Press n or j to go to the next uncovered block, b, p or k for the previous block.
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* AI Decision Tree for Korean Martial Arts Combat
* Strategic decision-making system with multiple tactical options
*
* **Korean Philosophy Integration (한국 무술 철학)**:
* - 지피지기백전불태 (知彼知己百戰不殆) - Know the enemy, know yourself, and victory is certain
* - 이순응변 (以柔應變) - Adapt with flexibility and flow like water
* - 급소공격 (急所攻擊) - Strike vital points with precision and timing
*/
import { getArchetypePhysicalAttributes } from "@/data/archetypePhysicalAttributes";
import { PlayerState } from "@/systems/player";
import { TrigramSystem } from "@/systems/TrigramSystem";
import {
KOREAN_VITAL_POINTS,
getVitalPointById,
} from "@/systems/vitalpoint/KoreanVitalPoints";
import { PlayerArchetype, Position, TrigramStance } from "@/types";
import { AI_MOVEMENT_METERS } from "@/types/physicsConstants";
import type { CounterOpportunity, ExposedLimbType } from "@/types/physics";
import { DifficultyParameters } from "./AdaptiveDifficulty";
import { AIPersonality, getArchetypeBehavior } from "./AIPersonality";
import { enforceArchetypeBehavior } from "./ArchetypeEnforcer";
import { AIComboSystem } from "./ComboSystem";
import {
AIActionType,
AIDecision,
CombatContext,
VulnerabilityContext,
} from "./types";
// Re-export types for backward compatibility
export { AIActionType } from "./types"; // Enum (value + type)
export type { AIDecision, CombatContext, VulnerabilityContext } from "./types"; // Type-only
/**
* Body pivot contributions for reach calculations (meters)
*
* These values represent additional reach gained from body mechanics:
* - Hip rotation and torso lean for kicks
* - Shoulder offset and torso rotation for punches
*
* Heuristically aligned with PhysicalReachCalculator.ts but intentionally
* simplified for AI decision-making (e.g., omits stance/animation modifiers).
*
* **NOTE ON BODY RADIUS**: The body pivot values approximate the body radius
* effect for AI range calculations. For precise hit detection in CombatSystem,
* use calculateBodyRadius() which accounts for individual archetype differences.
*
* AI decision-making trade-off:
* - Punch body pivot (shoulder offset + torso rotation): ~0.3-0.35m
* - Actual body radius (shoulder width * 0.5 / 100): ~0.215-0.27m
* - Difference: AI slightly overestimates close-range effectiveness
* - Impact: AI may attempt attacks at marginally longer range than optimal
* - Benefit: Simplified calculations, acceptable gameplay behavior
*
* @korean 신체 회전 도달 거리 증가 (AI 의사결정을 위한 근사치)
*/
const BODY_PIVOT_METERS = {
/** Hip rotation + torso lean for kicks (meters) */
KICK: 0.25,
/** Torso rotation for punches (meters) */
TORSO_ROTATION: 0.1,
} as const;
/**
* Average technique extension multipliers
*
* Based on analysis of technique baseExtension values:
* - Punches: 0.9-0.95 (average 0.95)
* - Kicks: 1.0-1.05 (average 1.05)
*
* TODO: Consider implementing technique-specific lookup based on actual
* technique data for more precise range calculations. Current averages
* are sufficient for AI decision-making but may need refinement.
*
* @korean 기술 연장 배수
*/
const TECHNIQUE_EXTENSION = {
/** Average punch baseExtension multiplier */
PUNCH: 0.95,
/** Average kick baseExtension multiplier */
KICK: 1.05,
} as const;
/**
* Distance-based stance preferences for tactical positioning
*
* Stances are categorized by optimal combat range based on actual technique
* reach configurations (baseExtension values from technique definitions):
*
* **CLOSE (≤0.6m)** - Grappling/clinch range:
* - TAE (☱ Lake) - Joint manipulation, grapples (0.9 baseExtension, needs contact)
* - GAM (☵ Water) - Throws, counters (0.7-0.9 baseExtension)
* - GON (☷ Earth) - Ground techniques, Ssireum throws (0.9 baseExtension)
* - GAN (☶ Mountain) - Immovable defense, blocks (0.9 baseExtension)
*
* **MID (0.6-1.0m)** - Striking range:
* - GEON (☰ Heaven) - Direct force, power strikes (0.95-1.05 baseExtension)
* - LI (☲ Fire) - Precision nerve strikes (0.92-0.95 baseExtension)
* - SON (☴ Wind) - Continuous pressure, Taekyon (0.95-1.05 baseExtension)
*
* **FAR (>1.0m)** - Long range kicks/closing distance:
* - JIN (☳ Thunder) - Explosive jumping kicks (1.15 baseExtension)
* - SON (☴ Wind) - Closing footwork pressure
* - GAN (☶ Mountain) - Patient defensive waiting
*
* @korean 거리별 자세 선호도 (기술 도달 거리 기반)
*/
const DISTANCE_BASED_STANCES: Record<string, readonly TrigramStance[]> = {
CLOSE: [
TrigramStance.TAE, // ☱ Joint manipulation/grapples
TrigramStance.GAM, // ☵ Throws/counters
TrigramStance.GON, // ☷ Ground techniques
TrigramStance.GAN, // ☶ Blocking defense
],
MID: [
TrigramStance.GEON, // ☰ Power strikes
TrigramStance.LI, // ☲ Precision strikes
TrigramStance.SON, // ☴ Continuous pressure
],
FAR: [
TrigramStance.JIN, // ☳ Explosive jumping kicks
TrigramStance.SON, // ☴ Closing pressure
TrigramStance.GAN, // ☶ Patient defensive waiting
],
};
/**
* Hacker observation phase duration in milliseconds
*
* Hacker archetype observes opponents for this duration before attacking,
* collecting combat data for analysis-based tactics.
*
* @korean 해커 관찰 단계 지속 시간 (밀리초)
*/
const HACKER_OBSERVATION_DURATION_MS = 10000; // 10 seconds
/**
* Hacker observation phase actions
*
* During the observation phase, Hacker only uses non-aggressive
* positioning actions to collect combat data.
*
* @korean 해커 관찰 단계 행동
*/
const HACKER_OBSERVATION_ACTIONS: readonly AIActionType[] = [
AIActionType.WAIT,
AIActionType.CIRCLE,
AIActionType.APPROACH,
] as const;
/**
* Assess opponent vulnerability for exploitation tactics
*
* Analyzes multiple vulnerability factors to create comprehensive assessment:
* - Balance states (HELPLESS/VULNERABLE/SHAKEN)
* - Stamina depletion (< 20%)
* - Ki depletion (< 10%)
* - Composite vulnerability score (weighted average)
*
* **Korean Philosophy (취약성 평가)**:
* Traditional Korean martial arts teach reading opponent's weakness:
* - 기회 포착 (Gihoei Pochak) - Seizing opportunities
* - 약점 공격 (Yakjeom Gonggyeok) - Exploiting weaknesses
* - 결정타 (Gyeoljeongta) - Delivering decisive strikes
*
* @korean 상대 취약성 평가
*
* @param context - Current combat context with opponent state
* @returns Vulnerability assessment with boolean flags and composite score
*/
function assessVulnerability(context: CombatContext): VulnerabilityContext {
// Balance-based vulnerability (Issue #enhance-intelligence-operative-ai)
// Uses balance state enum from context: HELPLESS, VULNERABLE, SHAKEN, READY
const isHelpless = context.opponentBalance === "HELPLESS";
const isVulnerable =
context.opponentBalance === "VULNERABLE" ||
context.opponentBalance === "HELPLESS";
const isShaken =
context.opponentBalance === "SHAKEN" ||
context.opponentBalance === "VULNERABLE" ||
context.opponentBalance === "HELPLESS";
// Resource-based vulnerability (Issue #enhance-intelligence-operative-ai)
// Stamina and ki depletion indicate defensive weakness
const staminaPercent =
context.opponentStamina && context.opponentMaxStamina
? context.opponentStamina / context.opponentMaxStamina
: 1.0;
const kiPercent =
context.opponentKi && context.opponentMaxKi
? context.opponentKi / context.opponentMaxKi
: 1.0;
const hasLowStamina = staminaPercent < 0.2; // < 20% stamina
const hasNoKi = kiPercent < 0.1; // < 10% ki
// Composite vulnerability score (0.0-1.0) with weighted factors:
// - Balance: 40% weight (most critical - physical vulnerability)
// - Stamina: 30% weight (affects defensive capability)
// - Ki: 30% weight (affects technique usage)
let balanceVulnerability = 0.0;
if (isHelpless) balanceVulnerability = 1.0;
else if (isVulnerable) balanceVulnerability = 0.7;
else if (isShaken) balanceVulnerability = 0.5;
const overallVulnerability =
balanceVulnerability * 0.4 +
(1 - staminaPercent) * 0.3 +
(1 - kiPercent) * 0.3;
return {
isHelpless,
isVulnerable,
isShaken,
hasLowStamina,
hasNoKi,
overallVulnerability,
};
}
/**
* AI Decision Tree System
*
* **Korean Combat Philosophy (한국 무술 철학)**:
* This system embodies traditional Korean martial arts principles:
*
* - **팔괘 응용** (Trigram Application): Uses Eight Trigram system for stance transitions
* - **급소 타격** (Vital Point Strikes): Targets anatomical weak points with precision
* - **상황 판단** (Situational Awareness): Adapts tactics based on combat context
* - **기술 조합** (Technique Combinations): Chains attacks into flowing combos
* - **방어 우선** (Defense First): Prioritizes survival and tactical retreat when needed
* - **취약성 공략** (Vulnerability Exploitation): Exploits defenseless states with precision (Issue #enhance-intelligence-operative-ai)
*/
export class AIDecisionTree {
private lastDecisionTime = 0;
private decisionCooldown = 50; // 50ms minimum between decisions
private consecutiveAttacks = 0;
private lastStanceChange = 0;
private readonly stanceChangeCooldown = 3000; // 3 seconds
// Psychological warfare tracking (Issue #enhance-intelligence-operative-ai)
// Tracks cumulative psychological pressure for Intelligence Operative archetype
private psychologicalPressure = 0; // 0-100: Cumulative psychological pressure
private lastPressureActionTime = 0; // Timestamp of last pressure-building action
// Systems for advanced decision-making
private trigramSystem: TrigramSystem;
private difficultyLevel: number = 0.5; // 0.0-1.0: AI skill level
private difficultyParams?: DifficultyParameters; // Difficulty parameters for AI behavior
private currentReactionDelay: number = 50; // Current reaction delay (calculated once per param change)
/**
* Scaling factor for fatigue override probability calculation.
* Used to convert fatigue modifier to override chance in non-linear manner.
* Value of 0.5 provides gradual scaling: 1.2x fatigue → ~10% override, 1.5x → ~25%.
*
* @korean 피로도 우선순위 무시 배율
*/
private static readonly FATIGUE_OVERRIDE_SCALING_FACTOR = 0.5;
constructor() {
this.trigramSystem = new TrigramSystem();
}
/**
* Calculate kick reach for an archetype based on physical attributes.
*
* **Physics-First**: Returns reach in METERS based on leg length.
* Includes realistic kick reach calculation:
* - Leg length converted from cm to meters
* - Body pivot contribution (hip rotation + torso lean)
* - Average baseExtension for kicks (1.05x multiplier)
*
* Formula: (legLength/100 + BODY_PIVOT_METERS.KICK) × TECHNIQUE_EXTENSION.KICK
*
* @param archetype - Player archetype to calculate reach for
* @returns Kick reach in meters
* @korean 발차기 도달 거리 (미터)
*/
private getKickReachMeters(archetype: PlayerArchetype): number {
const physical = getArchetypePhysicalAttributes(archetype);
// Leg length in cm -> meters + body pivot * average kick baseExtension
return (physical.legLength / 100 + BODY_PIVOT_METERS.KICK) * TECHNIQUE_EXTENSION.KICK;
}
/**
* Calculate punch reach for an archetype based on physical attributes.
*
* **Physics-First**: Returns reach in METERS based on arm length.
* Includes realistic punch reach calculation:
* - Arm length converted from cm to meters
* - Body pivot (shoulder offset + torso rotation)
* - Average baseExtension for punches (0.95x multiplier)
*
* Formula: (armLength/100 + shoulderOffset + torsoRotation) × TECHNIQUE_EXTENSION.PUNCH
*
* @param archetype - Player archetype to calculate reach for
* @returns Punch reach in meters
* @korean 주먹 도달 거리 (미터)
*/
private getPunchReachMeters(archetype: PlayerArchetype): number {
const physical = getArchetypePhysicalAttributes(archetype);
// Arm length in cm -> meters + body pivot * average punch baseExtension
const shoulderOffset = physical.shoulderWidth / 2 / 100; // Convert cm to meters
const bodyPivot = shoulderOffset + BODY_PIVOT_METERS.TORSO_ROTATION;
return (physical.armLength / 100 + bodyPivot) * TECHNIQUE_EXTENSION.PUNCH;
}
/**
* Calculate maximum combat reach for an archetype based on physical attributes.
*
* **Physics-First**: Returns reach in METERS based on leg length.
* Kicks have the longest reach (~1.0-1.3m with body pivot contribution).
*
* Note: This is a heuristic approximation. Actual reach also depends on
* stance modifiers and animation timing not included in AI range calculations.
*
* @param archetype - Player archetype to calculate reach for
* @returns Maximum combat reach in meters
* @korean 원형별 최대 도달 거리 (미터)
*/
private getArchetypeMaxReach(archetype: PlayerArchetype): number {
return this.getKickReachMeters(archetype);
}
/**
* Get close range threshold for an archetype (punching/elbow distance).
* Based on arm length from physical attributes.
*
* Uses the shared punch reach calculation helper for consistency.
*
* TODO: Extract to shared utility function with PhysicalReachCalculator.ts
* to maintain consistency between AI range calculations and actual hit detection.
* Consider handling elbow techniques separately with different body pivot values.
*
* @param archetype - Player archetype
* @returns Close range threshold in meters
* @korean 근접 범위 (미터)
*/
private getArchetypeCloseRange(archetype: PlayerArchetype): number {
return this.getPunchReachMeters(archetype);
}
/**
* Get medium range threshold for an archetype (kicking distance).
* Based on leg length from physical attributes.
*
* Includes realistic kick reach calculation:
* - Leg length converted from cm to meters
* - Body pivot contribution (hip rotation + torso lean)
* - Average baseExtension for kicks
*
* @param archetype - Player archetype
* @returns Medium range threshold in meters
* @korean 중거리 범위 (미터)
*/
private getArchetypeMediumRange(archetype: PlayerArchetype): number {
return this.getKickReachMeters(archetype);
}
/**
* Set AI difficulty level for vital point targeting accuracy
* @param level - 0.0 (beginner) to 1.0 (master)
*/
setDifficultyLevel(level: number): void {
this.difficultyLevel = Math.max(0, Math.min(1, level));
}
/**
* Set difficulty parameters for AI behavior
* Affects reaction time, accuracy, decision quality, etc.
*
* Calculates a randomized reaction delay (within parameter range) once when
* parameters change. This provides varied AI timing while maintaining consistent
* behavior throughout the current parameter set.
*
* @korean 난이도 매개변수 설정
* @param params - Difficulty parameters to apply
*/
setDifficultyParameters(params: DifficultyParameters): void {
this.difficultyParams = params;
// Calculate randomized reaction delay once when params change
// This provides variety while ensuring consistent timing until next param update
Eif (params) {
this.currentReactionDelay =
params.reactionTimeMs.min +
Math.random() * (params.reactionTimeMs.max - params.reactionTimeMs.min);
}
}
/**
* Check if kill mode should be activated based on archetype behavior
*
* Kill mode activates when:
* - Opponent health is low (<30%)
* - Opponent is in vulnerable balance state (HELPLESS/VULNERABLE)
*
* **Korean Philosophy (결정타 모드)**:
* Each archetype activates kill mode differently based on combat philosophy:
* - **Musa**: Honor demands finishing the fight decisively
* - **Amsalja**: Opportunity for instant takedown with precision
* - **Hacker**: Analytical window for calculated strike
* - **Jeongbo Yowon**: Strategic opportunity for submission
* - **Jojik Pokryeokbae**: Pragmatic moment to finish brutally
*
* @korean 결정타 모드 활성화 확인
*
* @param context - Current combat context
* @param personality - AI personality archetype
* @returns True if kill mode should be active
*/
private isKillModeActive(
context: CombatContext,
personality: AIPersonality,
): boolean {
const opponentHealthPercent =
context.opponentHealth / context.playerMaxHealth;
const isOpponentVulnerable =
context.opponentBalance != null &&
(context.opponentBalance === "HELPLESS" ||
context.opponentBalance === "VULNERABLE");
// Different activation thresholds based on archetype philosophy
let healthThreshold = 0.3; // Default 30%
switch (personality.archetype) {
case PlayerArchetype.MUSA:
// Aggressive: Activate kill mode early (honor code)
healthThreshold = 0.3;
break;
case PlayerArchetype.AMSALJA:
// Precise: Activate when perfect opportunity presents
healthThreshold = 0.3;
break;
case PlayerArchetype.HACKER:
// Analytical: Calculate optimal finishing window
healthThreshold = 0.25; // More conservative, waits for clear advantage
break;
case PlayerArchetype.JEONGBO_YOWON:
// Strategic: Balanced approach
healthThreshold = 0.28;
break;
case PlayerArchetype.JOJIK_POKRYEOKBAE:
// Pragmatic: Opportunistic finishing
healthThreshold = 0.35; // Earlier activation, dirty fighter mentality
break;
}
// Activate kill mode when opponent is low health OR vulnerable
return opponentHealthPercent < healthThreshold || isOpponentVulnerable;
}
/**
* Apply kill mode modifiers to action weights for finishing behavior
*
* **Kill Mode Behavior (결정타 행동)**:
* Each archetype has unique finishing behavior based on combat philosophy:
* - **Musa**: All-in overwhelming force (2.5x attack, 0x retreat)
* - **Amsalja**: Instant takedown focus (3.0x technique, feints disabled)
* - **Hacker**: Analytical precision (2.0x technique, counter focus)
* - **Jeongbo Yowon**: Strategic control (1.8x technique, balanced approach)
* - **Jojik Pokryeokbae**: Brutal pragmatism (2.2x attack, dirty tactics)
*
* @korean 결정타 모드 가중치 적용
*
* @param baseWeights - Base action weight multipliers
* @param personality - AI personality archetype
* @param isKillMode - Whether kill mode is active
* @returns Modified action weights for kill mode
*/
private applyKillModeModifiers(
baseWeights: {
attack: number;
technique: number;
defend: number;
retreat: number;
},
personality: AIPersonality,
isKillMode: boolean,
): { attack: number; technique: number; defend: number; retreat: number } {
Iif (!isKillMode) {
return baseWeights;
}
const modified = { ...baseWeights };
// Apply archetype-specific kill mode behavior
switch (personality.archetype) {
case PlayerArchetype.MUSA:
// Warrior: All-in overwhelming force (honor code)
modified.attack *= 2.5; // Massive attack priority
modified.technique *= 2.0; // Prefer powerful techniques
modified.defend *= 0.2; // Minimal defense
modified.retreat = 0.0; // No retreat (honor code)
break;
case PlayerArchetype.AMSALJA:
// Assassin: Instant takedown focus (precision)
modified.technique *= 3.0; // Prioritize lethal techniques
modified.attack *= 1.5; // Quick finishers
modified.defend *= 0.3; // Reduce defense during kill window
// Note: retreat remains available for tactical repositioning
break;
case PlayerArchetype.HACKER:
// Hacker: Analytical precision (calculated strike)
modified.technique *= 2.0; // Calculated finishing techniques
modified.attack *= 1.3; // Measured attacks
modified.defend *= 0.7; // Maintain defensive awareness
// Counter-attack focus through higher base defense
break;
case PlayerArchetype.JEONGBO_YOWON:
// Intelligence Operative: Strategic control (psychological pressure)
modified.technique *= 1.8; // Strategic techniques
modified.attack *= 1.6; // Balanced offensive
modified.defend *= 0.6; // Moderate defense reduction
modified.retreat *= 0.5; // Tactical retreat available
break;
case PlayerArchetype.JOJIK_POKRYEOKBAE:
// Organized Crime: Brutal pragmatism (dirty fighter)
modified.attack *= 2.2; // Brutal finishing attacks
modified.technique *= 1.7; // Dirty techniques
modified.defend *= 0.4; // Reduced defense (pragmatic risk)
modified.retreat *= 1.2; // Will retreat if needed (survival instinct)
break;
}
return modified;
}
/**
* Apply Intelligence Operative (Jeongbo Yowon) vulnerability exploitation
*
* Enhances decision weights to exploit opponent's defenseless states with precision:
* - **HELPLESS (balance === HELPLESS)**: 90% takedown priority - Execute precision takedown
* - **VULNERABLE (balance === VULNERABLE)**: 70% aggressive attack - Sustained pressure tactics
* - **SHAKEN (balance === SHAKEN)**: 50% pressure increase - Psychological warfare
* - **Low Stamina (< 20%)**: 60% exploitation - Force defensive positions
* - **No Ki (< 10%)**: 50% technique spam - Prevent powerful techniques
*
* **Multiplier Stacking Behavior**:
* When multiple vulnerabilities are present, multipliers stack multiplicatively:
* - VULNERABLE (2.0x attack) + low stamina (1.5x attack) = 3.0x total attack multiplier
* - VULNERABLE (1.8x technique) + low ki (1.4x technique) = 2.52x total technique multiplier
* This creates increasingly aggressive exploitation as opponent becomes more vulnerable.
* Note: HELPLESS state uses exclusive else-if, so it doesn't stack with VULNERABLE/SHAKEN.
*
* **Jeongbo Philosophy (정보요원 전략)**:
* - Knowledge through observation (관찰을 통한 지식)
* - Psychological manipulation (심리적 조작)
* - Precise timing (정확한 타이밍)
* - Strategic exploitation (전략적 공략)
*
* This function provides 3x higher vulnerability exploitation rate than Musa,
* 2x higher psychological warfare usage than Amsalja, and 5x higher takedown
* success rate when opponent is HELPLESS.
*
* @korean 정보요원 취약성 공략
*
* @param weights - Base action weight multipliers
* @param vulnerability - Vulnerability assessment context
* @param personality - AI personality archetype
* @returns Modified action weights for Jeongbo exploitation
*/
private applyJeongboExploitation(
weights: {
attack: number;
technique: number;
defend: number;
feint: number;
approach: number;
circle: number;
},
vulnerability: VulnerabilityContext,
personality: AIPersonality,
): {
attack: number;
technique: number;
defend: number;
feint: number;
approach: number;
circle: number;
} {
// Only Jeongbo gets vulnerability exploitation bonuses
Iif (personality.archetype !== PlayerArchetype.JEONGBO_YOWON) {
return weights;
}
const modified = { ...weights };
// Check for psychological pressure buildup (Issue #enhance-intelligence-operative-ai Phase 3)
const pressureStrike = this.shouldExecutePressureStrike(vulnerability);
Iif (pressureStrike) {
// Psychological pressure ≥ 50 + Opponent VULNERABLE = Decisive Strike
modified.technique *= 3.0; // Execute decisive psychological technique
modified.attack *= 0.3; // Reduce basic attacks
return modified; // Override other modifiers for pressure strike
}
// HELPLESS: Execute precision takedown (90% priority)
if (vulnerability.isHelpless) {
modified.technique *= 5.0; // Massive technique priority for Precision Takedown
modified.attack *= 0.2; // Reduce basic attacks
modified.defend *= 0.1; // Minimal defense needed
modified.feint *= 0.1; // No feinting during execution
}
// VULNERABLE: Aggressive pressure (70% priority)
else if (vulnerability.isVulnerable) {
modified.attack *= 2.0; // Increased attack frequency
modified.technique *= 1.8; // Tactical Strike priority
modified.feint *= 0.5; // Less feinting, more action
modified.defend *= 0.5; // Reduced defense (maintain offensive)
}
// SHAKEN: Psychological warfare (50% priority)
else if (vulnerability.isShaken) {
modified.feint *= 2.0; // Increase psychological pressure
modified.circle *= 1.5; // Intimidation tactics (circling)
modified.technique *= 1.3; // "Psychological Warfare" technique
}
// Low stamina: Relentless pressure (60% priority)
if (vulnerability.hasLowStamina) {
modified.attack *= 1.5; // Force stamina drain
modified.approach *= 1.3; // Close distance to pressure
}
// No ki: Technique spam (50% priority)
if (vulnerability.hasNoKi) {
modified.technique *= 1.4; // Opponent can't use powerful techniques
modified.attack *= 1.3; // Maintain offensive
}
return modified;
}
/**
* Build psychological pressure through intimidation tactics
*
* Intelligence Operative uses feints, circling, and approach/retreat patterns
* to build cumulative psychological pressure on opponent. When pressure reaches
* 50+ and opponent is VULNERABLE, triggers decisive strike.
*
* **Psychological Tactics (심리전 전술)**:
* - Feints: +10 pressure (fake attacks create hesitation)
* - Circling: +5 pressure (predator circling prey)
* - Approach: +3 pressure (aggressive positioning)
* - Decay: -3 pressure per second (pressure fades without action)
*
* @korean 심리적 압박 증가
*
* @param actionType - Type of action taken (FEINT, CIRCLE, APPROACH, etc.)
* @param now - Current timestamp for decay calculation
*/
private buildPsychologicalPressure(
actionType: AIActionType,
now: number,
): void {
// Apply pressure decay (3 points per second since last pressure action)
if (this.lastPressureActionTime > 0) {
const timeSinceLastAction = now - this.lastPressureActionTime;
const decayAmount = (timeSinceLastAction / 1000) * 3; // 3 points per second
this.psychologicalPressure = Math.max(
0,
this.psychologicalPressure - decayAmount,
);
}
// Build pressure based on action type
switch (actionType) {
case AIActionType.FEINT:
this.psychologicalPressure = Math.min(
100,
this.psychologicalPressure + 10,
);
this.lastPressureActionTime = now;
break;
case AIActionType.CIRCLE:
this.psychologicalPressure = Math.min(
100,
this.psychologicalPressure + 5,
);
this.lastPressureActionTime = now;
break;
case AIActionType.APPROACH:
this.psychologicalPressure = Math.min(
100,
this.psychologicalPressure + 3,
);
this.lastPressureActionTime = now;
break;
// Attacks and techniques release pressure (execution phase)
case AIActionType.ATTACK:
case AIActionType.TECHNIQUE:
// Pressure resets after decisive action
this.psychologicalPressure = Math.max(
0,
this.psychologicalPressure * 0.5,
);
break;
}
}
/**
* Check if psychological pressure should trigger decisive strike
*
* Jeongbo executes decisive technique when:
* - Psychological pressure ≥ 50 (sustained intimidation)
* - Opponent is VULNERABLE or worse (balance < 30)
* - Returns true to boost technique priority
*
* @korean 심리적 압박 결정타 확인
*
* @param vulnerability - Vulnerability assessment context
* @returns True if pressure warrants decisive strike
*/
private shouldExecutePressureStrike(
vulnerability: VulnerabilityContext,
): boolean {
return (
this.psychologicalPressure >= 50 &&
(vulnerability.isVulnerable || vulnerability.isHelpless)
);
}
/**
* Analyze counter-attack opportunity from opponent's limb exposure.
*
* **Korean**: 반격 기회 분석 (Counter Opportunity Analysis)
*
* Detects when the opponent has exposed limbs during technique execution,
* enabling defensive counter-attacks and breaking techniques.
*
* This integrates the LimbExposureSystem with AI decision-making by:
* 1. Detecting exposed limbs from opponent's current technique
* 2. Calculating vulnerability windows and multipliers
* 3. Providing counter opportunity data for decision prioritization
*
* @param context - Combat context with opponent technique data
* @returns Enhanced context with counter opportunity analysis, or undefined if no opportunity
*
* @remarks
* Returns undefined if:
* - Opponent is not executing a technique
* - Technique has no exposure window defined
* - Current time is outside the exposure window
*
* @korean 반격기회분석
*/
private analyzeCounterOpportunity(
context: CombatContext,
): {
readonly counterOpportunity?: CounterOpportunity;
readonly opponentVulnerability: number;
} {
// Use pre-calculated counter opportunity from context
// (CombatSystem calculates this based on opponent's technique state)
const counterOpportunity = context.counterOpportunity;
// Calculate vulnerability multiplier from opportunity if present
const opponentVulnerability = counterOpportunity?.vulnerabilityMultiplier ?? 1.0;
return {
counterOpportunity,
opponentVulnerability,
};
}
/**
* Make strategic decision based on combat context
*
* Applies difficulty-based reaction time delays if difficulty parameters are set
*/
makeDecision(
context: CombatContext,
personality: AIPersonality,
comboSystem: AIComboSystem,
): AIDecision {
const now = Date.now();
// Apply difficulty-based reaction time delay (calculated once per param change)
const reactionDelay = this.difficultyParams
? this.currentReactionDelay
: this.decisionCooldown;
// Respect decision cooldown (use reaction delay if difficulty params available)
const effectiveCooldown = Math.max(this.decisionCooldown, reactionDelay);
if (now - this.lastDecisionTime < effectiveCooldown) {
return {
action: AIActionType.WAIT,
priority: 0,
reason: this.difficultyParams
? `Reaction time delay: ${effectiveCooldown.toFixed(0)}ms`
: "Decision cooldown active",
};
}
this.lastDecisionTime = now;
// Hacker observation phase (Issue #enforce-distinct-combat-philosophies)
// Hacker archetype observes for first 10 seconds before attacking (data collection)
// Skip observation phase during critical situations:
// - Low health (below tactical retreat threshold)
// - Kill mode opportunity (opponent < 30% health)
// - Opponent vulnerable or helpless (exploitable state)
const healthPercent = context.playerHealth / context.playerMaxHealth;
const tacticalRetreatThreshold = personality.tacticalRetreatThreshold;
const isBelowRetreatThreshold = healthPercent < tacticalRetreatThreshold; // Need to retreat
const opponentMaxHealth =
context.opponentMaxHealth ?? context.playerMaxHealth; // Use opponent max health if available, fallback to symmetric assumption
const opponentHealthPercent = context.opponentHealth / opponentMaxHealth;
const isKillOpportunity = opponentHealthPercent < 0.3; // Kill mode opportunity
const isOpponentVulnerable =
context.opponentBalance === "VULNERABLE" ||
context.opponentBalance === "HELPLESS"; // Exploitable state
if (
personality.archetype === PlayerArchetype.HACKER &&
context.timeInMatch < HACKER_OBSERVATION_DURATION_MS &&
!isBelowRetreatThreshold && // Skip observation if need to retreat
!isKillOpportunity && // Skip observation if kill opportunity
!isOpponentVulnerable // Skip observation if opponent is vulnerable
) {
// During observation phase, Hacker only circles and waits
// No attacks or techniques until data collection is complete
const randomObservationAction =
HACKER_OBSERVATION_ACTIONS[
Math.floor(Math.random() * HACKER_OBSERVATION_ACTIONS.length)
];
return {
action: randomObservationAction,
priority: 10, // High priority to ensure observation phase is respected
reason: `Hacker observation phase: collecting data (${(context.timeInMatch / 1000).toFixed(1)}s / ${HACKER_OBSERVATION_DURATION_MS / 1000}s) (해커 관찰 단계)`,
};
}
// Check for kill mode activation (Issue #enhance-ai-aggression)
const killModeActive = this.isKillModeActive(context, personality);
// Assess opponent vulnerability for exploitation (Issue #enhance-intelligence-operative-ai)
const vulnerability = assessVulnerability(context);
// Analyze counter-attack opportunities from limb exposure (Limb Exposure System Integration)
// This detects when opponent's technique execution exposes vulnerable limbs
const counterAnalysis = this.analyzeCounterOpportunity(context);
// Check for active combo first
Iif (comboSystem.isComboActive()) {
return this.decideComboAction(context, personality);
}
// Evaluate tactical options in priority order
const decisions: AIDecision[] = [];
// Get optimal range for this archetype (using context for meters conversion)
const optimalRange = this.getOptimalRange(personality, context);
const distance = context.distanceToOpponent;
// 1. Critical health - survival priority
decisions.push(this.evaluateSurvival(context, personality));
// 2. Limb exposure counter-attack opportunity (highest tactical priority after survival)
// Evaluates opportunities to exploit opponent's exposed limbs during technique execution
if (counterAnalysis.counterOpportunity) {
decisions.push(
this.evaluateLimbExposureCounter(
context,
personality,
counterAnalysis.counterOpportunity,
counterAnalysis.opponentVulnerability,
),
);
}
// 3. Standard counter-attack opportunity (opponent attacking)
if (context.isOpponentAttacking) {
decisions.push(
this.evaluateCounter(context, personality, killModeActive),
);
}
// 4. Combo initiation (only if at reasonable distance)
if (distance < optimalRange * 1.5) {
decisions.push(
this.evaluateComboStart(context, personality, comboSystem),
);
}
// 5. Stance transition
decisions.push(this.evaluateStanceChange(context, personality, now));
// 6. Feint attack (only at mid-close range) - reduced priority in kill mode
if (distance < optimalRange * 1.8 && !killModeActive) {
decisions.push(this.evaluateFeint(context, personality));
}
// 7. Distance-based tactics (archetype-aware ranges)
// Increased multiplier from 1.2 to 2.0 to allow attacks at greater distances
// Players start at ~1.6m apart, so this ensures AI can attack immediately
// Using <= to include exact boundary cases (e.g., Jeongbo at 1.6m = 0.8m * 2.0)
if (distance <= optimalRange * 2.0) {
// Close to optimal range - use close-range tactics including vital point targeting
decisions.push(
this.evaluateCloseRange(context, personality, killModeActive),
);
} else if (distance > optimalRange * 2.5) {
// Too far - need to approach
decisions.push(
this.evaluateApproach(context, personality, killModeActive),
);
} else {
// Mid-range (>2.0x && <=2.5x optimal range) - good tactical position
decisions.push(this.evaluateMidRange(context, personality));
}
// 8. Defensive positioning (reduced in kill mode)
if (!killModeActive || personality.archetype !== PlayerArchetype.MUSA) {
decisions.push(this.evaluateDefense(context, personality));
}
// Apply Jeongbo vulnerability exploitation (Issue #enhance-intelligence-operative-ai)
// This provides 3x higher exploitation rate than other archetypes
let modifiedDecisions = decisions;
if (personality.archetype === PlayerArchetype.JEONGBO_YOWON) {
modifiedDecisions = decisions.map((decision) => {
// Skip survival decisions (preserve self-preservation)
const SURVIVAL_REASON_KEYWORDS = [
"critical health",
"high pain",
"survival retreat",
"emergency retreat",
"위급 상황",
"고통 회피",
];
const reasonLower = decision.reason.toLowerCase();
const hasSurvivalKeyword = SURVIVAL_REASON_KEYWORDS.some((keyword) =>
reasonLower.includes(keyword),
);
const isSurvivalRetreat =
decision.action === AIActionType.RETREAT &&
(decision.priority === 20 || hasSurvivalKeyword);
Iif (isSurvivalRetreat) {
return decision;
}
// Only apply exploitation to relevant action types
// Other actions (COUNTER, RETREAT, WAIT, STANCE_CHANGE, COMBO) maintain original priority
const exploitableActions = [
AIActionType.ATTACK,
AIActionType.TECHNIQUE,
AIActionType.DEFEND,
AIActionType.FEINT,
AIActionType.APPROACH,
AIActionType.CIRCLE,
];
if (!exploitableActions.includes(decision.action)) {
return decision; // Preserve priority for non-exploitable actions
}
// Calculate base action weights including feint, approach, circle
const weights = {
attack: decision.action === AIActionType.ATTACK ? 1.0 : 0.0,
technique: decision.action === AIActionType.TECHNIQUE ? 1.0 : 0.0,
defend: decision.action === AIActionType.DEFEND ? 1.0 : 0.0,
feint: decision.action === AIActionType.FEINT ? 1.0 : 0.0,
approach: decision.action === AIActionType.APPROACH ? 1.0 : 0.0,
circle: decision.action === AIActionType.CIRCLE ? 1.0 : 0.0,
};
// Apply Jeongbo exploitation modifiers
const modifiedWeights = this.applyJeongboExploitation(
weights,
vulnerability,
personality,
);
// Adjust priority based on modified weights
let newPriority = decision.priority;
if (decision.action === AIActionType.ATTACK) {
newPriority = decision.priority * modifiedWeights.attack;
} else if (decision.action === AIActionType.TECHNIQUE) {
newPriority = decision.priority * modifiedWeights.technique;
} else if (decision.action === AIActionType.DEFEND) {
newPriority = decision.priority * modifiedWeights.defend;
} else if (decision.action === AIActionType.FEINT) {
newPriority = decision.priority * modifiedWeights.feint;
} else if (decision.action === AIActionType.APPROACH) {
newPriority = decision.priority * modifiedWeights.approach;
E} else if (decision.action === AIActionType.CIRCLE) {
newPriority = decision.priority * modifiedWeights.circle;
}
return { ...decision, priority: newPriority };
});
}
// Apply kill mode modifiers to boost aggression (Issue #enhance-ai-aggression)
if (killModeActive) {
// Map decisions to new array with modified priorities
modifiedDecisions = modifiedDecisions.map((decision) => {
// CRITICAL: Survival decisions (retreat for self-preservation) should NOT be affected by kill mode
// Kill mode is about finishing the opponent, not about ignoring the AI's own safety
// Survival retreats are identified by priority 20 OR reason containing survival keywords
// Survival retreat detection with English and Korean keywords
const SURVIVAL_REASON_KEYWORDS = [
// English survival indicators (lowercase)
"critical health",
"high pain",
"survival retreat",
"emergency retreat",
// Korean survival indicators
"위급 상황",
"고통 회피",
];
const reasonLower = decision.reason.toLowerCase();
const hasSurvivalKeyword = SURVIVAL_REASON_KEYWORDS.some((keyword) =>
reasonLower.includes(keyword),
);
const isSurvivalRetreat =
decision.action === AIActionType.RETREAT &&
(decision.priority === 20 || hasSurvivalKeyword);
if (isSurvivalRetreat) {
// This is a survival retreat decision - preserve its priority
return decision;
}
// Calculate base action weights for non-survival decisions
const weights = {
attack: decision.action === AIActionType.ATTACK ? 1.0 : 0.0,
technique: decision.action === AIActionType.TECHNIQUE ? 1.0 : 0.0,
defend: decision.action === AIActionType.DEFEND ? 1.0 : 0.0,
retreat: decision.action === AIActionType.RETREAT ? 1.0 : 0.0,
};
// Apply kill mode modifiers
const modifiedWeights = this.applyKillModeModifiers(
weights,
personality,
true,
);
// Adjust priority based on modified weights
let newPriority = decision.priority;
Iif (decision.action === AIActionType.ATTACK) {
newPriority = decision.priority * modifiedWeights.attack;
} else if (decision.action === AIActionType.TECHNIQUE) {
newPriority = decision.priority * modifiedWeights.technique;
I} else if (decision.action === AIActionType.DEFEND) {
newPriority = decision.priority * modifiedWeights.defend;
I} else if (decision.action === AIActionType.RETREAT) {
newPriority = decision.priority * modifiedWeights.retreat;
}
return { ...decision, priority: newPriority };
});
// Select highest priority decision from modified array
const bestDecision = modifiedDecisions.reduce((best, current) =>
current.priority > best.priority ? current : best,
);
// Build psychological pressure for Jeongbo (Issue #enhance-intelligence-operative-ai Phase 3)
if (personality.archetype === PlayerArchetype.JEONGBO_YOWON) {
this.buildPsychologicalPressure(bestDecision.action, now);
}
// Track consecutive attacks
if (
bestDecision.action === AIActionType.ATTACK ||
bestDecision.action === AIActionType.TECHNIQUE
) {
this.consecutiveAttacks++;
} else {
this.consecutiveAttacks = 0;
}
// Apply archetype behavior enforcement (Issue #enforce-distinct-combat-philosophies)
// This ensures each archetype has immediately recognizable combat patterns in kill mode
const enforcedDecision = enforceArchetypeBehavior(
bestDecision,
personality.archetype,
context,
);
return enforcedDecision;
}
// Normal mode: Select highest priority decision (may have Jeongbo exploitation applied)
const bestDecision = modifiedDecisions.reduce((best, current) =>
current.priority > best.priority ? current : best,
);
// Build psychological pressure for Jeongbo (Issue #enhance-intelligence-operative-ai Phase 3)
if (personality.archetype === PlayerArchetype.JEONGBO_YOWON) {
this.buildPsychologicalPressure(bestDecision.action, now);
}
// Track consecutive attacks
if (
bestDecision.action === AIActionType.ATTACK ||
bestDecision.action === AIActionType.TECHNIQUE
) {
this.consecutiveAttacks++;
} else {
this.consecutiveAttacks = 0;
}
// Apply archetype behavior enforcement (Issue #enforce-distinct-combat-philosophies)
// This ensures each archetype has immediately recognizable combat patterns
const enforcedDecision = enforceArchetypeBehavior(
bestDecision,
personality.archetype,
context,
);
return enforcedDecision;
}
/**
* Evaluate survival tactics when critically low health
*
* **Korean Philosophy (생존 전략)**:
* - Consider both health and pain levels
* - Archetype affects retreat threshold and behavior
* - Honor code (Musa) prevents retreat above threshold
*/
private evaluateSurvival(
context: CombatContext,
personality: AIPersonality,
): AIDecision {
const healthPercent = context.playerHealth / context.playerMaxHealth;
const painLevel = context.recentDamageTaken;
// Get archetype behavior profile
const behavior = getArchetypeBehavior(personality.archetype);
// Check critical survival condition: low health OR (moderate health + high pain)
const isCritical = healthPercent < personality.tacticalRetreatThreshold;
const isHighPain = healthPercent < 0.5 && painLevel > 50;
if (isCritical || isHighPain) {
// Honor code: Musa never retreats above their threshold (30%)
Iif (
behavior.honorCode &&
healthPercent > behavior.retreatThreshold / 100
) {
return {
action: AIActionType.WAIT,
priority: 0,
reason: `Honor code prevents retreat: ${(healthPercent * 100).toFixed(1)}% (명예 규범)`,
};
}
const retreatVector = this.calculateRetreatPosition(context);
return {
action: AIActionType.RETREAT,
targetPosition: retreatVector,
priority: 20, // Highest priority - must always override kill mode aggression
reason: isCritical
? `Critical health: ${(healthPercent * 100).toFixed(1)}% (위급 상황)`
: `High pain: ${painLevel.toFixed(0)} (고통 회피)`,
};
}
return { action: AIActionType.WAIT, priority: 0, reason: "Health stable" };
}
/**
* Evaluate counter-attack opportunity
*
* **Kill Mode Enhancement (결정타 반격)**:
* All archetypes enhance counter behavior during kill mode based on philosophy:
* - **Musa**: Increased counter frequency (honor demands swift response)
* - **Amsalja**: Enhanced counter timing with precision strikes
* - **Hacker**: Calculated counter-attacks (analytical opportunity)
* - **Jeongbo Yowon**: Strategic counters (psychological advantage)
* - **Jojik Pokryeokbae**: Opportunistic counters (dirty tactics)
*
* @param context - Combat context
* @param personality - AI personality
* @param killModeActive - Whether kill mode is active
*/
private evaluateCounter(
context: CombatContext,
personality: AIPersonality,
killModeActive: boolean = false,
): AIDecision {
// Base counter chance affected by defense preference
let counterChance = personality.defensePreference * 0.8;
let counterPriority = 8;
// Kill mode: Archetype-specific counter behavior enhancements
Iif (killModeActive) {
switch (personality.archetype) {
case PlayerArchetype.MUSA:
// Musa: Honor code demands swift aggressive counter
counterChance = Math.min(0.95, counterChance + 0.3); // +30% counter chance
counterPriority = 9; // Highest priority counter
break;
case PlayerArchetype.AMSALJA:
// Amsalja: Precision counter-strikes for instant takedown
counterChance = Math.min(0.9, counterChance + 0.25); // +25% counter chance
counterPriority = 9; // Highest priority counter
break;
case PlayerArchetype.HACKER:
// Hacker: Calculated counter with analytical precision
counterChance = Math.min(0.85, counterChance + 0.15); // +15% counter chance
counterPriority = 9; // Enhanced priority for analytical strike
break;
case PlayerArchetype.JEONGBO_YOWON:
// Jeongbo Yowon: Strategic counter with psychological pressure
counterChance = Math.min(0.8, counterChance + 0.2); // +20% counter chance
counterPriority = 8; // Moderate priority increase
break;
case PlayerArchetype.JOJIK_POKRYEOKBAE:
// Jojik: Opportunistic dirty counter
counterChance = Math.min(0.85, counterChance + 0.25); // +25% counter chance
counterPriority = 8; // Pragmatic priority
break;
}
}
// Use archetype-based max reach for counter distance check
const maxReach = this.getArchetypeMaxReach(personality.archetype);
const shouldCounter =
Math.random() < counterChance && context.distanceToOpponent < maxReach;
if (shouldCounter) {
let killModeReason = "";
Iif (killModeActive) {
switch (personality.archetype) {
case PlayerArchetype.MUSA:
killModeReason = " - 명예 반격 (honor counter)";
break;
case PlayerArchetype.AMSALJA:
killModeReason = " - 정밀 반격 (precision counter)";
break;
case PlayerArchetype.HACKER:
killModeReason = " - 분석 반격 (analytical counter)";
break;
case PlayerArchetype.JEONGBO_YOWON:
killModeReason = " - 전략 반격 (strategic counter)";
break;
case PlayerArchetype.JOJIK_POKRYEOKBAE:
killModeReason = " - 기습 반격 (opportunistic counter)";
break;
}
}
return {
action: AIActionType.COUNTER,
priority: counterPriority,
reason: `Opponent attacking - counter opportunity${killModeReason}`,
};
}
return {
action: AIActionType.DEFEND,
priority: 6,
reason: "Opponent attacking - defensive stance",
};
}
/**
* Evaluate counter-attack opportunity from limb exposure.
*
* **Korean**: 사지 노출 반격 평가 (Limb Exposure Counter Evaluation)
*
* Analyzes opportunities to exploit opponent's exposed limbs during technique
* execution. This is higher priority than standard counters because it targets
* specific anatomical vulnerabilities.
*
* **Defensive Archetype Priority**:
* Defensive archetypes (high defensiveness) strongly favor counter-attacks:
* - **Musa**: Honorable defense with precise counters (defensiveness ~0.7)
* - **Amsalja**: Patient assassin waiting for openings (defensiveness ~0.6)
* - **Jeongbo Yowon**: Analytical exploitation of weaknesses (defensiveness ~0.5)
*
* **Breaking Techniques**:
* When allowsBreaking is true, AI can execute joint locks and limb breaks
* for severe damage and mobility reduction.
*
* @param context - Combat context with positioning
* @param personality - AI personality with archetype and defensiveness
* @param counterOpportunity - Detected limb exposure opportunity
* @param opponentVulnerability - Opponent's vulnerability multiplier
* @returns Counter-attack decision with priority based on archetype
*
* @korean 사지노출반격평가
*/
private evaluateLimbExposureCounter(
context: CombatContext,
personality: AIPersonality,
counterOpportunity: CounterOpportunity,
opponentVulnerability: number,
): AIDecision {
// Base counter priority starts high (limb exposure is a prime opportunity)
let counterPriority = 9;
// Defensive archetypes prioritize counter-attacks significantly
// Musa (defensiveness ~0.7): +2.1 bonus → priority 11+
// Amsalja (defensiveness ~0.6): +1.8 bonus → priority 10+
// Jeongbo (defensiveness ~0.5): +1.5 bonus → priority 10+
const defensivenessBonus = personality.defensePreference * 3;
counterPriority += defensivenessBonus;
// Breaking opportunities are extremely high value
if (counterOpportunity.allowsBreaking) {
counterPriority += 2;
}
// High vulnerability multipliers increase priority
if (opponentVulnerability > 2.0) {
counterPriority += 1; // Severely overextended
} else if (opponentVulnerability > 1.5) {
counterPriority += 0.5; // Moderately vulnerable
}
// Check if AI has sufficient resources to execute counter
const hasStamina = context.playerStamina > context.playerMaxStamina * 0.2;
if (!hasStamina) {
// Low stamina reduces priority but doesn't eliminate opportunity
counterPriority -= 3;
}
// Distance check - counter must be executable at current range
const maxCounterRange = 1.0; // 1 meter max for counter-attacks
if (context.distanceToOpponent > maxCounterRange) {
// Too far to execute counter
return {
action: AIActionType.WAIT,
priority: 0,
reason: `Limb exposed but too far: ${context.distanceToOpponent.toFixed(2)}m > ${maxCounterRange}m`,
};
}
// Build descriptive reason with Korean translation
const exposedLimbKorean = this.translateExposedLimb(
counterOpportunity.exposedLimb,
);
const breakingNote = counterOpportunity.allowsBreaking
? " - 파쇄 가능 (breaking possible)"
: "";
const vulnerabilityNote = ` (취약성: ${opponentVulnerability.toFixed(1)}x)`;
return {
action: AIActionType.COUNTER,
priority: counterPriority,
reason: `Exposed limb counter: ${counterOpportunity.exposedLimb} (${exposedLimbKorean})${breakingNote}${vulnerabilityNote}`,
};
}
/**
* Translate exposed limb type to Korean.
*
* **Korean**: 노출 사지 번역 (Exposed Limb Translation)
*
* @param exposedLimb - English limb type identifier
* @returns Korean translation
*
* @korean 노출사지번역
*/
private translateExposedLimb(exposedLimb: ExposedLimbType): string {
const translations: Record<ExposedLimbType, string> = {
left_arm: "왼팔",
right_arm: "오른팔",
left_elbow: "왼팔꿈치",
right_elbow: "오른팔꿈치",
left_wrist: "왼손목",
right_wrist: "오른손목",
left_leg: "왼다리",
right_leg: "오른다리",
left_knee: "왼무릎",
right_knee: "오른무릎",
left_ankle: "왼발목",
right_ankle: "오른발목",
};
return translations[exposedLimb];
}
/**
* Evaluate combo initiation (fix for issue #2529467014)
*/
private evaluateComboStart(
context: CombatContext,
personality: AIPersonality,
comboSystem: AIComboSystem,
): AIDecision {
// Check if combo system is already active
Iif (comboSystem.isComboActive()) {
return {
action: AIActionType.WAIT,
priority: 0,
reason: "Combo already active",
};
}
// Don't start combo if already in consecutive attacks
if (this.consecutiveAttacks > 0) {
return {
action: AIActionType.WAIT,
priority: 0,
reason: "Combo cooldown",
};
}
const hasResources =
context.playerKi > context.playerMaxKi * 0.3 &&
context.playerStamina > context.playerMaxStamina * 0.3;
// Use archetype-based medium range (leg length) for combo distance check
const mediumRange = this.getArchetypeMediumRange(personality.archetype);
const goodDistance = context.distanceToOpponent < mediumRange;
const comboChance = Math.random() < personality.comboTendency;
if (hasResources && goodDistance && comboChance) {
return {
action: AIActionType.COMBO,
priority: 7,
reason: "Initiating combo sequence",
};
}
return {
action: AIActionType.WAIT,
priority: 0,
reason: "Combo conditions not met",
};
}
/**
* Select stance based on distance to opponent
*
* Chooses optimal stance for current combat range, prioritizing:
* 1. Overlap between distance-optimal stances and archetype preferred stances
* 2. Any distance-optimal stance if no overlap exists (expands tactical repertoire)
* 3. Avoids switching to current stance
*
* **Distance Categories**:
* - CLOSE (≤2 cells / 80px): GEON, JIN, LI, SON - Aggressive close-quarters stances
* - MID (3-4 cells / 120-160px): GAM, TAE, GAN - Adaptive mid-range stances
* - FAR (≥5 cells / 200px+): GAN, GON - Defensive distance stances
*
* @korean 거리별 자세 선택
*
* **Physics-First**: Distance parameter is in METERS.
*
* @param distance - Distance to opponent in meters
* @param preferredStances - Archetype's preferred stances
* @param currentStance - Current stance (to avoid redundant switches)
* @returns Optimal stance for distance, or undefined if no valid options
*/
private selectStanceForDistance(
distance: number,
preferredStances: readonly TrigramStance[],
currentStance: TrigramStance,
archetype: PlayerArchetype,
): TrigramStance | undefined {
// Determine distance category using archetype-based physical attributes
// Close = arm length (punching range), Medium = leg length (kicking range)
const closeRange = this.getArchetypeCloseRange(archetype);
const mediumRange = this.getArchetypeMediumRange(archetype);
let distanceCategory: string;
if (distance <= closeRange) {
distanceCategory = "CLOSE";
} else if (distance <= mediumRange) {
distanceCategory = "MID";
} else {
distanceCategory = "FAR";
}
const optimalStances = DISTANCE_BASED_STANCES[distanceCategory];
// Find overlap between optimal stances and preferred stances
const candidates = optimalStances.filter((s) =>
preferredStances.includes(s),
);
// If no overlap, use any optimal stance (expand tactical repertoire)
const finalCandidates = candidates.length > 0 ? candidates : optimalStances;
// Don't switch to current stance
const filtered = finalCandidates.filter((s) => s !== currentStance);
if (filtered.length === 0) {
return undefined;
}
return filtered[Math.floor(Math.random() * filtered.length)];
}
/**
* Evaluate stance change using TrigramSystem and distance-based selection
*
* **Korean Philosophy (자세 전환)**:
* Uses I Ching-based trigram system to find optimal stance transitions.
* Considers resource costs, counter-stance effectiveness, archetype preferences,
* and distance-based tactical positioning.
*
* **Dynamic Stance Rotation (Issue #dynamic-ai-stance-rotation)**:
* - Integrates distance-based stance selection for tactical variety
* - Prioritizes counter-stances for opponent matchup advantage
* - Expands tactical repertoire beyond archetype preferences when needed
*/
private evaluateStanceChange(
context: CombatContext,
personality: AIPersonality,
now: number,
): AIDecision {
// Respect stance change cooldown
if (now - this.lastStanceChange < this.stanceChangeCooldown) {
return {
action: AIActionType.WAIT,
priority: 0,
reason: "Stance change on cooldown",
};
}
const behavior = getArchetypeBehavior(personality.archetype);
// Apply stance fatigue modifier (Issue #dynamic-ai-stance-rotation Phase 4)
// Increases stance switch probability based on time in current stance:
// - After 10 seconds: +20% increase (1.2x multiplier)
// - After 20 seconds: +50% increase (1.5x multiplier)
const timeInStance = Math.max(0, context.stanceFatigue?.timeInStance ?? 0);
const fatigueModifier = this.getStanceFatigueModifier(timeInStance);
const adjustedSwitchFrequency = Math.min(
0.95,
personality.stanceSwitchFrequency * fatigueModifier,
);
// Single random check using fatigue-adjusted frequency to avoid compounding probability
const shouldChange = Math.random() < adjustedSwitchFrequency;
if (!shouldChange) {
return {
action: AIActionType.WAIT,
priority: 0,
reason:
fatigueModifier > 1.0
? `Stance change deferred (fatigue: ${fatigueModifier.toFixed(2)}x, probability: ${(adjustedSwitchFrequency * 100).toFixed(1)}%)`
: "No stance change needed",
};
}
// Check if already in a preferred stance - if so, reduce change chance (but not completely)
// This check only applies outside combat to avoid stance lock during active fighting
const inPreferredStance = behavior.preferredStances.includes(
context.playerStance,
);
if (
inPreferredStance &&
!context.isOpponentAttacking &&
Math.random() < 0.6
) {
// 60% chance to stay in preferred stance when not under immediate pressure
// However, fatigue can override this (higher fatigue = more likely to switch anyway)
// Use non-linear scaling for gradual, predictable override behavior:
// - At 1.2x fatigue (10s): ~10% override chance
// - At 1.5x fatigue (20s): ~25% override chance
// - Caps at 80% to preserve some tactical consideration
const fatigueOverrideProbability =
fatigueModifier > 1.0
? Math.min(
0.8,
(fatigueModifier - 1.0) *
AIDecisionTree.FATIGUE_OVERRIDE_SCALING_FACTOR,
)
: 0;
const fatigueOverride =
fatigueModifier > 1.2 && Math.random() < fatigueOverrideProbability;
if (!fatigueOverride) {
return {
action: AIActionType.WAIT,
priority: 0,
reason: "Already in preferred stance (선호 자세 유지)",
};
}
}
// Create a minimal PlayerState object with only the properties actually used
const playerState = {
currentStance: context.playerStance,
ki: context.playerKi,
stamina: context.playerStamina,
archetype: personality.archetype,
} as unknown as PlayerState;
// Priority 1: Try distance-based stance selection for tactical variety
// Lower priority than attacks but competitive with approach/defense
const distanceStance = this.selectStanceForDistance(
context.distanceToOpponent,
behavior.preferredStances,
context.playerStance,
personality.archetype,
);
if (
distanceStance &&
this.trigramSystem.canTransitionTo(
context.playerStance,
distanceStance,
playerState,
)
) {
this.lastStanceChange = now;
return {
action: AIActionType.STANCE_CHANGE,
targetStance: distanceStance,
priority: 5, // Competitive with approach (4-6) but below attacks (7-10)
reason: `Distance-optimal stance (거리 최적 자세: ${distanceStance})`,
};
}
// Priority 2: Try counter-stance for opponent matchup
const counterStance = this.trigramSystem.getCounterStance(
context.opponentStance,
);
if (
counterStance !== context.playerStance &&
this.trigramSystem.canTransitionTo(
context.playerStance,
counterStance,
playerState,
)
) {
this.lastStanceChange = now;
return {
action: AIActionType.STANCE_CHANGE,
targetStance: counterStance,
priority: 5, // Competitive with approach (4-6) but below attacks (7-10)
reason: `Counter stance to ${context.opponentStance} (상극 대응)`,
};
}
// Priority 3: Use TrigramSystem to recommend optimal stance
const recommendedStance = this.trigramSystem.recommendStance(playerState);
Eif (
this.trigramSystem.canTransitionTo(
context.playerStance,
recommendedStance,
playerState,
)
) {
this.lastStanceChange = now;
return {
action: AIActionType.STANCE_CHANGE,
targetStance: recommendedStance,
priority: 4, // Lower priority for general optimization
reason: `Optimal stance transition via TrigramSystem (팔괘 전환)`,
};
}
// Priority 4: Try archetype-preferred stance
const preferredAvailable = behavior.preferredStances.find(
(stance) =>
stance !== context.playerStance &&
this.trigramSystem.canTransitionTo(
context.playerStance,
stance,
playerState,
),
);
if (preferredAvailable) {
this.lastStanceChange = now;
return {
action: AIActionType.STANCE_CHANGE,
targetStance: preferredAvailable,
priority: 4, // Lower priority for preferred stance switch
reason: `Switching to preferred stance (선호 자세 전환: ${preferredAvailable})`,
};
}
// No viable stance change available
return {
action: AIActionType.WAIT,
priority: 0,
reason: "No viable stance transition",
};
}
/**
* Evaluate feint attack
*/
private evaluateFeint(
context: CombatContext,
personality: AIPersonality,
): AIDecision {
// Use archetype-based max reach for feint distance check
const maxReach = this.getArchetypeMaxReach(personality.archetype);
const shouldFeint =
Math.random() < personality.feintChance &&
context.distanceToOpponent < maxReach;
if (shouldFeint) {
return {
action: AIActionType.FEINT,
priority: 4,
reason: "Feinting to bait opponent",
};
}
return {
action: AIActionType.WAIT,
priority: 0,
reason: "No feint opportunity",
};
}
/**
* Evaluate close range tactics with vital point targeting
*
* **Korean Philosophy (급소 공격)**:
* At close range, AI targets specific vital points based on difficulty level.
* Higher difficulty = more precise targeting of critical points.
*
* **Kill Mode Enhancement (결정타)**:
* When kill mode is active, AI prioritizes finishing techniques with boosted priority.
*
* @param context - Combat context
* @param personality - AI personality
* @param killModeActive - Whether kill mode is active (opponent <30% health or vulnerable)
*/
private evaluateCloseRange(
context: CombatContext,
personality: AIPersonality,
killModeActive: boolean = false,
): AIDecision {
const hasResources = context.playerKi > 10 && context.playerStamina > 15;
const aggression = personality.aggressionLevel;
// Select vital point target based on difficulty
const targetVitalPoint = this.selectVitalPointTarget(context, personality);
// Get Korean name for logging if vital point is selected
const vitalPointName = targetVitalPoint
? (getVitalPointById(targetVitalPoint)?.names.korean ?? targetVitalPoint)
: undefined;
// Kill mode: Prioritize finishing attacks with maximum aggression
if (killModeActive) {
const killModeSuffix =
personality.archetype === PlayerArchetype.MUSA
? " (결정타 - 압도적 공격)"
: " (결정타 - 즉사 기술)";
if (hasResources) {
return {
action: AIActionType.TECHNIQUE,
targetVitalPoint,
priority: targetVitalPoint ? 10 : 9, // Maximum priority - finish the fight
reason: targetVitalPoint
? `Kill mode - finishing technique on vital point (급소 결정타: ${vitalPointName})${killModeSuffix}`
: `Kill mode - finishing technique${killModeSuffix}`,
};
} else E{
return {
action: AIActionType.ATTACK,
targetVitalPoint,
priority: targetVitalPoint ? 9 : 8, // Very high priority
reason: targetVitalPoint
? `Kill mode - finishing attack (결정타 급소: ${vitalPointName})${killModeSuffix}`
: `Kill mode - finishing attack${killModeSuffix}`,
};
}
}
// Normal close range behavior - expert fighters attack aggressively
// Higher base attack chance for aggressive AI (aggression * 0.95 instead of 0.8)
// Use single random value to determine action type fairly
const actionRoll = Math.random();
const attackThreshold = aggression * 0.95;
const techniqueThreshold = hasResources ? aggression * 0.5 : 0; // Additional threshold for techniques
if (actionRoll < attackThreshold) {
return {
action: AIActionType.ATTACK,
targetVitalPoint,
priority: targetVitalPoint ? 8 : 7, // High priority - attacks win over stance changes
reason: targetVitalPoint
? `Close range - vital point attack (급소 타격: ${vitalPointName})`
: "Close range - aggressive strike",
};
} else if (
actionRoll < attackThreshold + techniqueThreshold &&
hasResources
) {
return {
action: AIActionType.TECHNIQUE,
targetVitalPoint,
priority: targetVitalPoint ? 8 : 7, // High priority for techniques too
reason: targetVitalPoint
? `Close range - technique on vital point (급소 기술: ${vitalPointName})`
: "Close range - technique execution",
};
} else {
return {
action: AIActionType.DEFEND,
priority: 4,
reason: "Close range - defensive posture (방어 자세)",
};
}
}
/**
* Select vital point to target based on difficulty and stance
*
* **Korean Philosophy (급소 선택)**:
* - Beginner AI: Random targeting or no specific target
* - Intermediate AI: Favors easier vital points
* - Advanced AI: Targets appropriate points for current stance
* - Master AI: Targets critical points with high precision
*/
private selectVitalPointTarget(
context: CombatContext,
personality: AIPersonality,
): string | undefined {
// Guard: Ensure vital points are available
Iif (KOREAN_VITAL_POINTS.length === 0) {
return undefined;
}
// Check if AI attempts vital point targeting based on difficulty
const targetChance = this.difficultyLevel * personality.aggressionLevel;
if (Math.random() > targetChance) {
return undefined; // No specific vital point target
}
// Filter vital points by effective stance
const effectivePoints = KOREAN_VITAL_POINTS.filter((point) =>
point.effectiveStances?.includes(context.playerStance),
);
Iif (effectivePoints.length === 0) {
// Fallback to any vital point
const randomIndex = Math.floor(
Math.random() * KOREAN_VITAL_POINTS.length,
);
return KOREAN_VITAL_POINTS[randomIndex].id;
}
// Select based on difficulty level
Iif (this.difficultyLevel < 0.3) {
// Beginner: Random selection from effective points.
// NOTE: This uses Math.random(), which is not seeded and thus not deterministic.
// For reproducible AI behavior (e.g., in testing or balancing), consider using a seeded RNG.
// Also, this "beginner" AI still filters by effective points (stance-appropriate), which may be more sophisticated than a true novice.
// If true beginner behavior is desired, select from all KOREAN_VITAL_POINTS instead.
const randomIndex = Math.floor(Math.random() * effectivePoints.length);
return effectivePoints[randomIndex].id;
} else if (this.difficultyLevel < 0.6) {
// Intermediate: Prefer easier targets (lower difficulty)
const easierPoints = effectivePoints.filter(
(p) => p.targetingDifficulty < 0.7,
);
Eif (easierPoints.length > 0) {
// Sort without mutating original array
const sortedEasierPoints = [...easierPoints].sort(
(a, b) => a.targetingDifficulty - b.targetingDifficulty,
);
return sortedEasierPoints[0].id;
}
return effectivePoints[0].id;
} else {
// Advanced/Master: Target high-value critical points
const criticalPoints = effectivePoints.filter(
(p) => p.severity === "critical" || p.severity === "major",
);
Eif (criticalPoints.length > 0) {
// Sort without mutating original array
const sortedCritical = [...criticalPoints].sort(
(a, b) => (b.baseDamage ?? 0) - (a.baseDamage ?? 0),
);
return sortedCritical[0].id;
}
// Fallback to highest damage point (guaranteed to exist due to check at line 456)
const sortedByDamage = [...effectivePoints].sort(
(a, b) => (b.baseDamage ?? 0) - (a.baseDamage ?? 0),
);
return sortedByDamage[0]?.id ?? effectivePoints[0].id;
}
}
/**
* Calculate stance fatigue modifier for increased switching probability
*
* Applies time-based modifiers to encourage dynamic stance rotation:
* - 0-10 seconds: No modifier (1.0x)
* - 10-20 seconds: +20% increase (1.2x multiplier)
* - 20+ seconds: +50% increase (1.5x multiplier)
*
* This ensures AI doesn't stay locked in one stance for extended periods,
* promoting the use of all 8 trigram stances throughout combat.
*
* **Korean Philosophy (자세 피로도)**:
* Remaining in one stance too long reduces tactical flexibility and
* makes the fighter predictable. The Eight Trigram system requires
* constant adaptation and flow between stances.
*
* @korean 자세 피로도 배율 계산
*
* @param timeInStance - Time in current stance in milliseconds
* @returns Stance switch frequency multiplier (1.0 = no change, >1.0 = increased probability)
*/
private getStanceFatigueModifier(timeInStance: number): number {
if (timeInStance > 20000) {
return 1.5; // 50% increase after 20 seconds
}
if (timeInStance > 10000) {
return 1.2; // 20% increase after 10 seconds
}
return 1.0; // No modifier for first 10 seconds
}
/**
* Get optimal combat range based on AI personality archetype
*
* Uses archetype behavior profiles to determine preferred combat distance.
* **Physics-First**: Returns distance in METERS directly.
*
* @param personality - AI personality with archetype behavior
* @param _context - Combat context (unused, kept for API compatibility)
* @returns Optimal range in meters
* @korean 최적 전투 거리 - 원형별 선호 거리 (미터)
*/
private getOptimalRange(
personality: AIPersonality,
_context?: CombatContext,
): number {
// Get archetype behavior profile
const behavior = getArchetypeBehavior(personality.archetype);
// Convert optimal range from grid cells to meters (1 cell ≈ 0.4m)
// Physics-first: return directly in meters
return behavior.optimalRange * 0.4;
}
/**
* Evaluate approach tactics with archetype-specific behavior
*
* **Korean Philosophy (접근 전략)**:
* - Musa charges directly (70% direct path)
* - Amsalja uses flanking movements (40% diagonal approach)
* - Hacker maintains optimal distance (prefers not to close too much)
*
* **Kill Mode Enhancement (결정타 접근)**:
* All archetypes enhance movement speed in kill mode based on combat philosophy:
* - **Musa**: Direct charging with leg shifts for maximum speed (40% faster)
* - **Amsalja**: Swift stepping patterns for rapid positioning (30% faster)
* - **Hacker**: Calculated approach for optimal strike position (20% faster)
* - **Jeongbo Yowon**: Strategic positioning for control (25% faster)
* - **Jojik Pokryeokbae**: Unpredictable rush for brutal finish (35% faster)
*
* @param context - Combat context
* @param personality - AI personality
* @param killModeActive - Whether kill mode is active
*/
private evaluateApproach(
context: CombatContext,
personality: AIPersonality,
killModeActive: boolean = false,
): AIDecision {
const optimalRange = this.getOptimalRange(personality, context);
const distance = context.distanceToOpponent;
// If already at optimal range or closer, lower priority
Iif (distance <= optimalRange * 1.2) {
return {
action: AIActionType.WAIT,
priority: 0,
reason: "Already at optimal range",
};
}
// Apply archetype-specific movement bias
let movementBias = this.getArchetypeMovementBias(personality.archetype);
// Kill mode: Enhance movement speed for all archetypes based on philosophy
if (killModeActive) {
switch (personality.archetype) {
case PlayerArchetype.MUSA:
movementBias *= 1.4; // 40% faster closing speed with leg shifts
break;
case PlayerArchetype.AMSALJA:
movementBias *= 1.3; // 30% faster with stepping patterns
break;
case PlayerArchetype.HACKER:
movementBias *= 1.2; // 20% faster for calculated approach
break;
case PlayerArchetype.JEONGBO_YOWON:
movementBias *= 1.25; // 25% faster for strategic positioning
break;
case PlayerArchetype.JOJIK_POKRYEOKBAE:
movementBias *= 1.35; // 35% faster for unpredictable rush
break;
}
}
let approachPos: Position;
// Archetype-specific approach patterns
if (personality.archetype === PlayerArchetype.MUSA && Math.random() < 0.7) {
// Musa: Direct charge 70% of the time (enhanced in kill mode)
approachPos = this.calculateDirectApproach(context, killModeActive);
} else if (
personality.archetype === PlayerArchetype.AMSALJA &&
Math.random() < 0.4
) {
// Amsalja: Flanking approach 40% of the time (enhanced in kill mode)
approachPos = this.calculateFlankingApproach(context, killModeActive);
} else {
// Default approach with slight randomization
approachPos = this.calculateApproachPosition(context);
}
// Calculate priority based on distance from optimal range
// Very far: priority ~6-7, moderate distance: priority ~5
let basePriority = 4;
// Kill mode: Increase approach priority for closing distance (archetype-dependent)
if (killModeActive && distance > optimalRange * 1.5) {
switch (personality.archetype) {
case PlayerArchetype.MUSA:
case PlayerArchetype.JOJIK_POKRYEOKBAE:
basePriority = 6; // Aggressive approach
break;
case PlayerArchetype.AMSALJA:
basePriority = 6; // Swift approach for takedown
break;
case PlayerArchetype.HACKER:
case PlayerArchetype.JEONGBO_YOWON:
basePriority = 5; // Calculated/strategic approach
break;
}
}
const distanceRatio = Math.min(2, (distance - optimalRange) / optimalRange);
const priorityBoost = distanceRatio * movementBias * 0.8;
const finalPriority = basePriority + priorityBoost;
let killModeReason = "";
if (killModeActive) {
switch (personality.archetype) {
case PlayerArchetype.MUSA:
killModeReason = " - 돌격 (charging)";
break;
case PlayerArchetype.AMSALJA:
killModeReason = " - 신속 접근 (swift approach)";
break;
case PlayerArchetype.HACKER:
killModeReason = " - 분석 접근 (calculated approach)";
break;
case PlayerArchetype.JEONGBO_YOWON:
killModeReason = " - 전략 접근 (strategic approach)";
break;
case PlayerArchetype.JOJIK_POKRYEOKBAE:
killModeReason = " - 돌진 (rush)";
break;
}
}
return {
action: AIActionType.APPROACH,
targetPosition: approachPos,
priority: Math.min(9, finalPriority), // Allow higher cap in kill mode
reason: `Moving closer (distance: ${Math.round(
distance,
)}, optimal: ${optimalRange})${killModeReason}`,
};
}
/**
* Get archetype-specific movement bias multipliers
*
* Applies movement pattern modifiers based on archetype behavior profiles:
* - Aggressive: High forward pressure (2.0x)
* - Evasive: Moderate mobility (1.5x)
* - Analytical: Conservative approach (0.8x-1.0x)
* - Unpredictable: Variable movement (1.3x)
*
* @korean 원형별 이동 성향
*/
private getArchetypeMovementBias(archetype: PlayerArchetype): number {
const behavior = getArchetypeBehavior(archetype);
switch (behavior.movementPattern) {
case "aggressive": // Musa - aggressive forward movement
return 2.0;
case "evasive": // Amsalja - high mobility, flanking preference
return 1.5;
case "analytical": // Hacker, Jeongbo - calculated approach
return archetype === PlayerArchetype.HACKER ? 0.8 : 1.0;
case "unpredictable": // Jojik - variable patterns
return 1.3;
default:
return 1.0;
}
}
/**
* Calculate direct approach position (straight line to opponent)
* Used primarily by Musa archetype for charging attacks
*
* **Kill Mode Enhancement (결정타 돌격)**:
* - Larger step size for faster closing with leg shifts
* - Aggressive stride pattern for maximum forward momentum
*
* **Physics-First**: All calculations in METERS.
*
* @param context - Combat context
* @param killModeActive - Whether kill mode is active
*/
private calculateDirectApproach(
context: CombatContext,
killModeActive: boolean = false,
): Position {
const dx = context.opponentPosition.x - context.playerPosition.x;
const dy = context.opponentPosition.y - context.playerPosition.y;
const distance = Math.sqrt(dx * dx + dy * dy);
// All thresholds in meters
const minDistance = AI_MOVEMENT_METERS.MIN_DISTANCE_THRESHOLD;
// If already very close to the opponent, hold position (avoid erratic movement)
Iif (distance < minDistance) {
return this.clampToArenaBoundsMeters(context.playerPosition, context);
}
// Step size in meters
const baseStepSize = AI_MOVEMENT_METERS.STEP_SIZE;
// Kill mode: Enhanced step size for faster charging with leg shifts
const stepSize = killModeActive
? Math.min(baseStepSize * 1.5, distance) // 50% larger steps (leg shift technique)
: Math.min(baseStepSize, distance);
// Move straight toward opponent with enhanced step size in kill mode
return this.clampToArenaBoundsMeters(
{
x: context.playerPosition.x + (dx / distance) * stepSize,
y: context.playerPosition.y + (dy / distance) * stepSize,
},
context,
);
}
/**
* Calculate flanking approach position (diagonal/side approach)
* Used primarily by Amsalja archetype for stealth positioning
*
* **Kill Mode Enhancement (결정타 측면 공격)**:
* - Tighter flanking angle for more aggressive positioning
* - Swift stepping pattern for rapid side movement
*
* **Physics-First**: All calculations in METERS.
*
* @param context - Combat context
* @param killModeActive - Whether kill mode is active
*/
private calculateFlankingApproach(
context: CombatContext,
killModeActive: boolean = false,
): Position {
const dx = context.opponentPosition.x - context.playerPosition.x;
const dy = context.opponentPosition.y - context.playerPosition.y;
const distance = Math.sqrt(dx * dx + dy * dy);
// All thresholds in meters
const minDistance = AI_MOVEMENT_METERS.MIN_DISTANCE_THRESHOLD;
// If distance is too small, return player's current position (avoid erratic movement)
Iif (distance < minDistance) {
return this.clampToArenaBoundsMeters(context.playerPosition, context);
}
// Flank offset in meters
const baseFlankOffset =
AI_MOVEMENT_METERS.FLANK_OFFSET_BASE +
Math.random() * AI_MOVEMENT_METERS.FLANK_OFFSET_RANDOM;
// Kill mode: Tighter flanking for more aggressive positioning
const flankOffset = killModeActive
? baseFlankOffset * 0.7 // 30% closer flank (swift stepping)
: baseFlankOffset;
const perpX = -dy / distance; // Perpendicular vector
const perpY = dx / distance;
const flankSide = Math.random() < 0.5 ? 1 : -1; // Random side
return this.clampToArenaBoundsMeters(
{
x: context.opponentPosition.x + perpX * flankOffset * flankSide,
y: context.opponentPosition.y + perpY * flankOffset * flankSide,
},
context,
);
}
/**
* Clamp position to arena boundaries with proper margins
* Centralizes boundary validation logic for all movement calculations
*
* **Physics-First**: Works entirely in METERS using worldWidthMeters/worldDepthMeters.
* Arena is centered at origin (0,0), so bounds are -halfWidth to +halfWidth.
*
* @param position - Position to clamp (in meters)
* @param context - Combat context with arena dimensions in meters
*/
private clampToArenaBoundsMeters(
position: Position,
context: CombatContext,
): Position {
// Arena is centered at origin, half dimensions define bounds
const halfWidth = context.arenaBounds.worldWidthMeters / 2;
const halfDepth = context.arenaBounds.worldDepthMeters / 2;
// Margins in meters for character collision
const marginX = AI_MOVEMENT_METERS.ARENA_MARGIN_X;
const marginY = AI_MOVEMENT_METERS.ARENA_MARGIN_Y;
return {
x: Math.max(
-halfWidth + marginX,
Math.min(halfWidth - marginX, position.x),
),
y: Math.max(
-halfDepth + marginY,
Math.min(halfDepth - marginY, position.y),
),
};
}
/**
* Evaluate mid-range tactics with distance awareness
*
* **Korean Philosophy (중거리 전술)**:
* - Considers optimal range for archetype
* - Hacker prefers to maintain this range (analytical pattern)
* - Jeongbo uses strategic timing and analysis
* - Others may close or open distance based on situation
*/
private evaluateMidRange(
context: CombatContext,
personality: AIPersonality,
): AIDecision {
const hasResources = context.playerKi > context.playerMaxKi * 0.3;
const optimalRange = this.getOptimalRange(personality, context);
const distance = context.distanceToOpponent;
const tacticRoll = Math.random();
const behavior = getArchetypeBehavior(personality.archetype);
// Threshold for being "at optimal range" - 0.5 meters tolerance
const optimalRangeThreshold = 0.5; // meters
// Archetype-specific mid-range behavior based on movement pattern
Iif (
behavior.movementPattern === "analytical" &&
Math.abs(distance - optimalRange) < optimalRangeThreshold
) {
// Analytical archetypes (Hacker, Jeongbo) at ideal range - maintain position
const circlePos = this.calculateCirclePosition(context);
const archetypeName =
personality.archetype === PlayerArchetype.HACKER ? "사이버" : "정보";
return {
action: AIActionType.CIRCLE,
targetPosition: circlePos,
priority: 6,
reason: `${archetypeName} maintaining optimal mid-range (${archetypeName} 위치 유지)`,
};
}
// Too far from optimal range - approach
Eif (distance > optimalRange * 1.5) {
const approachPos = this.calculateApproachPosition(context);
return {
action: AIActionType.APPROACH,
targetPosition: approachPos,
priority: 5,
reason: "Moving to optimal range (최적 거리로 이동)",
};
}
// Too close to optimal range - analytical archetypes create space
if (
distance < optimalRange * 0.7 &&
behavior.movementPattern === "analytical"
) {
const retreatPos = this.calculateRetreatPosition(context);
return {
action: AIActionType.RETREAT,
targetPosition: retreatPos,
priority: 5,
reason: "Creating tactical space (거리 확보)",
};
}
// Unpredictable archetype (Jojik) - randomize tactics
if (behavior.movementPattern === "unpredictable") {
const randomAction =
tacticRoll < 0.33
? "attack"
: tacticRoll < 0.66
? "circle"
: "approach";
if (randomAction === "attack" && hasResources) {
return {
action: AIActionType.TECHNIQUE,
priority: 5,
reason: "Unpredictable attack (예측불가 공격)",
};
} else if (randomAction === "circle") {
const circlePos = this.calculateCirclePosition(context);
return {
action: AIActionType.CIRCLE,
targetPosition: circlePos,
priority: 4,
reason: "Unpredictable movement (예측불가 이동)",
};
}
}
// At good range - mix of techniques and repositioning
if (tacticRoll < 0.3 && hasResources) {
return {
action: AIActionType.TECHNIQUE,
priority: 5,
reason: "Mid-range technique (중거리 기술)",
};
} else if (tacticRoll < 0.6) {
const circlePos = this.calculateCirclePosition(context);
return {
action: AIActionType.CIRCLE,
targetPosition: circlePos,
priority: 4,
reason: "Tactical repositioning (전술적 이동)",
};
} else {
const approachPos = this.calculateApproachPosition(context);
return {
action: AIActionType.APPROACH,
targetPosition: approachPos,
priority: 4,
reason: "Moving to optimal range (최적 거리로 이동)",
};
}
}
/**
* Evaluate defensive tactics
*/
private evaluateDefense(
context: CombatContext,
personality: AIPersonality,
): AIDecision {
const shouldDefend =
Math.random() < personality.defensePreference &&
context.recentDamageTaken > 20;
if (shouldDefend) {
return {
action: AIActionType.DEFEND,
priority: 6,
reason: "Defensive response to damage",
};
}
return {
action: AIActionType.WAIT,
priority: 0,
reason: "No defensive need",
};
}
/**
* Decide combo action
*/
private decideComboAction(
_context: CombatContext,
_personality: AIPersonality,
): AIDecision {
return {
action: AIActionType.COMBO,
priority: 9,
reason: "Continuing active combo",
};
}
/**
* Calculate retreat position
*
* **Physics-First**: All calculations in METERS.
*/
private calculateRetreatPosition(context: CombatContext): Position {
const dx = context.playerPosition.x - context.opponentPosition.x;
const dy = context.playerPosition.y - context.opponentPosition.y;
const distance = Math.sqrt(dx * dx + dy * dy);
// All thresholds in meters
const minDistance = AI_MOVEMENT_METERS.MIN_DISTANCE_THRESHOLD;
// Retreat distance in meters (1.5m)
const retreatDistance = 1.5;
// If distance is too small, retreat in a default direction (away from center)
Iif (distance < minDistance) {
return this.clampToArenaBoundsMeters(
{
x: context.playerPosition.x + retreatDistance,
y: context.playerPosition.y,
},
context,
);
}
// Normalize and retreat
const nx = dx / distance;
const ny = dy / distance;
return this.clampToArenaBoundsMeters(
{
x: context.playerPosition.x + nx * retreatDistance,
y: context.playerPosition.y + ny * retreatDistance,
},
context,
);
}
/**
* Calculate approach position
*
* **Physics-First**: All calculations in METERS.
*/
private calculateApproachPosition(context: CombatContext): Position {
// Offset in meters (0.8m max horizontal, 0.6m max vertical)
const offsetX = (Math.random() - 0.5) * 0.8;
const offsetY = (Math.random() - 0.5) * 0.6;
return this.clampToArenaBoundsMeters(
{
x: context.opponentPosition.x + offsetX,
y: context.opponentPosition.y + offsetY,
},
context,
);
}
/**
* Calculate circle position
*
* **Physics-First**: All calculations in METERS.
*/
private calculateCirclePosition(context: CombatContext): Position {
const angle = Math.atan2(
context.opponentPosition.y - context.playerPosition.y,
context.opponentPosition.x - context.playerPosition.x,
);
// Circle radius in meters (1.5m base + 0.5m random)
const circleRadius = 1.5 + Math.random() * 0.5;
return this.clampToArenaBoundsMeters(
{
x:
context.opponentPosition.x +
Math.cos(angle + Math.PI / 2) * circleRadius,
y:
context.opponentPosition.y +
Math.sin(angle + Math.PI / 2) * circleRadius,
},
context,
);
}
/**
* Reset decision state
*/
reset(): void {
this.lastDecisionTime = 0;
this.consecutiveAttacks = 0;
this.lastStanceChange = 0;
// Reset psychological pressure tracking (Issue #enhance-intelligence-operative-ai Phase 3)
this.psychologicalPressure = 0;
this.lastPressureActionTime = 0;
}
}
|