blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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@@ -0,0 +1,1034 @@
1
+ /**
2
+ * Martial Arts Animation Constants
3
+ *
4
+ * Constants for Korean martial arts animations including hand poses,
5
+ * martial arts stances, kick phases, and punch phases.
6
+ *
7
+ * 한국 무술 애니메이션 상수 모듈
8
+ *
9
+ * @module systems/animation/MartialArtsConstants
10
+ * @category Animation System
11
+ * @korean 무술애니메이션상수
12
+ */
13
+ /**
14
+ * Hand poses for different strike types
15
+ * 타격 유형별 손 자세
16
+ *
17
+ * Each pose defines rotations for all 19 finger joints (per hand):
18
+ * - thumb_meta, thumb_prox, thumb_dist (3 joints)
19
+ * - index_meta, index_prox, index_inter, index_dist (4 joints)
20
+ * - middle_meta, middle_prox, middle_inter, middle_dist (4 joints)
21
+ * - ring_meta, ring_prox, ring_inter, ring_dist (4 joints)
22
+ * - pinky_meta, pinky_prox, pinky_inter, pinky_dist (4 joints)
23
+ *
24
+ * @korean 손자세
25
+ */
26
+ export declare const HAND_POSES: {
27
+ /**
28
+ * Closed Fist - Standard punch (주먹)
29
+ * Fingers curled tight, thumb outside
30
+ */
31
+ readonly FIST: {
32
+ readonly thumb_meta: readonly [0.3, 0.5, 0.2];
33
+ readonly thumb_prox: readonly [0.4, 0, 0];
34
+ readonly thumb_dist: readonly [0.3, 0, 0];
35
+ readonly index_meta: readonly [0, 0, 0];
36
+ readonly index_prox: readonly [1.57, 0, 0];
37
+ readonly index_inter: readonly [1.57, 0, 0];
38
+ readonly index_dist: readonly [0.8, 0, 0];
39
+ readonly middle_meta: readonly [0, 0, 0];
40
+ readonly middle_prox: readonly [1.57, 0, 0];
41
+ readonly middle_inter: readonly [1.57, 0, 0];
42
+ readonly middle_dist: readonly [0.8, 0, 0];
43
+ readonly ring_meta: readonly [0, 0, 0];
44
+ readonly ring_prox: readonly [1.57, 0, 0];
45
+ readonly ring_inter: readonly [1.57, 0, 0];
46
+ readonly ring_dist: readonly [0.8, 0, 0];
47
+ readonly pinky_meta: readonly [0, 0, 0];
48
+ readonly pinky_prox: readonly [1.57, 0, 0];
49
+ readonly pinky_inter: readonly [1.57, 0, 0];
50
+ readonly pinky_dist: readonly [0.8, 0, 0];
51
+ };
52
+ /**
53
+ * Open Palm - Palm strikes, blocks (장권)
54
+ * Fingers extended, slight spread
55
+ */
56
+ readonly OPEN_PALM: {
57
+ readonly thumb_meta: readonly [0, 0.4, -0.3];
58
+ readonly thumb_prox: readonly [0.1, 0, 0];
59
+ readonly thumb_dist: readonly [0, 0, 0];
60
+ readonly index_meta: readonly [0, 0, -0.1];
61
+ readonly index_prox: readonly [0, 0, 0];
62
+ readonly index_inter: readonly [0, 0, 0];
63
+ readonly index_dist: readonly [0, 0, 0];
64
+ readonly middle_meta: readonly [0, 0, 0];
65
+ readonly middle_prox: readonly [0, 0, 0];
66
+ readonly middle_inter: readonly [0, 0, 0];
67
+ readonly middle_dist: readonly [0, 0, 0];
68
+ readonly ring_meta: readonly [0, 0, 0.1];
69
+ readonly ring_prox: readonly [0, 0, 0];
70
+ readonly ring_inter: readonly [0, 0, 0];
71
+ readonly ring_dist: readonly [0, 0, 0];
72
+ readonly pinky_meta: readonly [0, 0, 0.2];
73
+ readonly pinky_prox: readonly [0, 0, 0];
74
+ readonly pinky_inter: readonly [0, 0, 0];
75
+ readonly pinky_dist: readonly [0, 0, 0];
76
+ };
77
+ /**
78
+ * Spear Hand - Finger strikes (관수)
79
+ * Fingers together, extended straight
80
+ */
81
+ readonly SPEAR_HAND: {
82
+ readonly thumb_meta: readonly [0.4, 0.6, 0.3];
83
+ readonly thumb_prox: readonly [0.2, 0, 0];
84
+ readonly thumb_dist: readonly [0.1, 0, 0];
85
+ readonly index_meta: readonly [0, 0, 0];
86
+ readonly index_prox: readonly [0, 0, 0];
87
+ readonly index_inter: readonly [0, 0, 0];
88
+ readonly index_dist: readonly [0, 0, 0];
89
+ readonly middle_meta: readonly [0, 0, 0];
90
+ readonly middle_prox: readonly [0, 0, 0];
91
+ readonly middle_inter: readonly [0, 0, 0];
92
+ readonly middle_dist: readonly [0, 0, 0];
93
+ readonly ring_meta: readonly [0, 0, 0];
94
+ readonly ring_prox: readonly [0, 0, 0];
95
+ readonly ring_inter: readonly [0, 0, 0];
96
+ readonly ring_dist: readonly [0, 0, 0];
97
+ readonly pinky_meta: readonly [0, 0, 0];
98
+ readonly pinky_prox: readonly [0, 0, 0];
99
+ readonly pinky_inter: readonly [0, 0, 0];
100
+ readonly pinky_dist: readonly [0, 0, 0];
101
+ };
102
+ /**
103
+ * Knife Hand - Ridge hand strikes (수도)
104
+ * Fingers together, thumb tucked
105
+ */
106
+ readonly KNIFE_HAND: {
107
+ readonly thumb_meta: readonly [0.5, 0.8, 0.4];
108
+ readonly thumb_prox: readonly [0.4, 0, 0];
109
+ readonly thumb_dist: readonly [0.2, 0, 0];
110
+ readonly index_meta: readonly [0, 0, 0];
111
+ readonly index_prox: readonly [0.1, 0, 0];
112
+ readonly index_inter: readonly [0.05, 0, 0];
113
+ readonly index_dist: readonly [0, 0, 0];
114
+ readonly middle_meta: readonly [0, 0, 0];
115
+ readonly middle_prox: readonly [0.1, 0, 0];
116
+ readonly middle_inter: readonly [0.05, 0, 0];
117
+ readonly middle_dist: readonly [0, 0, 0];
118
+ readonly ring_meta: readonly [0, 0, 0];
119
+ readonly ring_prox: readonly [0.1, 0, 0];
120
+ readonly ring_inter: readonly [0.05, 0, 0];
121
+ readonly ring_dist: readonly [0, 0, 0];
122
+ readonly pinky_meta: readonly [0, 0, 0];
123
+ readonly pinky_prox: readonly [0.1, 0, 0];
124
+ readonly pinky_inter: readonly [0.05, 0, 0];
125
+ readonly pinky_dist: readonly [0, 0, 0];
126
+ };
127
+ /**
128
+ * Hammer Fist - Bottom fist strikes (철퇴)
129
+ * Tight fist for hammer blow
130
+ */
131
+ readonly HAMMER_FIST: {
132
+ readonly thumb_meta: readonly [0.4, 0.6, 0.3];
133
+ readonly thumb_prox: readonly [0.5, 0, 0];
134
+ readonly thumb_dist: readonly [0.4, 0, 0];
135
+ readonly index_meta: readonly [0, 0, 0];
136
+ readonly index_prox: readonly [1.7, 0, 0];
137
+ readonly index_inter: readonly [1.7, 0, 0];
138
+ readonly index_dist: readonly [1, 0, 0];
139
+ readonly middle_meta: readonly [0, 0, 0];
140
+ readonly middle_prox: readonly [1.7, 0, 0];
141
+ readonly middle_inter: readonly [1.7, 0, 0];
142
+ readonly middle_dist: readonly [1, 0, 0];
143
+ readonly ring_meta: readonly [0, 0, 0];
144
+ readonly ring_prox: readonly [1.7, 0, 0];
145
+ readonly ring_inter: readonly [1.7, 0, 0];
146
+ readonly ring_dist: readonly [1, 0, 0];
147
+ readonly pinky_meta: readonly [0, 0, 0];
148
+ readonly pinky_prox: readonly [1.7, 0, 0];
149
+ readonly pinky_inter: readonly [1.7, 0, 0];
150
+ readonly pinky_dist: readonly [1, 0, 0];
151
+ };
152
+ /**
153
+ * Backfist - Knuckle strikes (등주먹)
154
+ * Fist with wrist extended back
155
+ */
156
+ readonly BACKFIST: {
157
+ readonly thumb_meta: readonly [0.3, 0.5, 0.2];
158
+ readonly thumb_prox: readonly [0.3, 0, 0];
159
+ readonly thumb_dist: readonly [0.2, 0, 0];
160
+ readonly index_meta: readonly [0, 0, 0];
161
+ readonly index_prox: readonly [1.4, 0, 0];
162
+ readonly index_inter: readonly [1.4, 0, 0];
163
+ readonly index_dist: readonly [0.7, 0, 0];
164
+ readonly middle_meta: readonly [0, 0, 0];
165
+ readonly middle_prox: readonly [1.4, 0, 0];
166
+ readonly middle_inter: readonly [1.4, 0, 0];
167
+ readonly middle_dist: readonly [0.7, 0, 0];
168
+ readonly ring_meta: readonly [0, 0, 0];
169
+ readonly ring_prox: readonly [1.4, 0, 0];
170
+ readonly ring_inter: readonly [1.4, 0, 0];
171
+ readonly ring_dist: readonly [0.7, 0, 0];
172
+ readonly pinky_meta: readonly [0, 0, 0];
173
+ readonly pinky_prox: readonly [1.4, 0, 0];
174
+ readonly pinky_inter: readonly [1.4, 0, 0];
175
+ readonly pinky_dist: readonly [0.7, 0, 0];
176
+ };
177
+ /**
178
+ * Grab - Grappling and holds (잡기)
179
+ * Fingers curled for grabbing
180
+ */
181
+ readonly GRAB: {
182
+ readonly thumb_meta: readonly [0.2, 0.3, 0.1];
183
+ readonly thumb_prox: readonly [0.3, 0, 0];
184
+ readonly thumb_dist: readonly [0.2, 0, 0];
185
+ readonly index_meta: readonly [0, 0, 0];
186
+ readonly index_prox: readonly [1.2, 0, 0];
187
+ readonly index_inter: readonly [1, 0, 0];
188
+ readonly index_dist: readonly [0.6, 0, 0];
189
+ readonly middle_meta: readonly [0, 0, 0];
190
+ readonly middle_prox: readonly [1.3, 0, 0];
191
+ readonly middle_inter: readonly [1.1, 0, 0];
192
+ readonly middle_dist: readonly [0.7, 0, 0];
193
+ readonly ring_meta: readonly [0, 0, 0];
194
+ readonly ring_prox: readonly [1.3, 0, 0];
195
+ readonly ring_inter: readonly [1.1, 0, 0];
196
+ readonly ring_dist: readonly [0.7, 0, 0];
197
+ readonly pinky_meta: readonly [0, 0, 0];
198
+ readonly pinky_prox: readonly [1.2, 0, 0];
199
+ readonly pinky_inter: readonly [1, 0, 0];
200
+ readonly pinky_dist: readonly [0.6, 0, 0];
201
+ };
202
+ /**
203
+ * Two Finger - Eye strikes (이지권)
204
+ * Index and middle extended, others curled
205
+ */
206
+ readonly TWO_FINGER: {
207
+ readonly thumb_meta: readonly [0.4, 0.6, 0.3];
208
+ readonly thumb_prox: readonly [0.3, 0, 0];
209
+ readonly thumb_dist: readonly [0.2, 0, 0];
210
+ readonly index_meta: readonly [0, 0, -0.1];
211
+ readonly index_prox: readonly [0, 0, 0];
212
+ readonly index_inter: readonly [0, 0, 0];
213
+ readonly index_dist: readonly [0, 0, 0];
214
+ readonly middle_meta: readonly [0, 0, 0.1];
215
+ readonly middle_prox: readonly [0, 0, 0];
216
+ readonly middle_inter: readonly [0, 0, 0];
217
+ readonly middle_dist: readonly [0, 0, 0];
218
+ readonly ring_meta: readonly [0, 0, 0];
219
+ readonly ring_prox: readonly [1.57, 0, 0];
220
+ readonly ring_inter: readonly [1.57, 0, 0];
221
+ readonly ring_dist: readonly [0.8, 0, 0];
222
+ readonly pinky_meta: readonly [0, 0, 0];
223
+ readonly pinky_prox: readonly [1.57, 0, 0];
224
+ readonly pinky_inter: readonly [1.57, 0, 0];
225
+ readonly pinky_dist: readonly [0.8, 0, 0];
226
+ };
227
+ /**
228
+ * Relaxed - Natural/idle hands (자연)
229
+ * Fingers in natural slight curl
230
+ */
231
+ readonly RELAXED: {
232
+ readonly thumb_meta: readonly [0.1, 0.2, 0.1];
233
+ readonly thumb_prox: readonly [0.1, 0, 0];
234
+ readonly thumb_dist: readonly [0.05, 0, 0];
235
+ readonly index_meta: readonly [0, 0, 0];
236
+ readonly index_prox: readonly [0.3, 0, 0];
237
+ readonly index_inter: readonly [0.2, 0, 0];
238
+ readonly index_dist: readonly [0.1, 0, 0];
239
+ readonly middle_meta: readonly [0, 0, 0];
240
+ readonly middle_prox: readonly [0.35, 0, 0];
241
+ readonly middle_inter: readonly [0.25, 0, 0];
242
+ readonly middle_dist: readonly [0.15, 0, 0];
243
+ readonly ring_meta: readonly [0, 0, 0];
244
+ readonly ring_prox: readonly [0.35, 0, 0];
245
+ readonly ring_inter: readonly [0.25, 0, 0];
246
+ readonly ring_dist: readonly [0.15, 0, 0];
247
+ readonly pinky_meta: readonly [0, 0, 0];
248
+ readonly pinky_prox: readonly [0.3, 0, 0];
249
+ readonly pinky_inter: readonly [0.2, 0, 0];
250
+ readonly pinky_dist: readonly [0.1, 0, 0];
251
+ };
252
+ };
253
+ /** Type for a single hand pose */
254
+ export type HandPoseType = (typeof HAND_POSES)[keyof typeof HAND_POSES];
255
+ /** Available hand pose names */
256
+ export type HandPoseName = keyof typeof HAND_POSES;
257
+ /**
258
+ * Standard martial arts poses used across Korean martial arts
259
+ * 한국 무술의 기본 자세들
260
+ *
261
+ * @korean 기본자세
262
+ */
263
+ export declare const MARTIAL_POSES: {
264
+ /**
265
+ * Fighting Guard - Hands protecting face (경계자세)
266
+ * Standard defensive position in Taekwondo
267
+ */
268
+ readonly GUARD: {
269
+ readonly leftShoulder: readonly [-0.6, 0.4, 0.3];
270
+ readonly leftElbow: readonly [0, 0, -1.8];
271
+ readonly rightShoulder: readonly [-0.6, -0.4, -0.3];
272
+ readonly rightElbow: readonly [0, 0, 1.8];
273
+ };
274
+ /**
275
+ * High Guard - Hands at temple level (상단방어)
276
+ * Used during kicks for head protection
277
+ */
278
+ readonly HIGH_GUARD: {
279
+ readonly leftShoulder: readonly [-0.9, 0.3, 0.4];
280
+ readonly leftElbow: readonly [0, 0, -1.6];
281
+ readonly rightShoulder: readonly [-0.9, -0.3, -0.4];
282
+ readonly rightElbow: readonly [0, 0, 1.6];
283
+ };
284
+ /**
285
+ * Clinch Position - Arms controlling opponent (클린치)
286
+ * Used for knee strikes and throws
287
+ */
288
+ readonly CLINCH: {
289
+ readonly leftShoulder: readonly [0.8, 0, -0.5];
290
+ readonly leftElbow: readonly [0, 0, -1.3];
291
+ readonly rightShoulder: readonly [0.8, 0, 0.5];
292
+ readonly rightElbow: readonly [0, 0, 1.3];
293
+ };
294
+ /**
295
+ * Grappling Entry - Reaching for opponent (잡기진입)
296
+ */
297
+ readonly GRAPPLE_ENTRY: {
298
+ readonly leftShoulder: readonly [0.4, 0.6, -0.2];
299
+ readonly leftElbow: readonly [0, 0, -1.2];
300
+ readonly rightShoulder: readonly [0.6, -0.4, 0.3];
301
+ readonly rightElbow: readonly [0, 0, 0.8];
302
+ };
303
+ /**
304
+ * Neutral Standing - Relaxed standing (기본선자세)
305
+ */
306
+ readonly NEUTRAL: {
307
+ readonly leftShoulder: readonly [0, 0, 0.1];
308
+ readonly leftElbow: readonly [0, 0, -0.2];
309
+ readonly rightShoulder: readonly [0, 0, -0.1];
310
+ readonly rightElbow: readonly [0, 0, 0.2];
311
+ };
312
+ };
313
+ /** Type for martial poses */
314
+ export type MartialPoseType = (typeof MARTIAL_POSES)[keyof typeof MARTIAL_POSES];
315
+ /** Available martial pose names */
316
+ export type MartialPoseName = keyof typeof MARTIAL_POSES;
317
+ /**
318
+ * Kick phases for proper martial arts execution
319
+ * 발차기 단계별 자세
320
+ *
321
+ * @korean 발차기단계
322
+ */
323
+ export declare const KICK_PHASES: {
324
+ /**
325
+ * Chamber Position (준비자세) - Knee lifted, tight
326
+ */
327
+ readonly CHAMBER: {
328
+ readonly hip: readonly [1.57, 0, 0];
329
+ readonly knee: readonly [-2, 0, 0];
330
+ readonly ankle: readonly [0, 0, 0];
331
+ readonly supportKnee: readonly [-0.25, 0, 0];
332
+ readonly pelvis: readonly [-0.1, 0, 0];
333
+ };
334
+ /**
335
+ * Extension Position (차기자세) - Leg extended with hip drive
336
+ *
337
+ * Enhanced with proper hip Y-rotation for power generation (골반회전)
338
+ */
339
+ readonly EXTENSION: {
340
+ readonly hip: readonly [1.7, 0, 0];
341
+ readonly knee: readonly [-0.05, 0, 0];
342
+ readonly ankle: readonly [0.5, 0, 0];
343
+ readonly supportKnee: readonly [-0.35, 0, 0];
344
+ readonly pelvis: readonly [0.15, 0, 0];
345
+ readonly pelvisY: -0.6;
346
+ };
347
+ /**
348
+ * High Axe Kick Peak (높은차기) - Leg nearly vertical
349
+ */
350
+ readonly HIGH_PEAK: {
351
+ readonly hip: readonly [2.5, 0, 0];
352
+ readonly knee: readonly [-0.1, 0, 0];
353
+ readonly ankle: readonly [0.6, 0, 0];
354
+ readonly supportKnee: readonly [-0.35, 0, 0];
355
+ readonly pelvis: readonly [-0.25, 0, 0];
356
+ };
357
+ /**
358
+ * Roundhouse Chamber (돌려차기준비) - Hip rotated out
359
+ */
360
+ readonly ROUNDHOUSE_CHAMBER: {
361
+ readonly hip: readonly [1.2, 0, 0.8];
362
+ readonly knee: readonly [-1.5, 0, 0];
363
+ readonly pelvisY: -0.5;
364
+ readonly spineY: 0.3;
365
+ };
366
+ /**
367
+ * Side Kick Lateral (옆차기) - Turned sideways
368
+ */
369
+ readonly SIDE_CHAMBER: {
370
+ readonly hip: readonly [1.3, 0, 0.3];
371
+ readonly knee: readonly [-1.6, 0, 0];
372
+ readonly pelvisY: -1.57;
373
+ readonly spineY: -1.2;
374
+ readonly spineLean: 0.2;
375
+ };
376
+ };
377
+ /** Type for kick phases */
378
+ export type KickPhaseType = (typeof KICK_PHASES)[keyof typeof KICK_PHASES];
379
+ /** Available kick phase names */
380
+ export type KickPhaseName = keyof typeof KICK_PHASES;
381
+ /**
382
+ * Punch phases for proper striking mechanics with Korean martial arts biomechanics
383
+ * 주먹 단계별 자세 - 한국 무술 생체역학 기반
384
+ *
385
+ * Based on traditional Korean martial arts principles:
386
+ * - 정권지르기 (Jeongkwon Jireugi) - Straight punch with fist rotation
387
+ * - 역권지르기 (Yeokwon Jireugi) - Reverse punch with full hip drive
388
+ * - 당기기 (Dangigi) - Pulling hand (hikite) for power generation
389
+ * - 엉덩이회전 (Eongdeongi Hoejeon) - Hip rotation for maximum power
390
+ * - 어깨비틀기 (Eokkae Biteulgi) - Shoulder torque coordination
391
+ *
392
+ * @korean 주먹단계
393
+ */
394
+ export declare const PUNCH_PHASES: {
395
+ /**
396
+ * Chamber (준비) - Arm coiled back with fist vertical
397
+ *
398
+ * Korean martial arts chamber position:
399
+ * - Fist at hip level, palm facing up/in (세로주먹)
400
+ * - Elbow bent ~90 degrees
401
+ * - Opposite arm in guard position
402
+ * - Hip neutral or slightly turned away
403
+ * - Coiled for explosive extension
404
+ */
405
+ readonly CHAMBER: {
406
+ readonly shoulder: readonly [-0.15, 0, -0.2];
407
+ readonly elbow: readonly [0, 0, -1.57];
408
+ readonly wrist: readonly [0, 0, 0];
409
+ readonly oppositeShoulder: readonly [-0.1, 0, 0.2];
410
+ readonly oppositeElbow: readonly [0, 0, 1.4];
411
+ readonly spineY: -0.1;
412
+ readonly pelvisY: -0.1;
413
+ };
414
+ /**
415
+ * Wind-up (준비강화) - Brief additional coil before strike
416
+ *
417
+ * Minimal wind-up for fast punches like jab.
418
+ * More pronounced for power punches like cross.
419
+ */
420
+ readonly WINDUP: {
421
+ readonly shoulder: readonly [0.3, 0, -0.3];
422
+ readonly elbow: readonly [0, 0, 1.8];
423
+ readonly spineY: -0.15;
424
+ readonly pelvisY: -0.1;
425
+ };
426
+ /**
427
+ * Extension with Hip Drive (지르기) - Full extension with body rotation
428
+ *
429
+ * Korean martial arts extension mechanics:
430
+ * - Fist rotates from vertical to pronated (palm-down)
431
+ * - Hip drives forward and rotates (엉덩이회전)
432
+ * - Shoulder rotates with punch (어깨비틀기)
433
+ * - Opposite arm pulls back to hip (당기기/hikite)
434
+ * - Elbow nearly straight at impact (~170-175°)
435
+ */
436
+ readonly EXTENSION: {
437
+ readonly shoulder: readonly [0.25, 0, 0.15];
438
+ readonly elbow: readonly [0, 0, -0.09];
439
+ readonly wrist: readonly [0, 0, 0.2];
440
+ readonly oppositeShoulder: readonly [-0.2, 0, -0.3];
441
+ readonly oppositeElbow: readonly [0, 0, 1.1];
442
+ readonly spineY: 0.4;
443
+ readonly pelvisY: 0.25;
444
+ };
445
+ /**
446
+ * Peak Impact (정점) - Maximum extension and rotation
447
+ *
448
+ * Brief hold at full extension for impact frame.
449
+ * All power delivered through aligned structure.
450
+ * Slight additional arm extension for maximum reach.
451
+ */
452
+ readonly PEAK: {
453
+ readonly shoulder: readonly [0.25, 0, 0.15];
454
+ readonly elbow: readonly [0, 0, -0.05];
455
+ readonly wrist: readonly [0, 0, 0.2];
456
+ readonly oppositeShoulder: readonly [-0.2, 0, -0.3];
457
+ readonly oppositeElbow: readonly [0, 0, 1.1];
458
+ readonly spineY: 0.45;
459
+ readonly pelvisY: 0.3;
460
+ };
461
+ };
462
+ /** Type for punch phases */
463
+ export type PunchPhaseType = (typeof PUNCH_PHASES)[keyof typeof PUNCH_PHASES];
464
+ /** Available punch phase names */
465
+ export type PunchPhaseName = keyof typeof PUNCH_PHASES;
466
+ /**
467
+ * Korean Martial Arts Stance Biomechanics
468
+ *
469
+ * Authentic biomechanical configurations for all eight trigram stances (팔괘 자세),
470
+ * based on traditional Korean martial arts (Taekwondo 태권도, Hapkido 합기도, Taekyon 택견).
471
+ *
472
+ * Each stance defines:
473
+ * - frontKneeBend: Front leg knee flexion angle in degrees (무릎굽힘각도)
474
+ * - backKneeBend: Back leg knee flexion angle in degrees (뒷다리무릎각도)
475
+ * - weightDistribution: Front/back weight ratio (체중분배)
476
+ * - stanceWidth: Distance between feet in shoulder widths (발간격)
477
+ * - hipHeight: Hip height relative to standing (0-1 scale) (엉덩이높이)
478
+ * - tacticalRationale: Combat purpose of stance width (전술적 근거)
479
+ *
480
+ * Angle conventions:
481
+ * - 180° = Fully straight leg (완전히 펴진 다리)
482
+ * - 90° = Right angle bend (직각 굽힘)
483
+ * - Lower angles = Deeper bend (낮은 각도 = 더 깊은 굽힘)
484
+ *
485
+ * Weight distribution:
486
+ * - front: 0.6 = 60% weight on front leg (앞발 60% 체중)
487
+ * - back: 0.4 = 40% weight on back leg (뒷발 40% 체중)
488
+ *
489
+ * Stance width tactical purposes:
490
+ * - Wide stances (1.5-2.0x): Stability, power generation, low center of gravity
491
+ * - Medium stances (1.0-1.3x): Balance between mobility and stability
492
+ * - Narrow stances (0.8-1.0x): High mobility, quick footwork
493
+ * - Single leg (0.0x): Maximum mobility, continuous attack capability
494
+ *
495
+ * Sources:
496
+ * - Taekwondo (태권도) - KTA/WTF standard stances
497
+ * - Hapkido (합기도) - Traditional defensive stances
498
+ * - Taekyon (택견) - Korean traditional martial art stances
499
+ *
500
+ * @korean 한국무술자세생체역학
501
+ */
502
+ export declare const KOREAN_STANCE_BIOMECHANICS: {
503
+ /**
504
+ * ☰ GEON (건) - HEAVEN STANCE | 하늘 자세
505
+ *
506
+ * Forward stance (앞서기) - Taekwondo Ap Seogi
507
+ *
508
+ * Characteristics:
509
+ * - Aggressive forward position for direct force techniques
510
+ * - Deep front knee bend for power generation
511
+ * - Extended back leg for solid base
512
+ * - 60/40 weight distribution favoring front
513
+ * - 1.2-1.5x shoulder width for forward power transfer
514
+ *
515
+ * Tactical rationale for stance width:
516
+ * - Medium-wide base (1.2-1.5x) provides forward power generation
517
+ * - Wide enough for stability during penetrating strikes
518
+ * - Narrower than defensive stances for offensive mobility
519
+ * - Optimal for weight transfer into punches and forward kicks
520
+ *
521
+ * Korean martial art source: Taekwondo (태권도)
522
+ *
523
+ * @korean 건천자세
524
+ */
525
+ readonly GEON_HEAVEN: {
526
+ readonly frontKneeBend: 70;
527
+ readonly backKneeBend: 160;
528
+ readonly weightDistribution: {
529
+ readonly front: 0.6;
530
+ readonly back: 0.4;
531
+ };
532
+ readonly stanceWidth: 1.35;
533
+ readonly hipHeight: 0.85;
534
+ readonly tacticalRationale: "power_generation";
535
+ };
536
+ /**
537
+ * ☱ TAE (태) - LAKE STANCE | 호수 자세
538
+ *
539
+ * Cat stance (고양이서기) - Taekwondo Beom Seogi
540
+ *
541
+ * Characteristics:
542
+ * - Fluid defensive position for joint manipulation
543
+ * - Most weight on back leg (90/10)
544
+ * - Front leg light and mobile for kicking
545
+ * - Back knee bent for spring-loaded movement
546
+ * - High hip position for quick transitions
547
+ * - 0.8-1.0x shoulder width for maximum mobility
548
+ *
549
+ * Tactical rationale for stance width:
550
+ * - Narrow base (0.8-1.0x) enables rapid footwork
551
+ * - Quick transitions between stances
552
+ * - Mobile front leg ready for instant kicks or steps
553
+ * - Back-weighted for defensive redirection
554
+ *
555
+ * Korean martial art source: Hapkido (합기도)
556
+ *
557
+ * @korean 태호수자세
558
+ */
559
+ readonly TAE_LAKE: {
560
+ readonly frontKneeBend: 170;
561
+ readonly backKneeBend: 120;
562
+ readonly weightDistribution: {
563
+ readonly front: 0.1;
564
+ readonly back: 0.9;
565
+ };
566
+ readonly stanceWidth: 0.9;
567
+ readonly hipHeight: 0.9;
568
+ readonly tacticalRationale: "mobility";
569
+ };
570
+ /**
571
+ * ☲ LI (리) - FIRE STANCE | 불 자세
572
+ *
573
+ * Fighting stance (전투서기) - Taekwondo Gyeorugi Junbi Seogi
574
+ *
575
+ * Characteristics:
576
+ * - Balanced 50/50 stance for precision strikes
577
+ * - Both knees moderately bent (~135°)
578
+ * - Mobile and ready to move in any direction
579
+ * - Medium width for stability and mobility
580
+ * - Standard combat readiness position
581
+ * - 1.0-1.2x shoulder width for balanced combat
582
+ *
583
+ * Tactical rationale for stance width:
584
+ * - Standard width (1.0-1.2x) balances all combat attributes
585
+ * - Quick directional changes while maintaining stability
586
+ * - Optimal for precision vital point targeting
587
+ * - Neutral foundation for offensive and defensive transitions
588
+ *
589
+ * Korean martial art source: Taekwondo (태권도)
590
+ *
591
+ * @korean 리화염자세
592
+ */
593
+ readonly LI_FIRE: {
594
+ readonly frontKneeBend: 135;
595
+ readonly backKneeBend: 135;
596
+ readonly weightDistribution: {
597
+ readonly front: 0.5;
598
+ readonly back: 0.5;
599
+ };
600
+ readonly stanceWidth: 1.1;
601
+ readonly hipHeight: 0.88;
602
+ readonly tacticalRationale: "balance";
603
+ };
604
+ /**
605
+ * ☳ JIN (진) - THUNDER STANCE | 천둥 자세
606
+ *
607
+ * Horse stance (기마서기) - Taekwondo Juchum Seogi
608
+ *
609
+ * Characteristics:
610
+ * - Wide, powerful stance for explosive techniques
611
+ * - Deep knee bend in both legs (~90°)
612
+ * - Equal weight distribution (50/50)
613
+ * - Very low hip position for ground stability
614
+ * - Feet parallel, pointing forward
615
+ * - 1.8-2.2x shoulder width for maximum stability
616
+ *
617
+ * Tactical rationale for stance width:
618
+ * - Very wide base (1.8-2.2x) maximizes lateral stability
619
+ * - Low center of gravity for explosive power generation
620
+ * - Immovable platform for devastating techniques
621
+ * - Trades mobility for overwhelming striking force
622
+ *
623
+ * Korean martial art source: Taekwondo (태권도)
624
+ *
625
+ * @korean 진천둥자세
626
+ */
627
+ readonly JIN_THUNDER: {
628
+ readonly frontKneeBend: 90;
629
+ readonly backKneeBend: 90;
630
+ readonly weightDistribution: {
631
+ readonly front: 0.5;
632
+ readonly back: 0.5;
633
+ };
634
+ readonly stanceWidth: 2;
635
+ readonly hipHeight: 0.75;
636
+ readonly tacticalRationale: "stability";
637
+ };
638
+ /**
639
+ * ☴ SON (손) - WIND STANCE | 바람 자세
640
+ *
641
+ * Crane stance (학서기) - Taekwondo Hakdari Seogi
642
+ *
643
+ * Characteristics:
644
+ * - One-legged balance for continuous movement
645
+ * - Standing leg nearly straight (~170°)
646
+ * - All weight on standing leg (100%)
647
+ * - Raised leg ready for rapid kicks
648
+ * - High hip position for mobility
649
+ * - 0.0 stance width (single leg stance)
650
+ *
651
+ * Tactical rationale for stance width:
652
+ * - Zero width (0.0x) - single leg stance for extreme mobility
653
+ * - Raised leg enables instant kicks without chambering
654
+ * - Maximum freedom of movement in all directions
655
+ * - Continuous pressure capability through rapid strikes
656
+ * - Highest mobility, lowest stability trade-off
657
+ *
658
+ * Korean martial art source: Taekyon (택견)
659
+ *
660
+ * @korean 손바람자세
661
+ */
662
+ readonly SON_WIND: {
663
+ readonly frontKneeBend: 170;
664
+ readonly backKneeBend: 45;
665
+ readonly weightDistribution: {
666
+ readonly front: 1;
667
+ readonly back: 0;
668
+ };
669
+ readonly stanceWidth: 0;
670
+ readonly hipHeight: 0.92;
671
+ readonly tacticalRationale: "extreme_mobility";
672
+ };
673
+ /**
674
+ * ☵ GAM (감) - WATER STANCE | 물 자세
675
+ *
676
+ * Back stance (뒤서기) - Taekwondo Dwit Seogi
677
+ *
678
+ * Characteristics:
679
+ * - Defensive stance with weight on back leg
680
+ * - Deep back knee bend (~100°) for absorption
681
+ * - Front leg light for quick defense
682
+ * - 30/70 weight distribution (back-heavy)
683
+ * - Medium-low hip for stability
684
+ * - 1.0-1.3x shoulder width for adaptive response
685
+ *
686
+ * Tactical rationale for stance width:
687
+ * - Medium width (1.0-1.3x) enables flow and adaptation
688
+ * - Wide enough for stable defensive absorption
689
+ * - Narrow enough for quick counter-movements
690
+ * - Optimal for redirecting opponent's force
691
+ *
692
+ * Korean martial art source: Hapkido (합기도)
693
+ *
694
+ * @korean 감물자세
695
+ */
696
+ readonly GAM_WATER: {
697
+ readonly frontKneeBend: 150;
698
+ readonly backKneeBend: 100;
699
+ readonly weightDistribution: {
700
+ readonly front: 0.3;
701
+ readonly back: 0.7;
702
+ };
703
+ readonly stanceWidth: 1.15;
704
+ readonly hipHeight: 0.82;
705
+ readonly tacticalRationale: "adaptability";
706
+ };
707
+ /**
708
+ * ☶ GAN (간) - MOUNTAIN STANCE | 산 자세
709
+ *
710
+ * Defensive stance (방어서기) - Hapkido Bangeoseogi
711
+ *
712
+ * Characteristics:
713
+ * - Immovable defensive position
714
+ * - Moderate knee bend in both legs (~120°)
715
+ * - Slightly back-weighted (40/60)
716
+ * - Medium width for solid base
717
+ * - Medium-high hip for counter readiness
718
+ * - 1.3-1.6x shoulder width for defensive strength
719
+ *
720
+ * Tactical rationale for stance width:
721
+ * - Wide base (1.3-1.6x) provides immovable blocking platform
722
+ * - Stable foundation for absorbing powerful attacks
723
+ * - Wide enough for strong defensive counters
724
+ * - Rooted position for reversal techniques
725
+ *
726
+ * Korean martial art source: Hapkido (합기도)
727
+ *
728
+ * @korean 간산자세
729
+ */
730
+ readonly GAN_MOUNTAIN: {
731
+ readonly frontKneeBend: 120;
732
+ readonly backKneeBend: 120;
733
+ readonly weightDistribution: {
734
+ readonly front: 0.4;
735
+ readonly back: 0.6;
736
+ };
737
+ readonly stanceWidth: 1.45;
738
+ readonly hipHeight: 0.87;
739
+ readonly tacticalRationale: "defensive_block";
740
+ };
741
+ /**
742
+ * ☷ GON (곤) - EARTH STANCE | 땅 자세
743
+ *
744
+ * Low stance (낮은서기) - Korean Ssireum (씨름) wrestling stance
745
+ *
746
+ * Characteristics:
747
+ * - Very low, grounded position for takedowns
748
+ * - Deep knee bend in both legs (~80°)
749
+ * - Equal weight distribution (50/50)
750
+ * - Wide stance for base and grappling
751
+ * - Very low hip position for ground control
752
+ * - 1.6-2.0x shoulder width for grappling control
753
+ *
754
+ * Tactical rationale for stance width:
755
+ * - Very wide base (1.6-2.0x) optimal for takedown defense
756
+ * - Low center of gravity prevents being thrown
757
+ * - Wide platform for initiating grappling techniques
758
+ * - Grounded power for throws and slams
759
+ *
760
+ * Korean martial art source: Ssireum (씨름) / Hapkido ground techniques
761
+ *
762
+ * @korean 곤땅자세
763
+ */
764
+ readonly GON_EARTH: {
765
+ readonly frontKneeBend: 80;
766
+ readonly backKneeBend: 80;
767
+ readonly weightDistribution: {
768
+ readonly front: 0.5;
769
+ readonly back: 0.5;
770
+ };
771
+ readonly stanceWidth: 1.8;
772
+ readonly hipHeight: 0.72;
773
+ readonly tacticalRationale: "grounding";
774
+ };
775
+ };
776
+ /** Type for Korean stance biomechanics */
777
+ export type KoreanStanceBiomechanicsType = (typeof KOREAN_STANCE_BIOMECHANICS)[keyof typeof KOREAN_STANCE_BIOMECHANICS];
778
+ /** Available Korean stance biomechanics names */
779
+ export type KoreanStanceName = keyof typeof KOREAN_STANCE_BIOMECHANICS;
780
+ /**
781
+ * Animation type identifiers for the animation system
782
+ * @korean 애니메이션타입
783
+ */
784
+ export declare enum AnimationType {
785
+ FRONT_KICK = "front_kick",
786
+ ROUNDHOUSE_KICK = "roundhouse_kick",
787
+ SIDE_KICK = "side_kick",
788
+ AXE_KICK = "axe_kick",
789
+ CRESCENT_KICK = "crescent_kick",
790
+ SPINNING_HOOK = "spinning_hook",
791
+ BACK_KICK = "back_kick",
792
+ PUSH_KICK = "push_kick",
793
+ LOW_KICK = "low_kick",
794
+ KNEE_KICK = "knee_kick",
795
+ FLYING_KICK = "flying_kick",
796
+ TORNADO_KICK = "tornado_kick",
797
+ JUMPING_KICK = "jumping_kick",
798
+ SPINNING_HEEL_KICK = "spinning_heel_kick",
799
+ JAB = "jab",
800
+ CROSS = "cross",
801
+ HOOK = "hook",
802
+ UPPERCUT = "uppercut",
803
+ OVERHAND = "overhand",
804
+ PALM_STRIKE = "palm_strike",
805
+ BACKFIST = "backfist",
806
+ HAMMER_FIST = "hammer_fist",
807
+ SPEAR_HAND_STRIKE = "spear_hand_strike",// li_flame_spear - Finger thrust
808
+ NERVE_STRIKE = "nerve_strike",// li_nerve_strike - Pressure point jab
809
+ PRESSURE_POINT_STRIKE = "pressure_point_strike",// li_pressure_point - Precision strike
810
+ LIGHTNING_STRIKE = "lightning_strike",// jin_lightning_flash - Fast explosive jab
811
+ RAPID_BARRAGE = "rapid_barrage",// son_whirlwind_barrage - Multiple fast jabs
812
+ RHYTHMIC_STRIKES = "rhythmic_strikes",// son_rhythmic_strikes - Patterned jabs
813
+ NERVE_PARALYSIS = "nerve_paralysis",// darkops_nerve_paralysis - Debilitating strike
814
+ THROAT_STRIKE = "throat_strike",// darkops_throat_strike - Airway attack
815
+ EYE_GOUGE = "eye_gouge",// darkops_eye_gouge - Vision attack
816
+ HEAVEN_STRIKE = "heaven_strike",// geon_heaven_strike - Powerful descending cross
817
+ FLOWING_CROSS = "flowing_cross",// tae_flowing_strikes - Circular cross motion
818
+ SOLAR_PLEXUS_STRIKE = "solar_plexus_strike",// li_solar_plexus_strike - Diaphragm shock
819
+ FLOWING_PUSH = "flowing_push",// son_flowing_push - Redirecting palm
820
+ LIVER_DISRUPTION = "liver_disruption",// darkops_liver_disruption - Organ strike
821
+ EAR_STRIKE = "ear_strike",// darkops_ear_strike - Concussive palm
822
+ ELBOW_STRIKE = "elbow_strike",
823
+ KNEE_STRIKE = "knee_strike",
824
+ ELBOW_UPPERCUT = "elbow_uppercut",
825
+ FLYING_KNEE = "flying_knee",
826
+ CLINCH_KNEE = "clinch_knee",
827
+ SPINNING_ELBOW = "spinning_elbow",
828
+ TEMPLE_ELBOW = "temple_elbow",// li_temple_strike - Lateral temple strike
829
+ SPINNING_BACK_ELBOW = "spinning_back_elbow",// son_spinning_elbow - Rotational power
830
+ SPINAL_ELBOW = "spinal_elbow",// darkops_spinal_strike - Vertebrae targeting
831
+ BRACHIAL_ELBOW = "brachial_elbow",// darkops_brachial_plexus_strike - Nerve cluster
832
+ KIDNEY_KNEE = "kidney_knee",// darkops_kidney_strike - Organ targeting
833
+ FEMORAL_KNEE = "femoral_knee",// darkops_femoral_nerve_strike - Nerve targeting
834
+ THROW = "throw",
835
+ JOINT_LOCK = "joint_lock",
836
+ TAKEDOWN = "takedown",
837
+ SWEEP = "sweep",
838
+ CLINCH = "clinch",
839
+ GRAPPLE = "grapple",
840
+ SLAM = "slam",
841
+ WRIST_LOCK = "wrist_lock",
842
+ ARM_BAR = "arm_bar",
843
+ SHOULDER_LOCK = "shoulder_lock",
844
+ HIP_THROW = "hip_throw",
845
+ LEG_REAP = "leg_reap",
846
+ SMALL_CIRCLE_LOCK = "small_circle_lock",// tae_small_circle - Subtle joint control
847
+ FINGER_LOCK = "finger_lock",// tae_finger_lock - Digit manipulation
848
+ ELBOW_LOCK = "elbow_lock",// tae_elbow_lock - Arm hyperextension
849
+ SHOULDER_MANIPULATION = "shoulder_manipulation",// tae_shoulder_lock - Rotator cuff attack
850
+ MOUNTAIN_LOCK = "mountain_lock",// gan_mountain_stance_lock - Immobilizing hold
851
+ EARTH_EMBRACE = "earth_embrace",// gon_earth_embrace - Ground control
852
+ CAROTID_CHOKE = "carotid_choke",// darkops_silent_carotid - Blood choke
853
+ REAR_NAKED_CHOKE = "rear_naked_choke",// darkops_rear_choke - Air choke
854
+ REDIRECT_THROW = "redirect_throw",// gam_redirect_throw - Using opponent's momentum
855
+ HIP_WHEEL_THROW = "hip_wheel_throw",// gam_hip_throw - O-goshi style
856
+ SSIREUM_THROW = "ssireum_throw",// gon_ssireum_throw - Korean wrestling throw
857
+ SACRIFICE_THROW = "sacrifice_throw",// gon_sacrifice_throw - Tomoe nage style
858
+ ANKLE_PICK = "ankle_pick",// gon_ankle_pick - Single leg takedown entry
859
+ ACHILLES_ATTACK = "achilles_attack",// darkops_achilles_sever - Tendon targeting
860
+ BODY_LOCK_SLAM = "body_lock_slam",// gon_body_lock_takedown - Bear hug slam
861
+ WRIST_TWIST_COUNTER = "wrist_twist_counter",// gam_wrist_twist_counter - Counter technique
862
+ COUNTER_STRIKE = "counter_strike",
863
+ PARRY_COUNTER = "parry_counter",
864
+ COUNTER_ATTACK = "counter_attack",
865
+ WATER_COUNTER = "water_counter",// gam_water_counter - Fluid redirection
866
+ ROCK_COUNTER = "rock_counter",// gan_counter_strike - Immovable counter
867
+ BLOCK = "block",
868
+ BLOCK_HIGH = "block_high",
869
+ BLOCK_LOW = "block_low",
870
+ PARRY = "parry",
871
+ FLOWING_BLOCK = "flowing_block",// gam_flowing_block - Soft redirection
872
+ CIRCULAR_PARRY = "circular_parry",// gam_circular_parry - Rotational deflect
873
+ ROCK_DEFENSE = "rock_defense",// gan_rock_defense - Immovable guard
874
+ IRON_BLOCK = "iron_block",// gan_iron_block - Hard block
875
+ FLOW_DEFENSE = "flow_defense",// gam_flow_defense - Water-like defense
876
+ IMMOVABLE_BLOCK = "immovable_block",// gan_immovable_block - Mountain defense
877
+ EXPLOSIVE_BLOCK = "explosive_block",// jin_explosive_block - Counter with block
878
+ CONTINUOUS_DEFLECTION = "continuous_deflection",// son_continuous_deflection - Wind deflection
879
+ PRECISION_PARRY = "precision_parry",// li_precision_parry - Fire precision
880
+ JOINT_LOCK_DEFENSE = "joint_lock_defense",// tae_joint_lock_defense - Hapkido defense
881
+ SWEEP_DEFENSE = "sweep_defense",// tae_sweep_defense - Low defense
882
+ GROUNDING_DEFENSE = "grounding_defense",// gon_grounding_defense - Earth rooting
883
+ JAW_DISLOCATION = "jaw_dislocation",// darkops_jaw_dislocation - TMJ attack
884
+ TEMPLE_STRIKE = "temple_strike",// darkops_temple_strike - Temporal bone strike
885
+ CERVICAL_TWIST = "cervical_twist",// darkops_cervical_twist - Neck manipulation
886
+ ELBOW_HYPEREXTEND = "elbow_hyperextend",// darkops_elbow_hyperextend - Joint destruction
887
+ FINGER_BREAK = "finger_break",// darkops_finger_break - Digit targeting
888
+ GUILLOTINE_CHOKE = "guillotine_choke",// darkops_guillotine - Front choke
889
+ JUGULAR_STRIKE = "jugular_strike",// darkops_jugular_strike - Vein targeting
890
+ KNEECAP_STRIKE = "kneecap_strike",// darkops_kneecap_strike - Patella attack
891
+ LARYNX_CRUSH = "larynx_crush",// darkops_larynx_crush - Throat destruction
892
+ OCCIPITAL_STRIKE = "occipital_strike",// darkops_occipital_strike - Skull base
893
+ SCIATIC_NERVE_STRIKE = "sciatic_nerve_strike",// darkops_sciatic_nerve - Leg nerve
894
+ SILENT_TAKEDOWN = "silent_takedown",// darkops_silent_takedown - Stealth attack
895
+ SLEEPER_HOLD = "sleeper_hold",// darkops_sleeper_hold - Sleep choke
896
+ SPLEEN_RUPTURE = "spleen_rupture",// darkops_spleen_rupture - Organ destruction
897
+ TRIANGLE_CHOKE = "triangle_choke",// darkops_triangle_choke - Leg choke
898
+ BRACHIAL_PLEXUS = "brachial_plexus",// darkops_brachial_plexus - Nerve cluster
899
+ FEMORAL_NERVE = "femoral_nerve",// darkops_femoral_nerve - Thigh nerve
900
+ GEON_HEAVEN_STRIKE = "geon_heaven_strike",
901
+ HIGH_BLOCK = "high_block",// geon_high_block - Overhead defense
902
+ CRUSHING_ELBOW = "crushing_elbow",// geon_crushing_elbow - Downward elbow
903
+ THUNDEROUS_UPPERCUT = "thunderous_uppercut",// geon_thunderous_uppercut - Rising power
904
+ GEON_COUNTER = "geon_counter",// geon_counter_strike - Heaven counter
905
+ GEON_ROUNDHOUSE = "geon_roundhouse",// geon_roundhouse - Power kick
906
+ FLOWING_ARM_BAR = "flowing_arm_bar",// tae_flowing_arm_bar - Fluid armlock
907
+ SPIRAL_SHOULDER_THROW = "spiral_shoulder_throw",// tae_spiral_shoulder_throw - Circular throw
908
+ WRIST_LOCK_STRIKE = "wrist_lock_strike",// tae_wrist_lock_strike - Lock with strike
909
+ PHOENIX_EYE_STRIKE = "phoenix_eye_strike",// li_phoenix_eye_strike - Single knuckle
910
+ NERVE_STRIKE_COUNTER = "nerve_strike_counter",// li_nerve_strike_counter - Pressure counter
911
+ SOLAR_PLEXUS_SPEAR = "solar_plexus_spear",// li_solar_plexus_spear - Diaphragm thrust
912
+ LI_SOLAR_PLEXUS = "li_solar_plexus",// li_solar_plexus - Precision strike
913
+ EXPLOSIVE_KNEE = "explosive_knee",// jin_explosive_knee - Thundering knee
914
+ LIGHTNING_STRAIGHT = "lightning_straight",// jin_lightning_straight - Fast cross
915
+ SHOCKING_COUNTER = "shocking_counter",// jin_shocking_counter - Thunder counter
916
+ SHOCKING_HAMMER_FIST = "shocking_hammer_fist",// jin_shocking_hammer_fist - Power hammer
917
+ PENETRATING_PALM_RUSH = "penetrating_palm_rush",// son_penetrating_palm_rush - Wind palm barrage
918
+ PRESSURE_COUNTER = "pressure_counter",// son_pressure_counter - Continuous counter
919
+ PRESSURE_POINT_CHAIN = "pressure_point_chain",// son_pressure_point_chain - Multiple points
920
+ FLOWING_RIVER_STRIKE = "flowing_river_strike",// gam_flowing_river_strike - Water flow attack
921
+ REDIRECTION_COUNTER = "redirection_counter",// gam_redirection_counter - Momentum counter
922
+ TIDAL_WAVE_PALM = "tidal_wave_palm",// gam_tidal_wave_palm - Wave impact
923
+ WHIRLPOOL_COUNTER = "whirlpool_counter",// gam_whirlpool_counter - Circular counter
924
+ AVALANCHE_HAMMER = "avalanche_hammer",// gan_avalanche_hammer - Crushing force
925
+ COUNTER_FORTRESS = "counter_fortress",// gan_counter_fortress - Immovable counter
926
+ FORTRESS_COUNTER_STRIKE = "fortress_counter_strike",// gan_fortress_counter_strike - Defensive strike
927
+ STONE_WALL_THRUST = "stone_wall_thrust",// gan_stone_wall_thrust - Heavy push
928
+ EARTHQUAKE_STOMP = "earthquake_stomp",// gon_earthquake_stomp - Ground impact
929
+ GROUND_SWEEP_STRIKE = "ground_sweep_strike",// gon_ground_sweep_strike - Low attack
930
+ ROOTING_TAKEDOWN = "rooting_takedown",// gon_rooting_takedown - Grounding takedown
931
+ TAKEDOWN_COUNTER = "takedown_counter",// gon_takedown_counter - Takedown defense
932
+ GEON_HEAVENLY_FIST = "geon_heavenly_fist",// geon_heavenly_fist - Taekwondo power punch
933
+ GEON_FRONTAL_KICK = "geon_frontal_kick",// geon_frontal_kick - Direct power kick
934
+ GEON_PALM_STRIKE = "geon_palm_strike",// geon_palm_strike - Heavenly palm
935
+ GAN_ROCK_DEFENSE_BLOCK = "gan_rock_defense_block",// gan_rock_defense - Mountain guard
936
+ GAN_IMMOVABLE_STANCE = "gan_immovable_stance",// gan_immovable_stance - Unmoving defense
937
+ GAN_COUNTER_STRIKE = "gan_counter_strike",// gan_counter_strike - Mountain counter
938
+ GAN_REVERSAL_TECHNIQUE = "gan_reversal_technique",// gan_reversal_technique - Defensive reversal
939
+ GAN_MOUNTAIN_STANCE_LOCK = "gan_mountain_stance_lock",// gan_mountain_stance_lock - Immobilizing hold
940
+ GAM_CIRCULAR_PARRY = "gam_circular_parry",// gam_circular_parry - Circular deflection
941
+ GAM_REDIRECT_THROW = "gam_redirect_throw",// gam_redirect_throw - Momentum redirection
942
+ GAM_HIP_THROW = "gam_hip_throw",// gam_hip_throw - Water hip wheel
943
+ GON_EARTH_EMBRACE = "gon_earth_embrace",// gon_earth_embrace - Ground control hold
944
+ GON_ANKLE_PICK = "gon_ankle_pick",// gon_ankle_pick - Single leg takedown
945
+ GON_BODY_LOCK_TAKEDOWN = "gon_body_lock_takedown",// gon_body_lock_takedown - Bear hug slam
946
+ GON_SSIREUM_THROW = "gon_ssireum_throw",// gon_ssireum_throw - Korean wrestling throw
947
+ GON_SACRIFICE_THROW = "gon_sacrifice_throw",// gon_sacrifice_throw - Tomoe nage style
948
+ SON_RHYTHMIC_STRIKES = "son_rhythmic_strikes",// son_rhythmic_strikes - Wind rhythm combo
949
+ SON_FLOWING_PUSH = "son_flowing_push",// son_flowing_push - Wind wave palm
950
+ SON_RAPID_FOOTWORK = "son_rapid_footwork",// son_rapid_footwork - Wind step kick
951
+ JIN_JUMPING_FRONT_KICK = "jin_jumping_front_kick",// jin_jumping_front_kick - Thunder leap
952
+ JIN_FLYING_SIDEKICK = "jin_flying_sidekick",// jin_flying_sidekick - Explosive aerial kick
953
+ TAE_WRIST_LOCK = "tae_wrist_lock",// tae_wrist_lock - Flowing joint manipulation
954
+ GAM_WRIST_TWIST_COUNTER = "gam_wrist_twist_counter",// gam_wrist_twist_counter - Water redirection lock
955
+ SON_SWEEPING_LOW_KICK = "son_sweeping_low_kick",// son_sweeping_low_kick - Wind sweep
956
+ GON_LEG_SWEEP = "gon_leg_sweep",// gon_leg_sweep - Earth grounding sweep
957
+ DRAGON_FIST = "dragon_fist",// musa_dragon_fist - Traditional power punch
958
+ IRON_DEFENSE = "iron_defense",// musa_iron_defense - Warrior block
959
+ MOUNTAIN_BREAKER = "mountain_breaker",// musa_mountain_breaker - Devastating strike
960
+ THUNDER_STRIKE = "thunder_strike",// musa_thunder_strike - Powerful attack
961
+ DEADLY_PRECISION = "deadly_precision",// amsalja_deadly_precision - Lethal accuracy
962
+ SHADOW_NERVE_STRIKE = "shadow_nerve_strike",// amsalja_nerve_strike - Hidden nerve attack
963
+ SHADOW_STRIKE = "shadow_strike",// amsalja_shadow_strike - Stealth attack
964
+ SILENT_DEATH = "silent_death",// amsalja_silent_death - Lethal finisher
965
+ CYBER_OVERDRIVE = "cyber_overdrive",// hacker_cyber_overdrive - Enhanced attack
966
+ DATA_STRIKE = "data_strike",// hacker_data_strike - Technical strike
967
+ ELECTRIC_SHOCK = "electric_shock",// hacker_electric_shock - Stunning attack
968
+ SYSTEM_CRASH = "system_crash",// hacker_system_crash - Disabling strike
969
+ COUNTER_INTELLIGENCE = "counter_intelligence",// jeongbo_counter_intelligence - Defensive counter
970
+ INTELLIGENCE_STRIKE = "intelligence_strike",// jeongbo_intelligence_strike - Calculated attack
971
+ PSYCHOLOGICAL_WARFARE = "psychological_warfare",// jeongbo_psychological_warfare - Mind attack
972
+ TACTICAL_STRIKE = "tactical_strike",// jeongbo_tactical_strike - Strategic hit
973
+ BRUTAL_TAKEDOWN = "brutal_takedown",// jojik_brutal_takedown - Ruthless takedown
974
+ IMPROVISED_WEAPON = "improvised_weapon",// jojik_improvised_weapon - Street fighting
975
+ RUTHLESS_ASSAULT = "ruthless_assault",// jojik_ruthless_assault - Savage attack
976
+ STREET_BRAWL = "street_brawl",// jojik_street_brawl - Dirty fighting
977
+ STEP_FORWARD = "step_forward",
978
+ STEP_BACK = "step_back",
979
+ SIDESTEP = "sidestep",
980
+ PIVOT = "pivot",
981
+ DUCK = "duck",
982
+ LEAN = "lean",
983
+ WALK = "walk",
984
+ IDLE_STANCE = "idle_stance",
985
+ FORWARD_DASH = "forward_dash",
986
+ BACKWARD_RETREAT = "backward_retreat",
987
+ SIDE_STEP = "side_step",
988
+ RAPID_FOOTWORK = "rapid_footwork",
989
+ RECOVERY = "recovery",
990
+ IDLE = "idle",
991
+ STANCE = "stance"
992
+ }
993
+ /**
994
+ * Calculate lateral stance width in world units (meters)
995
+ *
996
+ * Converts stance width from shoulder width multipliers to actual
997
+ * world-space distance for foot positioning in 3D space.
998
+ *
999
+ * Formula: stanceWidth (m) = shoulderWidth (cm) * multiplier / 100
1000
+ *
1001
+ * Example:
1002
+ * - shoulderWidth: 46 cm (Musa archetype)
1003
+ * - Jin Thunder stance: 2.0x shoulder width
1004
+ * - Result: 46 * 2.0 / 100 = 0.92m lateral distance between feet
1005
+ *
1006
+ * @param stanceWidthMultiplier - Multiplier from KOREAN_STANCE_BIOMECHANICS (e.g., 1.5 for Jin)
1007
+ * @param shoulderWidth - Fighter's shoulder width in centimeters (from physical attributes)
1008
+ * @returns Stance width in meters for 3D world positioning
1009
+ *
1010
+ * @korean 자세너비계산
1011
+ */
1012
+ export declare function calculateStanceWidth(stanceWidthMultiplier: number, shoulderWidth: number): number;
1013
+ /**
1014
+ * Calculate foot X positions for left and right feet based on stance width
1015
+ *
1016
+ * Returns X-axis offsets for positioning FOOT_L and FOOT_R bones.
1017
+ * Assumes center point (pelvis) is at X=0.
1018
+ *
1019
+ * @param stanceWidthMultiplier - Multiplier from KOREAN_STANCE_BIOMECHANICS
1020
+ * @param shoulderWidth - Fighter's shoulder width in centimeters
1021
+ * @returns Object with leftFootX (negative) and rightFootX (positive) positions
1022
+ *
1023
+ * @example
1024
+ * // Jin Thunder stance (2.0x) for Musa (46cm shoulders)
1025
+ * const footPositions = calculateFootPositions(2.0, 46);
1026
+ * // Returns: { leftFootX: -0.46, rightFootX: 0.46 }
1027
+ *
1028
+ * @korean 발위치계산
1029
+ */
1030
+ export declare function calculateFootPositions(stanceWidthMultiplier: number, shoulderWidth: number): {
1031
+ readonly leftFootX: number;
1032
+ readonly rightFootX: number;
1033
+ };
1034
+ //# sourceMappingURL=MartialArtsConstants.d.ts.map