All files / components/combat/hooks useCombatActions.ts

85.36% Statements 140/164
64.75% Branches 79/122
77.77% Functions 14/18
86.53% Lines 135/156

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                                                                                                                                                                                          1x                                                                                         91x     91x 7x   4x 4x 4x         4x   1x     3x         3x             3x     3x 1x 1x     2x     3x     3x   7x     7x     7x           7x           7x   7x   3x     3x 3x 3x 3x 3x       3x           3x 3x     3x 3x   3x         3x           3x                             3x                                   91x 2x     1x   2x 2x 2x   2x                           91x 4x 4x 2x 2x     2x     2x   4x     4x 4x               4x 10x     4x         4x                   2x       2x         2x                             91x   2x     1x   2x 2x 2x                                 91x   10x 6x                                                   4x                                                                   91x   8x 5x                     91x 8x 8x     8x     8x   8x     8x     8x             8x 8x   8x   5x       5x           5x 5x     5x             5x     5x       3x       3x                             91x   1x   1x 1x 1x   1x                                 91x 6x 6x     6x     6x 2x 2x       4x     6x             6x       6x   6x   2x       2x           2x 2x     2x               2x       2x       2x                             91x   3x           3x 3x   3x 3x 3x   3x 2x           2x       2x           2x           91x                      
/**
 * 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, Technique } from "@/types";
import { HitEffectType } from "@/systems/effects";
import { useCallback } from "react";
import { CombatScreenState, CombatActions } from "./useCombatState";
import { AttackIntensity } from "./useCombatAudio";
import { KoreanTechnique } from "@/systems/vitalpoint/types";
import { KoreanTechniquesSystem } from "@/systems/trigram/KoreanTechniques";
import { getVitalPointById } from "@/systems/vitalpoint/KoreanVitalPoints";
 
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: (technique?: Technique) => void;
  readonly handleDefend: () => void;
  readonly handleTechniqueExecute: () => void;
  readonly handleStanceSwitch: (stance: TrigramStance) => 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
    range: 1.0,
    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,
    addCombatMessage,
    addHitEffect,
    arenaBounds,
    combatAudio,
  } = config;
 
  // 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);
 
    // Use combat system for proper calculation
    const result = combatSystem.resolveAttack(
      validPlayers[0],
      validPlayers[1],
      attackTechnique
    );
 
    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);
 
      // Display technique name in combat log
      const techniqueNameKorean = attackTechnique.koreanName || attackTechnique.name.korean;
      const techniqueNameEnglish = attackTechnique.englishName || attackTechnique.name.english;
 
      Iif (result.isCritical) {
        addCombatMessage(
          `치명타! ${techniqueNameKorean}`,
          `Critical Hit! ${techniqueNameEnglish}`
        );
      I} else if (newCombo > 2) {
        addCombatMessage(
          `${newCombo} 연속! ${techniqueNameKorean}`,
          `${newCombo} Combo! ${techniqueNameEnglish}`
        );
      } else {
        addCombatMessage(
          `${techniqueNameKorean} 성공!`,
          `${techniqueNameEnglish} Hit!`
        );
      }
    } else E{
      combatActions.resetCombo();
      const techniqueNameKorean = attackTechnique.koreanName || attackTechnique.name.korean;
      const techniqueNameEnglish = attackTechnique.englishName || attackTechnique.name.english;
      addCombatMessage(
        `${techniqueNameKorean} 빗나감`,
        `${techniqueNameEnglish} Missed`
      );
    }
 
    setTimeout(() => combatActions.setExecutingTechnique(false), 500);
  }, [
    validPlayers,
    playerPositions,
    combatState.isExecutingTechnique,
    combatState.roundStarted,
    combatState.roundEnded,
    combatState.comboCount,
    combatState.lastHitTime,
    combatActions,
    combatSystem,
    onPlayerUpdate,
    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,
    ]
  );
 
  /**
   * 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,
          range: 1.2,
          executionTime: 400,
          recoveryTime: 300,
          critChance: 0.1,
          critMultiplier: 1.5,
          effects: [],
        };
      } 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,
          range: 1.5,
          executionTime: 600,
          recoveryTime: 800,
          critChance: 0.15,
          critMultiplier: 1.8,
          effects: [],
        };
      }
    },
    []
  );
 
  /**
   * 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 => {
      if (!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);
 
    // Use combat system for proper calculation with vital point targeting
    const result = combatSystem.resolveAttack(
      aiPlayer,
      targetPlayer,
      attackTechnique,
      targetVitalPoint // Pass vital point ID for targeting
    );
 
    const effectType = getHitEffectType(result);
    addHitEffect(effectType, playerPositions[1], result.hit ? 1 : 0.5);
 
    if (result.hit) {
      // Play hit sound based on damage
      combatAudio?.playHitSound(result.damage);
 
      // Apply damage through combat system (deducts resources)
      const { updatedAttacker, updatedDefender } =
        combatSystem.applyCombatResult(
          result,
          aiPlayer,
          targetPlayer
        );
 
      onPlayerUpdate(1, updatedAttacker);
      onPlayerUpdate(0, updatedDefender);
 
      // Enhanced combat message with vital point info
      Iif (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}`
        );
      I} 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,
    addCombatMessage,
    addHitEffect,
    combatAudio,
    createAITechnique,
    getHitEffectType,
  ]);
 
  // 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();
 
    // Use combat system for proper calculation with vital point targeting
    const result = combatSystem.resolveAttack(
      aiPlayer,
      targetPlayer,
      specialTechnique,
      targetVitalPoint // Pass vital point ID for targeting
    );
 
    const effectType = result.hit
      ? HitEffectType.CRITICAL_HIT
      : HitEffectType.MISS;
 
    addHitEffect(effectType, playerPositions[1], result.hit ? 1.5 : 0.5);
 
    if (result.hit) {
      // Play heavy hit sound for technique
      combatAudio?.playHitSound(result.damage);
 
      // Apply damage through combat system (deducts resources)
      const { updatedAttacker, updatedDefender } =
        combatSystem.applyCombatResult(
          result,
          aiPlayer,
          targetPlayer
        );
 
      onPlayerUpdate(1, updatedAttacker);
      onPlayerUpdate(0, updatedDefender);
 
      // Enhanced combat message with vital point info
      Iif (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,
    addCombatMessage,
    addHitEffect,
    handleAIAttack,
    combatAudio,
    createAITechnique,
  ]);
 
  // AI movement handler
  const moveAIPlayer = useCallback(
    (targetPos: Position) => {
      const currentPos = playerPositions[1];
      // Movement speed calibrated for 8m×8m arena with realistic combat closing speed
      // Arena width is dynamic: arenaBounds.width is in pixels and represents an 8m-wide arena, so pixelsPerMeter = arenaBounds.width / 8
      // 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
      // Calculation: 2.5 m/s × pixelsPerMeter / 20 calls/s = px/call
      const pixelsPerMeter = arenaBounds.width / 8;
      const speed = (2.5 * pixelsPerMeter) / 20;
 
      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,
  };
}