Press n or j to go to the next uncovered block, b, p or k for the previous block.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 | 1x 1x 1x 1x 8x 8x 1x 1x 1x 1x 1x 1x 1x 1x 1x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 1x 1x | // Korean martial arts vital point system import { Position, VitalPointSeverity } from "../types/common"; import { VitalPoint, VitalPointHitResult } from "./vitalpoint/types"; export class VitalPointSystem { private vitalPoints: VitalPoint[] = []; constructor() { // Initialize with some basic vital points this.initializeVitalPoints(); } /** * Process a hit at a specific position */ processHit( targetPosition: Position, _hitBox: { width: number; height: number }, // Prefixed with underscore to indicate intentionally unused targetedVitalPointId?: string | null ): VitalPointHitResult { // If a specific vital point is targeted, check that one if (targetedVitalPointId) { const targetVitalPoint = this.getVitalPointById(targetedVitalPointId); if (targetVitalPoint) { return this.calculateVitalPointHit(targetVitalPoint, targetPosition); } } // Otherwise, find the closest vital point const closestVitalPoint = this.findClosestVitalPoint(targetPosition); if (!closestVitalPoint) { return { hit: false, damage: 0, effects: [], severity: VitalPointSeverity.MINOR, }; } // Calculate distance to determine hit accuracy const distance = this.calculateDistance( targetPosition, closestVitalPoint.position ); const maxHitDistance = 50; // pixels if (distance <= maxHitDistance) { return { hit: true, vitalPointHit: closestVitalPoint, damage: this.calculateBaseDamage(closestVitalPoint, distance), effects: [], severity: closestVitalPoint.severity, accuracy: Math.max(0, 1 - distance / maxHitDistance), }; } return { hit: false, damage: 0, effects: [], severity: VitalPointSeverity.MINOR, }; } /** * Get vital point by ID */ getVitalPointById(id: string): VitalPoint | null { return this.vitalPoints.find((vp) => vp.id === id) || null; } /** * Get all vital points */ getVitalPoints(): readonly VitalPoint[] { return this.vitalPoints; } /** * Calculate hit result for a specific vital point */ calculateHit( technique: any, attackerPosition: Position, _defenderPosition: Position, // Prefixed with underscore to indicate intentionally unused _defenderStance: any // Prefixed with underscore to indicate intentionally unused ): VitalPointHitResult { // Find closest vital point to attack const closestVitalPoint = this.findClosestVitalPoint(attackerPosition); if (!closestVitalPoint) { return { hit: false, damage: 0, effects: [], severity: VitalPointSeverity.MINOR, }; } // Calculate hit based on technique accuracy and distance const distance = this.calculateDistance( attackerPosition, closestVitalPoint.position ); const hitChance = technique.accuracy * (1 - distance / 100); if (Math.random() < hitChance) { return { hit: true, vitalPointHit: closestVitalPoint, damage: this.calculateBaseDamage(closestVitalPoint, distance), effects: [], severity: closestVitalPoint.severity, }; } return { hit: false, damage: 0, effects: [], severity: VitalPointSeverity.MINOR, }; } /** * Find the closest vital point to a position */ private findClosestVitalPoint(position: Position): VitalPoint | null { if (this.vitalPoints.length === 0) return null; let closest = this.vitalPoints[0]; let minDistance = this.calculateDistance(position, closest.position); for (const vitalPoint of this.vitalPoints) { const distance = this.calculateDistance(position, vitalPoint.position); if (distance < minDistance) { minDistance = distance; closest = vitalPoint; } } return closest; } /** * Calculate distance between two positions */ private calculateDistance(pos1: Position, pos2: Position): number { const dx = pos1.x - pos2.x; const dy = pos1.y - pos2.y; return Math.sqrt(dx * dx + dy * dy); } /** * Calculate vital point hit result */ private calculateVitalPointHit( vitalPoint: VitalPoint, hitPosition: Position ): VitalPointHitResult { const distance = this.calculateDistance(hitPosition, vitalPoint.position); const baseDamage = this.calculateBaseDamage(vitalPoint, distance); return { hit: true, vitalPointHit: vitalPoint, damage: baseDamage, effects: [], severity: vitalPoint.severity, accuracy: Math.max(0, 1 - distance / 50), }; } /** * Calculate base damage for a vital point hit */ private calculateBaseDamage( vitalPoint: VitalPoint, distance: number ): number { const baseDamage = vitalPoint.baseDamage || 10; const distanceModifier = Math.max(0.1, 1 - distance / 100); return Math.floor(baseDamage * distanceModifier); } /** * Initialize basic vital points for testing */ private initializeVitalPoints(): void { // Add some basic vital points for testing this.vitalPoints = [ { id: "head_temple", names: { korean: "태양혈", english: "Temple", romanized: "taeyang-hyeol", }, position: { x: 100, y: 50 }, category: "neurological" as any, severity: VitalPointSeverity.MAJOR, baseDamage: 25, effects: [], description: { korean: "관자놀이의 압박점", english: "Pressure point at the temple", romanized: "gwanja-nori-ui apbakjeom", }, targetingDifficulty: 0.7, effectiveStances: [], }, { id: "neck_carotid", names: { korean: "경동맥", english: "Carotid Artery", romanized: "gyeong-dong-maek", }, position: { x: 100, y: 80 }, category: "vascular" as any, severity: VitalPointSeverity.CRITICAL, baseDamage: 35, effects: [], description: { korean: "목의 주요 동맥", english: "Major artery in the neck", romanized: "mog-ui juyo dong-maek", }, targetingDifficulty: 0.8, effectiveStances: [], }, ]; } } export default VitalPointSystem; |