Fix: Make applyCombatResult non-static instance method with effect application Enhanced with Pain Response and Consciousness System integration
Updates player states for recovery (pain dissipation, consciousness recovery, balance recovery). Call this regularly in game loop.
Player to update
Time elapsed since last update (ms)
Updated player state
PrivatecalculateCalculate accuracy score based on stance, timing, and targeting
Fix: Add missing calculateDamage method required by interface
PrivatecalculateCalculate form score based on balance and positioning
PrivatecalculateCalculate improvement trend from recent accuracy scores
PrivatecalculateCalculate technique execution score
PrivatecreateCreate a training dummy with infinite health for practice
ProtectedexecuteExecute attack with technique
Execute a training technique with detailed analysis Supports optional animation context for physics-based hit detection
OptionaltargetedVitalPointId: stringOptionalanimationContext: AnimationContextPrivategenerateGenerate areas for improvement based on scores
PrivategenerateGenerate next training goals
Fix: Add missing getAvailableTechniques method required by interface
Get combat statistics
Get the consciousness system instance for fall checking.
ConsciousnessSystem instance
PrivategetGet training dummy for display
Get training statistics
Process defensive action and determine animation type.
Determines the appropriate defensive animation based on:
Korean: 방어 행동 처리
Defending player state
Power of the incoming attack
Defensive animation type to play (parry_deflect, block_success, or guard_break)
Fix: Add the missing resetTrainingDummy method that tests expect
Reset training session
Fix: Update resolveAttack to match interface signature and add animation-aware hit detection
Korean: 공격 해결 (애니메이션 인식)
Integrates animation timing and physical reach calculation for reality-based hit detection. Hits only register when:
Attacking player state
Defending player state
Technique being executed
OptionaltargetedVitalPointId: stringOptional specific vital point target
OptionalanimationContext: { animationType: AnimationType; currentTime: number }Optional animation timing context for reality-based hit detection
Combat result with hit/miss and damage information
Update player state over time with effect management
Update training dummy health (for visual feedback)
StaticapplyStatic version for backwards compatibility with comprehensive effect application Enhanced with Pain Response and Consciousness System integration Updated to apply damage to body parts for 8-body-part health visualization
StaticresolveStatic methods for backwards compatibility
Training-specific combat system for Korean martial arts practice Focuses on technique accuracy, form analysis, and educational feedback