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

      Black Trigram (흑괘) - Korean Martial Arts Combat Simulator

      An immersive 3D combat simulator deeply rooted in Korean martial arts and the I Ching trigram philosophy.

      Classes

      AdaptiveDifficulty
      AIComboSystem
      AIDecisionTree
      AudioAssetRegistry
      AudioManager
      AudioUtils
      BalanceSystem
      CombatStateSystem
      ConsciousnessSystem
      DamageCalculator
      DefaultSoundGenerator
      HitDetection
      KoreanAnatomySystem
      KoreanCulture
      KoreanTechniquesSystem
      PainResponseSystem
      StanceManager
      TrainingAI
      TrainingCombatSystem
      TransitionCalculator
      TrigramCalculator
      VariantSelector

      Interfaces - Combat System

      Technique
      TechniqueCooldown
      TechniqueSelection
      TechniqueValidation

      Interfaces - Player & Archetypes

      MinimalPlayerState
      PlayerCreationData
      PlayerMatchStats
      PlayerState

      Interfaces - General

      ActionFeedbackProps
      AIDecision
      AIPersonality
      AISystemConfig
      AnatomicalRegion
      AnimationConfig
      AnimationFrame
      AnimationState
      AnimationSystemInterface
      ArchetypeBehavior
      ArchetypeCardProps
      ArchetypeTrigramAffinity
      AssetGroup
      AudioAsset
      AudioAssetManifest
      AudioCapabilities
      AudioChannel
      AudioConfig
      AudioContext3D
      AudioContextValue
      AudioEffect
      AudioEvent
      AudioLoadingState
      AudioManagerInterface
      AudioPlaybackOptions
      AudioProviderProps
      AudioState
      AudioSystemInterface
      AudioVariantContext
      BalanceIndicatorProps
      BloodDecal
      BloodDecals3DProps
      BloodLossOverlayProps
      BloodParticles3DProps
      BloodSplatterEffect
      BodyPartHealthDisplayProps
      BodyRegionData
      CollisionData
      CombatArena3DProps
      CombatAudioEvent
      CombatAudioMap
      CombatContext
      CombatControlsConfig
      CombatControlsPanelProps
      CombatEventData
      CombatInput
      CombatResult
      CombatScreen3DProps
      CombatStats
      CombatSystem
      CombatSystemConfig
      CombatSystemInterface
      CombatTimerProps
      ComboCounterProps
      ComboSequence
      ConfirmDialogProps
      ConsciousnessBlurProps
      ControlsGuideProps
      DamageNumbersProps
      DamageResult
      DifficultyIndicatorProps
      DifficultyParameters
      DisplayHitEffect
      EffectSystem
      EnergyMeridian
      EnhancedAnatomicalZone
      EnhancedAudioAsset
      EnhancedAudioAssetRegistry
      EnvironmentalEffect
      EventBusInterface
      FingerCurl
      FingerSegments
      FingerSpread
      FPSMonitorProps
      GameConfig
      GameEvent
      GamepadState
      GameSaveData
      GameSession
      GameState
      GameSystemManager
      GameSystemState
      Gesture
      HandAnimationState
      HandLODConfig
      HandPose
      HandStructure
      HitEffect
      HitEffects3DProps
      IAudioAssetRegistry
      IAudioManager
      Injury
      InputEvent
      InputSystemInterface
      KiFlowFactors
      KoreanButtonProps
      KoreanPanelProps
      KoreanTechnique
      KoreanTextProps
      KoreanUIDemoProps
      MatchConfig
      MatchCountdownProps
      MatchStatistics
      MobileControlsWrapperProps
      MusicTrack
      PainConsciousnessStatus
      PainVignetteProps
      ParticleEffect
      PauseMenuProps
      PhysicsEntityConfig
      PhysicsEntityState
      PhysicsSystemInterface
      PlatformInfo
      PlayerArchetypeData
      PlayerSkillMetrics
      PlayerStateOverlayProps
      PlayerTrainingStats
      ProceduralSoundConfig
      ProgressBarProps
      QuickSettingsProps
      RegionData
      RenderableConfig
      RenderingSystemInterface
      RoundAnnouncementProps
      RoundResult
      RoundStartAnnouncementProps
      RoundStats
      ShockPainEffect
      SoundEffect
      StaminaWarningProps
      StanceChangeResult
      StanceTransition
      StatusEffect
      SystemConfig
      SystemEvent
      SystemPerformance
      TechniqueBarProps
      TechniqueCardProps
      TechniqueHandPose
      TechniqueNameProps
      TrainingAIState
      TrainingCombatResult
      TrainingProgression
      TrainingResult
      TrainingSession
      TrainingTarget
      TransitionMetrics
      TransitionPath
      TraumaOverlay3DProps
      TrigramCombatStyle
      TrigramData
      TrigramEffectivenessMatrix
      TrigramPhilosophy
      TrigramStanceData
      TrigramSystem
      TrigramSystemConfig
      TrigramSystemInterface
      TrigramTheme
      TrigramTransition
      TrigramTransitionCost
      TrigramTransitionRule
      Velocity
      VisualEffect
      VitalPoint
      VitalPointEffect
      VitalPointHitResult
      VitalPointMarkers3DProps
      VitalPointNames
      VitalPointOverlayControlsProps
      VitalPointSystem
      VitalPointSystemConfig
      VitalPointSystemInterface
      VoiceLine

      Interfaces - Animation

      AnimationKeyframe
      SkeletalAnimation
      SkeletalAnimationState

      Interfaces - Combat

      DamageRange
      EffectDuration

      Interfaces - Component Props

      Player3DUnifiedProps
      PlayerStateIndicatorsProps
      StanceAuraProps

      Interfaces - Core Types

      Bounds
      Config
      GameEntity
      Position
      Result
      Size
      ValidationResult

      Interfaces - Korean Martial Arts

      KoreanEntity
      KoreanText

      Interfaces - Skeletal System

      Bone
      BoneChain
      HandBones
      JointConstraint
      SkeletalRig

      Interfaces - UI

      KoreanTextStyle
      Theme
      Transition
      UIGameSettings

      Type Aliases - Combat System

      TechniqueKey

      Type Aliases - Player & Archetypes

      PlayerUpdateData

      Type Aliases - General

      AITrainingDifficulty
      AudioFormat
      BodyRegionFilter
      EffectType
      EntityId
      EnvironmentalEffectType
      HandSide
      LoadPriority
      MovementPattern
      MusicTrackId
      ParticleType
      ProgressBarType
      SoundEffectId
      TechniqueCategory
      Timestamp
      TrainingDifficulty
      TrainingMode
      VitalTargetPriority
      VoiceLineId

      Type Aliases - Animation

      PlayerAnimation

      Type Aliases - Combat States

      BalanceState

      Type Aliases - Core Types

      Callback
      Color
      Duration
      EventHandler
      ID
      Percentage

      Type Aliases - UI

      KoreanTextAlignment

      Type Aliases - Utility Types

      DeepReadonly
      Optional
      Required

      Enumerations - Game Systems

      GameMode
      GamePhase

      Enumerations - Combat System

      BodyRegion
      CombatAttackType
      CombatState
      DamageType

      Enumerations - Trigram System

      TrigramStance

      Enumerations - Vital Point System

      VitalPointCategory
      VitalPointEffectType
      VitalPointSeverity

      Enumerations - Player & Archetypes

      PlayerArchetype

      Enumerations - General

      AIActionType
      AudioCategory
      BalanceLevel
      CombatReadinessState
      ConsciousnessLevel
      DeviceType
      DifficultyTier
      EffectIntensity
      FingerType
      GameEventType
      HandPoseType
      HitEffectEnum
      HitEffectType
      InjuryType
      PainLevel

      Enumerations - Korean Martial Arts

      TrigramStance

      Enumerations - Skeletal System

      BoneName

      Enumerations - UI

      KoreanTextSize
      KoreanTextWeight

      Functions

      animationStateToPlayerAnimation
      App
      applyDamage
      applyEffectModifiers
      applyStatusEffect
      calculateAnatomicalVulnerability
      calculateCombatEffectiveness
      calculateEffectIntensity
      calculateEnhancedVulnerability
      calculateMeridianFlow
      canPlayerAct
      canPlayType
      clampVolume
      clearPlatformCache
      combineEffects
      convertPlayerStateToProps
      createAudioElement
      createCombatResult
      createEffectFromKoreanText
      createHitEffect
      createKoreanStatusEffect
      createPlayerFromArchetype
      createStatusEffect
      createTrigramEffect
      createVitalPointEffect
      darkenColor
      detectPlatform
      detectSupportedFormats
      extractVitalPointCategory
      findOptimalVitalPoints
      followsHonorCode
      formatDuration
      formatPainConsciousnessDisplay
      generateMeridianEffects
      generateVulnerabilityHeatMap
      getAllPersonalities
      getAnatomicalZones
      getArchetypeAssets
      getArchetypeBehavior
      getArchetypeBonuses
      getArchetypeColors
      getBalanceState
      getBestFormatMetadata
      getColorWithAlpha
      getContrastColor
      getEffectDescription
      getEffectDisplayText
      getEffectDurationModifier
      getEnhancedZonesByPosition
      getHealthColor
      getHitEffectColor
      getMeridian
      getMeridianMappingStatistics
      getMeridiansByElement
      getMeridiansForVitalPoint
      getOptimalFormat
      getOptimalRange
      getPainConsciousnessStatus
      getPersonalityByArchetype
      getPersonalityByName
      getPlayerAnimation
      getPreferredFormat
      getRandomPersonality
      getRecommendedRecoveryTime
      getRegionBoundaries
      getRegionForPosition
      getSafeAreaInsets
      getShockPainRemainingDuration
      getStanceEffectiveness
      getStanceFromKey
      getTechniquesByStance
      getVitalPointById
      getVitalPointByOnPlayerId
      getVitalPointsByCategory
      getVitalPointsByDifficulty
      getVitalPointsByRegion
      getVitalPointsBySeverity
      getVitalPointsByStance
      getVitalPointsForMeridian
      getVitalPointsInRegion
      getVitalPointsStats
      getZoneByPosition
      groupEffectsByType
      groupEffectsByTypeEnum
      hasEnoughResources
      hexColorToCSS
      hexToRgb
      hexToRgbaString
      interpolateColor
      interpolateDifficultyParameters
      isAudioSupported
      isEffectBeneficial
      isHeadTraumaHit
      isMobileDevice
      isPointInPolygon
      isPositionInEnhancedZone
      isPositionInRegion
      isShockPainActive
      isValidArchetype
      isVitalPoint
      isVitalPointCategory
      isVitalPointOnMeridian
      lightenColor
      mixColors
      normalizeVolume
      removeExpiredEffects
      resetPlayerState
      rgbToHex
      selectAudioFormat
      selectCombatMusic
      selectCombatSound
      selectHitSound
      shouldUseMobileControls
      skillScoreToTier
      toHex
      toHexColor
      updateEffect
      updatePlayerState
      updateStatusEffects
      useAudio
      validateAudioUrl

      Variables - General

      ActionFeedback
      AI_PERSONALITIES
      ALL_PLACEHOLDER_MUSIC
      ALL_PLACEHOLDER_SOUNDS
      ANATOMICAL_REGIONS_DATA
      ANIMATION_DURATIONS
      ANIMATION_TIMINGS
      ARCHETYPE_BEHAVIORS
      ARCHETYPE_MUSIC_THEMES
      ARCHETYPE_TECHNIQUE_BONUSES
      ArchetypeCard
      AUDIO_DEFAULTS
      AUDIO_FORMATS
      audioAssetRegistry
      AudioContext
      AudioProvider
      BalanceIndicator
      BASE_PLAYER_STATS
      BloodDecals3D
      BloodLossOverlay
      BloodParticles3D
      BodyPartHealthDisplay
      CANVAS_ASPECT_RATIO
      CENTER_POSITION_X
      COMBAT_AUDIO_MAP
      COMBAT_CONFIG
      COMBAT_CONSTANTS
      COMBAT_CONTROLS
      COMBAT_PHASES
      COMBAT_RANGES
      COMBAT_STATE_MACHINE
      COMBAT_TIMING
      CombatArena3D
      CombatControlsPanel
      CombatScreen3D
      CombatTimer
      ComboCounter
      ConfirmDialog
      ConsciousnessBlur
      ControlsGuide
      CYBERPUNK_COLORS
      DAMAGE_CONSTANTS
      DAMAGE_TYPES
      DamageNumbers
      DARK_OPS_ARCHETYPE_BONUSES
      DARK_OPS_NIGHT_BONUS
      DARK_OPS_SPECIAL_EFFECTS
      DARK_OPS_TECHNIQUES
      DARK_OPS_UNITS
      DEFAULT_GAME_SPEED
      DIFFICULTY_PARAMETERS
      DIFFICULTY_SETTINGS
      DifficultyIndicator
      EFFECTIVENESS_MODIFIERS
      ELEMENTAL_RELATIONS
      END_SCREEN_MUSIC_TRACKS
      END_SCREEN_SOUND_EFFECTS
      ENERGY_MERIDIANS
      ENERGY_MERIDIANS_ARRAY
      ENHANCED_ANATOMICAL_ZONES
      ENHANCED_DAMAGE_CONSTANTS
      FONT_FAMILY
      FONT_SIZES
      FONT_WEIGHTS
      FPSMonitor
      FRAME_TIME
      GAME_CONFIG
      GAME_METADATA
      GAME_MODE_CONFIG
      GAME_PHASES
      GAME_STATES
      getColorRGB
      HALF_CANVAS_HEIGHT
      HALF_CANVAS_WIDTH
      HEALTH_COLORS
      HIT_DETECTION
      HitEffects3D
      INPUT_CONSTANTS
      KEYBOARD_MAPPING
      KOREAN_ANATOMICAL_ZONES
      KOREAN_ANATOMICAL_ZONES_ARRAY
      KOREAN_COLORS
      KOREAN_FONT_WEIGHTS
      KOREAN_TEXT_SIZES
      KOREAN_VITAL_POINTS
      KoreanButton
      KoreanPanel
      KoreanText3D
      KoreanUIDemo
      MARTIAL_ARTS_CONFIG
      MATCH_COUNTDOWN_SOUND_EFFECTS
      MatchCountdown
      MAX_TRANSITION_COST_KI
      MAX_TRANSITION_COST_STAMINA
      MAX_TRANSITION_TIME_MILLISECONDS
      MOBILE_BREAKPOINT
      MobileControlsWrapper
      PainVignette
      PauseMenu
      PERFORMANCE_CONFIG
      PERFORMANCE_THRESHOLDS
      PLACEHOLDER_AUDIO_ASSETS
      PLACEHOLDER_MUSIC_TRACKS
      PLACEHOLDER_SOUND_EFFECTS
      PLAYER_ARCHETYPES_DATA
      PLAYER_COLORS
      PLAYER_DISTANCE
      PlayerStateOverlay
      ProgressBar
      QuickSettings
      RESOURCE_COSTS
      RoundAnnouncement
      RoundStartAnnouncement
      SAMPLE_VITAL_POINTS
      StaminaWarning
      STANCE_EFFECTIVENESS_MATRIX
      STATUS_DURATIONS
      TABLET_BREAKPOINT
      TECHNIQUE_EFFECTIVENESS_MATRIX
      TECHNIQUE_RESULTS
      TECHNIQUE_SOUND_EFFECTS
      TechniqueBar
      TechniqueCard
      TechniqueName
      TICK_RATE
      TRAINING_COMBAT_SETTINGS
      TRAINING_CONFIG
      TRAINING_STATE_MACHINE
      TrainingScreen3D
      TraumaOverlay3D
      TRIGRAM_DATA
      TRIGRAM_STANCES_ORDER
      TRIGRAM_TECHNIQUES
      UI_CONSTANTS
      UI_LAYOUT
      VISUAL_EFFECTS
      VITAL_POINT_MERIDIAN_MAP
      VitalPointMarkers3D
      VitalPointOverlayControls

      Variables - Combat Performance

      PERFORMANCE_RATING_THRESHOLDS

      Variables - Combat UI

      ROUND_ANNOUNCEMENT_TIMINGS

      Variables - Player Archetypes

      ARCHETYPE_ASSETS

      Variables - Visual Assets

      ARCHETYPE_BACKGROUNDS
      FALLBACK_ARCHETYPE_IMAGE

      Namespaces

      ArchetypeCard
      BalanceIndicator
      BloodLossOverlay
      ConsciousnessBlur
      KoreanButton
      KoreanPanel
      KoreanText3D
      KoreanUIDemo
      PainVignette
      PlayerStateOverlay
      ProgressBar
      StaminaWarning

      References

      CombatScreen3DDefault → CombatScreen3D