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* Combat Audio Hook for Black Trigram
* Provides comprehensive audio feedback for combat actions
*/
import { useCallback, useEffect, useRef } from "react";
import { useAudio } from "../../../audio/AudioProvider";
/**
* Attack intensity levels for sound selection
*/
export type AttackIntensity = "light" | "medium" | "heavy" | "critical";
/**
* Maximum number of simultaneous sounds to prevent audio chaos
*/
const MAX_SIMULTANEOUS_SOUNDS = 5;
/**
* Combat audio hook for playing attack, hit, block, dodge, and stance sounds
* @returns Object with methods for playing various combat sounds
*/
export const useCombatAudio = () => {
const audio = useAudio();
const lastPlayTime = useRef<Record<string, number>>({});
const activeSounds = useRef(new Set<string>());
const timeoutIds = useRef<Set<NodeJS.Timeout>>(new Set());
// Cleanup all timeouts on unmount
useEffect(() => {
// Copy ref value to local variable for cleanup
const timeoutIdsSet = timeoutIds.current;
return () => {
timeoutIdsSet.forEach(clearTimeout);
timeoutIdsSet.clear();
};
}, []);
/**
* Check if we can play a sound (rate limiting and simultaneous sound check)
* @param soundType - Type of sound to check
* @param minInterval - Minimum interval between plays in milliseconds
* @returns True if sound can be played
*/
const canPlaySound = useCallback(
(soundType: string, minInterval = 50): boolean => {
const now = Date.now();
const lastTime = lastPlayTime.current[soundType] ?? 0;
// Rate limiting check
if (now - lastTime < minInterval) {
return false;
}
// Check simultaneous sounds limit
Iif (activeSounds.current.size >= MAX_SIMULTANEOUS_SOUNDS) {
return false;
}
return true;
},
[]
);
/**
* Register a sound as active and auto-remove after duration
* @param soundId - ID of the sound to register
* @param duration - Duration in milliseconds (default 500ms)
*/
const registerActiveSound = useCallback((soundId: string, duration = 500) => {
activeSounds.current.add(soundId);
const timeoutId = setTimeout(() => {
activeSounds.current.delete(soundId);
timeoutIds.current.delete(timeoutId);
}, duration);
timeoutIds.current.add(timeoutId);
}, []);
/**
* Get a random variant from a pool
* @param base - Base sound ID
* @param count - Number of variants
* @returns Random variant ID
*/
const getRandomVariant = useCallback(
(base: string, count: number): string => {
const variant = Math.floor(Math.random() * count) + 1;
return `${base}_${variant}`;
},
[]
);
/**
* Play attack sound based on intensity
* @param intensity - Attack intensity (light, medium, heavy, critical)
*/
const playAttackSound = useCallback(
async (intensity: AttackIntensity = "light") => {
const soundType = `attack_${intensity}`;
if (!canPlaySound(soundType)) {
return;
}
let soundId: string;
switch (intensity) {
case "light":
// 8 variations of light punch sounds
soundId = getRandomVariant("attack_punch_light", 8);
break;
case "medium":
// 4 variations of medium punch sounds
soundId = getRandomVariant("attack_punch_medium", 4);
break;
case "heavy":
soundId = "attack_heavy";
break;
case "critical":
// 4 variations of critical attack sounds
soundId = getRandomVariant("attack_critical", 4);
break;
default:
console.warn(
`Unknown attack intensity: ${intensity}, defaulting to light`
);
soundId = getRandomVariant("attack_punch_light", 8);
}
try {
await audio.playSFX(soundId);
lastPlayTime.current[soundType] = Date.now();
registerActiveSound(soundId, 400);
} catch (error) {
console.warn(`Failed to play attack sound: ${soundId}`, error);
}
},
[audio, canPlaySound, getRandomVariant, registerActiveSound]
);
/**
* Play hit reaction sound based on damage amount
* @param damage - Damage amount to determine hit intensity
*/
const playHitSound = useCallback(
async (damage: number) => {
const soundType = "hit";
Iif (!canPlaySound(soundType, 100)) {
return;
}
let soundId: string;
// Determine hit intensity based on damage
if (damage >= 40) {
// Critical hit (4 variations)
soundId = getRandomVariant("hit_critical", 4);
} else if (damage >= 25) {
// Heavy hit (4 variations)
soundId = getRandomVariant("hit_heavy", 4);
} else if (damage >= 10) {
// Medium hit (4 variations)
soundId = getRandomVariant("hit_medium", 4);
} else {
// Light hit (4 variations)
soundId = getRandomVariant("hit_light", 4);
}
try {
await audio.playSFX(soundId);
lastPlayTime.current[soundType] = Date.now();
registerActiveSound(soundId, 500);
} catch (error) {
console.warn(`Failed to play hit sound: ${soundId}`, error);
}
},
[audio, canPlaySound, getRandomVariant, registerActiveSound]
);
/**
* Play block/parry sound
* @param guardBroken - Whether the guard was broken or successfully blocked
*/
const playBlockSound = useCallback(
async (guardBroken: boolean = false) => {
const soundType = "block";
Iif (!canPlaySound(soundType, 150)) {
return;
}
let soundId: string;
if (guardBroken) {
// 4 variations of guard break sounds
soundId = getRandomVariant("block_break", 4);
} else {
// 4 variations of successful block sounds
soundId = getRandomVariant("block_success", 4);
}
try {
await audio.playSFX(soundId);
lastPlayTime.current[soundType] = Date.now();
registerActiveSound(soundId, 400);
} catch (error) {
console.warn(`Failed to play block sound: ${soundId}`, error);
}
},
[audio, canPlaySound, getRandomVariant, registerActiveSound]
);
/**
* Play dodge sound
*/
const playDodgeSound = useCallback(async () => {
const soundType = "dodge";
Iif (!canPlaySound(soundType, 200)) {
return;
}
// 8 variations of dodge sounds
const soundId = getRandomVariant("dodge", 8);
try {
await audio.playSFX(soundId);
lastPlayTime.current[soundType] = Date.now();
registerActiveSound(soundId, 300);
} catch (error) {
console.warn(`Failed to play dodge sound: ${soundId}`, error);
}
}, [audio, canPlaySound, getRandomVariant, registerActiveSound]);
/**
* Play stance change sound
*/
const playStanceChangeSound = useCallback(async () => {
const soundType = "stance";
Iif (!canPlaySound(soundType, 250)) {
return;
}
// 4 variations of stance change sounds
const soundId = getRandomVariant("stance_change", 4);
try {
await audio.playSFX(soundId);
lastPlayTime.current[soundType] = Date.now();
registerActiveSound(soundId, 400);
} catch (error) {
console.warn(`Failed to play stance change sound: ${soundId}`, error);
}
}, [audio, canPlaySound, getRandomVariant, registerActiveSound]);
/**
* Play special technique sound (e.g., Geon special)
*/
const playSpecialTechniqueSound = useCallback(async () => {
const soundType = "special";
Iif (!canPlaySound(soundType, 300)) {
return;
}
// 4 variations of special Geon technique sounds
const soundId = getRandomVariant("attack_special_geon", 4);
try {
await audio.playSFX(soundId, 0.8);
lastPlayTime.current[soundType] = Date.now();
registerActiveSound(soundId, 600);
} catch (error) {
console.warn(`Failed to play special technique sound: ${soundId}`, error);
}
}, [audio, canPlaySound, getRandomVariant, registerActiveSound]);
/**
* Play combat theme music with fade-in
* @param fadeInDuration - Fade-in duration in milliseconds
*/
const playCombatMusic = useCallback(
async (fadeInDuration: number = 2000) => {
try {
await audio.fadeIn("combat_theme", fadeInDuration);
} catch (error) {
console.warn("Failed to play combat music", error);
}
},
[audio]
);
/**
* Play archetype-specific music theme
* @param archetype - Player archetype (musa, amsalja, hacker, jeongbo_yowon, jojik_pokryeokbae)
* @param fadeInDuration - Fade-in duration in milliseconds
*/
const playArchetypeMusic = useCallback(
async (archetype: string, fadeInDuration: number = 2000) => {
const archetypeMap: Record<string, string> = {
musa: "musa_warrior_theme",
amsalja: "amsalja_shadow_theme",
hacker: "hacker_cyber_theme",
jeongbo_yowon: "jeongbo_intel_theme",
jojik_pokryeokbae: "jojik_street_theme",
};
const musicId = archetypeMap[archetype.toLowerCase()];
if (!musicId) {
console.warn(`Unknown archetype: ${archetype}, using combat theme`);
await playCombatMusic(fadeInDuration);
return;
}
try {
await audio.fadeIn(musicId, fadeInDuration);
} catch (error) {
console.warn(`Failed to play archetype music: ${musicId}`, error);
// Fallback to combat theme
await playCombatMusic(fadeInDuration);
}
},
[audio, playCombatMusic]
);
/**
* Stop combat music with fade-out
* @param fadeOutDuration - Fade-out duration in milliseconds
*/
const stopCombatMusic = useCallback(
async (fadeOutDuration: number = 2000) => {
try {
await audio.fadeOut(fadeOutDuration);
} catch (error) {
console.warn("Failed to stop combat music", error);
}
},
[audio]
);
/**
* Get number of currently active sounds
* @returns Number of active sounds
*/
const getActiveSoundCount = useCallback((): number => {
return activeSounds.current.size;
}, []);
return {
playAttackSound,
playHitSound,
playBlockSound,
playDodgeSound,
playStanceChangeSound,
playSpecialTechniqueSound,
playCombatMusic,
playArchetypeMusic,
stopCombatMusic,
getActiveSoundCount,
};
};
export default useCombatAudio;
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