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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 | 2x 4x 4x 4x 2x 2x 1x 1x 1x 4x 4x 4x 4x 4x 4x 4x 1x 4x 4x 4x 4x 4x 3x 103x 103x 103x 103x 73x 73x 73x 103x 11x 3x 8x 8x 8x 8x 3x 5x 5x 5x 5x 1x 1x 4x 7x 7x 11x 11x 11x 11x 11x 11x 11x 11x 11x 11x 4x 4x 4x 4x 4x 4x 4x 4x 4x 4x 4x 4x 4x 4x 4x 4x 4x 4x 1x 3x 3x 3x 3x 3x 3x 7x 103x 2x 1x 2x 2x 2x 2x 103x 4x 4x 2x 2x 2x 2x 4x 4x 4x 4x 10x 4x 4x 2x 2x 2x 103x 2x 1x 2x 2x 2x 103x 103x 9x 7x 7x 7x 7x 4x 4x 4x 4x 4x 4x 4x 3x 1x 2x 2x 103x 10x 6x 4x 103x 8x 103x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 8x 103x 1x 1x 1x 1x 1x 103x 6x 6x 6x 6x 2x 2x 4x 6x 6x 6x 6x 6x 6x 6x 6x 4x 4x 103x 3x 3x 3x 3x 3x 3x 3x 3x 3x 3x 3x 2x 2x 2x 2x 2x 2x 103x | /**
* 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 {
AnimationType,
getAnimationHitTiming,
type AnimationState,
} from "@/systems/animation";
import { movementPenaltySystem } from "@/systems/bodypart";
import { clampToArenaBounds, type PhysicsArenaBounds } from "@/types/PhysicsTypes";
import {
checkForFall,
getFallTypeName,
} from "@/systems/combat/FallIntegration";
import type { CombatResult } from "@/systems/combat/types";
import { CombatSystem } from "@/systems/CombatSystem";
import { HitEffectType } from "@/systems/effects";
import { KnockbackPhysics } from "@/systems/physics";
import { StanceManager } from "@/systems/trigram";
import { KoreanTechniquesSystem } from "@/systems/trigram/KoreanTechniques";
import { getVitalPointById } from "@/systems/vitalpoint/KoreanVitalPoints";
import { KoreanTechnique } from "@/systems/vitalpoint/types";
import { Position, Technique, TrigramStance, BodyRegion } from "@/types";
import { Injury, InjuryType } from "@/types/injury";
import { useCallback, useEffect, useRef } from "react";
import { AttackIntensity } from "./useCombatAudio";
import { CombatActions, CombatScreenState } from "./useCombatState";
/**
* Hit position variation range for randomizing strike heights
* Produces ±0.2 absolute units (±10% of 2.0 character height)
*/
const HIT_Y_VARIATION_RANGE = 0.4;
/**
* Calculate randomized hit position based on defender position
* Adds vertical variation to simulate different strike heights
*
* @param defenderPos - Position of the defender being struck
* @returns Hit position with randomized Y coordinate
*/
function calculateHitPosition(defenderPos: Position): { x: number; y: number } {
const hitYVariation = (Math.random() - 0.5) * HIT_Y_VARIATION_RANGE; // ±0.2 units
return {
x: defenderPos.x,
y: Math.max(0.3, Math.min(1.8, defenderPos.y + hitYVariation)),
};
}
/**
* Determine injury type from combat result and technique damage type
* 전투 결과와 기술 피해 유형으로 부상 유형 결정
*
* @param result - Combat result with damage information
* @param technique - Technique that was executed
* @returns InjuryType to create
*/
function determineInjuryType(
result: CombatResult,
technique: KoreanTechnique,
): InjuryType {
// Slashing damage creates cuts (damageType is a string, not enum)
if (technique.damageType === "slashing") {
return result.damage > 20 ? InjuryType.LACERATION : InjuryType.CUT;
}
// Heavy damage creates severe bruising
if (result.damage > 25) {
return InjuryType.BRUISE;
}
// Medium damage creates moderate bruising
Eif (result.damage > 15) {
return InjuryType.BRUISE;
}
// Light damage creates light bruising
return InjuryType.BRUISE;
}
/**
* Map body region to 3D position offset on character model
* 신체 부위를 캐릭터 모델의 3D 위치 오프셋으로 매핑
*
* @param region - Body region that was hit
* @returns Position offset [x, y, z] relative to character center
*/
function getBodyRegionPosition(region: BodyRegion): [number, number, number] {
// Map body regions to approximate positions on character model
// Character is ~2 units tall, centered at [0, 0, 0]
switch (region) {
case BodyRegion.HEAD:
return [0, 1.6, 0];
case BodyRegion.NECK:
return [0, 1.3, 0];
case BodyRegion.TORSO:
case BodyRegion.CORE:
return [0, 0.8, 0];
case BodyRegion.LEFT_ARM:
return [-0.4, 1.0, 0];
case BodyRegion.RIGHT_ARM:
return [0.4, 1.0, 0];
case BodyRegion.LEFT_LEG:
return [-0.2, 0.2, 0];
case BodyRegion.RIGHT_LEG:
return [0.2, 0.2, 0];
default:
return [0, 0.8, 0]; // Default to torso
}
}
/**
* Create injury from combat damage result
* 전투 피해 결과로부터 부상 생성
*
* @param result - Combat result with damage details
* @param technique - Technique that caused the damage
* @param defenderHealth - Current defender health after damage (0-100 scale)
* @param targetPlayerIndex - Index of the player who was hit (0 or 1)
* @returns Injury object for visualization
*/
function createInjuryFromDamage(
result: CombatResult,
technique: KoreanTechnique,
defenderHealth: number,
targetPlayerIndex: number,
): Injury {
// Determine body region - use torso as default if not specified
const bodyRegion = BodyRegion.TORSO; // TODO: Extract from result when available
// Determine injury type based on damage and technique
let injuryType = determineInjuryType(result, technique);
// Promote to fracture when health is critically low and damage is severe
// to align with TraumaOverlay3D fracture behavior
const isLowHealth = defenderHealth <= 30; // 30% health threshold
const isSevereDamage = result.damage >= 25; // Severe damage threshold
if (isLowHealth && isSevereDamage && injuryType !== InjuryType.FRACTURE) {
injuryType = InjuryType.FRACTURE;
}
// Calculate severity (0.0 to 1.0) based on damage
// Normalized so that a ~30-damage hit is treated as near-max severity
const severity = Math.min(1.0, result.damage / 30);
// Get position on character model for this body region
const basePosition = getBodyRegionPosition(bodyRegion);
// Add small random offset for variety
const randomOffset: [number, number, number] = [
(Math.random() - 0.5) * 0.1,
(Math.random() - 0.5) * 0.1,
(Math.random() - 0.5) * 0.1,
];
const position: [number, number, number] = [
basePosition[0] + randomOffset[0],
basePosition[1] + randomOffset[1],
basePosition[2] + randomOffset[2],
];
return {
id: `injury_${Date.now()}_${Math.random().toString(36).substring(2, 11)}`,
region: bodyRegion,
type: injuryType,
position,
severity,
hitCount: 1,
timestamp: Date.now(),
playerId: targetPlayerIndex === 0 ? "player" : "enemy",
};
}
/**
* Apply knockback displacement to defender position
*
* **Korean**: 밀침 적용 (Apply Knockback)
*
* Updates the defender's position based on knockback physics calculation.
* The knockback displacement is applied in the direction of the attack vector
* (attacker → defender), respecting arena boundaries.
*
* **Physics-First Architecture**: Both positions and knockback displacement
* are in meters. Arena bounds are centered at origin (0, 0) with extent
* ±worldWidthMeters/2 in X and ±worldDepthMeters/2 in Z.
*
* @param result - Combat result containing knockback data (in meters)
* @param defenderPos - Current defender position (in meters)
* @param arenaBounds - Arena boundary limits with meter dimensions
* @returns Updated defender position after knockback (in meters)
*
* @example
* ```typescript
* // 10m × 7.5m arena, player at x=2m knocked back 2.5m to right
* const newPosition = applyKnockbackDisplacement(
* result, // knockback.displacement.x = 2.5m
* { x: 2, y: 0 }, // Current position: 2m from center
* { worldWidthMeters: 10, worldDepthMeters: 7.5, ... }
* );
* // Returns: { x: 4.5, y: 0 } (2m + 2.5m = 4.5m, within ±5m boundary)
*
* // Same knockback but would exceed boundary
* const clampedPosition = applyKnockbackDisplacement(
* result, // knockback.displacement.x = 2.5m
* { x: 4, y: 0 }, // Current position: 4m from center
* { worldWidthMeters: 10, worldDepthMeters: 7.5, ... }
* );
* // Returns: { x: 5, y: 0 } (4m + 2.5m = 6.5m, clamped to +5m boundary)
* ```
*/
function applyKnockbackDisplacement(
result: CombatResult,
defenderPos: Position,
arenaBounds: PhysicsArenaBounds,
): Position {
if (!result.knockback) {
return defenderPos;
}
// Apply knockback displacement (both in meters)
// Note: knockback.displacement.z maps to position.y in 2D arena
const newPos = {
x: defenderPos.x + result.knockback.displacement.x,
y: defenderPos.y + result.knockback.displacement.z,
};
// Clamp to arena boundaries using shared physics helper
return clampToArenaBounds(newPos, arenaBounds);
}
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 onPlayerPositionUpdate?: (
playerIndex: number,
position: Position,
) => void;
readonly onLateralityUpdate?: (
playerIndex: number,
laterality: "left" | "right",
) => void;
readonly onInjuryCreated?: (
injury: Injury,
targetPlayerIndex: number,
) => void;
readonly addCombatMessage: (korean: string, english: string) => void;
readonly addHitEffect: (
type: HitEffectType,
position: Position,
intensity?: number,
) => void;
readonly arenaBounds: PhysicsArenaBounds;
readonly combatAudio?: {
readonly playAttackSound: (intensity?: AttackIntensity) => Promise<void>;
readonly playHitSound: (damage: number) => Promise<void>;
readonly playBoneImpactSound: (options: {
region?: import("../../../../audio/types").AudioBodyRegion;
intensity?: import("../../../../audio/types").ImpactIntensity;
damage?: number;
remainingHealth?: number;
vitalPoint?: boolean;
hitPosition?: { x: number; y: number; z?: number };
}) => Promise<void>;
readonly playBlockSound: (guardBroken?: boolean) => Promise<void>;
readonly playDodgeSound: () => Promise<void>;
readonly playStanceChangeSound: () => Promise<void>;
readonly playSpecialTechniqueSound: () => Promise<void>;
};
readonly playerAnimations?: {
readonly player1: {
readonly transitionTo: (state: AnimationState) => boolean;
};
readonly player2: {
readonly transitionTo: (state: AnimationState) => boolean;
};
};
}
export interface UseCombatActionsReturn {
readonly handleAttack: (technique?: Technique) => void;
readonly handleDefend: () => void;
readonly handleTechniqueExecute: () => void;
readonly handleStanceSwitch: (stance: TrigramStance) => void;
readonly handleStanceSideSwitch: (playerIndex: 0 | 1) => void;
readonly handleAIAttack: (
technique?: KoreanTechnique,
targetVitalPoint?: string,
) => void;
readonly handleAIDefend: () => void;
readonly handleAITechnique: (
technique?: KoreanTechnique,
targetVitalPoint?: string,
) => void;
readonly moveAIPlayer: (targetPos: Position) => void;
}
/**
* Helper function to convert Technique to KoreanTechnique format
* @param technique - The technique to convert
* @param stance - Current player stance
* @returns KoreanTechnique compatible with CombatSystem
*/
function convertTechniqueToKorean(
technique: Technique,
stance: TrigramStance,
): KoreanTechnique {
return {
id: technique.id,
name: {
korean: technique.name.korean,
english: technique.name.english,
romanized: technique.name.romanized ?? "",
},
koreanName: technique.name.korean,
englishName: technique.name.english,
romanized: technique.name.romanized ?? "",
description: {
korean: technique.description.korean,
english: technique.description.english,
},
stance: technique.requiredStance ?? stance,
type: "attack",
damageType: technique.damageType,
damage: (technique.damage.min + technique.damage.max) / 2, // Use average damage
kiCost: technique.kiCost,
staminaCost: technique.staminaCost,
accuracy: 0.85, // Default accuracy
reachConfig: {
bodyPart: "arm" as const,
techniqueType: "punch" as const,
baseExtension: 0.9,
},
executionTime: technique.animationDuration ?? 400,
recoveryTime: 300,
critChance: technique.criticalChance ?? 0.1,
critMultiplier: 1.5,
effects: [],
};
}
/**
* Custom hook for combat action handlers
*/
export function useCombatActions(
config: UseCombatActionsConfig,
): UseCombatActionsReturn {
const {
validPlayers,
playerPositions,
combatState,
combatActions,
combatSystem,
onPlayerUpdate,
onLateralityUpdate,
onInjuryCreated,
addCombatMessage,
addHitEffect,
arenaBounds,
combatAudio,
} = config;
// Refs to track knockback recovery timeouts for cleanup
const player1KnockbackTimeoutRef = useRef<NodeJS.Timeout | null>(null);
const player2KnockbackTimeoutRef = useRef<NodeJS.Timeout | null>(null);
// Cleanup timeouts on unmount
useEffect(() => {
return () => {
Iif (player1KnockbackTimeoutRef.current) {
clearTimeout(player1KnockbackTimeoutRef.current);
}
Iif (player2KnockbackTimeoutRef.current) {
clearTimeout(player2KnockbackTimeoutRef.current);
}
};
}, []);
// Player attack handler
const handleAttack = useCallback(
(technique?: Technique) => {
if (
combatState.isExecutingTechnique ||
!combatState.roundStarted ||
combatState.roundEnded
)
return;
const player = validPlayers[0];
const currentStance = player.currentStance;
const archetype = player.archetype;
// Use provided technique or select from stance techniques
let attackTechnique: KoreanTechnique;
if (technique) {
// Convert selected technique to KoreanTechnique format
attackTechnique = convertTechniqueToKorean(technique, currentStance);
} else {
// Get techniques for current stance and archetype
const availableTechniques =
KoreanTechniquesSystem.getAllAvailableTechniques(
currentStance,
archetype,
);
Iif (availableTechniques.length === 0) {
console.warn(
`No techniques found for stance: ${currentStance}, archetype: ${archetype}`,
);
addCombatMessage("기술 없음", "No techniques available");
return;
}
// Select primary technique (first in list)
const selectedTechnique = availableTechniques[0];
// Check if player has sufficient resources
if (
!KoreanTechniquesSystem.canExecuteTechnique(player, selectedTechnique)
) {
addCombatMessage("기력/체력 부족", "Insufficient Ki/Stamina");
return;
}
attackTechnique = selectedTechnique;
}
combatActions.setExecutingTechnique(true);
// Play attack sound based on technique damage/intensity
const damage = attackTechnique.damage ?? 10;
const intensity: AttackIntensity =
damage >= 40
? "critical"
: damage >= 25
? "heavy"
: damage >= 10
? "medium"
: "light";
combatAudio?.playAttackSound(intensity);
// Calculate animation timing context for hit detection.
// For synchronous hit detection, we use the animation's peak time (when limb
// is fully extended) rather than t=0 (attack start). This ensures the hit
// window check passes when the attack would visually connect.
// 동기식 타격 판정: 애니메이션 피크 타임 사용 (팔/다리 완전 신전 시점)
const animationType = attackTechnique.animationType ?? AnimationType.JAB;
const hitTiming = getAnimationHitTiming(animationType);
const peakTime = hitTiming?.hitWindow.peakTime ?? 0.15; // Default to typical punch peak
const animationContext = {
animationType,
currentTime: peakTime, // Use peak time for synchronous hit detection
};
// Use combat system for proper calculation with animation context
const result = combatSystem.resolveAttack(
validPlayers[0],
validPlayers[1],
attackTechnique,
undefined,
animationContext,
);
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 bone impact sound with body region and damage context
const hitPosition = calculateHitPosition(playerPositions[1]);
// Use bone impact audio instead of generic hit sound
combatAudio?.playBoneImpactSound({
damage: result.damage,
remainingHealth: validPlayers[1].health - result.damage,
vitalPoint: result.isCritical, // Critical hits are often vital points
hitPosition,
});
// 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);
// Create injury for trauma visualization
Eif (onInjuryCreated) {
const injury = createInjuryFromDamage(
result,
attackTechnique,
updatedDefender.health,
1, // Player 2 (enemy) was hit
);
onInjuryCreated(injury, 1);
}
// Apply knockback displacement (밀침 적용)
Iif (result.knockback && config.onPlayerPositionUpdate) {
const newDefenderPosition = applyKnockbackDisplacement(
result,
playerPositions[1],
config.arenaBounds,
);
config.onPlayerPositionUpdate(1, newDefenderPosition);
// Add combat message for significant knockback
const knockbackDistance = Math.sqrt(
result.knockback.displacement.x ** 2 +
result.knockback.displacement.z ** 2,
);
if (knockbackDistance > 1.5) {
const knockbackName = KnockbackPhysics.getKnockbackStateName(
result.knockback.shouldFall,
);
addCombatMessage(knockbackName.korean, knockbackName.english);
}
// Set stunned state for knockback duration (non-interruptible)
if (result.knockback.duration > 0) {
// Clear any existing timeout for player 2
if (player2KnockbackTimeoutRef.current) {
clearTimeout(player2KnockbackTimeoutRef.current);
}
onPlayerUpdate(1, { isStunned: true });
// Schedule recovery after knockback duration + recovery window
player2KnockbackTimeoutRef.current = setTimeout(
() => {
onPlayerUpdate(1, { isStunned: false });
player2KnockbackTimeoutRef.current = null;
},
(result.knockback.duration + result.knockback.recoveryWindow) *
1000,
);
}
}
// Check if defender should fall after taking damage
Iif (config.playerAnimations?.player2) {
const fallCheck = checkForFall(
updatedDefender,
combatSystem,
undefined, // lastImpactAngle not tracked yet
undefined, // attackAngle not tracked yet
);
if (
fallCheck.shouldFall &&
fallCheck.animationState &&
fallCheck.fallType
) {
config.playerAnimations.player2.transitionTo(
fallCheck.animationState,
);
const fallName = getFallTypeName(fallCheck.fallType);
addCombatMessage(`${fallName.korean}!`, `${fallName.english}!`);
}
}
// Display technique name in combat log
const techniqueNameKorean =
attackTechnique.koreanName ?? attackTechnique.name.korean;
const techniqueNameEnglish =
attackTechnique.englishName ?? attackTechnique.name.english;
if (result.isCritical) {
addCombatMessage(
`치명타! ${techniqueNameKorean}`,
`Critical Hit! ${techniqueNameEnglish}`,
);
I} else if (newCombo > 2) {
addCombatMessage(
`${newCombo} 연속! ${techniqueNameKorean}`,
`${newCombo} Combo! ${techniqueNameEnglish}`,
);
} else {
addCombatMessage(
`${techniqueNameKorean} 성공!`,
`${techniqueNameEnglish} Hit!`,
);
}
} else {
combatActions.resetCombo();
const techniqueNameKorean =
attackTechnique.koreanName ?? attackTechnique.name.korean;
const techniqueNameEnglish =
attackTechnique.englishName ?? attackTechnique.name.english;
addCombatMessage(
`${techniqueNameKorean} 빗나감`,
`${techniqueNameEnglish} Missed`,
);
}
setTimeout(() => combatActions.setExecutingTechnique(false), 500);
},
[
validPlayers,
playerPositions,
combatState.isExecutingTechnique,
combatState.roundStarted,
combatState.roundEnded,
combatState.comboCount,
combatState.lastHitTime,
combatActions,
combatSystem,
onPlayerUpdate,
onInjuryCreated,
addCombatMessage,
addHitEffect,
combatAudio,
config,
],
);
// 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 bone impact sound for special technique hit
const hitPosition = calculateHitPosition(playerPositions[1]);
combatAudio?.playBoneImpactSound({
damage: 25,
remainingHealth: validPlayers[1].health - 25,
vitalPoint: false,
hitPosition,
});
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,
],
);
/**
* Handle stance side switch (left/right)
* @korean 자세측면전환처리
*/
// Reuse StanceManager instance for stance side switches
const stanceManagerRef = useRef<StanceManager>(new StanceManager());
const handleStanceSideSwitch = useCallback(
(playerIndex: 0 | 1) => {
if (!combatState.roundStarted || combatState.roundEnded) return;
const player = validPlayers[playerIndex];
// Get current laterality from combat state
const currentLaterality = combatState.playerLaterality[playerIndex];
const result = stanceManagerRef.current.switchStanceSide(
player,
currentLaterality,
);
if (result.success && result.laterality) {
// Update player state with new stamina
onPlayerUpdate(playerIndex, result.updatedPlayer);
// Update laterality in combat state via callback
onLateralityUpdate?.(playerIndex, result.laterality);
// Audio feedback
combatAudio?.playStanceChangeSound?.();
// Visual feedback
const koreanText =
result.laterality === "left" ? "왼발서기" : "오른발서기";
const englishText =
result.laterality === "left" ? "Left Stance" : "Right Stance";
addCombatMessage(koreanText, englishText);
// Visual effect
addHitEffect(
HitEffectType.STATUS_EFFECT,
playerPositions[playerIndex],
0.5,
);
} else {
// Feedback for failed switch
if (result.message?.includes("stamina")) {
addCombatMessage("체력 부족", "Insufficient Stamina");
E} else if (result.message?.includes("cooldown")) {
addCombatMessage("대기 중", "On Cooldown");
}
}
},
[
combatState.roundStarted,
combatState.roundEnded,
combatState.playerLaterality,
validPlayers,
onPlayerUpdate,
onLateralityUpdate,
combatAudio,
addCombatMessage,
addHitEffect,
playerPositions,
],
);
/**
* Helper function to create AI technique objects
* Reduces code duplication between basic attacks and special techniques
*/
const createAITechnique = useCallback(
(type: "basic" | "special", aiPlayer: PlayerState) => {
if (type === "basic") {
return {
id: "ai_basic_attack",
name: {
korean: "AI 기본공격",
english: "AI Basic Attack",
romanized: "ai_gibon_gonggyeok",
},
koreanName: "AI 기본공격",
englishName: "AI Basic Attack",
romanized: "ai_gibon_gonggyeok",
description: { korean: "AI 기본 공격", english: "AI basic attack" },
stance: aiPlayer.currentStance,
type: "attack" as const,
damageType: "physical" as const,
damage: 15,
kiCost: 5,
staminaCost: 8,
accuracy: 0.8,
reachConfig: {
bodyPart: "arm" as const,
techniqueType: "punch" as const,
baseExtension: 0.95,
},
executionTime: 400,
recoveryTime: 300,
critChance: 0.1,
critMultiplier: 1.5,
effects: [],
animationType: AnimationType.JAB, // Default animation for basic attack
};
} else {
return {
id: "ai_special_technique",
name: {
korean: "AI 특수기술",
english: "AI Special Technique",
romanized: "ai_teuksu_gisul",
},
koreanName: "AI 특수기술",
englishName: "AI Special Technique",
romanized: "ai_teuksu_gisul",
description: {
korean: "AI 특수 기술",
english: "AI special technique",
},
stance: aiPlayer.currentStance,
type: "technique" as const,
damageType: "physical" as const,
damage: 25,
kiCost: 10,
staminaCost: 15,
accuracy: 0.85,
reachConfig: {
bodyPart: "leg" as const,
techniqueType: "kick" as const,
baseExtension: 1.1,
},
executionTime: 600,
recoveryTime: 800,
critChance: 0.15,
critMultiplier: 1.8,
effects: [],
animationType: AnimationType.SPINNING_HOOK, // Default animation for special technique
};
}
},
[],
);
/**
* Helper function to determine hit effect type based on combat result
* Reduces duplication between attack and technique handlers
*/
const getHitEffectType = useCallback(
(result: { hit: boolean; isCritical?: boolean }): HitEffectType => {
Eif (!result.hit) return HitEffectType.MISS;
return result.isCritical ? HitEffectType.CRITICAL_HIT : HitEffectType.HIT;
},
[],
);
/**
* AI attack handler with technique and vital point targeting
*
* @param technique - Optional Korean martial arts technique to execute. If not provided, creates a basic attack.
* @param targetVitalPoint - Optional vital point ID to target for increased damage effectiveness.
*/
const handleAIAttack = useCallback(
(technique?: KoreanTechnique, targetVitalPoint?: string) => {
const aiPlayer = validPlayers[1];
const targetPlayer = validPlayers[0];
// Use provided technique or create basic attack technique
const attackTechnique = technique ?? createAITechnique("basic", aiPlayer);
// Play attack sound based on technique damage/intensity (consistent with player)
const damage = attackTechnique.damage ?? 10;
const intensity: AttackIntensity =
damage >= 40
? "critical"
: damage >= 25
? "heavy"
: damage >= 10
? "medium"
: "light";
combatAudio?.playAttackSound(intensity);
// Calculate animation timing context for AI hit detection (same as player)
// 동기식 타격 판정: AI도 피크 타임 사용
const animationType = attackTechnique.animationType ?? AnimationType.JAB;
const hitTiming = getAnimationHitTiming(animationType);
const peakTime = hitTiming?.hitWindow.peakTime ?? 0.15;
const animationContext = {
animationType,
currentTime: peakTime,
};
// Use combat system for proper calculation with vital point targeting and animation context
const result = combatSystem.resolveAttack(
aiPlayer,
targetPlayer,
attackTechnique,
targetVitalPoint, // Pass vital point ID for targeting
animationContext, // Pass animation context for distance/reach check
);
const effectType = getHitEffectType(result);
addHitEffect(effectType, playerPositions[1], result.hit ? 1 : 0.5);
Iif (result.hit) {
// Play bone impact sound for AI hits on player
const hitPosition = calculateHitPosition(playerPositions[0]);
combatAudio?.playBoneImpactSound({
damage: result.damage,
remainingHealth: validPlayers[0].health - result.damage,
vitalPoint: result.isCritical,
hitPosition,
});
// Apply damage through combat system (deducts resources)
const { updatedAttacker, updatedDefender } =
combatSystem.applyCombatResult(result, aiPlayer, targetPlayer);
onPlayerUpdate(1, updatedAttacker);
onPlayerUpdate(0, updatedDefender);
// Create injury for trauma visualization (AI hit player)
if (onInjuryCreated) {
const injury = createInjuryFromDamage(
result,
attackTechnique,
updatedDefender.health,
0, // Player 1 (player) was hit by AI
);
onInjuryCreated(injury, 0);
}
// Apply knockback displacement for AI attacks (밀침 적용)
if (result.knockback && config.onPlayerPositionUpdate) {
const newDefenderPosition = applyKnockbackDisplacement(
result,
playerPositions[0],
config.arenaBounds,
);
config.onPlayerPositionUpdate(0, newDefenderPosition);
// Add combat message for significant knockback
const knockbackDistance = Math.sqrt(
result.knockback.displacement.x ** 2 +
result.knockback.displacement.z ** 2,
);
if (knockbackDistance > 1.5) {
const knockbackName = KnockbackPhysics.getKnockbackStateName(
result.knockback.shouldFall,
);
addCombatMessage(
`AI ${knockbackName.korean}`,
`AI ${knockbackName.english}`,
);
}
// Set stunned state for knockback duration (non-interruptible)
if (result.knockback.duration > 0) {
// Clear any existing timeout for player 1
if (player1KnockbackTimeoutRef.current) {
clearTimeout(player1KnockbackTimeoutRef.current);
}
onPlayerUpdate(0, { isStunned: true });
// Schedule recovery after knockback duration + recovery window
player1KnockbackTimeoutRef.current = setTimeout(
() => {
onPlayerUpdate(0, { isStunned: false });
player1KnockbackTimeoutRef.current = null;
},
(result.knockback.duration + result.knockback.recoveryWindow) *
1000,
);
}
}
// Check if player should fall after taking damage from AI
if (config.playerAnimations?.player1) {
const fallCheck = checkForFall(
updatedDefender,
combatSystem,
undefined, // lastImpactAngle not tracked yet
undefined, // attackAngle not tracked yet
);
if (
fallCheck.shouldFall &&
fallCheck.animationState &&
fallCheck.fallType
) {
config.playerAnimations.player1.transitionTo(
fallCheck.animationState,
);
const fallName = getFallTypeName(fallCheck.fallType);
addCombatMessage(`${fallName.korean}!`, `${fallName.english}!`);
}
}
// Enhanced combat message with vital point info
if (result.vitalPointHit && targetVitalPoint) {
const vitalPoint = getVitalPointById(targetVitalPoint);
const vpName = vitalPoint
? vitalPoint.names.korean
: targetVitalPoint;
addCombatMessage(
`AI 급소 타격! ${vpName}`,
`AI Vital Point Hit! ${
vitalPoint?.names.english ?? targetVitalPoint
}`,
);
} else if (result.isCritical) {
addCombatMessage("AI 치명타!", "AI Critical Hit!");
} else {
addCombatMessage("AI 공격 성공!", "AI Attack Hit!");
}
} else {
// Consume resources on miss for consistency with technique behavior
onPlayerUpdate(1, {
ki: Math.max(0, aiPlayer.ki - attackTechnique.kiCost),
stamina: Math.max(0, aiPlayer.stamina - attackTechnique.staminaCost),
});
addCombatMessage("AI 공격 빗나감", "AI Attack Missed");
}
},
[
validPlayers,
playerPositions,
combatSystem,
onPlayerUpdate,
onInjuryCreated,
addCombatMessage,
addHitEffect,
combatAudio,
createAITechnique,
getHitEffectType,
config,
],
);
// AI defend handler
const handleAIDefend = useCallback(() => {
// Play block sound
combatAudio?.playBlockSound(false);
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,
combatAudio,
]);
/**
* AI technique handler with technique and vital point targeting
*
* @param technique - Optional special Korean martial arts technique to execute. If not provided, creates a special technique.
* @param targetVitalPoint - Optional vital point ID to target for increased damage effectiveness.
*/
const handleAITechnique = useCallback(
(technique?: KoreanTechnique, targetVitalPoint?: string) => {
const aiPlayer = validPlayers[1];
const targetPlayer = validPlayers[0];
// Use provided technique or create special technique
const specialTechnique =
technique ?? createAITechnique("special", aiPlayer);
// Check if AI has sufficient resources for the technique
if (
aiPlayer.ki < specialTechnique.kiCost ||
aiPlayer.stamina < specialTechnique.staminaCost
) {
handleAIAttack(undefined, targetVitalPoint); // Fallback to basic attack with same targeting
return;
}
// Play special technique sound
combatAudio?.playSpecialTechniqueSound();
// Calculate animation timing context for AI technique hit detection
// 동기식 타격 판정: AI 특수 기술도 피크 타임 사용
const animationType =
specialTechnique.animationType ?? AnimationType.SPINNING_HOOK;
const hitTiming = getAnimationHitTiming(animationType);
const peakTime = hitTiming?.hitWindow.peakTime ?? 0.25; // Special techniques often have longer peak times
const animationContext = {
animationType,
currentTime: peakTime,
};
// Use combat system for proper calculation with vital point targeting and animation context
const result = combatSystem.resolveAttack(
aiPlayer,
targetPlayer,
specialTechnique,
targetVitalPoint, // Pass vital point ID for targeting
animationContext, // Pass animation context for distance/reach check
);
const effectType = result.hit
? HitEffectType.CRITICAL_HIT
: HitEffectType.MISS;
addHitEffect(effectType, playerPositions[1], result.hit ? 1.5 : 0.5);
Iif (result.hit) {
// Play bone impact sound for AI technique hits
const hitPosition = calculateHitPosition(playerPositions[0]);
combatAudio?.playBoneImpactSound({
damage: result.damage,
remainingHealth: validPlayers[0].health - result.damage,
vitalPoint: result.isCritical === true || !!targetVitalPoint, // Special techniques often target vital points
hitPosition,
});
// Apply damage through combat system (deducts resources)
const { updatedAttacker, updatedDefender } =
combatSystem.applyCombatResult(result, aiPlayer, targetPlayer);
onPlayerUpdate(1, updatedAttacker);
onPlayerUpdate(0, updatedDefender);
// Create injury for trauma visualization (AI technique hit player)
if (onInjuryCreated) {
const injury = createInjuryFromDamage(
result,
specialTechnique,
updatedDefender.health,
0, // Player 1 (player) was hit by AI technique
);
onInjuryCreated(injury, 0);
}
// Apply knockback displacement for AI special techniques (밀침 적용)
if (result.knockback && config.onPlayerPositionUpdate) {
const newDefenderPosition = applyKnockbackDisplacement(
result,
playerPositions[0],
config.arenaBounds,
);
config.onPlayerPositionUpdate(0, newDefenderPosition);
// Add combat message for significant knockback
const knockbackDistance = Math.sqrt(
result.knockback.displacement.x ** 2 +
result.knockback.displacement.z ** 2,
);
if (knockbackDistance > 1.5) {
const knockbackName = KnockbackPhysics.getKnockbackStateName(
result.knockback.shouldFall,
);
addCombatMessage(
`AI 특수 ${knockbackName.korean}`,
`AI Special ${knockbackName.english}`,
);
}
// Set stunned state for knockback duration (non-interruptible)
if (result.knockback.duration > 0) {
// Clear any existing timeout for player 1
if (player1KnockbackTimeoutRef.current) {
clearTimeout(player1KnockbackTimeoutRef.current);
}
onPlayerUpdate(0, { isStunned: true });
// Schedule recovery after knockback duration + recovery window
player1KnockbackTimeoutRef.current = setTimeout(
() => {
onPlayerUpdate(0, { isStunned: false });
player1KnockbackTimeoutRef.current = null;
},
(result.knockback.duration + result.knockback.recoveryWindow) *
1000,
);
}
}
// Check if player should fall after taking damage from AI technique
if (config.playerAnimations?.player1) {
const fallCheck = checkForFall(
updatedDefender,
combatSystem,
undefined, // lastImpactAngle not tracked yet
undefined, // attackAngle not tracked yet
);
if (
fallCheck.shouldFall &&
fallCheck.animationState &&
fallCheck.fallType
) {
config.playerAnimations.player1.transitionTo(
fallCheck.animationState,
);
const fallName = getFallTypeName(fallCheck.fallType);
addCombatMessage(`${fallName.korean}!`, `${fallName.english}!`);
}
}
// Enhanced combat message with vital point info
if (result.vitalPointHit && targetVitalPoint) {
const vitalPoint = getVitalPointById(targetVitalPoint);
const vpName = vitalPoint
? vitalPoint.names.korean
: targetVitalPoint;
addCombatMessage(
`AI 특수 급소 기술! ${vpName}`,
`AI Special Vital Point Technique! ${
vitalPoint?.names.english ?? targetVitalPoint
}`,
);
} else {
addCombatMessage("AI 특수 기술!", "AI Special Technique!");
}
} else {
// Consume resources on miss (technique was attempted)
onPlayerUpdate(1, {
ki: Math.max(0, aiPlayer.ki - specialTechnique.kiCost),
stamina: Math.max(0, aiPlayer.stamina - specialTechnique.staminaCost),
});
addCombatMessage("AI 기술 빗나감", "AI Technique Missed");
}
},
[
validPlayers,
playerPositions,
combatSystem,
onPlayerUpdate,
onInjuryCreated,
addCombatMessage,
addHitEffect,
handleAIAttack,
combatAudio,
createAITechnique,
config,
],
);
// AI movement handler with injury-based movement penalties
// **UPDATED**: Now scale-aware for consistent movement and distance calculations
// **FIX**: Positions are in METERS, not pixels - use meters-based speed
const moveAIPlayer = useCallback(
(targetPos: Position) => {
const currentPos = playerPositions[1];
const aiPlayer = validPlayers[1];
// Movement speed calibrated for physics-first system (all in METERS)
// Combat closing speed: ~2.5 m/s (fast tactical approach, not slow walking)
// Real fights are over in 4-5 seconds - AI must close distance quickly
// AI decision loop frequency (defined in useAICombat.ts)
const AI_DECISION_FREQUENCY_HZ = 20; // 20 calls/second (50ms interval)
// Calculation: 2.5 m/s / 20 calls/s = 0.125 meters per call
const baseSpeed = 2.5 / AI_DECISION_FREQUENCY_HZ; // meters per call (0.125m per call)
// Calculate movement direction vector (in meters)
const dx = targetPos.x - currentPos.x;
const dy = targetPos.y - currentPos.y;
const distance = Math.sqrt(dx * dx + dy * dy);
// Apply movement penalties from leg injuries if body part health exists
let finalSpeed = baseSpeed;
Iif (aiPlayer.bodyPartHealth && aiPlayer.bodyPartMaxHealth) {
// Normalize movement direction
const movementDirection = {
x: distance > 0 ? dx / distance : 0,
y: distance > 0 ? dy / distance : 0,
};
// Calculate modified speed with all penalties applied
finalSpeed = movementPenaltySystem.calculateModifiedSpeed(
baseSpeed,
aiPlayer.bodyPartHealth,
aiPlayer.bodyPartMaxHealth,
movementDirection,
);
}
// Physics-first: positions are in METERS, so distance is in meters
// Stop moving when within 0.05 meters (5cm) of target - close enough for melee range
const MIN_MOVEMENT_THRESHOLD_METERS = 0.05;
if (distance > MIN_MOVEMENT_THRESHOLD_METERS) {
const newPos = {
x: currentPos.x + (dx / distance) * finalSpeed,
y: currentPos.y + (dy / distance) * finalSpeed,
};
// Keep AI within arena bounds (positions in meters, centered at origin)
const halfWidth = arenaBounds.worldWidthMeters / 2;
const halfDepth = arenaBounds.worldDepthMeters / 2;
newPos.x = Math.max(-halfWidth, Math.min(halfWidth, newPos.x));
newPos.y = Math.max(-halfDepth, Math.min(halfDepth, newPos.y));
// Update position through parent - this should trigger playerPositions state update in parent
onPlayerUpdate(1, { position: newPos });
}
},
[playerPositions, validPlayers, arenaBounds, onPlayerUpdate],
);
return {
handleAttack,
handleDefend,
handleTechniqueExecute,
handleStanceSwitch,
handleStanceSideSwitch,
handleAIAttack,
handleAIDefend,
handleAITechnique,
moveAIPlayer,
};
}
|