All files / components/screens/training/hooks useAttackMovement.ts

63.46% Statements 33/52
75% Branches 21/28
80% Functions 4/5
64.7% Lines 33/51

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                                                                                                                                                                    85x   85x   85x 85x       85x     85x 85x 85x   85x   85x 36x 30x       85x 60x 6x   6x 3x               54x 1x 1x 1x 1x 1x     60x   60x 57x     3x     3x                                                                                 3x   3x 3x 3x                       85x                  
/**
 * useAttackMovement Hook - Track Attack Movement for 3D Characters
 *
 * Custom hook for managing attack movement physics during animations.
 * Tracks lunge and recovery phases with smooth easing curves.
 *
 * @korean 공격이동훅 - 공격 이동 추적
 */
 
import { useEffect, useRef, useState } from "react";
import * as THREE from "three";
import { AnimationType } from "@/systems/animation";
import { AttackMovementPhysics } from "@/systems/physics";
import { TrigramStance } from "@/types/common";
 
/**
 * Configuration for useAttackMovement hook
 */
export interface UseAttackMovementConfig {
  /** Whether character is currently attacking */
  readonly isAttacking: boolean;
  /** Animation type for current attack */
  readonly animationType?: AnimationType;
  /** Current trigram stance */
  readonly currentStance: TrigramStance;
  /** Base position of character (when not attacking) */
  readonly basePosition: [number, number, number];
  /** Direction vector for attack (normalized) */
  readonly attackDirection?: THREE.Vector3;
  /** Animation duration in seconds (default: 0.4) */
  readonly animationDuration?: number;
}
 
/**
 * Return value from useAttackMovement hook
 */
export interface UseAttackMovementResult {
  /** Current 3D position including attack movement */
  readonly currentPosition: [number, number, number];
  /** Whether in forward lunge phase */
  readonly isLunging: boolean;
  /** Whether in recovery return phase */
  readonly isRecovering: boolean;
  /** Progress through attack movement (0-1) */
  readonly progress: number;
}
 
/**
 * useAttackMovement hook
 *
 * Tracks attack movement physics and returns current position.
 * Automatically handles lunge and recovery phases with smooth easing.
 *
 * @param config - Attack movement configuration
 * @returns Current position and movement state
 *
 * @example
 * ```typescript
 * const { currentPosition, isLunging } = useAttackMovement({
 *   isAttacking: playerIsAttacking,
 *   animationType: AnimationType.ROUNDHOUSE_KICK,
 *   currentStance: TrigramStance.LI,
 *   basePosition: [0, 0, 0],
 *   attackDirection: new THREE.Vector3(1, 0, 0),
 * });
 *
 * // Use currentPosition for rendering
 * <CharacterModel position={currentPosition} />
 * ```
 *
 * @korean 공격이동사용
 */
export function useAttackMovement(
  config: UseAttackMovementConfig
): UseAttackMovementResult {
  const {
    isAttacking,
    animationType,
    currentStance,
    basePosition,
    attackDirection,
    animationDuration = 0.4,
  } = config;
 
  const physicsRef = useRef(new AttackMovementPhysics());
 
  const attackStartTimeRef = useRef<number | null>(null);
  const attackMovementResultRef = useRef<ReturnType<
    typeof physicsRef.current.calculateAttackMovement
  > | null>(null);
 
  const [currentPosition, setCurrentPosition] = useState<
    [number, number, number]
  >(basePosition);
  const [isLunging, setIsLunging] = useState(false);
  const [isRecovering, setIsRecovering] = useState(false);
  const [progress, setProgress] = useState(0);
 
  const wasAttackingRef = useRef(false);
 
  useEffect(() => {
    if (!isAttacking) {
      setCurrentPosition(basePosition);
    }
  }, [isAttacking, basePosition]);
 
  useEffect(() => {
    if (isAttacking && !wasAttackingRef.current) {
      attackStartTimeRef.current = performance.now() / 1000;
 
      if (animationType && attackDirection) {
        attackMovementResultRef.current =
          physicsRef.current.calculateAttackMovement({
            animationType,
            currentStance,
            direction: attackDirection.clone().normalize(),
            animationDuration,
          });
      }
    } else if (!isAttacking && wasAttackingRef.current) {
      attackStartTimeRef.current = null;
      attackMovementResultRef.current = null;
      setIsLunging(false);
      setIsRecovering(false);
      setProgress(0);
    }
 
    wasAttackingRef.current = isAttacking;
 
    if (!isAttacking || !attackStartTimeRef.current || !attackMovementResultRef.current) {
      return;
    }
 
    const result = attackMovementResultRef.current;
    let animationFrameId: number;
 
    const updatePosition = () => {
      if (attackStartTimeRef.current === null) return;
 
      const currentTime = performance.now() / 1000;
      const elapsedTime = currentTime - attackStartTimeRef.current;
 
      const lunging = physicsRef.current.isInLungePhase(
        elapsedTime,
        result.lungeDuration
      );
      const recovering = physicsRef.current.isInRecoveryPhase(
        elapsedTime,
        result
      );
 
      setIsLunging(lunging);
      setIsRecovering(recovering);
 
      const totalProgress = Math.min(1.0, elapsedTime / result.totalDuration);
      setProgress(totalProgress);
 
      if (lunging || recovering) {
        const basePos = new THREE.Vector3(...basePosition);
        const newPosition = physicsRef.current.applyAttackMovement(
          basePos,
          result,
          elapsedTime,
          recovering
        );
 
        setCurrentPosition([newPosition.x, newPosition.y, newPosition.z]);
 
        animationFrameId = requestAnimationFrame(updatePosition);
      } else {
        setCurrentPosition(basePosition);
        setIsLunging(false);
        setIsRecovering(false);
        setProgress(1.0);
      }
    };
 
    animationFrameId = requestAnimationFrame(updatePosition);
 
    return () => {
      Eif (animationFrameId) {
        cancelAnimationFrame(animationFrameId);
      }
    };
  }, [
    isAttacking,
    animationType,
    currentStance,
    attackDirection,
    animationDuration,
    basePosition,
  ]);
 
  return {
    currentPosition,
    isLunging,
    isRecovering,
    progress,
  };
}
 
export default useAttackMovement;