All files / components/combat/hooks useCombatActions.ts

85.98% Statements 92/107
75% Branches 42/56
73.33% Functions 11/15
88% Lines 88/100

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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446                                                                                                                                                                                                    76x     76x 4x   1x     1x                                                     1x   4x     4x     4x           4x           4x   4x   1x     1x 1x 1x 1x 1x       1x           1x 1x   1x   1x     1x             1x                                   76x 2x     1x   2x 2x 2x   2x                           76x 4x 4x 2x 2x     2x     2x   4x     4x 4x               4x 10x     4x         4x                   2x       2x         2x                             76x   2x     1x   2x 2x 2x                           76x 3x   3x         3x 1x 1x       1x   2x                     76x 1x 1x 1x   1x                     76x 2x 1x 1x     1x   1x         1x                   1x                           76x   3x 3x   3x 3x 3x   3x 2x           2x       2x           2x           76x                      
/**
 * useCombatActions Hook - Combat Action Handlers
 * 
 * Custom hook for managing combat action handlers.
 * Consolidates player attack, defend, technique, and AI action logic.
 *
 * Performance:
 * - Memoized callbacks to prevent recreation
 * - Centralized action logic for better maintainability
 * - Reduces main component complexity
 *
 * @param config Combat action configuration
 * @returns Combat action handlers
 * 
 * @example
 * ```typescript
 * const { 
 *   handleAttack,
 *   handleDefend,
 *   handleTechniqueExecute,
 *   handleStanceSwitch,
 *   handleAIAttack,
 *   handleAIDefend,
 *   handleAITechnique,
 *   moveAIPlayer
 * } = useCombatActions({
 *   validPlayers,
 *   playerPositions,
 *   combatState,
 *   combatActions,
 *   combatSystem,
 *   onPlayerUpdate,
 *   addCombatMessage,
 *   addHitEffect,
 *   arenaBounds
 * });
 * ```
 */
 
import { PlayerState } from "@/systems";
import { CombatSystem } from "@/systems/CombatSystem";
import { Position, TrigramStance } from "@/types";
import { HitEffectType } from "@/systems/effects";
import { useCallback } from "react";
import { CombatScreenState, CombatActions } from "./useCombatState";
import { AttackIntensity } from "./useCombatAudio";
 
export interface UseCombatActionsConfig {
  readonly validPlayers: readonly [PlayerState, PlayerState];
  readonly playerPositions: readonly [Position, Position];
  readonly combatState: CombatScreenState;
  readonly combatActions: CombatActions;
  readonly combatSystem: CombatSystem;
  readonly onPlayerUpdate: (playerIndex: number, updates: Partial<PlayerState>) => void;
  readonly addCombatMessage: (korean: string, english: string) => void;
  readonly addHitEffect: (type: HitEffectType, position: Position, intensity?: number) => void;
  readonly arenaBounds: {
    readonly x: number;
    readonly y: number;
    readonly width: number;
    readonly height: number;
  };
  readonly combatAudio?: {
    readonly playAttackSound: (intensity?: AttackIntensity) => Promise<void>;
    readonly playHitSound: (damage: number) => Promise<void>;
    readonly playBlockSound: (guardBroken?: boolean) => Promise<void>;
    readonly playDodgeSound: () => Promise<void>;
    readonly playStanceChangeSound: () => Promise<void>;
    readonly playSpecialTechniqueSound: () => Promise<void>;
  };
}
 
export interface UseCombatActionsReturn {
  readonly handleAttack: () => void;
  readonly handleDefend: () => void;
  readonly handleTechniqueExecute: () => void;
  readonly handleStanceSwitch: (stance: TrigramStance) => void;
  readonly handleAIAttack: () => void;
  readonly handleAIDefend: () => void;
  readonly handleAITechnique: () => void;
  readonly moveAIPlayer: (targetPos: Position) => void;
}
 
/**
 * Custom hook for combat action handlers
 */
export function useCombatActions(config: UseCombatActionsConfig): UseCombatActionsReturn {
  const {
    validPlayers,
    playerPositions,
    combatState,
    combatActions,
    combatSystem,
    onPlayerUpdate,
    addCombatMessage,
    addHitEffect,
    arenaBounds,
    combatAudio,
  } = config;
 
  // Player attack handler
  const handleAttack = useCallback(() => {
    if (combatState.isExecutingTechnique || !combatState.roundStarted || combatState.roundEnded) return;
 
    combatActions.setExecutingTechnique(true);
 
    // Create basic attack technique
    const basicAttack = {
      id: "basic_attack",
      name: {
        korean: "기본공격",
        english: "Basic Attack",
        romanized: "gibon_gonggyeok",
      },
      koreanName: "기본공격",
      englishName: "Basic Attack",
      romanized: "gibon_gonggyeok",
      description: { korean: "기본 공격", english: "Basic attack" },
      stance: validPlayers[0].currentStance,
      type: "attack" as const,
      damageType: "physical" as const,
      damage: 15,
      kiCost: 5,
      staminaCost: 8,
      accuracy: 0.8,
      range: 1.0,
      executionTime: 400,
      recoveryTime: 300,
      critChance: 0.1,
      critMultiplier: 1.5,
      effects: [],
    };
 
    // Play attack sound based on technique damage/intensity
    const damage = basicAttack.damage ?? 10;
    const intensity: AttackIntensity = 
      damage >= 40 ? "critical" : 
      damage >= 25 ? "heavy" : 
      damage >= 10 ? "medium" : "light";
    combatAudio?.playAttackSound(intensity);
 
    // Use combat system for proper calculation
    const result = combatSystem.resolveAttack(
      validPlayers[0],
      validPlayers[1],
      basicAttack
    );
 
    const effectType = result.hit
      ? result.isCritical
        ? HitEffectType.CRITICAL_HIT
        : HitEffectType.HIT
      : HitEffectType.MISS;
 
    addHitEffect(effectType, playerPositions[0], result.hit ? 1 : 0.5);
 
    if (result.hit) {
      // Play hit sound based on damage
      combatAudio?.playHitSound(result.damage);
 
      // Combo tracking: reset combo if too much time passed
      const now = Date.now();
      const timeSinceLastHit = now - combatState.lastHitTime;
      const newCombo = timeSinceLastHit < 2000 ? combatState.comboCount + 1 : 1;
      combatActions.setComboCount(newCombo);
      combatActions.setLastHitTime(now);
 
      // Apply damage through combat system
      const { updatedAttacker, updatedDefender } =
        combatSystem.applyCombatResult(
          result,
          validPlayers[0],
          validPlayers[1]
        );
 
      onPlayerUpdate(0, updatedAttacker);
      onPlayerUpdate(1, updatedDefender);
 
      Iif (result.isCritical) {
        addCombatMessage("치명타 공격!", "Critical Hit!");
      I} else if (newCombo > 2) {
        addCombatMessage(`${newCombo} 연속 공격!`, `${newCombo} Hit Combo!`);
      } else {
        addCombatMessage("공격 성공!", "Attack Hit!");
      }
    } else E{
      combatActions.resetCombo();
      addCombatMessage("공격 빗나감", "Attack Missed");
    }
 
    setTimeout(() => combatActions.setExecutingTechnique(false), 500);
  }, [
    validPlayers,
    playerPositions,
    combatState.isExecutingTechnique,
    combatState.roundStarted,
    combatState.roundEnded,
    combatState.comboCount,
    combatState.lastHitTime,
    combatActions,
    combatSystem,
    onPlayerUpdate,
    addCombatMessage,
    addHitEffect,
    combatAudio,
  ]);
 
  // Player defend handler
  const handleDefend = useCallback(() => {
    if (!combatState.roundStarted || combatState.roundEnded) return;
 
    // Play block sound
    combatAudio?.playBlockSound(false);
 
    onPlayerUpdate(0, { isBlocking: true });
    addCombatMessage("방어 자세", "Defensive Stance");
    addHitEffect(HitEffectType.BLOCK, playerPositions[0], 0.8);
 
    setTimeout(() => {
      onPlayerUpdate(0, { isBlocking: false });
    }, 1000);
  }, [
    combatState.roundStarted,
    combatState.roundEnded,
    onPlayerUpdate,
    addCombatMessage,
    addHitEffect,
    playerPositions,
    combatAudio,
  ]);
 
  // Player technique handler
  const handleTechniqueExecute = useCallback(() => {
    Iif (combatState.isExecutingTechnique || !combatState.roundStarted || combatState.roundEnded) return;
    if (validPlayers[0].ki < 10 || validPlayers[0].stamina < 15) {
      addCombatMessage("기력/체력 부족", "Insufficient Ki/Stamina");
      return;
    }
 
    combatActions.setExecutingTechnique(true);
 
    // Play special technique sound
    combatAudio?.playSpecialTechniqueSound();
 
    addHitEffect(HitEffectType.CRITICAL_HIT, playerPositions[0], 1.5);
 
    // Screen shake effect for impact
    const shakeIntensity = 8;
    const shakeFrames = [
      { x: shakeIntensity, y: -shakeIntensity * 0.5 },
      { x: -shakeIntensity * 0.7, y: shakeIntensity * 0.8 },
      { x: shakeIntensity * 0.5, y: shakeIntensity * 0.3 },
      { x: -shakeIntensity * 0.3, y: -shakeIntensity * 0.6 },
      { x: 0, y: 0 },
    ];
 
    shakeFrames.forEach((shake, index) => {
      setTimeout(() => combatActions.setScreenShake(shake), index * 50);
    });
 
    const distance = Math.sqrt(
      Math.pow(playerPositions[0].x - playerPositions[1].x, 2) +
        Math.pow(playerPositions[0].y - playerPositions[1].y, 2)
    );
 
    Iif (distance < 150) {
      // Play heavy hit sound for technique
      combatAudio?.playHitSound(30);
 
      onPlayerUpdate(1, {
        health: Math.max(0, validPlayers[1].health - 25),
        hitsTaken: validPlayers[1].hitsTaken + 1,
      });
      addCombatMessage("특수 기술 성공!", "Special Technique Hit!");
    } else {
      addCombatMessage("기술 실패", "Technique Failed");
    }
 
    // Consume resources
    onPlayerUpdate(0, {
      ki: Math.max(0, validPlayers[0].ki - 10),
      stamina: Math.max(0, validPlayers[0].stamina - 15),
    });
 
    setTimeout(() => combatActions.setExecutingTechnique(false), 800);
  }, [
    validPlayers,
    playerPositions,
    combatState.isExecutingTechnique,
    combatState.roundStarted,
    combatState.roundEnded,
    combatActions,
    onPlayerUpdate,
    addCombatMessage,
    addHitEffect,
    combatAudio,
  ]);
 
  // Player stance switch handler
  const handleStanceSwitch = useCallback(
    (stance: TrigramStance) => {
      if (!combatState.roundStarted || combatState.roundEnded) return;
 
      // Play stance change sound
      combatAudio?.playStanceChangeSound();
 
      onPlayerUpdate(0, { currentStance: stance });
      addCombatMessage(`자세 변경: ${stance}`, `Stance Change: ${stance}`);
      addHitEffect(HitEffectType.STATUS_EFFECT, playerPositions[0], 0.6);
    },
    [
      combatState.roundStarted,
      combatState.roundEnded,
      onPlayerUpdate,
      addCombatMessage,
      addHitEffect,
      playerPositions,
      combatAudio,
    ]
  );
 
  // AI attack handler
  const handleAIAttack = useCallback(() => {
    addHitEffect(HitEffectType.HIT, playerPositions[1], 1);
 
    const distance = Math.sqrt(
      Math.pow(playerPositions[0].x - playerPositions[1].x, 2) +
        Math.pow(playerPositions[0].y - playerPositions[1].y, 2)
    );
 
    if (distance < 120) {
      const damage = 10 + Math.random() * 15;
      onPlayerUpdate(0, {
        health: Math.max(0, validPlayers[0].health - damage),
        hitsTaken: validPlayers[0].hitsTaken + 1,
      });
      addCombatMessage("AI 공격 성공!", "AI Attack Hit!");
    } else {
      addCombatMessage("AI 공격 빗나감", "AI Attack Missed");
    }
  }, [
    validPlayers,
    playerPositions,
    onPlayerUpdate,
    addCombatMessage,
    addHitEffect,
  ]);
 
  // AI defend handler
  const handleAIDefend = useCallback(() => {
    onPlayerUpdate(1, { isBlocking: true });
    addCombatMessage("AI 방어 자세", "AI Defensive Stance");
    addHitEffect(HitEffectType.BLOCK, playerPositions[1], 0.8);
 
    setTimeout(() => {
      onPlayerUpdate(1, { isBlocking: false });
    }, 1000);
  }, [
    onPlayerUpdate,
    addCombatMessage,
    addHitEffect,
    playerPositions,
  ]);
 
  // AI technique handler
  const handleAITechnique = useCallback(() => {
    if (validPlayers[1].ki < 10 || validPlayers[1].stamina < 15) {
      handleAIAttack(); // Fallback to basic attack
      return;
    }
 
    addHitEffect(HitEffectType.CRITICAL_HIT, playerPositions[1], 1.5);
 
    const distance = Math.sqrt(
      Math.pow(playerPositions[0].x - playerPositions[1].x, 2) +
        Math.pow(playerPositions[0].y - playerPositions[1].y, 2)
    );
 
    Iif (distance < 150) {
      const damage = 20 + Math.random() * 20;
      onPlayerUpdate(0, {
        health: Math.max(0, validPlayers[0].health - damage),
        hitsTaken: validPlayers[0].hitsTaken + 1,
      });
      addCombatMessage("AI 특수 기술!", "AI Special Technique!");
    }
 
    // Consume AI resources
    onPlayerUpdate(1, {
      ki: Math.max(0, validPlayers[1].ki - 10),
      stamina: Math.max(0, validPlayers[1].stamina - 15),
    });
  }, [
    validPlayers,
    playerPositions,
    onPlayerUpdate,
    addCombatMessage,
    addHitEffect,
    handleAIAttack,
  ]);
 
  // AI movement handler
  const moveAIPlayer = useCallback(
    (targetPos: Position) => {
      const currentPos = playerPositions[1];
      const speed = 4;
 
      const dx = targetPos.x - currentPos.x;
      const dy = targetPos.y - currentPos.y;
      const distance = Math.sqrt(dx * dx + dy * dy);
 
      if (distance > 5) {
        const newPos = {
          x: currentPos.x + (dx / distance) * speed,
          y: currentPos.y + (dy / distance) * speed,
        };
 
        // Keep AI within bounds
        newPos.x = Math.max(
          arenaBounds.x,
          Math.min(arenaBounds.x + arenaBounds.width - 60, newPos.x)
        );
        newPos.y = Math.max(
          arenaBounds.y,
          Math.min(arenaBounds.y + arenaBounds.height - 180, newPos.y)
        );
 
        // Update position through parent - this should trigger playerPositions state update in parent
        onPlayerUpdate(1, { position: newPos });
      }
    },
    [playerPositions, arenaBounds, onPlayerUpdate]
  );
 
  return {
    handleAttack,
    handleDefend,
    handleTechniqueExecute,
    handleStanceSwitch,
    handleAIAttack,
    handleAIDefend,
    handleAITechnique,
    moveAIPlayer,
  };
}