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* CombatParticleEffects3D - Particle effects coordinator for combat
* 전투 입자 효과 통합 관리
*
* Maps HitEffect events to advanced particle effects:
* - BloodViscosity3D for blood physics on hits
* - InternalDamage3D for organ damage visualization on vital point strikes
* - ParticleAudio3D for synchronized combat audio
*
* @module components/effects
* @category Combat Effects
* @korean 전투입자효과
*/
import { useCallback, useEffect, useRef, useState } from "react";
import type { HitEffect } from "../../../../../systems";
import { HitEffectType } from "../../../../../systems/effects";
import {
BloodViscosity3D,
type BloodViscosityEffect,
type ViscosityType,
} from "./BloodViscosity3D";
import {
InternalDamage3D,
type InternalDamageEffect,
type OrganType,
type PenetrationDepth,
} from "./InternalDamage3D";
import {
ParticleAudio3D,
type ParticleAudioTrigger,
type ParticleEffectType,
} from "./ParticleAudio3D";
/**
* Props for CombatParticleEffects3D
*/
export interface CombatParticleEffects3DProps {
/** Active hit effects from the combat state */
readonly hitEffects: readonly HitEffect[];
/** Whether effects are enabled */
readonly enabled?: boolean;
/** Mobile optimization flag */
readonly isMobile?: boolean;
}
/**
* Map HitEffectType → blood viscosity type
* 타격 유형 → 혈액 점도 매핑
*/
function getViscosityForHitType(type: HitEffectType): ViscosityType | null {
switch (type) {
case HitEffectType.HIT:
return "thin";
case HitEffectType.COUNTER:
return "medium";
case HitEffectType.CRITICAL_HIT:
return "thick";
case HitEffectType.VITAL_POINT_STRIKE:
return "gout";
default:
return null;
}
}
/**
* Map HitEffectType → organ type based on strike position
* 급소 유형 → 장기 매핑 (타격 위치 기반)
*/
function getOrganForPosition(
position: { x: number; y: number } | undefined,
): OrganType {
if (!position) return "stomach";
// Map y-position to organ (based on typical character model height)
const y = position.y;
if (y > 1.4) return "heart"; // 심장 - upper chest
if (y > 1.1) return "stomach"; // 명치 - solar plexus
if (y > 0.8) return "liver"; // 간 - right side mid-torso
if (y > 0.5) return "spleen"; // 비장 - left side mid-torso
return "kidney"; // 신장 - lower back
}
/**
* Map HitEffect intensity → penetration depth
* 타격 강도 → 관통 깊이 매핑
*/
function getPenetrationDepth(intensity: number): PenetrationDepth {
if (intensity >= 1.5) return "critical";
if (intensity >= 1.0) return "deep";
if (intensity >= 0.5) return "shallow";
return "surface";
}
/**
* Map HitEffectType → audio effect type
* 타격 유형 → 오디오 효과 매핑
*/
function getAudioEffectType(type: HitEffectType): ParticleEffectType | null {
switch (type) {
case HitEffectType.HIT:
case HitEffectType.COUNTER:
return "viscosity";
case HitEffectType.CRITICAL_HIT:
return "bone";
case HitEffectType.VITAL_POINT_STRIKE:
return "organ";
case HitEffectType.BLOCK:
case HitEffectType.PARRY:
return "bone";
default:
return null;
}
}
/** Maximum concurrent effects to prevent performance issues */
const MAX_BLOOD_EFFECTS = 8;
const MAX_ORGAN_EFFECTS = 4;
/**
* Simple deterministic hash from string → [0, 1)
* Used for deterministic direction calculations inside useMemo
*/
function hashToFloat(str: string): number {
let hash = 0;
for (let i = 0; i < str.length; i++) {
hash = (hash * 31 + str.charCodeAt(i)) | 0;
}
return Math.abs(hash % 10000) / 10000;
}
/**
* CombatParticleEffects3D - Coordinates particle effects for combat
*
* Converts HitEffect events into:
* - Blood viscosity particles (thin/medium/thick/gout based on strike type)
* - Internal organ damage pulses (for vital point strikes)
* - Synchronized audio triggers
*
* @korean 전투 입자 효과 통합 (타격→혈액물리+장기손상+오디오)
*/
export const CombatParticleEffects3D: React.FC<
CombatParticleEffects3DProps
> = ({ hitEffects, enabled = true, isMobile = false }) => {
// Track processed hit effect IDs to avoid duplicates
const processedIds = useRef<Set<string>>(new Set());
// Effect state arrays
const [bloodEffects, setBloodEffects] = useState<BloodViscosityEffect[]>([]);
const [organEffects, setOrganEffects] = useState<InternalDamageEffect[]>([]);
const [audioTriggers, setAudioTriggers] = useState<ParticleAudioTrigger[]>(
[],
);
// Process new HitEffects in useEffect (not during render)
useEffect(() => {
const newBlood: BloodViscosityEffect[] = [];
const newOrgan: InternalDamageEffect[] = [];
const newAudio: ParticleAudioTrigger[] = [];
for (const hit of hitEffects) {
if (processedIds.current.has(hit.id)) continue;
processedIds.current.add(hit.id);
const pos: [number, number, number] = [
hit.position?.x ?? 0,
hit.position?.y ?? 1.0,
0,
];
// Blood viscosity effect
const viscosity = getViscosityForHitType(hit.type);
if (viscosity) {
// Direction: deterministic spray based on hit ID
const angle = hashToFloat(hit.id) * Math.PI * 2;
const ySpread = 0.3 + hashToFloat(hit.id + "_y") * 0.4;
const dir: [number, number, number] = [
Math.cos(angle) * 0.5,
ySpread,
Math.sin(angle) * 0.5,
];
newBlood.push({
id: `blood_${hit.id}`,
position: pos,
direction: dir,
viscosityType: viscosity,
intensity: Math.min(1, hit.intensity),
startTime: hit.startTime,
});
}
// Internal damage for vital point strikes
if (hit.type === HitEffectType.VITAL_POINT_STRIKE) {
newOrgan.push({
id: `organ_${hit.id}`,
position: pos,
organType: getOrganForPosition(hit.position),
penetrationDepth: getPenetrationDepth(hit.intensity),
startTime: hit.startTime,
});
}
// Audio trigger
const audioType = getAudioEffectType(hit.type);
if (audioType) {
newAudio.push({
effectType: audioType,
intensity: Math.min(1, hit.intensity),
timestamp: hit.timestamp,
});
}
}
// Batch merge with existing effects (respecting limits)
Iif (newBlood.length > 0) {
setBloodEffects((prev) =>
[...prev, ...newBlood].slice(-MAX_BLOOD_EFFECTS),
);
}
Iif (newOrgan.length > 0) {
setOrganEffects((prev) =>
[...prev, ...newOrgan].slice(-MAX_ORGAN_EFFECTS),
);
}
Iif (newAudio.length > 0) {
setAudioTriggers((prev) => [...prev, ...newAudio]);
}
// Clean up old processed IDs periodically
Iif (processedIds.current.size > 500) {
const arr = Array.from(processedIds.current);
processedIds.current = new Set(arr.slice(-250));
}
}, [hitEffects]);
// Effect completion handlers
const handleBloodComplete = useCallback((id: string) => {
setBloodEffects((prev) => prev.filter((e) => e.id !== id));
}, []);
const handleOrganComplete = useCallback((id: string) => {
setOrganEffects((prev) => prev.filter((e) => e.id !== id));
}, []);
const handleAudioProcessed = useCallback((timestamp: number) => {
setAudioTriggers((prev) => prev.filter((t) => t.timestamp !== timestamp));
}, []);
Iif (!enabled) return null;
return (
<>
{/* Blood Viscosity Particles - 혈액 점도 입자 */}
<BloodViscosity3D
effects={bloodEffects}
enabled={enabled}
isMobile={isMobile}
onEffectComplete={handleBloodComplete}
/>
{/* Internal Organ Damage Pulses - 장기 손상 시각화 */}
<InternalDamage3D
effects={organEffects}
enabled={enabled}
isMobile={isMobile}
onEffectComplete={handleOrganComplete}
/>
{/* Audio Coordination - 입자 효과 오디오 동기화 */}
<ParticleAudio3D
triggers={audioTriggers}
enabled={enabled}
onTriggerProcessed={handleAudioProcessed}
/>
</>
);
};
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