Apply speed modifiers to movement physics system.
Korean: 속도 변경 적용 (Apply Speed Modifiers)
Convenience method to directly apply calculated modifiers to a movement physics instance.
Movement physics system to update
Calculated speed modifier state
PrivatecalculatePrivateCalculate injury-based speed penalty from leg damage.
Korean: 부상 속도 패널티 계산 (Calculate Injury Penalty)
Uses NEW InjuryMovementModifier to determine speed reduction based on leg damage severity, torso damage, and pain levels. NOTE: Stance modifier is calculated separately to maintain compatibility with existing SpeedModifierState interface.
Penalties are progressive and realistic:
Current body part health
Maximum body part health
Current pain level (0-100)
Speed penalty as percentage (0.0 to 0.9 max)
Calculate comprehensive speed modifiers for player movement.
Korean: 속도 변경 계산 (Calculate Speed Modifiers)
Analyzes player state and returns complete speed modifier information including all individual factors and final calculated values.
Current player state with stance, health, stamina
Type of movement being performed
Whether player is in crouching stance
Complete speed modifier state with all factors
PrivatecalculatePrivateCalculate stamina-based acceleration penalty.
Korean: 스태미나 가속 패널티 계산 (Calculate Stamina Penalty)
Stamina affects acceleration rate, making it harder to change direction or speed up when fatigued:
Current stamina points
Maximum stamina capacity
Acceleration penalty as percentage (0.0 to 0.75)
PrivatecanPrivateCheck if player can run based on stamina level.
Korean: 달리기 가능 확인 (Can Player Run)
Current stamina points
Maximum stamina capacity
True if player has enough stamina to run
PrivategetPrivateGet base speed for movement type.
Korean: 기본 속도 계산 (Get Base Speed)
Uses archetype-specific walk/run speeds when available, falls back to default values for backwards compatibility.
Type of movement
Whether player is crouching
OptionalphysicalAttributes: PhysicalAttributesPlayer's physical attributes (optional)
Base speed in m/s
PrivategetPrivateCalculate combat state speed penalty.
Korean: 전투 상태 속도 패널티 계산 (Get Combat State Penalty)
Different combat states restrict movement:
Current combat state
Speed penalty as percentage (0.0 to 1.0)
PrivategetPrivateGet stance-based speed modifier.
Korean: 자세 속도 배수 계산 (Get Stance Speed Modifier)
Current Eight Trigram stance
Speed multiplier (0.80 to 1.25)
Private ReadonlyBACKWARD_Backward speed multiplier (75% of forward speed)
Korean: 후퇴 속도 배수 (Backward Speed Multiplier)
Private ReadonlyBASE_Base acceleration rate (m/s²) Instant-response acceleration for combat movement (e.g., reaches 6 m/s walking speed in 0.2s; 10 m/s sprint speed in 0.33s) Increased from 12.0 to 30.0 for responsive, arcade-style combat feel
Imported from physicsConstants.ts to maintain consistency across systems.
Korean: 기본 가속도 (Base Acceleration)
Private ReadonlyBASE_Base running speed (m/s) Sprint speed for rapid repositioning - crosses 14m arena in ~1.4s
Korean: 기본 달리기 속도 (Base Running Speed)
Private ReadonlyBASE_Base walking speed (m/s) Standard walking pace for combat movement - crosses 14m arena in ~2.3s
Korean: 기본 걷기 속도 (Base Walking Speed)
Private ReadonlyCOMBAT_Combat state speed penalty multipliers
Korean: 전투 상태 속도 패널티 (Combat State Speed Penalties)
Private ReadonlyCROUCHING_Crouching movement speed (m/s) Defensive low movement for cautious approach
Korean: 웅크림 이동 속도 (Crouching Movement Speed)
Private ReadonlyLATERAL_Lateral movement speed (m/s) Fast side-stepping for combat positioning
Korean: 측면 이동 속도 (Lateral Movement Speed)
Speed Modifier System class.
Korean: 속도 변경 시스템 클래스
Calculates comprehensive speed modifiers from multiple factors including stance, injuries, stamina, and combat state. Integrates with existing body part and movement systems.
Example