime < player.rapidChangePenaltyEnd;\n }\n\n /**\n * Get total vulnerability multiplier considering all factors.\n *\n * Combines:\n * - Base balance state vulnerability (1.0 to 2.0)\n * - Stance transition vulnerability (1.5x during 0.5s window)\n *\n * @param player - Current player state\n * @returns Combined vulnerability multiplier\n *\n * @example\n * ```typescript\n * const multiplier = balanceSystem.getTotalVulnerabilityMultiplier(player);\n * const finalDamage = baseDamage * multiplier;\n * ```\n *\n * @korean 총취약성배율\n */\n getTotalVulnerabilityMultiplier(player: BalancePlayerState): number {\n // Get base balance vulnerability\n const level = this.getBalanceLevel(player.balance);\n const effects = this.getEffects(level);\n let multiplier = effects.vulnerabilityMultiplier;\n\n // Apply transition vulnerability if active\n if (player.transitionState?.isTransitioning) {\n multiplier *= player.transitionState.vulnerabilityMultiplier;\n }\n\n return multiplier;\n }\n}\n\nexport default BalanceSystem;\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA2GA,IAAY,eAAL,yBAAA,cAAA;;CAEL,aAAA,YAAA;;CAEA,aAAA,cAAA;;CAEA,aAAA,iBAAA;;CAEA,aAAA,aAAA;;AACF,EAAA,CAAA,CAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAiDA,IAAa,gBAAb,MAA2B;;;;CAIzB,iBAAwE;GAC/C,WAAA;GACrB,OAAO,CAAC,IAAI,GAAG;GACf,mBAAmB;GACnB,iBAAiB;GACjB,yBAAyB;GACzB,yBAAyB;GACzB,UAAU;GACV,eAAe;EACjB;GACyB,aAAA;GACvB,OAAO,CAAC,IAAI,EAAE;GACd,mBAAmB;GACnB,iBAAiB;GACjB,yBAAyB;GACzB,yBAAyB;GACzB,UAAU;GACV,eAAe;EACjB;GAC4B,gBAAA;GAC1B,OAAO,CAAC,IAAI,EAAE;GACd,mBAAmB;GACnB,iBAAiB;GACjB,yBAAyB;GACzB,yBAAyB;GACzB,UAAU;GACV,eAAe;EACjB;GACwB,YAAA;GACtB,OAAO,CAAC,GAAG,EAAE;GACb,mBAAmB;GACnB,iBAAiB;GACjB,yBAAyB;GACzB,yBAAyB;GACzB,UAAU;GACV,eAAe;EACjB;CACF;;;;CAKA,oBAA6D;GAC1D,WAAW,WAAW;GACtB,WAAW,YAAY;GACvB,WAAW,OAAO;GAClB,WAAW,QAAQ;GACnB,WAAW,OAAO;EACnB,SAAS;CACX;;;;CAKA,mBAAoC;;;;CAKpC,aAA8B;;;;CAK9B,qBAAsC;CACtC,oCAAqD;;;;CAKrD,oBAAqC;CACrC,uBAAwC;CACxC,qBAAsC;CACtC,6BAA8C;CAC9C,2BAA4C;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CA+B5C,eACE,QACA,QACA,QACA,aACoB;EAOpB,IAAI,cAAc,UALC,SACf,KAAK,kBAAkB,WAAW,KAAK,kBAAkB,UACzD,KAAK,kBAAkB,WAGa;EAGxC,MAAM,eAAe,KAAK,yBAAyB,MAAM;EACzD,eAAe,IAAM;EAGrB,IAAI,gBAAgB,KAAA,KAAa,KAAK,2BAA2B,QAAQ,WAAW,GAClF,eAAe,IAAM,KAAK;EAI5B,MAAM,aAAa,KAAK,IAAI,GAAG,OAAO,UAAU,WAAW;EAE3D,OAAO;GACL,GAAG;GACH,SAAS;EACX;CACF;;;;;;;;;;;;;;;;;;;;;;;;CAyBA,cAAc,QAA4B,WAAuC;EAE/E,IAAI,OAAO,WAAW,KAAK,YACzB,OAAO;EAGT,MAAM,eAAe,YAAY;EACjC,MAAM,QAAQ,KAAK,gBAAgB,OAAO,OAAO;EAGjD,IAAI,mBAAmB;EACvB,IAAI,UAAA,eACF,mBAAmB;OACd,IAAI,UAAA,WACT,mBAAmB;EAIrB,MAAM,gBAAgB,OAAO,UAAU,OAAO;EAG9C,MAAM,eAAe,KAAK,yBAAyB,MAAM;EAEzD,MAAM,gBAAgB,oBAAoB,KAAM,gBAAgB,MAAO;EAEvE,MAAM,WAAW,KAAK,mBAAmB,eAAe;EACxD,MAAM,aAAa,KAAK,IAAI,KAAK,YAAY,OAAO,UAAU,QAAQ;EAEtE,OAAO;GACL,GAAG;GACH,SAAS;EACX;CACF;;;;;;;;;CAUA,gBAAgB,SAA+B;EAC7C,IAAI,WAAW,IAAI,OAAA;EACnB,IAAI,WAAW,IAAI,OAAA;EACnB,IAAI,WAAW,IAAI,OAAA;EACnB,OAAA;CACF;;;;;;;;;CAUA,WAAW,OAAqC;EAC9C,OAAO,KAAK,eAAe;CAC7B;;;;;;;;;;;CAYA,aAAa,QAAkC;EAC7C,MAAM,QAAQ,KAAK,gBAAgB,OAAO,OAAO;EACjD,MAAM,UAAU,KAAK,WAAW,KAAK;EAErC,OAAO;GACL,GAAG;GACH,SAAS,KAAK,MAAM,OAAO,UAAU,QAAQ,iBAAiB;GAC9D,OAAO,KAAK,MAAM,OAAO,QAAQ,QAAQ,uBAAuB;EAClE;CACF;;;;;;;;;CAUA,aAAa,QAA8B;EACzC,MAAM,QAAQ,KAAK,gBAAgB,OAAO,OAAO;EACjD,OAAO,UAAA,iBAAsC,UAAA;CAC/C;;;;;;;;;CAUA,2BAA2B,QAA6B;EACtD,MAAM,QAAQ,KAAK,gBAAgB,OAAO,OAAO;EAEjD,OADgB,KAAK,WAAW,KACzB,CAAA,CAAQ;CACjB;;;;;;;;;;CAWA,gBACE,QACA,WAAyB,KAAK,QACrB;EACT,MAAM,QAAQ,KAAK,gBAAgB,OAAO,OAAO;EACjD,MAAM,UAAU,KAAK,WAAW,KAAK;EACrC,OAAO,SAAS,IAAI,QAAQ;CAC9B;;;;;;;;;CAUA,aAAa,OAA0D;EAoBrE,OAAO;IAlBkB,WAAA;IACrB,QAAQ;IACR,SAAS;GACX;IACyB,aAAA;IACvB,QAAQ;IACR,SAAS;GACX;IAC4B,gBAAA;IAC1B,QAAQ;IACR,SAAS;GACX;IACwB,YAAA;IACtB,QAAQ;IACR,SAAS;GACX;EAGK,EAAM;CACf;;;;;;;;;CAUA,cAAc,OAA6B;EAQzC,OAAO;IANkB,WAAA;IACE,aAAA;IACG,gBAAA;IACJ,YAAA;EAGnB,EAAO;CAChB;;;;;;;;;;;;;;;;;;;;;;;;CAyBA,kBAAkB,QAA8B;EAC9C,OAAO,OAAO,UAAU;CAC1B;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;CAyCA,kBACE,SACA,aACA,eAAuC,OAC7B;EAKV,OAAO,uBAAuB,aAAa,GAAc,YAAY;CACvE;;;;;;;;;;;;;;;;;;;;;CAsBA,4BAA4B,QAAiC;EAC3D,OAAO,wBAAwB,MAAM;CACvC;;;;;;;;;;;;;;;;;;;;;CAsBA,WAAW,gBAAiC;EAC1C,OAAO,eAAe,WAAW,SAAS;CAC5C;;;;;;;;;;;;;;;;;;;;;CAsBA,eAAe,gBAA4C;EACzD,IAAI,CAAC,KAAK,WAAW,cAAc,GACjC,OAAO;EAKT,MAAM,aAAa,eAAe,QAAQ,WAAW,EAAE;EAGvD,IACE,eAAe,WACf,eAAe,YACf,eAAe,eACf,eAAe,cAEf,OAAO;EAGT,OAAO;CACT;;;;;;;;;;;;;;;;;;;;;;;;CAyBA,mBACE,QACA,cACS;EACT,MAAM,SAAS,kBAAkB,YAAY;EAG7C,OAAO,OAAO,WAAW,OAAO;CAClC;;;;;;;;;;;;;;;;;;;;CAqBA,kBACE,QACA,cACa;EACb,MAAM,SAAS,kBAAkB,YAAY;EAE7C,IAAI,OAAO,gBAAgB,GACzB,OAAO;EAGT,OAAO;GACL,GAAG;GACH,SAAS,KAAK,IAAI,GAAG,OAAO,UAAU,OAAO,WAAW;EAC1D;CACF;;;;;;;;;;;;;;;;;;;;;;;;CAyBA,4BACE,cACA,cACQ;EACR,MAAM,SAAS,kBAAkB,YAAY;EAG7C,IAAI,CAAC,kBAAkB,cAAc,YAAY,GAC/C,OAAO;EAKT,OAAO,IAAM,OAAO;CACtB;;;;;;;;;;;;;;;;;;;;;;;;;;CA2BA,sBACE,QACA,WACA,aACoB;EAEpB,IAAI,cAAc,OAAO,eACvB,OAAO;EAIT,MAAM,kBAAmC;GACvC,iBAAiB;GACjB,qBAAqB;GACrB,yBAAyB,KAAK;GAC9B,YAAY,OAAO;GACnB,UAAU;EACZ;EAGA,MAAM,eAAmC;GACvC,WAAW;GACX,YAAY,OAAO;GACnB,UAAU;EACZ;EAGA,MAAM,aAAa,CAAC,GADJ,OAAO,uBAAuB,CAAC,GACf,YAAY,CAAC,CAAC,MAAM,CAAC,KAAK,wBAAwB;EAGlF,MAAM,gBAAgB,WAAW,QAC9B,UAAU,cAAc,MAAM,aAAa,KAAK,iBACnD;EAEA,IAAI,wBAAwB,OAAO;EAEnC,IAAI,cAAc,SAAS,KAAK,sBAE9B,wBAAwB,cAAc,KAAK;EAG7C,OAAO;GACL,GAAG;GACH,eAAe;GACf,sBAAsB;GACtB;GACA,qBAAqB;GACrB;EACF;CACF;;;;;;;;;;;;;;;;;;;CAoBA,iBACE,QACA,aACoB;EACpB,IAAI,CAAC,OAAO,iBAAiB,iBAC3B,OAAO;EAMT,IAHgB,cAAc,OAAO,gBAAgB,uBAGtC,KAAK,oBAClB,OAAO;GACL,GAAG;GACH,iBAAiB;IACf,GAAG,OAAO;IACV,iBAAiB;IACjB,yBAAyB;GAC3B;EACF;EAGF,OAAO;CACT;;;;;;;;;;;;;;;;;;;;;;;;;;CA2BA,yBAAyB,QAAoC;EAC3D,IAAI,CAAC,OAAO,kBAAkB,CAAC,OAAO,mBACpC,OAAO;EAIT,MAAM,oBACH,OAAO,eAAe,WAAW,MACjC,OAAO,kBAAkB,WAAW;EACvC,MAAM,qBACH,OAAO,eAAe,YAAY,MAClC,OAAO,kBAAkB,YAAY;EAGxC,MAAM,kBACH,OAAO,eAAe,cAAc,MACpC,OAAO,kBAAkB,cAAc;EAG1C,MAAM,gBAAgB,KAAK,IAAI,GAAG,KAAK,IAAI,GAAG,gBAAgB,CAAC;EAC/D,MAAM,iBAAiB,KAAK,IAAI,GAAG,KAAK,IAAI,GAAG,iBAAiB,CAAC;EACjE,MAAM,cAAc,KAAK,IAAI,GAAG,KAAK,IAAI,GAAG,cAAc,CAAC;EAY3D,MAAM,oBANc,MAHE,gBAAgB,kBAAkB,IAGf,OAGnB,KAAM,cAAc;EAM1C,OAAO,KAAK,IAAI,IAAK,KAAK,IAAI,GAAK,gBAAgB,CAAC;CACtD;;;;;;;;;;;;;;;;;;;;;CAsBA,uBAAuB,QAA+B;EAEpD,IAAI,WAAW,cAAc,OAAO,WAAW,cAAc,KAE3D,OAAO;EAIT,IAAI,WAAW,cAAc,QAAQ,WAAW,cAAc,MAAM,WAAW,cAAc,KAE3F,OAAO;EAIT,OAAO;CACT;;;;;;;;;;;;;;;;;;;;;;;CAwBA,2BACE,QACA,aACS;EACT,IAAI,CAAC,OAAO,uBACV,OAAO;EAET,OAAO,cAAc,OAAO;CAC9B;;;;;;;;;;;;;;;;;;;CAoBA,gCAAgC,QAAoC;EAElE,MAAM,QAAQ,KAAK,gBAAgB,OAAO,OAAO;EAEjD,IAAI,aADY,KAAK,WAAW,KACf,CAAA,CAAQ;EAGzB,IAAI,OAAO,iBAAiB,iBAC1B,cAAc,OAAO,gBAAgB;EAGvC,OAAO;CACT;AACF"}