blacktrigram 0.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +866 -0
- package/SECURITY.md +124 -0
- package/lib/App.d.ts +4 -0
- package/lib/App.d.ts.map +1 -0
- package/lib/App2.js +386 -0
- package/lib/App2.js.map +1 -0
- package/lib/_virtual/_rolldown/runtime.js +13 -0
- package/lib/assets/index.css +1146 -0
- package/lib/audio/AudioAssetLoader.d.ts +101 -0
- package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
- package/lib/audio/AudioAssetLoader.js +245 -0
- package/lib/audio/AudioAssetLoader.js.map +1 -0
- package/lib/audio/AudioAssetRegistry.d.ts +126 -0
- package/lib/audio/AudioAssetRegistry.d.ts.map +1 -0
- package/lib/audio/AudioAssetRegistry.js +970 -0
- package/lib/audio/AudioAssetRegistry.js.map +1 -0
- package/lib/audio/AudioCache.d.ts +135 -0
- package/lib/audio/AudioCache.d.ts.map +1 -0
- package/lib/audio/AudioCache.js +211 -0
- package/lib/audio/AudioCache.js.map +1 -0
- package/lib/audio/AudioManager.d.ts +162 -0
- package/lib/audio/AudioManager.d.ts.map +1 -0
- package/lib/audio/AudioManager.js +508 -0
- package/lib/audio/AudioManager.js.map +1 -0
- package/lib/audio/AudioMonitor.d.ts +122 -0
- package/lib/audio/AudioMonitor.d.ts.map +1 -0
- package/lib/audio/AudioMonitor.js +215 -0
- package/lib/audio/AudioMonitor.js.map +1 -0
- package/lib/audio/AudioPool.d.ts +108 -0
- package/lib/audio/AudioPool.d.ts.map +1 -0
- package/lib/audio/AudioPool.js +206 -0
- package/lib/audio/AudioPool.js.map +1 -0
- package/lib/audio/AudioProvider.d.ts +28 -0
- package/lib/audio/AudioProvider.d.ts.map +1 -0
- package/lib/audio/AudioProvider.js +135 -0
- package/lib/audio/AudioProvider.js.map +1 -0
- package/lib/audio/AudioUtils.d.ts +77 -0
- package/lib/audio/AudioUtils.d.ts.map +1 -0
- package/lib/audio/AudioUtils.js +164 -0
- package/lib/audio/AudioUtils.js.map +1 -0
- package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
- package/lib/audio/BoneImpactAudioMap.d.ts.map +1 -0
- package/lib/audio/BoneImpactAudioMap.js +133 -0
- package/lib/audio/BoneImpactAudioMap.js.map +1 -0
- package/lib/audio/VariantSelector.d.ts +69 -0
- package/lib/audio/VariantSelector.d.ts.map +1 -0
- package/lib/audio/VariantSelector.js +177 -0
- package/lib/audio/VariantSelector.js.map +1 -0
- package/lib/audio/index.d.ts +13 -0
- package/lib/audio/index.d.ts.map +1 -0
- package/lib/audio/index.js +41 -0
- package/lib/audio/index.js.map +1 -0
- package/lib/audio/types.d.ts +220 -0
- package/lib/audio/types.d.ts.map +1 -0
- package/lib/audio/types.js +12 -0
- package/lib/audio/types.js.map +1 -0
- package/lib/components/effects/WindParticles3D.d.ts +83 -0
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -0
- package/lib/components/effects/index.d.ts +6 -0
- package/lib/components/effects/index.d.ts.map +1 -0
- package/lib/components/index.d.ts +5 -0
- package/lib/components/index.d.ts.map +1 -0
- package/lib/components/index.js +74 -0
- package/lib/components/index.js.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.js +1912 -0
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts +39 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js +52 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +35 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +78 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts +23 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js +214 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +54 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +357 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts +32 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js +254 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts +63 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js +108 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts +42 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js +259 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts +108 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js +232 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +87 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js +278 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +248 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js +184 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js +66 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js +261 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js +65 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +103 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js +296 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts +72 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/index.d.ts +121 -0
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts +31 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js +242 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts +74 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +275 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts +25 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js +61 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts +43 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js +139 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts +50 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +155 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js +103 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js +101 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts +47 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +141 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts +25 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +129 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts +48 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js +131 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts +82 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js +73 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts +80 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +79 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/index.d.ts +22 -0
- package/lib/components/screens/combat/components/hud/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/index.js +4 -0
- package/lib/components/screens/combat/components/index.d.ts +47 -0
- package/lib/components/screens/combat/components/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/index.js +23 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts +52 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js +113 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +49 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +150 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts +44 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js +83 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +83 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +161 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts +38 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +37 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts +37 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js +33 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -0
- package/lib/components/screens/combat/helpers/index.d.ts +8 -0
- package/lib/components/screens/combat/helpers/index.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/index.js +2 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts +108 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useAICombat.js +806 -0
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts +106 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.js +766 -0
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- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts +85 -0
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -0
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- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts +40 -0
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- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts +61 -0
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- package/lib/components/screens/combat/hooks/useCombatState.d.ts +75 -0
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatState.js +182 -0
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts +36 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts +63 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/index.d.ts +4 -0
- package/lib/components/screens/combat/index.d.ts.map +1 -0
- package/lib/components/screens/combat/index.js +25 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts +12 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -0
- package/lib/components/screens/controls/ControlsScreen3D.js +1248 -0
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -0
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts +35 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.d.ts +31 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +100 -0
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{"version":3,"file":"DarkOpsAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/DarkOpsAnimations.ts"],"sourcesContent":["/**\n * Dark Ops Animations Module\n *\n * Lethal assassination and incapacitation techniques (암살 기술).\n * High-precision vital point targeting for maximum effect.\n * Uses MartialArtsAnimationBuilder for readable, martial arts expert-friendly code.\n *\n * 암살자 전용 치명 기술 애니메이션 모듈\n *\n * @module systems/animation/DarkOpsAnimations\n * @korean 암살애니메이션\n */\n\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport {\n MartialArtsAnimationBuilder,\n TECHNIQUE_TIMING,\n} from \"../builders/MartialArtsAnimationBuilder\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// VASCULAR ATTACKS (혈관 공격)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Silent Carotid Strike - 경동맥침묵\n *\n * Silent approach and carotid artery compression.\n * Induces unconsciousness through blood flow restriction.\n *\n * @korean 경동맥침묵애니메이션\n */\nexport const DARKOPS_SILENT_CAROTID_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"darkops_silent_carotid\", \"경동맥침묵\")\n .asAttack(0.7)\n .shift(0.15, \"ease-out\") // Silent approach from behind\n .clinchGrab(0.15) // Secure position on neck\n .chokeGrip(0.2) // Apply carotid compression\n .recover(0.2)\n .build();\n\n/**\n * Jugular Strike - 경정맥타격\n *\n * Precise strike to the jugular vein.\n * Causes immediate disorientation.\n *\n * Duration: 580ms (Knife-hand to neck)\n *\n * @korean 경정맥타격애니메이션\n */\nexport const DARKOPS_JUGULAR_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"darkops_jugular_strike\", \"경정맥타격\")\n .asAttack(0.58)\n .punchWindup(0.11) // Angle setup\n .jugularStrike(0.17) // Knife-hand to jugular\n .punchPeak(0.04)\n .recover(0.26)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// NERVE ATTACKS (신경 공격)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Nerve Paralysis Strike - 신경마비\n *\n * Precision strike to motor nerve clusters.\n * Causes temporary limb paralysis.\n *\n * Duration: 680ms (Deliberate nerve strike)\n *\n * @korean 신경마비애니메이션\n */\nexport const DARKOPS_NERVE_PARALYSIS_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"darkops_nerve_paralysis\", \"신경마비\")\n .asAttack(0.68)\n .elbowChamber(0.14) // Careful positioning\n .nerveStrike(0.21) // Precision nerve cluster strike\n .punchPeak(0.05) // Hold for accuracy\n .recover(0.28)\n .build();\n\n/**\n * Brachial Plexus Strike - 상완신경총\n *\n * Strike to brachial plexus nerve bundle.\n * Causes arm numbness and weakness.\n *\n * @korean 상완신경총애니메이션\n */\nexport const DARKOPS_BRACHIAL_PLEXUS_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"darkops_brachial_plexus\", \"상완신경총\")\n .asAttack(0.4)\n .elbowChamber(0.1)\n .brachialElbow(0.12) // Elbow to brachial nerve cluster\n .recover(0.18)\n .build();\n\n/**\n * Femoral Nerve Strike - 대퇴신경타격\n *\n * Strike to femoral nerve in thigh.\n * Causes leg collapse.\n *\n * @korean 대퇴신경타격애니메이션\n */\nexport const DARKOPS_FEMORAL_NERVE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"darkops_femoral_nerve\", \"대퇴신경타격\")\n .asAttack(0.45)\n .withClinch()\n .femoralKnee(0.15) // Knee to femoral nerve in thigh\n .recover(0.3)\n .build();\n\n/**\n * Sciatic Nerve Strike - 좌골신경타격\n *\n * Strike to sciatic nerve.\n * Causes shooting pain and leg weakness.\n *\n * @korean 좌골신경타격애니메이션\n */\nexport const DARKOPS_SCIATIC_NERVE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"darkops_sciatic_nerve\", \"좌골신경타격\")\n .asAttack(0.42)\n .lowKickChamber(0.1)\n .lowKickSweep(0.12) // Low kick to back of leg\n .recover(0.2)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ORGAN ATTACKS (장기 공격)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Liver Disruption - 간장파괴\n *\n * Devastating hook to liver.\n * Causes immediate incapacitation.\n *\n * @korean 간장파괴애니메이션\n */\nexport const DARKOPS_LIVER_DISRUPTION_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"darkops_liver_disruption\", \"간장파괴\")\n .asAttack(0.45)\n .uppercutCrouch(0.1) // Drop level\n .liverShot(0.15) // Devastating hook to liver\n .recover(0.2)\n .build();\n\n/**\n * Kidney Strike - 신장타격\n *\n * Knee or elbow to kidney region.\n * Causes severe pain and potential organ damage.\n *\n * @korean 신장타격애니메이션\n */\nexport const DARKOPS_KIDNEY_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"darkops_kidney_strike\", \"신장타격\")\n .asAttack(0.48)\n .clinchGrab(0.1)\n .kidneyStrike(0.15) // Hook to kidney region\n .recover(0.23)\n .build();\n\n/**\n * Spleen Rupture Strike - 비장파열\n *\n * Powerful strike to spleen area.\n * Causes internal bleeding risk.\n *\n * @korean 비장파열애니메이션\n */\nexport const DARKOPS_SPLEEN_RUPTURE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"darkops_spleen_rupture\", \"비장파열\")\n .asAttack(0.42)\n .hookWindup(0.1)\n .hookPunch(0.12) // Left hook to spleen\n .recover(0.2)\n .build();\n\n/**\n * Solar Plexus Paralyze - 명치마비\n *\n * Strike to solar plexus nerve center.\n * Causes diaphragm spasm and breathing difficulty.\n *\n * @korean 명치마비애니메이션\n */\nexport const DARKOPS_SOLAR_PLEXUS_PARALYZE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"darkops_solar_plexus_paralyze\",\n \"명치마비\",\n )\n .asAttack(0.4)\n .punchWindup(0.08)\n .solarPlexusStrike(0.12) // Deep penetrating strike to solar plexus\n .recover(0.2)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// THROAT ATTACKS (인후 공격)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Throat Strike - 인후타격\n *\n * Strike to throat/trachea.\n * Causes airway obstruction.\n *\n * Duration: 440ms (Fast throat strike)\n *\n * @korean 인후타격애니메이션\n */\nexport const DARKOPS_THROAT_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"darkops_throat_strike\", \"인후타격\")\n .asAttack(0.44)\n .elbowChamber(0.07) // Compact setup\n .throatStrike(0.13) // Spear hand to trachea\n .recover(0.24)\n .withSpearHand(\"right\")\n .build();\n\n/**\n * Larynx Crush - 후두압박\n *\n * Grab and compress larynx.\n * Causes voice loss and panic.\n *\n * @korean 후두압박애니메이션\n */\nexport const DARKOPS_LARYNX_CRUSH_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"darkops_larynx_crush\", \"후두압박\")\n .asAttack(0.55)\n .clinchGrab(0.12) // Close distance, grip throat\n .wristGrab(0.15) // Precise larynx compression grip\n .chokeGrip(0.15) // Compress\n .recover(0.13)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// HEAD/SKULL ATTACKS (두부 공격)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Temple Strike - 관자놀이타격 (Dark Ops Precision Temple Elbow)\n *\n * Surgical precision elbow strike to temple bone.\n * Assassin's technique for instant concussion and disorientation.\n *\n * Phases:\n * 1. Setup (준비): 90ms - Careful positioning at perfect angle\n * 2. Temple Strike (관자놀이): 140ms - Angled horizontal elbow to temple\n * 3. Impact Hold (압박): 70ms - Brief hold at vital point\n * 4. Withdraw (철수): 180ms - Smooth extraction\n *\n * Duration: 480ms (Precise, controlled assassination strike)\n *\n * @korean 관자놀이타격애니메이션\n */\nexport const DARKOPS_TEMPLE_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"darkops_temple_strike\", \"관자놀이타격\")\n .asAttack(0.48)\n .elbowChamber(0.09) // 준비 - Careful angle setup\n .templeElbow(0.14) // 관자놀이 - Precise angled elbow to temple\n .templeElbow(0.07) // 압박 - Hold on vital point\n .recover(0.18) // 철수 - Controlled withdrawal\n .build();\n\n/**\n * Jaw Dislocation - 턱탈구\n *\n * Uppercut to dislocate jaw.\n * Causes extreme pain and inability to speak.\n *\n * @korean 턱탈구애니메이션\n */\nexport const DARKOPS_JAW_DISLOCATION_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"darkops_jaw_dislocation\", \"턱탈구\")\n .asAttack(0.42)\n .uppercutCrouch(0.1)\n .jawStrike(0.12) // Rising palm to jaw\n .recover(0.2)\n .build();\n\n/**\n * Ear Strike - 이타격\n *\n * Cupped palm strike to ear.\n * Causes tympanic membrane rupture.\n *\n * @korean 이타격애니메이션\n */\nexport const DARKOPS_EAR_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"darkops_ear_strike\", \"이타격\")\n .asAttack(TECHNIQUE_TIMING.FAST.total)\n .hookWindup(TECHNIQUE_TIMING.FAST.chamber)\n .palmStrike(TECHNIQUE_TIMING.FAST.extend + TECHNIQUE_TIMING.FAST.peak) // Cupped palm to ear\n .recover(TECHNIQUE_TIMING.FAST.retract + TECHNIQUE_TIMING.FAST.recover)\n .build();\n\n/**\n * Eye Gouge - 안구압박\n *\n * Finger strike to eyes.\n * Causes temporary or permanent blindness.\n *\n * Duration: 420ms (Very fast gouge)\n *\n * @korean 안구압박애니메이션\n */\nexport const DARKOPS_EYE_GOUGE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"darkops_eye_gouge\", \"안구압박\")\n .asAttack(0.42)\n .punchWindup(0.07) // Minimal chamber\n .eyeGouge(0.12) // Two-finger strike to eyes\n .recover(0.23)\n .withSpearHand(\"right\") // Two-finger extension\n .build();\n\n/**\n * Occipital Strike - 후두골타격\n *\n * Strike to base of skull.\n * Causes unconsciousness.\n *\n * @korean 후두골타격애니메이션\n */\nexport const DARKOPS_OCCIPITAL_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"darkops_occipital_strike\", \"후두골타격\")\n .asAttack(0.4)\n .occipitalStrike(0.15) // Palm heel to base of skull\n .recover(0.25)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SPINAL ATTACKS (척추 공격)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Spinal Strike - 척추타격\n *\n * Strike to spinal column.\n * Causes pain and potential paralysis.\n *\n * @korean 척추타격애니메이션\n */\nexport const DARKOPS_SPINAL_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"darkops_spinal_strike\", \"척추타격\")\n .asAttack(0.45)\n .elbowChamber(0.1)\n .spineStrike(0.12) // Downward elbow to spine\n .recover(0.23)\n .build();\n\n/**\n * Cervical Twist - 경추비틀기\n *\n * Neck manipulation technique.\n * Dangerous cervical vertebrae pressure.\n *\n * @korean 경추비틀기애니메이션\n */\nexport const DARKOPS_CERVICAL_TWIST_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"darkops_cervical_twist\", \"경추비틀기\")\n .asAttack(0.65)\n .clinchGrab(0.15)\n .wristTwist(0.2) // Neck rotation\n .recover(0.3)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// CHOKE ATTACKS (교살 공격)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Rear Naked Choke - 후방나체교살\n *\n * Classic rear chokehold.\n * Blood choke causing unconsciousness.\n *\n * @korean 후방나체교살애니메이션\n */\nexport const DARKOPS_REAR_CHOKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"darkops_rear_choke\", \"후방나체교살\")\n .asAttack(0.7)\n .spin(0.15) // Circle behind opponent\n .clinchGrab(0.15) // Secure rear position\n .chokeGrip(0.22) // Apply rear naked choke\n .recover(0.18)\n .build();\n\n/**\n * Guillotine Choke - 길로틴초크\n *\n * Front headlock choke.\n * Air and blood choke combined.\n *\n * @korean 길로틴초크애니메이션\n */\nexport const DARKOPS_GUILLOTINE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"darkops_guillotine\", \"길로틴초크\")\n .asAttack(0.65)\n .parry(0.1) // Catch head\n .clinchGrab(0.12)\n .chokeGrip(0.2) // Apply guillotine choke\n .recover(0.23)\n .build();\n\n/**\n * Triangle Choke - 삼각조르기\n *\n * Leg triangle choke.\n * Blood choke using legs.\n *\n * @korean 삼각조르기애니메이션\n */\nexport const DARKOPS_TRIANGLE_CHOKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"darkops_triangle_choke\", \"삼각조르기\")\n .asAttack(0.75)\n .sweep(0.15) // Get to ground\n .chamber(0.12) // Position legs\n .jointLock(0.25) // Apply triangle\n .recover(0.23)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// LIMB DESTRUCTION (사지 파괴)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Achilles Sever - 아킬레스건절단 (DarkOps Achilles Tendon Strike)\n *\n * Precise striking attack to achilles tendon.\n * DarkOps: Combat disabling technique, permanent damage objective.\n * Uses heel stomp or blade of foot to sever/rupture achilles.\n *\n * Korean Special Operations: 아킬레스건타격 (Achilles Tendon Strike)\n * - 정밀조준 (Precise Targeting): Specific anatomical point\n * - 하향강타 (Downward Strike): Stomping force to tendon\n * - 절단의도 (Severing Intent): Rupture, not just pain\n * - 보행불가 (Mobility Denial): Immediate walking disability\n *\n * Contrasts with Gon ankle pick:\n * - DarkOps: Striking, severing, disable (combat destruction)\n * - Gon: Grabbing, pulling, takedown (control/submission)\n *\n * Attack to Achilles tendon.\n * Causes inability to walk.\n *\n * @korean 아킬레스건절단애니메이션\n */\nexport const DARKOPS_ACHILLES_SEVER_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"darkops_achilles_sever\", \"아킬레스건절단\")\n .asAttack(0.5)\n .axeKickRise(0.12) // Raise leg for downward strike (different from sweep)\n .axeKickChop(0.15) // Precise downward heel strike to achilles\n .recover(0.23)\n .build();\n\n/**\n * Kneecap Strike - 슬개골타격\n *\n * Oblique kick to knee.\n * Hyperextends or dislocates knee.\n *\n * @korean 슬개골타격애니메이션\n */\nexport const DARKOPS_KNEECAP_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"darkops_kneecap_strike\", \"슬개골타격\")\n .asAttack(0.45)\n .pushKickChamber(0.1)\n .pushKickThrust(0.12) // Stomp to knee\n .recover(0.23)\n .build();\n\n/**\n * Elbow Hyperextension - 팔꿈치과신전\n *\n * Standing arm bar hyperextension.\n * Breaks or dislocates elbow.\n *\n * @korean 팔꿈치과신전애니메이션\n */\nexport const DARKOPS_ELBOW_HYPEREXTEND_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"darkops_elbow_hyperextend\",\n \"팔꿈치과신전\",\n )\n .asAttack(0.6)\n .wristGrab(0.12)\n .armBarEntry(0.15)\n .armBarDrop(0.15) // Hyperextend\n .recover(0.18)\n .build();\n\n/**\n * Finger Break - 손가락파괴\n *\n * Small joint manipulation to fingers.\n * Breaks or dislocates fingers.\n *\n * @korean 손가락파괴애니메이션\n */\nexport const DARKOPS_FINGER_BREAK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"darkops_finger_break\", \"손가락파괴\")\n .asAttack(0.45)\n .wristGrab(0.12)\n .wristTwist(0.15) // Finger manipulation\n .recover(0.18)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SILENT TAKEDOWNS (무음제압)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Silent Takedown - 무음제압\n *\n * Silent approach and takedown.\n * No sound, instant incapacitation.\n *\n * @korean 무음제압애니메이션\n */\nexport const DARKOPS_SILENT_TAKEDOWN_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"darkops_silent_takedown\", \"무음제압\")\n .asAttack(0.75)\n .shift(0.2, \"ease-out\") // Silent approach\n .clinchGrab(0.15) // Secure\n .slamDown(0.2) // Take down silently\n .recover(0.2)\n .build();\n\n/**\n * Sleeper Hold - 수면유도\n *\n * Blood choke to induce sleep.\n * Gentle unconsciousness induction.\n *\n * @korean 수면유도애니메이션\n */\nexport const DARKOPS_SLEEPER_HOLD_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"darkops_sleeper_hold\", \"수면유도\")\n .asAttack(0.7)\n .shift(0.15, \"ease-out\") // Approach from behind\n .clinchGrab(0.12) // Secure head/neck\n .chokeGrip(0.25) // Sustained blood choke pressure\n .recover(0.18)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORT DARK OPS ANIMATION MAP\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all dark ops animations for easy access\n * 암살 애니메이션 맵\n */\nexport const DARKOPS_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> =\n new Map([\n // Vascular\n [\"darkops_silent_carotid\", DARKOPS_SILENT_CAROTID_ANIMATION],\n [\"darkops_jugular_strike\", DARKOPS_JUGULAR_STRIKE_ANIMATION],\n\n // Nerve\n [\"darkops_nerve_paralysis\", DARKOPS_NERVE_PARALYSIS_ANIMATION],\n [\"darkops_brachial_plexus_strike\", DARKOPS_BRACHIAL_PLEXUS_ANIMATION],\n [\"darkops_femoral_nerve_strike\", DARKOPS_FEMORAL_NERVE_ANIMATION],\n [\"darkops_sciatic_nerve\", DARKOPS_SCIATIC_NERVE_ANIMATION],\n\n // Organ\n [\"darkops_liver_disruption\", DARKOPS_LIVER_DISRUPTION_ANIMATION],\n [\"darkops_kidney_strike\", DARKOPS_KIDNEY_STRIKE_ANIMATION],\n [\"darkops_spleen_rupture\", DARKOPS_SPLEEN_RUPTURE_ANIMATION],\n [\"darkops_solar_plexus_paralyze\", DARKOPS_SOLAR_PLEXUS_PARALYZE_ANIMATION],\n\n // Throat\n [\"darkops_throat_strike\", DARKOPS_THROAT_STRIKE_ANIMATION],\n [\"darkops_larynx_crush\", DARKOPS_LARYNX_CRUSH_ANIMATION],\n\n // Head/Skull\n [\"darkops_temple_strike\", DARKOPS_TEMPLE_STRIKE_ANIMATION],\n [\"darkops_jaw_dislocation\", DARKOPS_JAW_DISLOCATION_ANIMATION],\n [\"darkops_ear_strike\", DARKOPS_EAR_STRIKE_ANIMATION],\n [\"darkops_eye_gouge\", DARKOPS_EYE_GOUGE_ANIMATION],\n [\"darkops_occipital_strike\", DARKOPS_OCCIPITAL_STRIKE_ANIMATION],\n\n // Spinal\n [\"darkops_spinal_strike\", DARKOPS_SPINAL_STRIKE_ANIMATION],\n [\"darkops_cervical_twist\", DARKOPS_CERVICAL_TWIST_ANIMATION],\n\n // Chokes\n [\"darkops_rear_choke\", DARKOPS_REAR_CHOKE_ANIMATION],\n [\"darkops_guillotine\", DARKOPS_GUILLOTINE_ANIMATION],\n [\"darkops_triangle_choke\", DARKOPS_TRIANGLE_CHOKE_ANIMATION],\n\n // Limb Destruction\n [\"darkops_achilles_sever\", DARKOPS_ACHILLES_SEVER_ANIMATION],\n [\"darkops_kneecap_strike\", DARKOPS_KNEECAP_STRIKE_ANIMATION],\n [\"darkops_elbow_hyperextend\", DARKOPS_ELBOW_HYPEREXTEND_ANIMATION],\n [\"darkops_finger_break\", DARKOPS_FINGER_BREAK_ANIMATION],\n\n // Silent Takedowns\n [\"darkops_silent_takedown\", DARKOPS_SILENT_TAKEDOWN_ANIMATION],\n [\"darkops_sleeper_hold\", DARKOPS_SLEEPER_HOLD_ANIMATION],\n ]);\n"],"mappings":";;;;;;;;;;AA+BA,IAAa,mCACX,4BAA4B,OAAO,0BAA0B,QAAQ,CAClE,SAAS,GAAI,CACb,MAAM,KAAM,WAAW,CACvB,WAAW,IAAK,CAChB,UAAU,GAAI,CACd,QAAQ,GAAI,CACZ,OAAO;;;;;;;;;;;AAYZ,IAAa,mCACX,4BAA4B,OAAO,0BAA0B,QAAQ,CAClE,SAAS,IAAK,CACd,YAAY,IAAK,CACjB,cAAc,IAAK,CACnB,UAAU,IAAK,CACf,QAAQ,IAAK,CACb,OAAO;;;;;;;;;;;AAgBZ,IAAa,oCACX,4BAA4B,OAAO,2BAA2B,OAAO,CAClE,SAAS,IAAK,CACd,aAAa,IAAK,CAClB,YAAY,IAAK,CACjB,UAAU,IAAK,CACf,QAAQ,IAAK,CACb,OAAO;;;;;;;;;AAUZ,IAAa,oCACX,4BAA4B,OAAO,2BAA2B,QAAQ,CACnE,SAAS,GAAI,CACb,aAAa,GAAI,CACjB,cAAc,IAAK,CACnB,QAAQ,IAAK,CACb,OAAO;;;;;;;;;AAUZ,IAAa,kCACX,4BAA4B,OAAO,yBAAyB,SAAS,CAClE,SAAS,IAAK,CACd,YAAY,CACZ,YAAY,IAAK,CACjB,QAAQ,GAAI,CACZ,OAAO;;;;;;;;;AAUZ,IAAa,kCACX,4BAA4B,OAAO,yBAAyB,SAAS,CAClE,SAAS,IAAK,CACd,eAAe,GAAI,CACnB,aAAa,IAAK,CAClB,QAAQ,GAAI,CACZ,OAAO;;;;;;;;;AAcZ,IAAa,qCACX,4BAA4B,OAAO,4BAA4B,OAAO,CACnE,SAAS,IAAK,CACd,eAAe,GAAI,CACnB,UAAU,IAAK,CACf,QAAQ,GAAI,CACZ,OAAO;;;;;;;;;AAUZ,IAAa,kCACX,4BAA4B,OAAO,yBAAyB,OAAO,CAChE,SAAS,IAAK,CACd,WAAW,GAAI,CACf,aAAa,IAAK,CAClB,QAAQ,IAAK,CACb,OAAO;;;;;;;;;AAUZ,IAAa,mCACX,4BAA4B,OAAO,0BAA0B,OAAO,CACjE,SAAS,IAAK,CACd,WAAW,GAAI,CACf,UAAU,IAAK,CACf,QAAQ,GAAI,CACZ,OAAO;;;;;;;;;AAUZ,IAAa,0CACX,4BAA4B,OAC1B,iCACA,OACD,CACE,SAAS,GAAI,CACb,YAAY,IAAK,CACjB,kBAAkB,IAAK,CACvB,QAAQ,GAAI,CACZ,OAAO;;;;;;;;;;;AAgBZ,IAAa,kCACX,4BAA4B,OAAO,yBAAyB,OAAO,CAChE,SAAS,IAAK,CACd,aAAa,IAAK,CAClB,aAAa,IAAK,CAClB,QAAQ,IAAK,CACb,cAAc,QAAQ,CACtB,OAAO;;;;;;;;;AAUZ,IAAa,iCACX,4BAA4B,OAAO,wBAAwB,OAAO,CAC/D,SAAS,IAAK,CACd,WAAW,IAAK,CAChB,UAAU,IAAK,CACf,UAAU,IAAK,CACf,QAAQ,IAAK,CACb,OAAO;;;;;;;;;;;;;;;;;AAsBZ,IAAa,kCACX,4BAA4B,OAAO,yBAAyB,SAAS,CAClE,SAAS,IAAK,CACd,aAAa,IAAK,CAClB,YAAY,IAAK,CACjB,YAAY,IAAK,CACjB,QAAQ,IAAK,CACb,OAAO;;;;;;;;;AAUZ,IAAa,oCACX,4BAA4B,OAAO,2BAA2B,MAAM,CACjE,SAAS,IAAK,CACd,eAAe,GAAI,CACnB,UAAU,IAAK,CACf,QAAQ,GAAI,CACZ,OAAO;;;;;;;;;AAUZ,IAAa,+BACX,4BAA4B,OAAO,sBAAsB,MAAM,CAC5D,SAAS,iBAAiB,KAAK,MAAM,CACrC,WAAW,iBAAiB,KAAK,QAAQ,CACzC,WAAW,iBAAiB,KAAK,SAAS,iBAAiB,KAAK,KAAK,CACrE,QAAQ,iBAAiB,KAAK,UAAU,iBAAiB,KAAK,QAAQ,CACtE,OAAO;;;;;;;;;;;AAYZ,IAAa,8BACX,4BAA4B,OAAO,qBAAqB,OAAO,CAC5D,SAAS,IAAK,CACd,YAAY,IAAK,CACjB,SAAS,IAAK,CACd,QAAQ,IAAK,CACb,cAAc,QAAQ,CACtB,OAAO;;;;;;;;;AAUZ,IAAa,qCACX,4BAA4B,OAAO,4BAA4B,QAAQ,CACpE,SAAS,GAAI,CACb,gBAAgB,IAAK,CACrB,QAAQ,IAAK,CACb,OAAO;;;;;;;;;AAcZ,IAAa,kCACX,4BAA4B,OAAO,yBAAyB,OAAO,CAChE,SAAS,IAAK,CACd,aAAa,GAAI,CACjB,YAAY,IAAK,CACjB,QAAQ,IAAK,CACb,OAAO;;;;;;;;;AAUZ,IAAa,mCACX,4BAA4B,OAAO,0BAA0B,QAAQ,CAClE,SAAS,IAAK,CACd,WAAW,IAAK,CAChB,WAAW,GAAI,CACf,QAAQ,GAAI,CACZ,OAAO;;;;;;;;;AAcZ,IAAa,+BACX,4BAA4B,OAAO,sBAAsB,SAAS,CAC/D,SAAS,GAAI,CACb,KAAK,IAAK,CACV,WAAW,IAAK,CAChB,UAAU,IAAK,CACf,QAAQ,IAAK,CACb,OAAO;;;;;;;;;AAUZ,IAAa,+BACX,4BAA4B,OAAO,sBAAsB,QAAQ,CAC9D,SAAS,IAAK,CACd,MAAM,GAAI,CACV,WAAW,IAAK,CAChB,UAAU,GAAI,CACd,QAAQ,IAAK,CACb,OAAO;;;;;;;;;AAUZ,IAAa,mCACX,4BAA4B,OAAO,0BAA0B,QAAQ,CAClE,SAAS,IAAK,CACd,MAAM,IAAK,CACX,QAAQ,IAAK,CACb,UAAU,IAAK,CACf,QAAQ,IAAK,CACb,OAAO;;;;;;;;;;;;;;;;;;;;;;;AA4BZ,IAAa,mCACX,4BAA4B,OAAO,0BAA0B,UAAU,CACpE,SAAS,GAAI,CACb,YAAY,IAAK,CACjB,YAAY,IAAK,CACjB,QAAQ,IAAK,CACb,OAAO;;;;;;;;;AAUZ,IAAa,mCACX,4BAA4B,OAAO,0BAA0B,QAAQ,CAClE,SAAS,IAAK,CACd,gBAAgB,GAAI,CACpB,eAAe,IAAK,CACpB,QAAQ,IAAK,CACb,OAAO;;;;;;;;;AAUZ,IAAa,sCACX,4BAA4B,OAC1B,6BACA,SACD,CACE,SAAS,GAAI,CACb,UAAU,IAAK,CACf,YAAY,IAAK,CACjB,WAAW,IAAK,CAChB,QAAQ,IAAK,CACb,OAAO;;;;;;;;;AAUZ,IAAa,iCACX,4BAA4B,OAAO,wBAAwB,QAAQ,CAChE,SAAS,IAAK,CACd,UAAU,IAAK,CACf,WAAW,IAAK,CAChB,QAAQ,IAAK,CACb,OAAO;;;;;;;;;AAcZ,IAAa,oCACX,4BAA4B,OAAO,2BAA2B,OAAO,CAClE,SAAS,IAAK,CACd,MAAM,IAAK,WAAW,CACtB,WAAW,IAAK,CAChB,SAAS,GAAI,CACb,QAAQ,GAAI,CACZ,OAAO;;;;;;;;;AAUZ,IAAa,iCACX,4BAA4B,OAAO,wBAAwB,OAAO,CAC/D,SAAS,GAAI,CACb,MAAM,KAAM,WAAW,CACvB,WAAW,IAAK,CAChB,UAAU,IAAK,CACf,QAAQ,IAAK,CACb,OAAO;;;;;AAUZ,IAAa,qBACX,IAAI,IAAI;CAEN,CAAC,0BAA0B,iCAAiC;CAC5D,CAAC,0BAA0B,iCAAiC;CAG5D,CAAC,2BAA2B,kCAAkC;CAC9D,CAAC,kCAAkC,kCAAkC;CACrE,CAAC,gCAAgC,gCAAgC;CACjE,CAAC,yBAAyB,gCAAgC;CAG1D,CAAC,4BAA4B,mCAAmC;CAChE,CAAC,yBAAyB,gCAAgC;CAC1D,CAAC,0BAA0B,iCAAiC;CAC5D,CAAC,iCAAiC,wCAAwC;CAG1E,CAAC,yBAAyB,gCAAgC;CAC1D,CAAC,wBAAwB,+BAA+B;CAGxD,CAAC,yBAAyB,gCAAgC;CAC1D,CAAC,2BAA2B,kCAAkC;CAC9D,CAAC,sBAAsB,6BAA6B;CACpD,CAAC,qBAAqB,4BAA4B;CAClD,CAAC,4BAA4B,mCAAmC;CAGhE,CAAC,yBAAyB,gCAAgC;CAC1D,CAAC,0BAA0B,iCAAiC;CAG5D,CAAC,sBAAsB,6BAA6B;CACpD,CAAC,sBAAsB,6BAA6B;CACpD,CAAC,0BAA0B,iCAAiC;CAG5D,CAAC,0BAA0B,iCAAiC;CAC5D,CAAC,0BAA0B,iCAAiC;CAC5D,CAAC,6BAA6B,oCAAoC;CAClE,CAAC,wBAAwB,+BAA+B;CAGxD,CAAC,2BAA2B,kCAAkC;CAC9D,CAAC,wBAAwB,+BAA+B;CACzD,CAAC"}
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/**
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* Defensive animations for Eight Trigram stances
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*
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* Implements stance-specific defensive techniques based on Korean martial arts
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* and I Ching philosophy using the MartialArtsAnimationBuilder pattern.
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*
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* Coverage:
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* - 8 stances × 2 defensive moves = 16 defensive animations
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* - Block success, parry, guard break, and recovery animations
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* - Integration with existing AnimationStateMachine
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*
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* @module systems/animation/DefensiveAnimations
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* @category Animation
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* @korean 방어애니메이션
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*/
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import type { SkeletalAnimation } from "../../../types/skeletal";
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import { TrigramStance } from "../../../types/common";
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/**
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* ☰ 건 (Geon) - Heaven Defensive Move 1: High Block (상단막기)
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* Strong overhead block with both arms raised high. Direct force meets force.
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* @korean 건상단막기
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*/
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export declare const GEON_HIGH_BLOCK: SkeletalAnimation;
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/**
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* ☰ 건 (Geon) - Heaven Defensive Move 2: Counter Strike (반격)
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* Quick counter punch after blocking, leveraging forward aggression.
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* @korean 건반격
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*/
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export declare const GEON_COUNTER_STRIKE: SkeletalAnimation;
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/**
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* ☱ 태 (Tae) - Lake Defensive Move 1: Joint Lock Defense (관절꺾기 방어)
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* Circular deflection leading into joint manipulation. Fluid redirection.
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* @korean 태관절방어
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*/
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export declare const TAE_JOINT_LOCK_DEFENSE: SkeletalAnimation;
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/**
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* ☱ 태 (Tae) - Lake Defensive Move 2: Sweep Defense (쓸어치기 방어)
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* Low sweeping motion to deflect and unbalance attacker.
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* @korean 태쓸어치기방어
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*/
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export declare const TAE_SWEEP_DEFENSE: SkeletalAnimation;
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/**
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* ☲ 리 (Li) - Fire Defensive Move 1: Precision Parry (정밀 받아넘기기)
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* Precise hand deflection targeting specific attack points.
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* @korean 리정밀받아넘기기
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*/
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export declare const LI_PRECISION_PARRY: SkeletalAnimation;
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/**
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* ☲ 리 (Li) - Fire Defensive Move 2: Nerve Strike Counter (신경타격 반격)
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* Quick nerve strike counter after deflection.
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* @korean 리신경타격반격
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*/
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export declare const LI_NERVE_STRIKE_COUNTER: SkeletalAnimation;
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/**
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* ☳ 진 (Jin) - Thunder Defensive Move 1: Explosive Block (폭발적 막기)
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* Powerful explosive block that can stagger attacker.
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* @korean 진폭발막기
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*/
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export declare const JIN_EXPLOSIVE_BLOCK: SkeletalAnimation;
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/**
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* ☳ 진 (Jin) - Thunder Defensive Move 2: Shocking Counter (충격 반격)
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* Lightning-fast counter strike with explosive power.
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* @korean 진충격반격
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*/
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export declare const JIN_SHOCKING_COUNTER: SkeletalAnimation;
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/**
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* ☴ 손 (Son) - Wind Defensive Move 1: Continuous Deflection (연속 막기)
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* Rapid circular deflections, multiple in succession.
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* @korean 손연속막기
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*/
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export declare const SON_CONTINUOUS_DEFLECTION: SkeletalAnimation;
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/**
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* ☴ 손 (Son) - Wind Defensive Move 2: Pressure Counter (압박 반격)
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* Multiple quick strikes after deflection, maintaining pressure.
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* @korean 손압박반격
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*/
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export declare const SON_PRESSURE_COUNTER: SkeletalAnimation;
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/**
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* ☵ 감 (Gam) - Water Defensive Move 1: Flow Defense (흐름 방어)
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* Yielding circular defense that redirects force.
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* @korean 감흐름방어
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*/
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export declare const GAM_FLOW_DEFENSE: SkeletalAnimation;
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/**
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* ☵ 감 (Gam) - Water Defensive Move 2: Redirection Counter (전환 반격)
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* Uses opponent's momentum for counter strike.
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* @korean 감전환반격
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*/
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export declare const GAM_REDIRECTION_COUNTER: SkeletalAnimation;
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/**
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* ☶ 간 (Gan) - Mountain Defensive Move 1: Immovable Block (부동 막기)
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* Solid defensive stance that absorbs attacks.
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* @korean 간부동막기
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*/
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export declare const GAN_IMMOVABLE_BLOCK: SkeletalAnimation;
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/**
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* ☶ 간 (Gan) - Mountain Defensive Move 2: Counter Fortress (반격 요새)
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* Strong defensive position with delayed power counter.
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* @korean 간반격요새
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*/
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export declare const GAN_COUNTER_FORTRESS: SkeletalAnimation;
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/**
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* ☷ 곤 (Gon) - Earth Defensive Move 1: Grounding Defense (접지 방어)
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* Low defensive posture with strong base.
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* @korean 곤접지방어
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*/
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export declare const GON_GROUNDING_DEFENSE: SkeletalAnimation;
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/**
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* ☷ 곤 (Gon) - Earth Defensive Move 2: Takedown Counter (꺾기 반격)
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* Defensive takedown using low center of gravity advantage.
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* @korean 곤꺾기반격
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*/
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export declare const GON_TAKEDOWN_COUNTER: SkeletalAnimation;
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/**
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* Map of all defensive animations by stance
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* @korean 자세별방어애니메이션
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*/
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export declare const DEFENSIVE_ANIMATIONS_BY_STANCE: ReadonlyMap<TrigramStance, readonly SkeletalAnimation[]>;
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/**
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* All defensive animations in a single map for easy lookup
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* @korean 모든방어애니메이션
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*/
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export declare const ALL_DEFENSIVE_ANIMATIONS: Map<string, SkeletalAnimation>;
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/**
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* Get defensive animations for a specific stance
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* @korean 자세방어애니메이션가져오기
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*/
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export declare function getDefensiveAnimationsForStance(stance: TrigramStance): readonly SkeletalAnimation[];
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/**
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* Get a defensive animation by name
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* @korean 방어애니메이션가져오기
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*/
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export declare function getDefensiveAnimation(name: string): SkeletalAnimation | undefined;
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//# sourceMappingURL=DefensiveAnimations.d.ts.map
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{"version":3,"file":"DefensiveAnimations.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/catalogs/DefensiveAnimations.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;GAcG;AAEH,OAAO,KAAK,EAAE,iBAAiB,EAAE,MAAM,kBAAkB,CAAC;AAC1D,OAAO,EAAE,aAAa,EAAE,MAAM,gBAAgB,CAAC;AAO/C;;;;GAIG;AACH,eAAO,MAAM,eAAe,EAAE,iBAMlB,CAAC;AAEb;;;;GAIG;AACH,eAAO,MAAM,mBAAmB,EAAE,iBAMtB,CAAC;AAMb;;;;GAIG;AACH,eAAO,MAAM,sBAAsB,EAAE,iBAOzB,CAAC;AAEb;;;;GAIG;AACH,eAAO,MAAM,iBAAiB,EAAE,iBAOpB,CAAC;AAMb;;;;GAIG;AACH,eAAO,MAAM,kBAAkB,EAAE,iBAMrB,CAAC;AAEb;;;;GAIG;AACH,eAAO,MAAM,uBAAuB,EAAE,iBAU1B,CAAC;AAMb;;;;GAIG;AACH,eAAO,MAAM,mBAAmB,EAAE,iBAMtB,CAAC;AAEb;;;;GAIG;AACH,eAAO,MAAM,oBAAoB,EAAE,iBAMvB,CAAC;AAMb;;;;GAIG;AACH,eAAO,MAAM,yBAAyB,EAAE,iBAQ5B,CAAC;AAEb;;;;GAIG;AACH,eAAO,MAAM,oBAAoB,EAAE,iBAQvB,CAAC;AAMb;;;;GAIG;AACH,eAAO,MAAM,gBAAgB,EAAE,iBAOnB,CAAC;AAEb;;;;GAIG;AACH,eAAO,MAAM,uBAAuB,EAAE,iBAO1B,CAAC;AAMb;;;;GAIG;AACH,eAAO,MAAM,mBAAmB,EAAE,iBAMtB,CAAC;AAEb;;;;GAIG;AACH,eAAO,MAAM,oBAAoB,EAAE,iBAOvB,CAAC;AAMb;;;;GAIG;AACH,eAAO,MAAM,qBAAqB,EAAE,iBAMxB,CAAC;AAEb;;;;GAIG;AACH,eAAO,MAAM,oBAAoB,EAAE,iBAOvB,CAAC;AAMb;;;GAGG;AACH,eAAO,MAAM,8BAA8B,EAAE,WAAW,CACtD,aAAa,EACb,SAAS,iBAAiB,EAAE,CAa5B,CAAC;AAEH;;;GAGG;AACH,eAAO,MAAM,wBAAwB,gCAiBnC,CAAC;AAEH;;;GAGG;AACH,wBAAgB,+BAA+B,CAC7C,MAAM,EAAE,aAAa,GACpB,SAAS,iBAAiB,EAAE,CAE9B;AAED;;;GAGG;AACH,wBAAgB,qBAAqB,CACnC,IAAI,EAAE,MAAM,GACX,iBAAiB,GAAG,SAAS,CAE/B"}
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import { TrigramStance } from "../../../types/common.js";
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import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder.js";
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//#region src/systems/animation/catalogs/DefensiveAnimations.ts
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/**
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* ☰ 건 (Geon) - Heaven Defensive Move 1: High Block (상단막기)
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* Strong overhead block with both arms raised high. Direct force meets force.
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* @korean 건상단막기
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*/
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var GEON_HIGH_BLOCK = MartialArtsAnimationBuilder.create("geon_high_block", "건 상단막기").asDefense(.2).stance().blockHigh(.1, "ease-out").blockHigh(.1, "linear").build();
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/**
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* ☰ 건 (Geon) - Heaven Defensive Move 2: Counter Strike (반격)
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* Quick counter punch after blocking, leveraging forward aggression.
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* @korean 건반격
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*/
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var GEON_COUNTER_STRIKE = MartialArtsAnimationBuilder.create("geon_counter_strike", "건 반격").asDefense(.25).stance().counterStrike(.15, "ease-out").recover(.1, "ease-in").build();
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/**
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* ☱ 태 (Tae) - Lake Defensive Move 1: Joint Lock Defense (관절꺾기 방어)
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* Circular deflection leading into joint manipulation. Fluid redirection.
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* @korean 태관절방어
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*/
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var TAE_JOINT_LOCK_DEFENSE = MartialArtsAnimationBuilder.create("tae_joint_lock_defense", "태 관절방어").asDefense(.3).stance().parry(.1, "ease-out").jointLock(.12, "linear").recover(.08, "ease-in").build();
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/**
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* ☱ 태 (Tae) - Lake Defensive Move 2: Sweep Defense (쓸어치기 방어)
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* Low sweeping motion to deflect and unbalance attacker.
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* @korean 태쓸어치기방어
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*/
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var TAE_SWEEP_DEFENSE = MartialArtsAnimationBuilder.create("tae_sweep_defense", "태 쓸어치기방어").asDefense(.28).stance().parry(.08, "ease-out").sweep(.12, "linear").recover(.08, "ease-in").build();
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/**
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* ☲ 리 (Li) - Fire Defensive Move 1: Precision Parry (정밀 받아넘기기)
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* Precise hand deflection targeting specific attack points.
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* @korean 리정밀받아넘기기
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*/
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var LI_PRECISION_PARRY = MartialArtsAnimationBuilder.create("li_precision_parry", "리 정밀받아넘기기").asDefense(.18).stance().parry(.09, "ease-out").recover(.09, "ease-in").build();
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/**
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* ☲ 리 (Li) - Fire Defensive Move 2: Nerve Strike Counter (신경타격 반격)
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* Quick nerve strike counter after deflection.
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* @korean 리신경타격반격
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*/
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var LI_NERVE_STRIKE_COUNTER = MartialArtsAnimationBuilder.create("li_nerve_strike_counter", "리 신경타격반격").asDefense(.22).stance().counterParry(.06, "linear").counterStrike(.1, "ease-out").recover(.06, "ease-in").build();
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/**
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* ☳ 진 (Jin) - Thunder Defensive Move 1: Explosive Block (폭발적 막기)
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* Powerful explosive block that can stagger attacker.
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* @korean 진폭발막기
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*/
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var JIN_EXPLOSIVE_BLOCK = MartialArtsAnimationBuilder.create("jin_explosive_block", "진 폭발막기").asDefense(.15).stance().blockHigh(.08, "ease-out").recover(.07, "ease-in").build();
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/**
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* ☳ 진 (Jin) - Thunder Defensive Move 2: Shocking Counter (충격 반격)
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* Lightning-fast counter strike with explosive power.
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* @korean 진충격반격
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*/
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var JIN_SHOCKING_COUNTER = MartialArtsAnimationBuilder.create("jin_shocking_counter", "진 충격반격").asDefense(.18).stance().counterStrike(.09, "ease-out").recover(.09, "ease-in").build();
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/**
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* ☴ 손 (Son) - Wind Defensive Move 1: Continuous Deflection (연속 막기)
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* Rapid circular deflections, multiple in succession.
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* @korean 손연속막기
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*/
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var SON_CONTINUOUS_DEFLECTION = MartialArtsAnimationBuilder.create("son_continuous_deflection", "손 연속막기").asDefense(.35).stance().parry(.1, "linear").parry(.1, "linear").parry(.08, "linear").recover(.07, "ease-in").build();
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/**
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* ☴ 손 (Son) - Wind Defensive Move 2: Pressure Counter (압박 반격)
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* Multiple quick strikes after deflection, maintaining pressure.
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* @korean 손압박반격
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*/
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var SON_PRESSURE_COUNTER = MartialArtsAnimationBuilder.create("son_pressure_counter", "손 압박반격").asDefense(.4).stance().counterStrike(.1, "ease-out").counterStrike(.1, "ease-out").counterStrike(.1, "ease-out").recover(.1, "ease-in").build();
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/**
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* ☵ 감 (Gam) - Water Defensive Move 1: Flow Defense (흐름 방어)
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* Yielding circular defense that redirects force.
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* @korean 감흐름방어
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*/
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var GAM_FLOW_DEFENSE = MartialArtsAnimationBuilder.create("gam_flow_defense", "감 흐름방어").asDefense(.32).stance().parry(.12, "ease-out").shift(.1, "linear").recover(.1, "ease-in").build();
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/**
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* ☵ 감 (Gam) - Water Defensive Move 2: Redirection Counter (전환 반격)
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* Uses opponent's momentum for counter strike.
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* @korean 감전환반격
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*/
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var GAM_REDIRECTION_COUNTER = MartialArtsAnimationBuilder.create("gam_redirection_counter", "감 전환반격").asDefense(.3).stance().parry(.1, "ease-out").counterStrike(.12, "ease-out").recover(.08, "ease-in").build();
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/**
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* ☶ 간 (Gan) - Mountain Defensive Move 1: Immovable Block (부동 막기)
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* Solid defensive stance that absorbs attacks.
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* @korean 간부동막기
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*/
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var GAN_IMMOVABLE_BLOCK = MartialArtsAnimationBuilder.create("gan_immovable_block", "간 부동막기").asDefense(.25).stance().blockHigh(.13, "linear").recover(.12, "ease-in").build();
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/**
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* ☶ 간 (Gan) - Mountain Defensive Move 2: Counter Fortress (반격 요새)
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* Strong defensive position with delayed power counter.
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* @korean 간반격요새
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*/
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var GAN_COUNTER_FORTRESS = MartialArtsAnimationBuilder.create("gan_counter_fortress", "간 반격요새").asDefense(.35).stance().blockHigh(.12, "linear").counterStrike(.13, "ease-out").recover(.1, "ease-in").build();
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/**
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* ☷ 곤 (Gon) - Earth Defensive Move 1: Grounding Defense (접지 방어)
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* Low defensive posture with strong base.
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* @korean 곤접지방어
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*/
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var GON_GROUNDING_DEFENSE = MartialArtsAnimationBuilder.create("gon_grounding_defense", "곤 접지방어").asDefense(.28).stance().blockLow(.14, "ease-out").recover(.14, "ease-in").build();
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/**
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* ☷ 곤 (Gon) - Earth Defensive Move 2: Takedown Counter (꺾기 반격)
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* Defensive takedown using low center of gravity advantage.
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* @korean 곤꺾기반격
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*/
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var GON_TAKEDOWN_COUNTER = MartialArtsAnimationBuilder.create("gon_takedown_counter", "곤 꺾기반격").asDefense(.45).stance().takedownShoot(.15, "ease-out").takedownDump(.15, "linear").recover(.15, "ease-in").build();
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new Map([
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[TrigramStance.GEON, [GEON_HIGH_BLOCK, GEON_COUNTER_STRIKE]],
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[TrigramStance.TAE, [TAE_JOINT_LOCK_DEFENSE, TAE_SWEEP_DEFENSE]],
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[TrigramStance.LI, [LI_PRECISION_PARRY, LI_NERVE_STRIKE_COUNTER]],
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[TrigramStance.JIN, [JIN_EXPLOSIVE_BLOCK, JIN_SHOCKING_COUNTER]],
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[TrigramStance.SON, [SON_CONTINUOUS_DEFLECTION, SON_PRESSURE_COUNTER]],
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[TrigramStance.GAM, [GAM_FLOW_DEFENSE, GAM_REDIRECTION_COUNTER]],
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[TrigramStance.GAN, [GAN_IMMOVABLE_BLOCK, GAN_COUNTER_FORTRESS]],
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[TrigramStance.GON, [GON_GROUNDING_DEFENSE, GON_TAKEDOWN_COUNTER]]
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]);
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/**
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* All defensive animations in a single map for easy lookup
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* @korean 모든방어애니메이션
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*/
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var ALL_DEFENSIVE_ANIMATIONS = new Map([
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["geon_high_block", GEON_HIGH_BLOCK],
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["geon_counter_strike", GEON_COUNTER_STRIKE],
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["tae_joint_lock_defense", TAE_JOINT_LOCK_DEFENSE],
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["tae_sweep_defense", TAE_SWEEP_DEFENSE],
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["li_precision_parry", LI_PRECISION_PARRY],
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["li_nerve_strike_counter", LI_NERVE_STRIKE_COUNTER],
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["jin_explosive_block", JIN_EXPLOSIVE_BLOCK],
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["jin_shocking_counter", JIN_SHOCKING_COUNTER],
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["son_continuous_deflection", SON_CONTINUOUS_DEFLECTION],
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["son_pressure_counter", SON_PRESSURE_COUNTER],
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["gam_flow_defense", GAM_FLOW_DEFENSE],
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["gam_redirection_counter", GAM_REDIRECTION_COUNTER],
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["gan_immovable_block", GAN_IMMOVABLE_BLOCK],
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["gan_counter_fortress", GAN_COUNTER_FORTRESS],
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["gon_grounding_defense", GON_GROUNDING_DEFENSE],
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["gon_takedown_counter", GON_TAKEDOWN_COUNTER]
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]);
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/**
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* Get a defensive animation by name
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* @korean 방어애니메이션가져오기
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*/
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function getDefensiveAnimation(name) {
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return ALL_DEFENSIVE_ANIMATIONS.get(name);
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}
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//#endregion
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export { ALL_DEFENSIVE_ANIMATIONS, GAM_FLOW_DEFENSE, GAM_REDIRECTION_COUNTER, GAN_COUNTER_FORTRESS, GAN_IMMOVABLE_BLOCK, GEON_COUNTER_STRIKE, GEON_HIGH_BLOCK, GON_GROUNDING_DEFENSE, GON_TAKEDOWN_COUNTER, JIN_EXPLOSIVE_BLOCK, JIN_SHOCKING_COUNTER, LI_NERVE_STRIKE_COUNTER, LI_PRECISION_PARRY, SON_CONTINUOUS_DEFLECTION, SON_PRESSURE_COUNTER, TAE_JOINT_LOCK_DEFENSE, TAE_SWEEP_DEFENSE, getDefensiveAnimation };
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//# sourceMappingURL=DefensiveAnimations.js.map
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{"version":3,"file":"DefensiveAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/DefensiveAnimations.ts"],"sourcesContent":["/**\n * Defensive animations for Eight Trigram stances\n *\n * Implements stance-specific defensive techniques based on Korean martial arts\n * and I Ching philosophy using the MartialArtsAnimationBuilder pattern.\n *\n * Coverage:\n * - 8 stances × 2 defensive moves = 16 defensive animations\n * - Block success, parry, guard break, and recovery animations\n * - Integration with existing AnimationStateMachine\n *\n * @module systems/animation/DefensiveAnimations\n * @category Animation\n * @korean 방어애니메이션\n */\n\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport { TrigramStance } from \"@/types/common\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☰ 건 (GEON) - HEAVEN DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☰ 건 (Geon) - Heaven Defensive Move 1: High Block (상단막기)\n * Strong overhead block with both arms raised high. Direct force meets force.\n * @korean 건상단막기\n */\nexport const GEON_HIGH_BLOCK: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_high_block\", \"건 상단막기\")\n .asDefense(0.2)\n .stance()\n .blockHigh(0.1, \"ease-out\")\n .blockHigh(0.1, \"linear\")\n .build();\n\n/**\n * ☰ 건 (Geon) - Heaven Defensive Move 2: Counter Strike (반격)\n * Quick counter punch after blocking, leveraging forward aggression.\n * @korean 건반격\n */\nexport const GEON_COUNTER_STRIKE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_counter_strike\", \"건 반격\")\n .asDefense(0.25)\n .stance()\n .counterStrike(0.15, \"ease-out\")\n .recover(0.1, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☱ 태 (TAE) - LAKE DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☱ 태 (Tae) - Lake Defensive Move 1: Joint Lock Defense (관절꺾기 방어)\n * Circular deflection leading into joint manipulation. Fluid redirection.\n * @korean 태관절방어\n */\nexport const TAE_JOINT_LOCK_DEFENSE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_joint_lock_defense\", \"태 관절방어\")\n .asDefense(0.3)\n .stance()\n .parry(0.1, \"ease-out\")\n .jointLock(0.12, \"linear\")\n .recover(0.08, \"ease-in\")\n .build();\n\n/**\n * ☱ 태 (Tae) - Lake Defensive Move 2: Sweep Defense (쓸어치기 방어)\n * Low sweeping motion to deflect and unbalance attacker.\n * @korean 태쓸어치기방어\n */\nexport const TAE_SWEEP_DEFENSE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_sweep_defense\", \"태 쓸어치기방어\")\n .asDefense(0.28)\n .stance()\n .parry(0.08, \"ease-out\")\n .sweep(0.12, \"linear\")\n .recover(0.08, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☲ 리 (LI) - FIRE DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☲ 리 (Li) - Fire Defensive Move 1: Precision Parry (정밀 받아넘기기)\n * Precise hand deflection targeting specific attack points.\n * @korean 리정밀받아넘기기\n */\nexport const LI_PRECISION_PARRY: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"li_precision_parry\", \"리 정밀받아넘기기\")\n .asDefense(0.18)\n .stance()\n .parry(0.09, \"ease-out\")\n .recover(0.09, \"ease-in\")\n .build();\n\n/**\n * ☲ 리 (Li) - Fire Defensive Move 2: Nerve Strike Counter (신경타격 반격)\n * Quick nerve strike counter after deflection.\n * @korean 리신경타격반격\n */\nexport const LI_NERVE_STRIKE_COUNTER: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"li_nerve_strike_counter\",\n \"리 신경타격반격\",\n )\n .asDefense(0.22)\n .stance()\n .counterParry(0.06, \"linear\")\n .counterStrike(0.1, \"ease-out\")\n .recover(0.06, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☳ 진 (JIN) - THUNDER DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☳ 진 (Jin) - Thunder Defensive Move 1: Explosive Block (폭발적 막기)\n * Powerful explosive block that can stagger attacker.\n * @korean 진폭발막기\n */\nexport const JIN_EXPLOSIVE_BLOCK: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"jin_explosive_block\", \"진 폭발막기\")\n .asDefense(0.15)\n .stance()\n .blockHigh(0.08, \"ease-out\")\n .recover(0.07, \"ease-in\")\n .build();\n\n/**\n * ☳ 진 (Jin) - Thunder Defensive Move 2: Shocking Counter (충격 반격)\n * Lightning-fast counter strike with explosive power.\n * @korean 진충격반격\n */\nexport const JIN_SHOCKING_COUNTER: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"jin_shocking_counter\", \"진 충격반격\")\n .asDefense(0.18)\n .stance()\n .counterStrike(0.09, \"ease-out\")\n .recover(0.09, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☴ 손 (SON) - WIND DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☴ 손 (Son) - Wind Defensive Move 1: Continuous Deflection (연속 막기)\n * Rapid circular deflections, multiple in succession.\n * @korean 손연속막기\n */\nexport const SON_CONTINUOUS_DEFLECTION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"son_continuous_deflection\", \"손 연속막기\")\n .asDefense(0.35)\n .stance()\n .parry(0.1, \"linear\")\n .parry(0.1, \"linear\")\n .parry(0.08, \"linear\")\n .recover(0.07, \"ease-in\")\n .build();\n\n/**\n * ☴ 손 (Son) - Wind Defensive Move 2: Pressure Counter (압박 반격)\n * Multiple quick strikes after deflection, maintaining pressure.\n * @korean 손압박반격\n */\nexport const SON_PRESSURE_COUNTER: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"son_pressure_counter\", \"손 압박반격\")\n .asDefense(0.4)\n .stance()\n .counterStrike(0.1, \"ease-out\")\n .counterStrike(0.1, \"ease-out\")\n .counterStrike(0.1, \"ease-out\")\n .recover(0.1, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☵ 감 (GAM) - WATER DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☵ 감 (Gam) - Water Defensive Move 1: Flow Defense (흐름 방어)\n * Yielding circular defense that redirects force.\n * @korean 감흐름방어\n */\nexport const GAM_FLOW_DEFENSE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gam_flow_defense\", \"감 흐름방어\")\n .asDefense(0.32)\n .stance()\n .parry(0.12, \"ease-out\")\n .shift(0.1, \"linear\")\n .recover(0.1, \"ease-in\")\n .build();\n\n/**\n * ☵ 감 (Gam) - Water Defensive Move 2: Redirection Counter (전환 반격)\n * Uses opponent's momentum for counter strike.\n * @korean 감전환반격\n */\nexport const GAM_REDIRECTION_COUNTER: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gam_redirection_counter\", \"감 전환반격\")\n .asDefense(0.3)\n .stance()\n .parry(0.1, \"ease-out\")\n .counterStrike(0.12, \"ease-out\")\n .recover(0.08, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☶ 간 (GAN) - MOUNTAIN DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☶ 간 (Gan) - Mountain Defensive Move 1: Immovable Block (부동 막기)\n * Solid defensive stance that absorbs attacks.\n * @korean 간부동막기\n */\nexport const GAN_IMMOVABLE_BLOCK: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gan_immovable_block\", \"간 부동막기\")\n .asDefense(0.25)\n .stance()\n .blockHigh(0.13, \"linear\")\n .recover(0.12, \"ease-in\")\n .build();\n\n/**\n * ☶ 간 (Gan) - Mountain Defensive Move 2: Counter Fortress (반격 요새)\n * Strong defensive position with delayed power counter.\n * @korean 간반격요새\n */\nexport const GAN_COUNTER_FORTRESS: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gan_counter_fortress\", \"간 반격요새\")\n .asDefense(0.35)\n .stance()\n .blockHigh(0.12, \"linear\")\n .counterStrike(0.13, \"ease-out\")\n .recover(0.1, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☷ 곤 (GON) - EARTH DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☷ 곤 (Gon) - Earth Defensive Move 1: Grounding Defense (접지 방어)\n * Low defensive posture with strong base.\n * @korean 곤접지방어\n */\nexport const GON_GROUNDING_DEFENSE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gon_grounding_defense\", \"곤 접지방어\")\n .asDefense(0.28)\n .stance()\n .blockLow(0.14, \"ease-out\")\n .recover(0.14, \"ease-in\")\n .build();\n\n/**\n * ☷ 곤 (Gon) - Earth Defensive Move 2: Takedown Counter (꺾기 반격)\n * Defensive takedown using low center of gravity advantage.\n * @korean 곤꺾기반격\n */\nexport const GON_TAKEDOWN_COUNTER: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gon_takedown_counter\", \"곤 꺾기반격\")\n .asDefense(0.45)\n .stance()\n .takedownShoot(0.15, \"ease-out\")\n .takedownDump(0.15, \"linear\")\n .recover(0.15, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ANIMATION COLLECTIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all defensive animations by stance\n * @korean 자세별방어애니메이션\n */\nexport const DEFENSIVE_ANIMATIONS_BY_STANCE: ReadonlyMap<\n TrigramStance,\n readonly SkeletalAnimation[]\n> = new Map([\n [TrigramStance.GEON, [GEON_HIGH_BLOCK, GEON_COUNTER_STRIKE] as const],\n [TrigramStance.TAE, [TAE_JOINT_LOCK_DEFENSE, TAE_SWEEP_DEFENSE] as const],\n [TrigramStance.LI, [LI_PRECISION_PARRY, LI_NERVE_STRIKE_COUNTER] as const],\n [TrigramStance.JIN, [JIN_EXPLOSIVE_BLOCK, JIN_SHOCKING_COUNTER] as const],\n [\n TrigramStance.SON,\n [SON_CONTINUOUS_DEFLECTION, SON_PRESSURE_COUNTER] as const,\n ],\n [TrigramStance.GAM, [GAM_FLOW_DEFENSE, GAM_REDIRECTION_COUNTER] as const],\n [TrigramStance.GAN, [GAN_IMMOVABLE_BLOCK, GAN_COUNTER_FORTRESS] as const],\n [TrigramStance.GON, [GON_GROUNDING_DEFENSE, GON_TAKEDOWN_COUNTER] as const],\n]);\n\n/**\n * All defensive animations in a single map for easy lookup\n * @korean 모든방어애니메이션\n */\nexport const ALL_DEFENSIVE_ANIMATIONS = new Map<string, SkeletalAnimation>([\n [\"geon_high_block\", GEON_HIGH_BLOCK],\n [\"geon_counter_strike\", GEON_COUNTER_STRIKE],\n [\"tae_joint_lock_defense\", TAE_JOINT_LOCK_DEFENSE],\n [\"tae_sweep_defense\", TAE_SWEEP_DEFENSE],\n [\"li_precision_parry\", LI_PRECISION_PARRY],\n [\"li_nerve_strike_counter\", LI_NERVE_STRIKE_COUNTER],\n [\"jin_explosive_block\", JIN_EXPLOSIVE_BLOCK],\n [\"jin_shocking_counter\", JIN_SHOCKING_COUNTER],\n [\"son_continuous_deflection\", SON_CONTINUOUS_DEFLECTION],\n [\"son_pressure_counter\", SON_PRESSURE_COUNTER],\n [\"gam_flow_defense\", GAM_FLOW_DEFENSE],\n [\"gam_redirection_counter\", GAM_REDIRECTION_COUNTER],\n [\"gan_immovable_block\", GAN_IMMOVABLE_BLOCK],\n [\"gan_counter_fortress\", GAN_COUNTER_FORTRESS],\n [\"gon_grounding_defense\", GON_GROUNDING_DEFENSE],\n [\"gon_takedown_counter\", GON_TAKEDOWN_COUNTER],\n]);\n\n/**\n * Get defensive animations for a specific stance\n * @korean 자세방어애니메이션가져오기\n */\nexport function getDefensiveAnimationsForStance(\n stance: TrigramStance,\n): readonly SkeletalAnimation[] {\n return DEFENSIVE_ANIMATIONS_BY_STANCE.get(stance) ?? 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