Black Trigram (흑괘) - Korean Martial Arts Combat Simulator API - v0.5.30
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    Class BalanceSystem

    Balance System managing stability and vulnerability.

    Balance represents physical stability and center of gravity control. Low balance creates vulnerability windows where opponents can capitalize with increased damage and reduced defensive options.

    const balanceSystem = new BalanceSystem();

    // Apply balance disruption from leg strike
    const newPlayer = balanceSystem.disruptBalance(
    player,
    15,
    BodyRegion.LEFT_LEG
    );

    // Check if vulnerable
    const isVulnerable = balanceSystem.isVulnerable(newPlayer);

    // Apply recovery
    const recovered = balanceSystem.applyRecovery(newPlayer, 1000);

    균형시스템

    Index

    Constructors

    Methods

    • Applies balance recovery over time.

      Balance recovers quickly when not being disrupted, allowing fighters to regain stable footing between exchanges.

      Parameters

      • player: PlayerState

        Current player state

      • deltaTime: number

        Time elapsed in milliseconds

      Returns PlayerState

      Updated player state with recovered balance

      // In game loop
      player = system.applyRecovery(player, 16); // ~60fps

      균형회복

    • Disrupts balance from combat impact.

      Calculates balance loss based on damage amount and body region hit. Leg strikes cause maximum balance disruption.

      Parameters

      • player: PlayerState

        Current player state

      • impact: number

        Impact force amount

      • Optionalregion: BodyRegion

        Body region affected

      Returns PlayerState

      Updated player state with reduced balance

      // Leg sweep causes major balance disruption
      player = system.disruptBalance(
      player,
      20,
      BodyRegion.RIGHT_LEG
      );

      균형파괴

    • Calculates damage multiplier for vulnerable balance state.

      Parameters

      Returns number

      Damage multiplier (1.0 = normal, >1.0 = increased damage)

      취약성배율

    • Checks if knockdown should occur, using a provided random function for determinism.

      Parameters

      • player: PlayerState

        Current player state

      • randomFn: () => number = Math.random

        Optional random number generator (returns number in [0,1)), defaults to Math.random

      Returns boolean

      True if knockdown should occur

      넘어짐확인

    Properties

    balanceEffects: Record<BalanceLevel, BalanceEffects> = ...

    Balance level effects and thresholds.

    baseRecoveryRate: 8 = 8.0

    Base balance recovery rate per second.

    maxBalance: 100

    Maximum balance value.

    regionMultipliers: Record<string, number> = ...

    Balance disruption multipliers by body region.