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 | 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 1x 7x 7x 7x 7x 7x 7x 7x 7x 1x 1x 1x 287x 287x 287x 287x 287x 287x 287x 1x 10x 10x 10x 10x 80x 80x 80x 80x 80x 19x 19x 19x 10x 10x 10x 1x 92x 92x 92x 92x 9x 9x 83x 83x 83x 83x 92x 83x 83x 83x 83x 83x 83x 92x 1x | import { TrigramStance } from "../../types/common"; /** * Enhanced stance effectiveness matrix for Korean martial arts * Based on traditional I-Ching trigram relationships */ const STANCE_EFFECTIVENESS_MATRIX: Record< TrigramStance, Partial<Record<TrigramStance, number>> > = { [TrigramStance.GEON]: { [TrigramStance.GON]: 1.2, [TrigramStance.SON]: 0.8 }, [TrigramStance.GON]: { [TrigramStance.GEON]: 0.8, [TrigramStance.GAM]: 1.2 }, [TrigramStance.TAE]: { [TrigramStance.JIN]: 1.2, [TrigramStance.GAN]: 0.8 }, [TrigramStance.JIN]: { [TrigramStance.TAE]: 0.8, [TrigramStance.SON]: 1.2 }, [TrigramStance.LI]: { [TrigramStance.GAM]: 0.8, [TrigramStance.TAE]: 0.8 }, [TrigramStance.GAM]: { // water extinguishes fire: [TrigramStance.LI]: 1.2, [TrigramStance.GON]: 0.8, }, [TrigramStance.SON]: { [TrigramStance.GEON]: 1.2, [TrigramStance.JIN]: 0.8 }, [TrigramStance.GAN]: { [TrigramStance.TAE]: 1.2, [TrigramStance.LI]: 0.8 }, }; export class TrigramCalculator { /** * Calculate effectiveness of one stance against another */ calculateStanceEffectiveness( attackerStance: TrigramStance, defenderStance: TrigramStance ): number { if (attackerStance === defenderStance) { return 1.0; // Neutral when same stance } const effectiveness = STANCE_EFFECTIVENESS_MATRIX[attackerStance]?.[defenderStance]; return effectiveness ?? 1.0; // Default to neutral if no specific relationship } /** * Get the optimal counter stance for a given stance */ getCounterStance(targetStance: TrigramStance): TrigramStance { let bestCounter = TrigramStance.GEON; let bestEffectiveness = 0; // Find stance with highest effectiveness against target for (const stance of Object.values(TrigramStance)) { const effectiveness = this.calculateStanceEffectiveness( stance, targetStance ); if (effectiveness > bestEffectiveness) { bestEffectiveness = effectiveness; bestCounter = stance; } } return bestCounter; } /** * Calculate transition difficulty between stances */ calculateTransitionDifficulty( fromStance: TrigramStance, toStance: TrigramStance ): number { if (fromStance === toStance) return 0; // Base difficulty for any transition const baseDifficulty = 0.5; // Get stance order for adjacency calculation const stanceOrder = Object.values(TrigramStance); const fromIndex = stanceOrder.indexOf(fromStance); const toIndex = stanceOrder.indexOf(toStance); if (fromIndex === -1 || toIndex === -1) { return 1.0; // Unknown stances, high difficulty } // Calculate distance (adjacent stances are easier) const distance = Math.min( Math.abs(toIndex - fromIndex), stanceOrder.length - Math.abs(toIndex - fromIndex) ); // Normalize distance to 0-1 range and add base difficulty const normalizedDistance = distance / (stanceOrder.length / 2); return baseDifficulty + normalizedDistance * 0.5; } /** * Calculate stance effectiveness between attacker and defender */ static calculateStanceEffectiveness( attackerStance: TrigramStance, defenderStance: TrigramStance ): number { // Use the effectiveness matrix from constants const effectiveness = STANCE_EFFECTIVENESS_MATRIX[attackerStance]?.[defenderStance]; return effectiveness ?? 1.0; // Default neutral effectiveness } /** * Get optimal counter stance against opponent stance */ static getCounterStance(opponentStance: TrigramStance): TrigramStance { // Find the stance that has highest effectiveness against opponent const stances = Object.values(TrigramStance); let bestCounter = TrigramStance.GEON; let bestEffectiveness = 0; stances.forEach((stance) => { const effectiveness = this.calculateStanceEffectiveness( stance, opponentStance ); if (effectiveness > bestEffectiveness) { bestEffectiveness = effectiveness; bestCounter = stance; } }); return bestCounter; } /** * Calculate difficulty of transitioning between stances */ static calculateTransitionDifficulty( fromStance: TrigramStance, toStance: TrigramStance ): number { if (fromStance === toStance) { return 0; // No transition needed } // Base difficulty for any transition const baseDifficulty = 0.5; // Get stance order for adjacency calculation const stanceOrder = Object.values(TrigramStance); const fromIndex = stanceOrder.indexOf(fromStance); const toIndex = stanceOrder.indexOf(toStance); if (fromIndex === -1 || toIndex === -1) { return 1.0; // Unknown stances, high difficulty } // Calculate distance (adjacent stances are easier) const distance = Math.min( Math.abs(toIndex - fromIndex), stanceOrder.length - Math.abs(toIndex - fromIndex) ); // Normalize distance to 0-1 range and add base difficulty const normalizedDistance = distance / (stanceOrder.length / 2); return baseDifficulty + normalizedDistance * 0.5; } } // end of class export { STANCE_EFFECTIVENESS_MATRIX }; |