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 +1,122 @@
1
+ /**
2
+ * ☶ Gan (Mountain) Stance-Specific Animations
3
+ *
4
+ * Specialized idle, movement, and guard animations for the Gan (간/Mountain) trigram.
5
+ * Embodies immovable defense and patient counter from Hapkido defensive techniques.
6
+ *
7
+ * **Korean Martial Arts Context:**
8
+ * - **무술**: 합기도 방어 기술 (Hapkido Defensive Blocks)
9
+ * - **특성**: 부동의 방어 (Immovable Defense), 반격 기술 (Counter Techniques)
10
+ * - **철학**: 산의 불변성 (Mountain's Immutability), 바위의 견고함 (Rock's Solidity)
11
+ * - **대표 기술**: 반석방어 (Rock Defense/Immovable Counter)
12
+ *
13
+ * @module systems/animation/catalogs/GanStanceAnimations
14
+ * @category Animation
15
+ * @korean 간괘자세애니메이션
16
+ */
17
+ import { type SkeletalAnimation } from "../../../types/skeletal";
18
+ /**
19
+ * Anatomical safety constants for Gan (Mountain) trigram animations
20
+ *
21
+ * These limits document safe physiological ranges for Korean martial arts movements.
22
+ * The constants serve as reference documentation validated by Korean martial arts experts
23
+ * and inform the design of all Gan animations to ensure realistic, safe joint mechanics.
24
+ *
25
+ * Note: These are documentation constants. The actual animation rotations are designed
26
+ * to stay well within these limits naturally through authentic Hapkido defensive biomechanics.
27
+ */
28
+ /**
29
+ * Gan Idle Rooted Animation
30
+ *
31
+ * **Korean**: 간괘 뿌리 자세 (Gan-gwae Ppuri Jase)
32
+ * **Philosophy**: Mountain's immovability through rooted stillness
33
+ *
34
+ * Characteristics:
35
+ * - Minimal movement emphasizing stability (산의 고요)
36
+ * - Deep breathing without upper body motion
37
+ * - Weight grounded through entire stance
38
+ * - High solid guard position maintained
39
+ *
40
+ * Animation Cycle:
41
+ * - 0ms: Rooted neutral position
42
+ * - 1600ms: Deep breath (minimal chest expansion)
43
+ * - 3200ms: Return to start (complete cycle)
44
+ *
45
+ * @korean 간괘뿌리자세
46
+ * @duration 3200ms (3.2 second cycle)
47
+ * @category Idle Animation
48
+ */
49
+ export declare const GAN_IDLE_ROOTED: SkeletalAnimation;
50
+ /**
51
+ * Gan Short Root Step Animation
52
+ *
53
+ * **Korean**: 산의 걸음 (San-ui Georeum) - Mountain's Walk
54
+ * **Technique**: Minimal forward movement maintaining root
55
+ *
56
+ * Characteristics:
57
+ * - Each step reinforces stability (no excess motion)
58
+ * - Weight stays low and grounded
59
+ * - Guard remains solid throughout
60
+ * - No compromise to balance
61
+ *
62
+ * Animation Phases:
63
+ * - 0-133ms: Weight shift preparation (frames 0-2)
64
+ * - 133-267ms: Minimal forward step (frames 3-5)
65
+ * - 267-400ms: Root reinforcement (frames 6-8)
66
+ *
67
+ * @korean 산의걸음
68
+ * @frames 9 frames (~44ms per frame at 60fps)
69
+ * @duration 400ms
70
+ * @category Movement Animation
71
+ */
72
+ export declare const GAN_SHORT_ROOT_STEP: SkeletalAnimation;
73
+ /**
74
+ * Gan Defensive Angle Shift Animation
75
+ *
76
+ * **Korean**: 방어 각도 전환 (Bangeo Gakdo Jeonhwan) - Defensive Angle Transition
77
+ * **Technique**: Small angle change for better defensive position
78
+ *
79
+ * Characteristics:
80
+ * - Pivot on one foot maintaining stability
81
+ * - Guard remains solid throughout
82
+ * - No compromise to balance
83
+ * - Repositions for optimal counter angle
84
+ *
85
+ * Animation Phases:
86
+ * - 0-167ms: Begin pivot (frames 0-3)
87
+ * - 167-367ms: Angle rotation (frames 4-7)
88
+ * - 367-500ms: Settle and root (frames 8-10)
89
+ *
90
+ * @korean 방어각도전환
91
+ * @frames 11 frames (~45ms per frame at 60fps)
92
+ * @duration 500ms
93
+ * @category Movement Animation
94
+ */
95
+ export declare const GAN_DEFENSIVE_ANGLE_SHIFT: SkeletalAnimation;
96
+ /**
97
+ * Gan High Solid Guard Transition Animation
98
+ *
99
+ * **Korean**: 산 방어 전환 (San Bangeo Jeonhwan) - Mountain Guard Transition
100
+ * **Technique**: Transition into Gan's characteristic high solid guard
101
+ *
102
+ * Characteristics:
103
+ * - High guard protecting head and upper body
104
+ * - Elbows reinforcing structure
105
+ * - Fists positioned for blocking
106
+ * - Stance wide and immovable
107
+ *
108
+ * Animation Phases:
109
+ * - 0-167ms: Begin guard transition
110
+ * - 167-333ms: Establish high solid guard
111
+ *
112
+ * @korean 산방어전환
113
+ * @duration 333ms
114
+ * @category Stance Animation
115
+ */
116
+ export declare const GAN_HIGH_SOLID_GUARD_TRANSITION: SkeletalAnimation;
117
+ /**
118
+ * Map of all Gan stance-specific animations for easy access
119
+ * @korean 간괘자세애니메이션맵
120
+ */
121
+ export declare const GAN_STANCE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation>;
122
+ //# sourceMappingURL=GanStanceAnimations.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GanStanceAnimations.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/catalogs/GanStanceAnimations.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAEH,OAAO,EAAY,KAAK,iBAAiB,EAAE,MAAM,kBAAkB,CAAC;AASpE;;;;;;;;;GASG;AAMH;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,eAAO,MAAM,eAAe,EAAE,iBAoDlB,CAAC;AAMb;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,eAAO,MAAM,mBAAmB,EAAE,iBAgDtB,CAAC;AAMb;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,eAAO,MAAM,yBAAyB,EAAE,iBAoD5B,CAAC;AAMb;;;;;;;;;;;;;;;;;;;GAmBG;AACH,eAAO,MAAM,+BAA+B,EAAE,iBAiClC,CAAC;AAMb;;;GAGG;AACH,eAAO,MAAM,qBAAqB,EAAE,WAAW,CAAC,MAAM,EAAE,iBAAiB,CAYvE,CAAC"}
@@ -0,0 +1,135 @@
1
+ import { BoneName } from "../../../types/skeletal.js";
2
+ import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder.js";
3
+ import { GAN_DEFENSIVE_REVERSAL, GAN_ROCK_DEFENSE_ANIMATION } from "./GanTechniqueAnimations.js";
4
+ //#region src/systems/animation/catalogs/GanStanceAnimations.ts
5
+ /**
6
+ * ☶ Gan (Mountain) Stance-Specific Animations
7
+ *
8
+ * Specialized idle, movement, and guard animations for the Gan (간/Mountain) trigram.
9
+ * Embodies immovable defense and patient counter from Hapkido defensive techniques.
10
+ *
11
+ * **Korean Martial Arts Context:**
12
+ * - **무술**: 합기도 방어 기술 (Hapkido Defensive Blocks)
13
+ * - **특성**: 부동의 방어 (Immovable Defense), 반격 기술 (Counter Techniques)
14
+ * - **철학**: 산의 불변성 (Mountain's Immutability), 바위의 견고함 (Rock's Solidity)
15
+ * - **대표 기술**: 반석방어 (Rock Defense/Immovable Counter)
16
+ *
17
+ * @module systems/animation/catalogs/GanStanceAnimations
18
+ * @category Animation
19
+ * @korean 간괘자세애니메이션
20
+ */
21
+ /**
22
+ * Anatomical safety constants for Gan (Mountain) trigram animations
23
+ *
24
+ * These limits document safe physiological ranges for Korean martial arts movements.
25
+ * The constants serve as reference documentation validated by Korean martial arts experts
26
+ * and inform the design of all Gan animations to ensure realistic, safe joint mechanics.
27
+ *
28
+ * Note: These are documentation constants. The actual animation rotations are designed
29
+ * to stay well within these limits naturally through authentic Hapkido defensive biomechanics.
30
+ */
31
+ /**
32
+ * Gan Idle Rooted Animation
33
+ *
34
+ * **Korean**: 간괘 뿌리 자세 (Gan-gwae Ppuri Jase)
35
+ * **Philosophy**: Mountain's immovability through rooted stillness
36
+ *
37
+ * Characteristics:
38
+ * - Minimal movement emphasizing stability (산의 고요)
39
+ * - Deep breathing without upper body motion
40
+ * - Weight grounded through entire stance
41
+ * - High solid guard position maintained
42
+ *
43
+ * Animation Cycle:
44
+ * - 0ms: Rooted neutral position
45
+ * - 1600ms: Deep breath (minimal chest expansion)
46
+ * - 3200ms: Return to start (complete cycle)
47
+ *
48
+ * @korean 간괘뿌리자세
49
+ * @duration 3200ms (3.2 second cycle)
50
+ * @category Idle Animation
51
+ */
52
+ var GAN_IDLE_ROOTED = MartialArtsAnimationBuilder.create("gan_idle_rooted", "간괘 뿌리 자세").asIdle(3.2, true).at(0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.SHOULDER_L, -.35, 0, -.44).rotate(BoneName.SHOULDER_R, -.35, 0, .44).rotate(BoneName.ELBOW_L, 0, 0, -1.92).rotate(BoneName.ELBOW_R, 0, 0, 1.92).rotate(BoneName.WRIST_L, 0, 0, 0).rotate(BoneName.WRIST_R, 0, 0, 0).rotate(BoneName.HEAD, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(1.6).rotate(BoneName.SPINE_UPPER, -.017, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.366, 0, -.453).rotate(BoneName.SHOULDER_R, -.366, 0, .453).rotate(BoneName.ELBOW_L, 0, 0, -1.92).rotate(BoneName.ELBOW_R, 0, 0, 1.92).rotate(BoneName.WRIST_L, 0, 0, 0).rotate(BoneName.WRIST_R, 0, 0, 0).rotate(BoneName.KNEE_L, -.279, 0, 0).rotate(BoneName.KNEE_R, -.279, 0, 0).rotate(BoneName.HEAD, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(3.2).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.35, 0, -.44).rotate(BoneName.SHOULDER_R, -.35, 0, .44).rotate(BoneName.ELBOW_L, 0, 0, -1.92).rotate(BoneName.ELBOW_R, 0, 0, 1.92).rotate(BoneName.WRIST_L, 0, 0, 0).rotate(BoneName.WRIST_R, 0, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.HEAD, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().build();
53
+ /**
54
+ * Gan Short Root Step Animation
55
+ *
56
+ * **Korean**: 산의 걸음 (San-ui Georeum) - Mountain's Walk
57
+ * **Technique**: Minimal forward movement maintaining root
58
+ *
59
+ * Characteristics:
60
+ * - Each step reinforces stability (no excess motion)
61
+ * - Weight stays low and grounded
62
+ * - Guard remains solid throughout
63
+ * - No compromise to balance
64
+ *
65
+ * Animation Phases:
66
+ * - 0-133ms: Weight shift preparation (frames 0-2)
67
+ * - 133-267ms: Minimal forward step (frames 3-5)
68
+ * - 267-400ms: Root reinforcement (frames 6-8)
69
+ *
70
+ * @korean 산의걸음
71
+ * @frames 9 frames (~44ms per frame at 60fps)
72
+ * @duration 400ms
73
+ * @category Movement Animation
74
+ */
75
+ var GAN_SHORT_ROOT_STEP = MartialArtsAnimationBuilder.create("gan_short_root_step", "산의 걸음").asMovement(.4, false).at(0).rotate(BoneName.PELVIS, .087, 0, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.FOOT_L, 0, 0, 0).rotate(BoneName.FOOT_R, .087, 0, 0).rotate(BoneName.SHOULDER_L, -.35, 0, -.44).rotate(BoneName.SHOULDER_R, -.35, 0, .44).rotate(BoneName.ELBOW_L, 0, 0, -1.92).rotate(BoneName.ELBOW_R, 0, 0, 1.92).rotate(BoneName.HEAD, .052, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(.2).rotate(BoneName.PELVIS, .105, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.FOOT_L, -.052, 0, 0).rotate(BoneName.FOOT_R, .174, 0, 0).rotate(BoneName.SHOULDER_L, -.35, 0, -.44).rotate(BoneName.SHOULDER_R, -.35, 0, .44).rotate(BoneName.ELBOW_L, 0, 0, -1.92).rotate(BoneName.ELBOW_R, 0, 0, 1.92).rotate(BoneName.HEAD, .052, 0, 0).position(BoneName.PELVIS, 0, 0, .15).done().at(.4).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.FOOT_L, 0, 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.35, 0, -.44).rotate(BoneName.SHOULDER_R, -.35, 0, .44).rotate(BoneName.ELBOW_L, 0, 0, -1.92).rotate(BoneName.ELBOW_R, 0, 0, 1.92).rotate(BoneName.HEAD, 0, 0, 0).position(BoneName.PELVIS, 0, 0, .25).done().build();
76
+ /**
77
+ * Gan Defensive Angle Shift Animation
78
+ *
79
+ * **Korean**: 방어 각도 전환 (Bangeo Gakdo Jeonhwan) - Defensive Angle Transition
80
+ * **Technique**: Small angle change for better defensive position
81
+ *
82
+ * Characteristics:
83
+ * - Pivot on one foot maintaining stability
84
+ * - Guard remains solid throughout
85
+ * - No compromise to balance
86
+ * - Repositions for optimal counter angle
87
+ *
88
+ * Animation Phases:
89
+ * - 0-167ms: Begin pivot (frames 0-3)
90
+ * - 167-367ms: Angle rotation (frames 4-7)
91
+ * - 367-500ms: Settle and root (frames 8-10)
92
+ *
93
+ * @korean 방어각도전환
94
+ * @frames 11 frames (~45ms per frame at 60fps)
95
+ * @duration 500ms
96
+ * @category Movement Animation
97
+ */
98
+ var GAN_DEFENSIVE_ANGLE_SHIFT = MartialArtsAnimationBuilder.create("gan_defensive_angle_shift", "방어 각도 전환").asMovement(.5, false).at(0).rotate(BoneName.PELVIS, 0, -.174, 0).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.FOOT_L, 0, -.087, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.35, 0, -.44).rotate(BoneName.SHOULDER_R, -.35, 0, .44).rotate(BoneName.ELBOW_L, 0, 0, -1.92).rotate(BoneName.ELBOW_R, 0, 0, 1.92).rotate(BoneName.HEAD, 0, -.087, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(.267).rotate(BoneName.PELVIS, 0, -.349, 0).rotate(BoneName.SPINE_LOWER, 0, -.262, 0).rotate(BoneName.SPINE_UPPER, 0, -.174, 0).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.FOOT_L, 0, -.262, 0).rotate(BoneName.FOOT_R, 0, .052, 0).rotate(BoneName.HEAD, 0, -.174, 0).rotate(BoneName.SHOULDER_L, -.35, 0, -.44).rotate(BoneName.SHOULDER_R, -.35, 0, .44).rotate(BoneName.ELBOW_L, 0, 0, -1.92).rotate(BoneName.ELBOW_R, 0, 0, 1.92).position(BoneName.PELVIS, -.05, 0, 0).done().at(.5).rotate(BoneName.PELVIS, 0, -.349, 0).rotate(BoneName.SPINE_LOWER, 0, -.262, 0).rotate(BoneName.SPINE_UPPER, 0, -.174, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.FOOT_L, 0, -.262, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.HEAD, 0, -.174, 0).rotate(BoneName.SHOULDER_L, -.35, 0, -.44).rotate(BoneName.SHOULDER_R, -.35, 0, .44).rotate(BoneName.ELBOW_L, 0, 0, -1.92).rotate(BoneName.ELBOW_R, 0, 0, 1.92).position(BoneName.PELVIS, -.08, 0, 0).done().build();
99
+ /**
100
+ * Gan High Solid Guard Transition Animation
101
+ *
102
+ * **Korean**: 산 방어 전환 (San Bangeo Jeonhwan) - Mountain Guard Transition
103
+ * **Technique**: Transition into Gan's characteristic high solid guard
104
+ *
105
+ * Characteristics:
106
+ * - High guard protecting head and upper body
107
+ * - Elbows reinforcing structure
108
+ * - Fists positioned for blocking
109
+ * - Stance wide and immovable
110
+ *
111
+ * Animation Phases:
112
+ * - 0-167ms: Begin guard transition
113
+ * - 167-333ms: Establish high solid guard
114
+ *
115
+ * @korean 산방어전환
116
+ * @duration 333ms
117
+ * @category Stance Animation
118
+ */
119
+ var GAN_HIGH_SOLID_GUARD_TRANSITION = MartialArtsAnimationBuilder.create("gan_high_solid_guard_transition", "산 방어 전환").asStance(.333, false).at(0).rotate(BoneName.SHOULDER_L, -.262, 0, -.349).rotate(BoneName.SHOULDER_R, -.262, 0, .349).rotate(BoneName.ELBOW_L, 0, 0, -1.57).rotate(BoneName.ELBOW_R, 0, 0, 1.57).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.HEAD, .052, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(.333).rotate(BoneName.SHOULDER_L, -.35, 0, -.44).rotate(BoneName.SHOULDER_R, -.35, 0, .44).rotate(BoneName.ELBOW_L, 0, 0, -1.92).rotate(BoneName.ELBOW_R, 0, 0, 1.92).rotate(BoneName.WRIST_L, 0, 0, 0).rotate(BoneName.WRIST_R, 0, 0, 0).rotate(BoneName.SPINE_UPPER, -.035, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.HEAD, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().build();
120
+ /**
121
+ * Map of all Gan stance-specific animations for easy access
122
+ * @korean 간괘자세애니메이션맵
123
+ */
124
+ var GAN_STANCE_ANIMATIONS = new Map([
125
+ ["gan_idle_rooted", GAN_IDLE_ROOTED],
126
+ ["gan_short_root_step", GAN_SHORT_ROOT_STEP],
127
+ ["gan_defensive_angle_shift", GAN_DEFENSIVE_ANGLE_SHIFT],
128
+ ["gan_high_solid_guard_transition", GAN_HIGH_SOLID_GUARD_TRANSITION],
129
+ ["gan_rock_defense_animation", GAN_ROCK_DEFENSE_ANIMATION],
130
+ ["gan_defensive_reversal", GAN_DEFENSIVE_REVERSAL]
131
+ ]);
132
+ //#endregion
133
+ export { GAN_DEFENSIVE_ANGLE_SHIFT, GAN_HIGH_SOLID_GUARD_TRANSITION, GAN_IDLE_ROOTED, GAN_SHORT_ROOT_STEP, GAN_STANCE_ANIMATIONS };
134
+
135
+ //# sourceMappingURL=GanStanceAnimations.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GanStanceAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/GanStanceAnimations.ts"],"sourcesContent":["/**\n * ☶ Gan (Mountain) Stance-Specific Animations\n *\n * Specialized idle, movement, and guard animations for the Gan (간/Mountain) trigram.\n * Embodies immovable defense and patient counter from Hapkido defensive techniques.\n *\n * **Korean Martial Arts Context:**\n * - **무술**: 합기도 방어 기술 (Hapkido Defensive Blocks)\n * - **특성**: 부동의 방어 (Immovable Defense), 반격 기술 (Counter Techniques)\n * - **철학**: 산의 불변성 (Mountain's Immutability), 바위의 견고함 (Rock's Solidity)\n * - **대표 기술**: 반석방어 (Rock Defense/Immovable Counter)\n *\n * @module systems/animation/catalogs/GanStanceAnimations\n * @category Animation\n * @korean 간괘자세애니메이션\n */\n\nimport { BoneName, type SkeletalAnimation } from \"@/types/skeletal\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\n\n// Import Gan Mountain defensive techniques (간괘 방어 기술)\nimport {\n GAN_ROCK_DEFENSE_ANIMATION,\n GAN_DEFENSIVE_REVERSAL,\n} from \"./GanTechniqueAnimations\";\n\n/**\n * Anatomical safety constants for Gan (Mountain) trigram animations\n *\n * These limits document safe physiological ranges for Korean martial arts movements.\n * The constants serve as reference documentation validated by Korean martial arts experts\n * and inform the design of all Gan animations to ensure realistic, safe joint mechanics.\n *\n * Note: These are documentation constants. The actual animation rotations are designed\n * to stay well within these limits naturally through authentic Hapkido defensive biomechanics.\n */\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☶ GAN IDLE ROOTED ANIMATION (간괘 뿌리 자세)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gan Idle Rooted Animation\n *\n * **Korean**: 간괘 뿌리 자세 (Gan-gwae Ppuri Jase)\n * **Philosophy**: Mountain's immovability through rooted stillness\n *\n * Characteristics:\n * - Minimal movement emphasizing stability (산의 고요)\n * - Deep breathing without upper body motion\n * - Weight grounded through entire stance\n * - High solid guard position maintained\n *\n * Animation Cycle:\n * - 0ms: Rooted neutral position\n * - 1600ms: Deep breath (minimal chest expansion)\n * - 3200ms: Return to start (complete cycle)\n *\n * @korean 간괘뿌리자세\n * @duration 3200ms (3.2 second cycle)\n * @category Idle Animation\n */\nexport const GAN_IDLE_ROOTED: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"gan_idle_rooted\",\n \"간괘 뿌리 자세\"\n )\n .asIdle(3.2, true)\n // Keyframe 0ms: Rooted neutral position (baseline)\n .at(0)\n .rotate(BoneName.PELVIS, 0, 0, 0) // Neutral pelvis - immovable\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // Neutral spine - solid\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0) // Lower spine stable\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° bent for stability\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° bent for stability\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44) // -20°, 0°, -25° (high guard)\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44) // -20°, 0°, 25° (high guard)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92) // -110° (reinforced structure)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92) // 110° (reinforced structure)\n .rotate(BoneName.WRIST_L, 0, 0, 0) // Neutral wrists\n .rotate(BoneName.WRIST_R, 0, 0, 0)\n .rotate(BoneName.HEAD, 0, 0, 0) // Head steady, focused\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Keyframe 1600ms: Deep breath (minimal movement - mountain stillness)\n .at(1.6)\n .rotate(BoneName.SPINE_UPPER, -0.017, 0, 0) // -1° (tiny chest expansion)\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0) // Lower spine remains stable\n .rotate(BoneName.SHOULDER_L, -0.366, 0, -0.453) // -21°, 0°, -26° (slight shoulder adjustment)\n .rotate(BoneName.SHOULDER_R, -0.366, 0, 0.453) // -21°, 0°, 26°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92) // -110° (maintained guard structure)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92) // 110° (maintained guard structure)\n .rotate(BoneName.WRIST_L, 0, 0, 0) // Wrists remain neutral\n .rotate(BoneName.WRIST_R, 0, 0, 0)\n .rotate(BoneName.KNEE_L, -0.279, 0, 0) // -16° (slightly deeper root)\n .rotate(BoneName.KNEE_R, -0.279, 0, 0) // -16°\n .rotate(BoneName.HEAD, 0, 0, 0) // Head steady - mountain focus\n .position(BoneName.PELVIS, 0, 0, 0) // No movement - mountain doesn't shift\n .done<MartialArtsAnimationBuilder>()\n // Keyframe 3200ms: Return to start (complete cycle)\n .at(3.2)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0)\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0) // Stable lower spine\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44)\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92) // -110° (guard restored)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92) // 110° (guard restored)\n .rotate(BoneName.WRIST_L, 0, 0, 0) // Neutral wrists\n .rotate(BoneName.WRIST_R, 0, 0, 0)\n .rotate(BoneName.KNEE_L, -0.26, 0, 0)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0)\n .rotate(BoneName.HEAD, 0, 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☶ GAN SHORT ROOT STEP (산의 걸음)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gan Short Root Step Animation\n *\n * **Korean**: 산의 걸음 (San-ui Georeum) - Mountain's Walk\n * **Technique**: Minimal forward movement maintaining root\n *\n * Characteristics:\n * - Each step reinforces stability (no excess motion)\n * - Weight stays low and grounded\n * - Guard remains solid throughout\n * - No compromise to balance\n *\n * Animation Phases:\n * - 0-133ms: Weight shift preparation (frames 0-2)\n * - 133-267ms: Minimal forward step (frames 3-5)\n * - 267-400ms: Root reinforcement (frames 6-8)\n *\n * @korean 산의걸음\n * @frames 9 frames (~44ms per frame at 60fps)\n * @duration 400ms\n * @category Movement Animation\n */\nexport const GAN_SHORT_ROOT_STEP: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"gan_short_root_step\",\n \"산의 걸음\"\n )\n .asMovement(0.4, false)\n // Phase 1: Weight shift preparation (0ms, frame 0)\n .at(0)\n .rotate(BoneName.PELVIS, 0.087, 0, 0) // 5° forward tilt (minimal)\n .rotate(BoneName.KNEE_R, -0.35, 0, 0) // -20° rear leg prepares\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° front leg ready\n .rotate(BoneName.FOOT_L, 0, 0, 0) // Front foot flat\n .rotate(BoneName.FOOT_R, 0.087, 0, 0) // 5° rear foot prepares to push\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44) // Guard maintained\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92)\n .rotate(BoneName.HEAD, 0.052, 0, 0) // 3° head slightly forward (aware)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Phase 2: Minimal forward step (200ms, frame 5)\n .at(0.2)\n .rotate(BoneName.PELVIS, 0.105, 0, 0) // 6° slight forward\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° extending\n .rotate(BoneName.KNEE_L, -0.35, 0, 0) // -20° absorbing weight\n .rotate(BoneName.FOOT_L, -0.052, 0, 0) // -3° foot plants\n .rotate(BoneName.FOOT_R, 0.174, 0, 0) // 10° rear foot pushes off\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44) // Guard solid\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92) // -110° (maintained)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92) // 110° (maintained)\n .rotate(BoneName.HEAD, 0.052, 0, 0) // 3° head tracks forward\n .position(BoneName.PELVIS, 0, 0, 0.15) // Minimal forward movement\n .done<MartialArtsAnimationBuilder>()\n // Phase 3: Root reinforcement (400ms, frame 9)\n .at(0.4)\n .rotate(BoneName.PELVIS, 0, 0, 0) // Return to neutral\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° rooted\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° rooted\n .rotate(BoneName.FOOT_L, 0, 0, 0) // Front foot grounded\n .rotate(BoneName.FOOT_R, 0, 0, 0) // Rear foot settled\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44) // Guard maintained\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92)\n .rotate(BoneName.HEAD, 0, 0, 0) // Head returns to neutral focus\n .position(BoneName.PELVIS, 0, 0, 0.25) // Short step complete\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☶ GAN DEFENSIVE ANGLE SHIFT (방어 각도 전환)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gan Defensive Angle Shift Animation\n *\n * **Korean**: 방어 각도 전환 (Bangeo Gakdo Jeonhwan) - Defensive Angle Transition\n * **Technique**: Small angle change for better defensive position\n *\n * Characteristics:\n * - Pivot on one foot maintaining stability\n * - Guard remains solid throughout\n * - No compromise to balance\n * - Repositions for optimal counter angle\n *\n * Animation Phases:\n * - 0-167ms: Begin pivot (frames 0-3)\n * - 167-367ms: Angle rotation (frames 4-7)\n * - 367-500ms: Settle and root (frames 8-10)\n *\n * @korean 방어각도전환\n * @frames 11 frames (~45ms per frame at 60fps)\n * @duration 500ms\n * @category Movement Animation\n */\nexport const GAN_DEFENSIVE_ANGLE_SHIFT: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"gan_defensive_angle_shift\",\n \"방어 각도 전환\"\n )\n .asMovement(0.5, false)\n // Phase 1: Begin pivot (0ms, frame 0)\n .at(0)\n .rotate(BoneName.PELVIS, 0, -0.174, 0) // 0°, -10° (begin rotation)\n .rotate(BoneName.KNEE_L, -0.35, 0, 0) // -20° (pivot foot loads)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° (support foot stable)\n .rotate(BoneName.FOOT_L, 0, -0.087, 0) // 0°, -5° (beginning pivot)\n .rotate(BoneName.FOOT_R, 0, 0, 0) // Support foot flat\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44) // Guard maintained\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92)\n .rotate(BoneName.HEAD, 0, -0.087, 0) // 0°, -5° (head begins tracking)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Phase 2: Angle rotation (267ms, frame 6)\n .at(0.267)\n .rotate(BoneName.PELVIS, 0, -0.349, 0) // 0°, -20° (maximum rotation)\n .rotate(BoneName.SPINE_LOWER, 0, -0.262, 0) // 0°, -15° (torso follows)\n .rotate(BoneName.SPINE_UPPER, 0, -0.174, 0) // 0°, -10° (upper body stable)\n .rotate(BoneName.KNEE_L, -0.35, 0, 0) // -20° (pivot foot)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° (support foot)\n .rotate(BoneName.FOOT_L, 0, -0.262, 0) // 0°, -15° (pivot complete)\n .rotate(BoneName.FOOT_R, 0, 0.052, 0) // 0°, 3° (support adjusts)\n .rotate(BoneName.HEAD, 0, -0.174, 0) // 0°, -10° (eyes track forward)\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44) // Guard maintained\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92) // -110° (maintained)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92) // 110° (maintained)\n .position(BoneName.PELVIS, -0.05, 0, 0) // Minimal lateral shift\n .done<MartialArtsAnimationBuilder>()\n // Phase 3: Settle and root (500ms, frame 11)\n .at(0.5)\n .rotate(BoneName.PELVIS, 0, -0.349, 0) // 0°, -20° (settled angle)\n .rotate(BoneName.SPINE_LOWER, 0, -0.262, 0) // 0°, -15°\n .rotate(BoneName.SPINE_UPPER, 0, -0.174, 0) // 0°, -10°\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (rooted)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° (rooted)\n .rotate(BoneName.FOOT_L, 0, -0.262, 0) // 0°, -15° (planted)\n .rotate(BoneName.FOOT_R, 0, 0, 0) // Support foot flat and stable\n .rotate(BoneName.HEAD, 0, -0.174, 0) // 0°, -10°\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44) // Guard solid\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92)\n .position(BoneName.PELVIS, -0.08, 0, 0) // Final position\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☶ GAN HIGH SOLID GUARD TRANSITION (산 방어 전환)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gan High Solid Guard Transition Animation\n *\n * **Korean**: 산 방어 전환 (San Bangeo Jeonhwan) - Mountain Guard Transition\n * **Technique**: Transition into Gan's characteristic high solid guard\n *\n * Characteristics:\n * - High guard protecting head and upper body\n * - Elbows reinforcing structure\n * - Fists positioned for blocking\n * - Stance wide and immovable\n *\n * Animation Phases:\n * - 0-167ms: Begin guard transition\n * - 167-333ms: Establish high solid guard\n *\n * @korean 산방어전환\n * @duration 333ms\n * @category Stance Animation\n */\nexport const GAN_HIGH_SOLID_GUARD_TRANSITION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"gan_high_solid_guard_transition\",\n \"산 방어 전환\"\n )\n .asStance(0.333, false)\n // Phase 1: Begin guard transition (0ms)\n .at(0)\n .rotate(BoneName.SHOULDER_L, -0.262, 0, -0.349) // -15°, 0°, -20° (raising)\n .rotate(BoneName.SHOULDER_R, -0.262, 0, 0.349) // -15°, 0°, 20° (raising)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° (transitioning)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° (transitioning)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // Neutral upper spine\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0) // Stable lower spine\n .rotate(BoneName.PELVIS, 0, 0, 0) // Neutral pelvis\n .rotate(BoneName.HEAD, 0.052, 0, 0) // 3° head lifts slightly\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Phase 2: Establish high solid guard (333ms)\n .at(0.333)\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44) // -20°, 0°, -25° (Gan high guard)\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44) // -20°, 0°, 25° (Gan high guard)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92) // -110° (reinforced structure)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92) // 110° (reinforced structure)\n .rotate(BoneName.WRIST_L, 0, 0, 0) // Neutral wrists for blocking\n .rotate(BoneName.WRIST_R, 0, 0, 0)\n .rotate(BoneName.SPINE_UPPER, -0.035, 0, 0) // -2° slight chest lift for solid structure\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0) // Lower spine stable\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (stable stance)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° (stable stance)\n .rotate(BoneName.HEAD, 0, 0, 0) // Head neutral, focused\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORTS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all Gan stance-specific animations for easy access\n * @korean 간괘자세애니메이션맵\n */\nexport const GAN_STANCE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> = new Map([\n // Idle & Movement\n [\"gan_idle_rooted\", GAN_IDLE_ROOTED],\n [\"gan_short_root_step\", GAN_SHORT_ROOT_STEP],\n [\"gan_defensive_angle_shift\", GAN_DEFENSIVE_ANGLE_SHIFT],\n \n // Stance Transitions\n [\"gan_high_solid_guard_transition\", GAN_HIGH_SOLID_GUARD_TRANSITION],\n \n // Mountain Defensive Block Techniques (간괘 방어 기술)\n [\"gan_rock_defense_animation\", GAN_ROCK_DEFENSE_ANIMATION],\n [\"gan_defensive_reversal\", 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@@ -0,0 +1,78 @@
1
+ /**
2
+ * ☶ Gan (Mountain) Technique Combat Animations
3
+ *
4
+ * Specialized combat technique animations for the Gan (간/Mountain) trigram.
5
+ * Embodies defensive blocks, absorption, and powerful counter-attacks.
6
+ *
7
+ * **Korean Martial Arts Context:**
8
+ * - **무술**: 합기도 방어 기술 (Hapkido Defensive Techniques)
9
+ * - **특성**: 반석방어 (Rock Defense), 역습 (Reversal Counter)
10
+ * - **철학**: 바위처럼 막기 (Block Like Rock), 산처럼 역습 (Counter Like Mountain)
11
+ * - **대표 기술**: 반석방어 (Rock Defense), 방어 역습 (Defensive Reversal)
12
+ *
13
+ * @module systems/animation/catalogs/GanTechniqueAnimations
14
+ * @category Animation
15
+ * @korean 간괘기술애니메이션
16
+ */
17
+ import { type SkeletalAnimation } from "../../../types/skeletal";
18
+ /**
19
+ * Gan Rock Defense Animation
20
+ *
21
+ * **Korean**: 반석방어 (Banseok Bangeo) - Rock Defense
22
+ * **Technique**: Solid block followed by powerful counter from absorbed energy
23
+ * **Target Points**: Superior striking position after absorption
24
+ *
25
+ * Characteristics:
26
+ * - Block: Solid block with reinforced structure
27
+ * - Absorb: Ground impact force through stable stance
28
+ * - Counter: Powerful counter using stored energy
29
+ * - Recovery: Return to immovable guard
30
+ *
31
+ * Animation Phases:
32
+ * - 0-300ms: Block phase (frames 0-5) - Reinforced block with structure
33
+ * - 300-600ms: Absorb phase (frames 6-10) - Ground impact through stance
34
+ * - 600-1000ms: Counter phase (frames 11-17) - Explosive counter strike
35
+ * - 1000-1200ms: Recovery phase (frames 18-20) - Return to guard
36
+ *
37
+ * **Performance**: Targets 60fps (16.67ms per frame)
38
+ * **Damage Type**: Defensive counter with accumulated power
39
+ *
40
+ * @korean 반석방어
41
+ * @frames 20 total (6 block, 6 absorb, 8 counter)
42
+ * @duration 1200ms
43
+ * @category Defense Animation
44
+ */
45
+ export declare const GAN_ROCK_DEFENSE_ANIMATION: SkeletalAnimation;
46
+ /**
47
+ * Gan Defensive Reversal Animation
48
+ *
49
+ * **Korean**: 바위 역습 (Bawi Yeokseup) - Rock Reversal
50
+ * **Technique**: Block opponent's attack, control limb, reverse position with power
51
+ *
52
+ * Characteristics:
53
+ * - Block opponent's attack solidly
54
+ * - Control opponent's limb with lock
55
+ * - Reverse position with power
56
+ * - Maintain immovable foundation throughout
57
+ *
58
+ * Animation Phases:
59
+ * - 0-300ms: Block phase (frames 0-5) - Solid defensive block
60
+ * - 300-700ms: Control phase (frames 6-13) - Limb control and lock
61
+ * - 700-1100ms: Reversal phase (frames 14-21) - Power reversal
62
+ * - 1100-1333ms: Recovery phase (frames 22-24) - Return to guard
63
+ *
64
+ * **Performance**: Targets 60fps (16.67ms per frame)
65
+ * **Damage Type**: Joint manipulation and positional reversal
66
+ *
67
+ * @korean 바위역습
68
+ * @frames 24 total (6 block, 8 control, 10 reversal)
69
+ * @duration 1333ms
70
+ * @category Defense Animation
71
+ */
72
+ export declare const GAN_DEFENSIVE_REVERSAL: SkeletalAnimation;
73
+ /**
74
+ * Map of all Gan technique combat animations for easy access
75
+ * @korean 간괘기술애니메이션맵
76
+ */
77
+ export declare const GAN_TECHNIQUE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation>;
78
+ //# sourceMappingURL=GanTechniqueAnimations.d.ts.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GanTechniqueAnimations.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/catalogs/GanTechniqueAnimations.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;GAeG;AAEH,OAAO,EAAY,KAAK,iBAAiB,EAAE,MAAM,kBAAkB,CAAC;AAOpE;;;;;;;;;;;;;;;;;;;;;;;;;;GA0BG;AACH,eAAO,MAAM,0BAA0B,EAAE,iBAsH7B,CAAC;AAMb;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,eAAO,MAAM,sBAAsB,EAAE,iBA2HzB,CAAC;AAMb;;;GAGG;AACH,eAAO,MAAM,wBAAwB,EAAE,WAAW,CAAC,MAAM,EAAE,iBAAiB,CAI1E,CAAC"}
@@ -0,0 +1,83 @@
1
+ import { BoneName } from "../../../types/skeletal.js";
2
+ import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder.js";
3
+ //#region src/systems/animation/catalogs/GanTechniqueAnimations.ts
4
+ /**
5
+ * ☶ Gan (Mountain) Technique Combat Animations
6
+ *
7
+ * Specialized combat technique animations for the Gan (간/Mountain) trigram.
8
+ * Embodies defensive blocks, absorption, and powerful counter-attacks.
9
+ *
10
+ * **Korean Martial Arts Context:**
11
+ * - **무술**: 합기도 방어 기술 (Hapkido Defensive Techniques)
12
+ * - **특성**: 반석방어 (Rock Defense), 역습 (Reversal Counter)
13
+ * - **철학**: 바위처럼 막기 (Block Like Rock), 산처럼 역습 (Counter Like Mountain)
14
+ * - **대표 기술**: 반석방어 (Rock Defense), 방어 역습 (Defensive Reversal)
15
+ *
16
+ * @module systems/animation/catalogs/GanTechniqueAnimations
17
+ * @category Animation
18
+ * @korean 간괘기술애니메이션
19
+ */
20
+ /**
21
+ * Gan Rock Defense Animation
22
+ *
23
+ * **Korean**: 반석방어 (Banseok Bangeo) - Rock Defense
24
+ * **Technique**: Solid block followed by powerful counter from absorbed energy
25
+ * **Target Points**: Superior striking position after absorption
26
+ *
27
+ * Characteristics:
28
+ * - Block: Solid block with reinforced structure
29
+ * - Absorb: Ground impact force through stable stance
30
+ * - Counter: Powerful counter using stored energy
31
+ * - Recovery: Return to immovable guard
32
+ *
33
+ * Animation Phases:
34
+ * - 0-300ms: Block phase (frames 0-5) - Reinforced block with structure
35
+ * - 300-600ms: Absorb phase (frames 6-10) - Ground impact through stance
36
+ * - 600-1000ms: Counter phase (frames 11-17) - Explosive counter strike
37
+ * - 1000-1200ms: Recovery phase (frames 18-20) - Return to guard
38
+ *
39
+ * **Performance**: Targets 60fps (16.67ms per frame)
40
+ * **Damage Type**: Defensive counter with accumulated power
41
+ *
42
+ * @korean 반석방어
43
+ * @frames 20 total (6 block, 6 absorb, 8 counter)
44
+ * @duration 1200ms
45
+ * @category Defense Animation
46
+ */
47
+ var GAN_ROCK_DEFENSE_ANIMATION = MartialArtsAnimationBuilder.create("gan_rock_defense", "반석방어").asDefense(1.2).at(0).rotate(BoneName.SHOULDER_L, -.35, 0, -.44).rotate(BoneName.ELBOW_L, 0, 0, -1.92).rotate(BoneName.WRIST_L, 0, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(.15).rotate(BoneName.SHOULDER_L, -.35, .174, -.524).rotate(BoneName.ELBOW_L, 0, 0, -2.09).rotate(BoneName.FOREARM_L, .174, 0, 0).rotate(BoneName.SHOULDER_R, -.262, 0, .349).rotate(BoneName.ELBOW_R, 0, 0, 1.74).rotate(BoneName.SPINE_UPPER, 0, -.087, 0).done().at(.3).rotate(BoneName.SHOULDER_L, -.436, .262, -.558).rotate(BoneName.ELBOW_L, 0, 0, -2.18).rotate(BoneName.FOREARM_L, .174, 0, 0).rotate(BoneName.SHOULDER_R, -.262, 0, .349).rotate(BoneName.ELBOW_R, 0, 0, 1.74).rotate(BoneName.SPINE_UPPER, 0, -.087, 0).done().at(.45).rotate(BoneName.SPINE_UPPER, 0, -.14, 0).rotate(BoneName.PELVIS, 0, -.105, 0).rotate(BoneName.KNEE_L, -.349, 0, 0).rotate(BoneName.KNEE_R, -.349, 0, 0).rotate(BoneName.SHOULDER_L, -.489, .14, -.558).rotate(BoneName.ELBOW_L, 0, 0, -2.18).position(BoneName.PELVIS, 0, -.02, 0).done().at(.6).rotate(BoneName.SPINE_UPPER, 0, -.174, 0).rotate(BoneName.PELVIS, 0, -.14, 0).rotate(BoneName.KNEE_L, -.384, 0, 0).rotate(BoneName.KNEE_R, -.384, 0, 0).rotate(BoneName.SHOULDER_L, -.524, .174, -.611).rotate(BoneName.ELBOW_L, 0, 0, -2.18).position(BoneName.PELVIS, 0, -.04, 0).done().at(.75).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.PELVIS, 0, .087, 0).rotate(BoneName.KNEE_L, -.262, 0, 0).rotate(BoneName.KNEE_R, -.262, 0, 0).rotate(BoneName.SHOULDER_L, -.35, .087, -.349).rotate(BoneName.SHOULDER_R, .436, 0, -.174).rotate(BoneName.ELBOW_R, 0, 0, .262).position(BoneName.PELVIS, 0, -.02, 0).done().at(.9).rotate(BoneName.SPINE_UPPER, 0, .174, 0).rotate(BoneName.PELVIS, 0, .262, 0).rotate(BoneName.KNEE_L, -.174, 0, 0).rotate(BoneName.KNEE_R, -.174, 0, 0).rotate(BoneName.SHOULDER_R, .785, 0, 0).rotate(BoneName.ELBOW_R, 0, 0, -.262).rotate(BoneName.WRIST_R, .174, 0, 0).rotate(BoneName.SHOULDER_L, -.35, .087, -.349).position(BoneName.PELVIS, 0, 0, .05).done().at(1).rotate(BoneName.SPINE_UPPER, 0, .262, 0).rotate(BoneName.PELVIS, 0, .314, 0).rotate(BoneName.KNEE_L, -.262, 0, 0).rotate(BoneName.KNEE_R, -.262, 0, 0).rotate(BoneName.SHOULDER_R, 1.047, 0, -.087).rotate(BoneName.ELBOW_R, 0, 0, 0).rotate(BoneName.WRIST_R, .174, 0, 0).rotate(BoneName.SHOULDER_L, -.35, 0, -.44).rotate(BoneName.HEAD, 0, .174, 0).position(BoneName.PELVIS, 0, 0, .1).done().at(1.2).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.SHOULDER_L, -.35, 0, -.44).rotate(BoneName.SHOULDER_R, -.35, 0, .44).rotate(BoneName.ELBOW_L, 0, 0, -1.92).rotate(BoneName.ELBOW_R, 0, 0, 1.92).rotate(BoneName.WRIST_L, 0, 0, 0).rotate(BoneName.WRIST_R, 0, 0, 0).rotate(BoneName.HEAD, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().build();
48
+ /**
49
+ * Gan Defensive Reversal Animation
50
+ *
51
+ * **Korean**: 바위 역습 (Bawi Yeokseup) - Rock Reversal
52
+ * **Technique**: Block opponent's attack, control limb, reverse position with power
53
+ *
54
+ * Characteristics:
55
+ * - Block opponent's attack solidly
56
+ * - Control opponent's limb with lock
57
+ * - Reverse position with power
58
+ * - Maintain immovable foundation throughout
59
+ *
60
+ * Animation Phases:
61
+ * - 0-300ms: Block phase (frames 0-5) - Solid defensive block
62
+ * - 300-700ms: Control phase (frames 6-13) - Limb control and lock
63
+ * - 700-1100ms: Reversal phase (frames 14-21) - Power reversal
64
+ * - 1100-1333ms: Recovery phase (frames 22-24) - Return to guard
65
+ *
66
+ * **Performance**: Targets 60fps (16.67ms per frame)
67
+ * **Damage Type**: Joint manipulation and positional reversal
68
+ *
69
+ * @korean 바위역습
70
+ * @frames 24 total (6 block, 8 control, 10 reversal)
71
+ * @duration 1333ms
72
+ * @category Defense Animation
73
+ */
74
+ var GAN_DEFENSIVE_REVERSAL = MartialArtsAnimationBuilder.create("gan_defensive_reversal", "바위 역습").asDefense(1.333).at(0).rotate(BoneName.SHOULDER_L, -.35, 0, -.44).rotate(BoneName.SHOULDER_R, -.35, 0, .44).rotate(BoneName.ELBOW_L, 0, 0, -1.92).rotate(BoneName.ELBOW_R, 0, 0, 1.92).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(.15).rotate(BoneName.SHOULDER_L, -.35, .262, -.524).rotate(BoneName.ELBOW_L, 0, 0, -2.09).rotate(BoneName.SHOULDER_R, -.262, 0, .349).rotate(BoneName.SPINE_UPPER, 0, -.087, 0).done().at(.3).rotate(BoneName.SHOULDER_L, -.436, .349, -.558).rotate(BoneName.ELBOW_L, 0, 0, -2.18).rotate(BoneName.FOREARM_L, .174, 0, 0).rotate(BoneName.SPINE_UPPER, 0, -.14, 0).done().at(.45).rotate(BoneName.SHOULDER_L, -.349, .436, -.436).rotate(BoneName.ELBOW_L, 0, 0, -1.92).rotate(BoneName.WRIST_L, .174, .262, 0).rotate(BoneName.SHOULDER_R, -.262, .262, .524).rotate(BoneName.ELBOW_R, 0, 0, 1.57).rotate(BoneName.SPINE_UPPER, 0, -.174, 0).done().at(.55).rotate(BoneName.SHOULDER_L, -.262, .524, -.349).rotate(BoneName.ELBOW_L, 0, 0, -1.74).rotate(BoneName.WRIST_L, .262, .349, 0).rotate(BoneName.SHOULDER_R, -.174, .349, .611).rotate(BoneName.ELBOW_R, 0, 0, 1.4).rotate(BoneName.WRIST_R, .174, .262, 0).rotate(BoneName.SPINE_UPPER, 0, -.262, 0).done().at(.7).rotate(BoneName.SHOULDER_L, -.174, .611, -.262).rotate(BoneName.ELBOW_L, 0, 0, -1.57).rotate(BoneName.WRIST_L, .349, .436, 0).rotate(BoneName.SHOULDER_R, -.087, .436, .698).rotate(BoneName.ELBOW_R, 0, 0, 1.22).rotate(BoneName.WRIST_R, .262, .349, 0).rotate(BoneName.SPINE_UPPER, 0, -.349, 0).rotate(BoneName.PELVIS, 0, -.174, 0).done().at(.85).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.PELVIS, 0, .174, 0).rotate(BoneName.SHOULDER_L, -.087, .349, -.174).rotate(BoneName.SHOULDER_R, .174, .174, .349).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).position(BoneName.PELVIS, 0, -.03, 0).done().at(.95).rotate(BoneName.SPINE_UPPER, 0, .262, 0).rotate(BoneName.PELVIS, 0, .349, 0).rotate(BoneName.SHOULDER_L, 0, 0, -.087).rotate(BoneName.SHOULDER_R, .611, 0, .174).rotate(BoneName.ELBOW_R, 0, 0, .524).rotate(BoneName.KNEE_L, -.262, 0, 0).rotate(BoneName.KNEE_R, -.262, 0, 0).position(BoneName.PELVIS, 0, -.01, .05).done().at(1.1).rotate(BoneName.SPINE_UPPER, 0, .436, 0).rotate(BoneName.PELVIS, 0, .524, 0).rotate(BoneName.SHOULDER_L, .174, -.174, 0).rotate(BoneName.SHOULDER_R, .873, 0, 0).rotate(BoneName.ELBOW_R, 0, 0, .174).rotate(BoneName.WRIST_R, .174, 0, 0).rotate(BoneName.KNEE_L, -.174, 0, 0).rotate(BoneName.KNEE_R, -.174, 0, 0).rotate(BoneName.HEAD, 0, .349, 0).position(BoneName.PELVIS, 0, 0, .15).done().at(1.333).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.35, 0, -.44).rotate(BoneName.SHOULDER_R, -.35, 0, .44).rotate(BoneName.ELBOW_L, 0, 0, -1.92).rotate(BoneName.ELBOW_R, 0, 0, 1.92).rotate(BoneName.WRIST_L, 0, 0, 0).rotate(BoneName.WRIST_R, 0, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.HEAD, 0, 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().build();
75
+ /**
76
+ * Map of all Gan technique combat animations for easy access
77
+ * @korean 간괘기술애니메이션맵
78
+ */
79
+ var GAN_TECHNIQUE_ANIMATIONS = new Map([["gan_rock_defense", GAN_ROCK_DEFENSE_ANIMATION], ["gan_defensive_reversal", GAN_DEFENSIVE_REVERSAL]]);
80
+ //#endregion
81
+ export { GAN_DEFENSIVE_REVERSAL, GAN_ROCK_DEFENSE_ANIMATION, GAN_TECHNIQUE_ANIMATIONS };
82
+
83
+ //# sourceMappingURL=GanTechniqueAnimations.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GanTechniqueAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/GanTechniqueAnimations.ts"],"sourcesContent":["/**\n * ☶ Gan (Mountain) Technique Combat Animations\n *\n * Specialized combat technique animations for the Gan (간/Mountain) trigram.\n * Embodies defensive blocks, absorption, and powerful counter-attacks.\n *\n * **Korean Martial Arts Context:**\n * - **무술**: 합기도 방어 기술 (Hapkido Defensive Techniques)\n * - **특성**: 반석방어 (Rock Defense), 역습 (Reversal Counter)\n * - **철학**: 바위처럼 막기 (Block Like Rock), 산처럼 역습 (Counter Like Mountain)\n * - **대표 기술**: 반석방어 (Rock Defense), 방어 역습 (Defensive Reversal)\n *\n * @module systems/animation/catalogs/GanTechniqueAnimations\n * @category Animation\n * @korean 간괘기술애니메이션\n */\n\nimport { BoneName, type SkeletalAnimation } from \"@/types/skeletal\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☶ GAN ROCK DEFENSE ANIMATION (반석방어)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gan Rock Defense Animation\n *\n * **Korean**: 반석방어 (Banseok Bangeo) - Rock Defense\n * **Technique**: Solid block followed by powerful counter from absorbed energy\n * **Target Points**: Superior striking position after absorption\n *\n * Characteristics:\n * - Block: Solid block with reinforced structure\n * - Absorb: Ground impact force through stable stance\n * - Counter: Powerful counter using stored energy\n * - Recovery: Return to immovable guard\n *\n * Animation Phases:\n * - 0-300ms: Block phase (frames 0-5) - Reinforced block with structure\n * - 300-600ms: Absorb phase (frames 6-10) - Ground impact through stance\n * - 600-1000ms: Counter phase (frames 11-17) - Explosive counter strike\n * - 1000-1200ms: Recovery phase (frames 18-20) - Return to guard\n *\n * **Performance**: Targets 60fps (16.67ms per frame)\n * **Damage Type**: Defensive counter with accumulated power\n *\n * @korean 반석방어\n * @frames 20 total (6 block, 6 absorb, 8 counter)\n * @duration 1200ms\n * @category Defense Animation\n */\nexport const GAN_ROCK_DEFENSE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"gan_rock_defense\",\n \"반석방어\"\n )\n .asDefense(1.2)\n // =================================================================\n // BLOCK PHASE (0-300ms, frames 0-6)\n // =================================================================\n // Frame 0: Guard position baseline (0ms)\n .at(0)\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44) // -20°, 0°, -25° (guard position)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92) // -110° (guard ready)\n .rotate(BoneName.WRIST_L, 0, 0, 0) // Neutral wrist\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // Neutral spine\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (stable stance)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Frame 3: Block engagement (150ms)\n .at(0.15)\n .rotate(BoneName.SHOULDER_L, -0.35, 0.174, -0.524) // -20°, 10°, -30° (block extends)\n .rotate(BoneName.ELBOW_L, 0, 0, -2.09) // -120° (elbow structure solid)\n .rotate(BoneName.FOREARM_L, 0.174, 0, 0) // 10°, 0°, 0° (forearm absorbs)\n .rotate(BoneName.SHOULDER_R, -0.262, 0, 0.349) // -15°, 0°, 20° (supporting arm)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.74) // 100° (support structure)\n .rotate(BoneName.SPINE_UPPER, 0, -0.087, 0) // 0°, -5° (minor rotation to block)\n .done<MartialArtsAnimationBuilder>()\n // Frame 6: Maximum block (300ms)\n .at(0.3)\n .rotate(BoneName.SHOULDER_L, -0.436, 0.262, -0.558) // -25°, 15°, -32° (reinforced block)\n .rotate(BoneName.ELBOW_L, 0, 0, -2.18) // -125° (maximum elbow structure)\n .rotate(BoneName.FOREARM_L, 0.174, 0, 0) // 10° (forearm solid)\n .rotate(BoneName.SHOULDER_R, -0.262, 0, 0.349) // -15°, 0°, 20° (supporting)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.74) // 100°\n .rotate(BoneName.SPINE_UPPER, 0, -0.087, 0) // 0°, -5°\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // ABSORB PHASE (300-600ms, frames 7-12)\n // =================================================================\n // Frame 9: Begin absorption (450ms)\n .at(0.45)\n .rotate(BoneName.SPINE_UPPER, 0, -0.14, 0) // 0°, -8° (ground the impact)\n .rotate(BoneName.PELVIS, 0, -0.105, 0) // 0°, -6° (hip absorbs)\n .rotate(BoneName.KNEE_L, -0.349, 0, 0) // -20° (lower stance absorbs)\n .rotate(BoneName.KNEE_R, -0.349, 0, 0) // -20°\n .rotate(BoneName.SHOULDER_L, -0.489, 0.14, -0.558) // -28°, 8°, -32° (maintain block)\n .rotate(BoneName.ELBOW_L, 0, 0, -2.18) // -125° (structure held)\n .position(BoneName.PELVIS, 0, -0.02, 0) // Slight drop to absorb\n .done<MartialArtsAnimationBuilder>()\n // Frame 12: Maximum absorption (600ms)\n .at(0.6)\n .rotate(BoneName.SPINE_UPPER, 0, -0.174, 0) // 0°, -10° (maximum absorption)\n .rotate(BoneName.PELVIS, 0, -0.14, 0) // 0°, -8°\n .rotate(BoneName.KNEE_L, -0.384, 0, 0) // -22° (deepest absorption)\n .rotate(BoneName.KNEE_R, -0.384, 0, 0) // -22°\n .rotate(BoneName.SHOULDER_L, -0.524, 0.174, -0.611) // -30°, 10°, -35° (block held firm)\n .rotate(BoneName.ELBOW_L, 0, 0, -2.18) // -125°\n .position(BoneName.PELVIS, 0, -0.04, 0) // Lower for absorption\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // COUNTER PHASE (600-1000ms, frames 13-20)\n // =================================================================\n // Frame 15: Counter preparation (750ms)\n .at(0.75)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // 0°, 0° (returning to neutral)\n .rotate(BoneName.PELVIS, 0, 0.087, 0) // 0°, 5° (hip begins counter rotation)\n .rotate(BoneName.KNEE_L, -0.262, 0, 0) // -15° (rising from absorption)\n .rotate(BoneName.KNEE_R, -0.262, 0, 0) // -15°\n .rotate(BoneName.SHOULDER_L, -0.35, 0.087, -0.349) // -20°, 5°, -20° (guard maintained)\n .rotate(BoneName.SHOULDER_R, 0.436, 0, -0.174) // 25°, 0°, -10° (counter preparing)\n .rotate(BoneName.ELBOW_R, 0, 0, 0.262) // 15° (arm extending for counter)\n .position(BoneName.PELVIS, 0, -0.02, 0)\n .done<MartialArtsAnimationBuilder>()\n // Frame 18: Counter strike (900ms)\n .at(0.9)\n .rotate(BoneName.SPINE_UPPER, 0, 0.174, 0) // 0°, 10° (counter rotation)\n .rotate(BoneName.PELVIS, 0, 0.262, 0) // 0°, 15° (hip drives counter)\n .rotate(BoneName.KNEE_L, -0.174, 0, 0) // -10° (rise from absorption)\n .rotate(BoneName.KNEE_R, -0.174, 0, 0) // -10°\n .rotate(BoneName.SHOULDER_R, 0.785, 0, 0) // 45°, 0°, 0° (counter strike forward)\n .rotate(BoneName.ELBOW_R, 0, 0, -0.262) // -15° (extending)\n .rotate(BoneName.WRIST_R, 0.174, 0, 0) // 10° (strike alignment)\n .rotate(BoneName.SHOULDER_L, -0.35, 0.087, -0.349) // -20°, 5°, -20° (guard maintained)\n .position(BoneName.PELVIS, 0, 0, 0.05) // Forward shift for power\n .done<MartialArtsAnimationBuilder>()\n // Frame 20: Full counter extension (1000ms)\n .at(1.0)\n .rotate(BoneName.SPINE_UPPER, 0, 0.262, 0) // 0°, 15° (full counter rotation)\n .rotate(BoneName.PELVIS, 0, 0.314, 0) // 0°, 18° (maximum hip drive)\n .rotate(BoneName.KNEE_L, -0.262, 0, 0) // -15° (stable stance)\n .rotate(BoneName.KNEE_R, -0.262, 0, 0) // -15°\n .rotate(BoneName.SHOULDER_R, 1.047, 0, -0.087) // 60°, 0°, -5° (counter strike extended)\n .rotate(BoneName.ELBOW_R, 0, 0, 0) // 0° (fully extended)\n .rotate(BoneName.WRIST_R, 0.174, 0, 0) // 10° (impact position)\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44) // Guard maintained\n .rotate(BoneName.HEAD, 0, 0.174, 0) // 0°, 10° (head tracks strike)\n .position(BoneName.PELVIS, 0, 0, 0.1) // Full forward drive\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // RECOVERY PHASE (1000-1200ms, frames 21-22)\n // =================================================================\n // Frame 22: Return to guard (1200ms)\n .at(1.2)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // Return to neutral\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (stable stance)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44) // -20°, 0°, -25° (guard restored)\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44) // -20°, 0°, 25°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92) // -110°\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92) // 110°\n .rotate(BoneName.WRIST_L, 0, 0, 0)\n .rotate(BoneName.WRIST_R, 0, 0, 0)\n .rotate(BoneName.HEAD, 0, 0, 0) // Head returns to neutral focus\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☶ GAN DEFENSIVE REVERSAL ANIMATION (방어 역습)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gan Defensive Reversal Animation\n *\n * **Korean**: 바위 역습 (Bawi Yeokseup) - Rock Reversal\n * **Technique**: Block opponent's attack, control limb, reverse position with power\n *\n * Characteristics:\n * - Block opponent's attack solidly\n * - Control opponent's limb with lock\n * - Reverse position with power\n * - Maintain immovable foundation throughout\n *\n * Animation Phases:\n * - 0-300ms: Block phase (frames 0-5) - Solid defensive block\n * - 300-700ms: Control phase (frames 6-13) - Limb control and lock\n * - 700-1100ms: Reversal phase (frames 14-21) - Power reversal\n * - 1100-1333ms: Recovery phase (frames 22-24) - Return to guard\n *\n * **Performance**: Targets 60fps (16.67ms per frame)\n * **Damage Type**: Joint manipulation and positional reversal\n *\n * @korean 바위역습\n * @frames 24 total (6 block, 8 control, 10 reversal)\n * @duration 1333ms\n * @category Defense Animation\n */\nexport const GAN_DEFENSIVE_REVERSAL: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"gan_defensive_reversal\",\n \"바위 역습\"\n )\n .asDefense(1.333)\n // =================================================================\n // BLOCK PHASE (0-300ms, frames 0-6)\n // =================================================================\n // Frame 0: Guard baseline (0ms)\n .at(0)\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44) // -20°, 0°, -25° (guard)\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44) // -20°, 0°, 25°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92) // -110° (guard ready)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92) // 110°\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0)\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (stable)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Frame 3: Block engagement (150ms)\n .at(0.15)\n .rotate(BoneName.SHOULDER_L, -0.35, 0.262, -0.524) // -20°, 15°, -30° (block extends)\n .rotate(BoneName.ELBOW_L, 0, 0, -2.09) // -120° (solid structure)\n .rotate(BoneName.SHOULDER_R, -0.262, 0, 0.349) // -15°, 0°, 20° (supporting)\n .rotate(BoneName.SPINE_UPPER, 0, -0.087, 0) // 0°, -5° (rotation into block)\n .done<MartialArtsAnimationBuilder>()\n // Frame 6: Block solid (300ms)\n .at(0.3)\n .rotate(BoneName.SHOULDER_L, -0.436, 0.349, -0.558) // -25°, 20°, -32° (reinforced)\n .rotate(BoneName.ELBOW_L, 0, 0, -2.18) // -125° (maximum structure)\n .rotate(BoneName.FOREARM_L, 0.174, 0, 0) // 10° (absorbing)\n .rotate(BoneName.SPINE_UPPER, 0, -0.14, 0) // 0°, -8°\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // CONTROL PHASE (300-700ms, frames 7-14)\n // =================================================================\n // Frame 9: Begin limb control (450ms)\n .at(0.45)\n .rotate(BoneName.SHOULDER_L, -0.349, 0.436, -0.436) // -20°, 25°, -25° (rotating to control)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92) // -110° (bending to grasp)\n .rotate(BoneName.WRIST_L, 0.174, 0.262, 0) // 10°, 15°, 0° (wrist control)\n .rotate(BoneName.SHOULDER_R, -0.262, 0.262, 0.524) // -15°, 15°, 30° (assisting control)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° (reaching to assist)\n .rotate(BoneName.SPINE_UPPER, 0, -0.174, 0) // 0°, -10° (twisting for control)\n .done<MartialArtsAnimationBuilder>()\n // Frame 11: Limb captured (550ms)\n .at(0.55)\n .rotate(BoneName.SHOULDER_L, -0.262, 0.524, -0.349) // -15°, 30°, -20° (control grip)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.74) // -100° (locked position)\n .rotate(BoneName.WRIST_L, 0.262, 0.349, 0) // 15°, 20°, 0° (firm control)\n .rotate(BoneName.SHOULDER_R, -0.174, 0.349, 0.611) // -10°, 20°, 35° (both hands control)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.4) // 80° (assisting grip)\n .rotate(BoneName.WRIST_R, 0.174, 0.262, 0) // 10°, 15°, 0°\n .rotate(BoneName.SPINE_UPPER, 0, -0.262, 0) // 0°, -15° (torque on limb)\n .done<MartialArtsAnimationBuilder>()\n // Frame 14: Maximum control (700ms)\n .at(0.7)\n .rotate(BoneName.SHOULDER_L, -0.174, 0.611, -0.262) // -10°, 35°, -15° (peak control)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° (locked)\n .rotate(BoneName.WRIST_L, 0.349, 0.436, 0) // 20°, 25°, 0° (maximum pressure)\n .rotate(BoneName.SHOULDER_R, -0.087, 0.436, 0.698) // -5°, 25°, 40° (both hands)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.22) // 70° (tight grip)\n .rotate(BoneName.WRIST_R, 0.262, 0.349, 0) // 15°, 20°, 0°\n .rotate(BoneName.SPINE_UPPER, 0, -0.349, 0) // 0°, -20° (maximum torque)\n .rotate(BoneName.PELVIS, 0, -0.174, 0) // 0°, -10° (hip into control)\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // REVERSAL PHASE (700-1100ms, frames 15-22)\n // =================================================================\n // Frame 17: Begin reversal (850ms)\n .at(0.85)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // 0°, 0° (unwinding)\n .rotate(BoneName.PELVIS, 0, 0.174, 0) // 0°, 10° (reversing rotation)\n .rotate(BoneName.SHOULDER_L, -0.087, 0.349, -0.174) // -5°, 20°, -10° (pulling)\n .rotate(BoneName.SHOULDER_R, 0.174, 0.174, 0.349) // 10°, 10°, 20° (pushing)\n .rotate(BoneName.KNEE_L, -0.35, 0, 0) // -20° (dropping for power)\n .rotate(BoneName.KNEE_R, -0.35, 0, 0)\n .position(BoneName.PELVIS, 0, -0.03, 0) // Lowering for reversal power\n .done<MartialArtsAnimationBuilder>()\n // Frame 19: Mid-reversal (950ms)\n .at(0.95)\n .rotate(BoneName.SPINE_UPPER, 0, 0.262, 0) // 0°, 15° (reversing direction)\n .rotate(BoneName.PELVIS, 0, 0.349, 0) // 0°, 20° (hip drives reversal)\n .rotate(BoneName.SHOULDER_L, 0, 0, -0.087) // 0°, 0°, -5° (releasing control)\n .rotate(BoneName.SHOULDER_R, 0.611, 0, 0.174) // 35°, 0°, 10° (pushing through)\n .rotate(BoneName.ELBOW_R, 0, 0, 0.524) // 30° (extending for push)\n .rotate(BoneName.KNEE_L, -0.262, 0, 0) // -15° (rising)\n .rotate(BoneName.KNEE_R, -0.262, 0, 0)\n .position(BoneName.PELVIS, 0, -0.01, 0.05) // Forward and up\n .done<MartialArtsAnimationBuilder>()\n // Frame 22: Full reversal (1100ms)\n .at(1.1)\n .rotate(BoneName.SPINE_UPPER, 0, 0.436, 0) // 0°, 25° (full reversal rotation)\n .rotate(BoneName.PELVIS, 0, 0.524, 0) // 0°, 30° (maximum hip drive)\n .rotate(BoneName.SHOULDER_L, 0.174, -0.174, 0) // 10°, -10°, 0° (cleared)\n .rotate(BoneName.SHOULDER_R, 0.873, 0, 0) // 50°, 0°, 0° (full push extension)\n .rotate(BoneName.ELBOW_R, 0, 0, 0.174) // 10° (extended)\n .rotate(BoneName.WRIST_R, 0.174, 0, 0) // 10° (push position)\n .rotate(BoneName.KNEE_L, -0.174, 0, 0) // -10° (stable)\n .rotate(BoneName.KNEE_R, -0.174, 0, 0)\n .rotate(BoneName.HEAD, 0, 0.349, 0) // 0°, 20° (head tracks reversal direction)\n .position(BoneName.PELVIS, 0, 0, 0.15) // Maximum forward reversal\n .done<MartialArtsAnimationBuilder>()\n // =================================================================\n // RECOVERY PHASE (1100-1333ms, frames 23-24)\n // =================================================================\n // Frame 24: Return to guard (1333ms)\n .at(1.333)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // Return to neutral\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44) // -20°, 0°, -25° (guard restored)\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44) // -20°, 0°, 25°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92) // -110°\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92) // 110°\n .rotate(BoneName.WRIST_L, 0, 0, 0)\n .rotate(BoneName.WRIST_R, 0, 0, 0)\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (stable stance)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0)\n .rotate(BoneName.HEAD, 0, 0, 0) // Head returns to neutral focus\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORTS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all Gan technique combat animations for easy access\n * @korean 간괘기술애니메이션맵\n */\nexport const GAN_TECHNIQUE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> = new Map([\n // Combat Techniques\n [\"gan_rock_defense\", GAN_ROCK_DEFENSE_ANIMATION],\n [\"gan_defensive_reversal\", GAN_DEFENSIVE_REVERSAL],\n]);\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAmDA,IAAa,6BACX,4BAA4B,OAC1B,oBACA,OACD,CACE,UAAU,IAAI,CAKd,GAAG,EAAE,CACL,OAAO,SAAS,YAAY,MAAO,GAAG,KAAM,CAC5C,OAAO,SAAS,SAAS,GAAG,GAAG,MAAM,CACrC,OAAO,SAAS,SAAS,GAAG,GAAG,EAAE,CACjC,OAAO,SAAS,aAAa,GAAG,GAAG,EAAE,CACrC,OAAO,SAAS,QAAQ,GAAG,GAAG,EAAE,CAChC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,SAAS,SAAS,QAAQ,GAAG,GAAG,EAAE,CAClC,MAAmC,CAEnC,GAAG,IAAK,CACR,OAAO,SAAS,YAAY,MAAO,MAAO,MAAO,CACjD,OAAO,SAAS,SAAS,GAAG,GAAG,MAAM,CACrC,OAAO,SAAS,WAAW,MAAO,GAAG,EAAE,CACvC,OAAO,SAAS,YAAY,OAAQ,GAAG,KAAM,CAC7C,OAAO,SAAS,SAAS,GAAG,GAAG,KAAK,CACpC,OAAO,SAAS,aAAa,GAAG,OAAQ,EAAE,CAC1C,MAAmC,CAEnC,GAAG,GAAI,CACP,OAAO,SAAS,YAAY,OAAQ,MAAO,MAAO,CAClD,OAAO,SAAS,SAAS,GAAG,GAAG,MAAM,CACrC,OAAO,SAAS,WAAW,MAAO,GAAG,EAAE,CACvC,OAAO,SAAS,YAAY,OAAQ,GAAG,KAAM,CAC7C,OAAO,SAAS,SAAS,GAAG,GAAG,KAAK,CACpC,OAAO,SAAS,aAAa,GAAG,OAAQ,EAAE,CAC1C,MAAmC,CAKnC,GAAG,IAAK,CACR,OAAO,SAAS,aAAa,GAAG,MAAO,EAAE,CACzC,OAAO,SAAS,QAAQ,GAAG,OAAQ,EAAE,CACrC,OAAO,SAAS,QAAQ,OAAQ,GAAG,EAAE,CACrC,OAAO,SAAS,QAAQ,OAAQ,GAAG,EAAE,CACrC,OAAO,SAAS,YAAY,OAAQ,KAAM,MAAO,CACjD,OAAO,SAAS,SAAS,GAAG,GAAG,MAAM,CACrC,SAAS,SAAS,QAAQ,GAAG,MAAO,EAAE,CACtC,MAAmC,CAEnC,GAAG,GAAI,CACP,OAAO,SAAS,aAAa,GAAG,OAAQ,EAAE,CAC1C,OAAO,SAAS,QAAQ,GAAG,MAAO,EAAE,CACpC,OAAO,SAAS,QAAQ,OAAQ,GAAG,EAAE,CACrC,OAAO,SAAS,QAAQ,OAAQ,GAAG,EAAE,CACrC,OAAO,SAAS,YAAY,OAAQ,MAAO,MAAO,CAClD,OAAO,SAAS,SAAS,GAAG,GAAG,MAAM,CACrC,SAAS,SAAS,QAAQ,GAAG,MAAO,EAAE,CACtC,MAAmC,CAKnC,GAAG,IAAK,CACR,OAAO,SAAS,aAAa,GAAG,GAAG,EAAE,CACrC,OAAO,SAAS,QAAQ,GAAG,MAAO,EAAE,CACpC,OAAO,SAAS,QAAQ,OAAQ,GAAG,EAAE,CACrC,OAAO,SAAS,QAAQ,OAAQ,GAAG,EAAE,CACrC,OAAO,SAAS,YAAY,MAAO,MAAO,MAAO,CACjD,OAAO,SAAS,YAAY,MAAO,GAAG,MAAO,CAC7C,OAAO,SAAS,SAAS,GAAG,GAAG,KAAM,CACrC,SAAS,SAAS,QAAQ,GAAG,MAAO,EAAE,CACtC,MAAmC,CAEnC,GAAG,GAAI,CACP,OAAO,SAAS,aAAa,GAAG,MAAO,EAAE,CACzC,OAAO,SAAS,QAAQ,GAAG,MAAO,EAAE,CACpC,OAAO,SAAS,QAAQ,OAAQ,GAAG,EAAE,CACrC,OAAO,SAAS,QAAQ,OAAQ,GAAG,EAAE,CACrC,OAAO,SAAS,YAAY,MAAO,GAAG,EAAE,CACxC,OAAO,SAAS,SAAS,GAAG,GAAG,MAAO,CACtC,OAAO,SAAS,SAAS,MAAO,GAAG,EAAE,CACrC,OAAO,SAAS,YAAY,MAAO,MAAO,MAAO,CACjD,SAAS,SAAS,QAAQ,GAAG,GAAG,IAAK,CACrC,MAAmC,CAEnC,GAAG,EAAI,CACP,OAAO,SAAS,aAAa,GAAG,MAAO,EAAE,CACzC,OAAO,SAAS,QAAQ,GAAG,MAAO,EAAE,CACpC,OAAO,SAAS,QAAQ,OAAQ,GAAG,EAAE,CACrC,OAAO,SAAS,QAAQ,OAAQ,GAAG,EAAE,CACrC,OAAO,SAAS,YAAY,OAAO,GAAG,MAAO,CAC7C,OAAO,SAAS,SAAS,GAAG,GAAG,EAAE,CACjC,OAAO,SAAS,SAAS,MAAO,GAAG,EAAE,CACrC,OAAO,SAAS,YAAY,MAAO,GAAG,KAAM,CAC5C,OAAO,SAAS,MAAM,GAAG,MAAO,EAAE,CAClC,SAAS,SAAS,QAAQ,GAAG,GAAG,GAAI,CACpC,MAAmC,CAKnC,GAAG,IAAI,CACP,OAAO,SAAS,aAAa,GAAG,GAAG,EAAE,CACrC,OAAO,SAAS,QAAQ,GAAG,GAAG,EAAE,CAChC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,YAAY,MAAO,GAAG,KAAM,CAC5C,OAAO,SAAS,YAAY,MAAO,GAAG,IAAK,CAC3C,OAAO,SAAS,SAAS,GAAG,GAAG,MAAM,CACrC,OAAO,SAAS,SAAS,GAAG,GAAG,KAAK,CACpC,OAAO,SAAS,SAAS,GAAG,GAAG,EAAE,CACjC,OAAO,SAAS,SAAS,GAAG,GAAG,EAAE,CACjC,OAAO,SAAS,MAAM,GAAG,GAAG,EAAE,CAC9B,SAAS,SAAS,QAAQ,GAAG,GAAG,EAAE,CAClC,MAAmC,CACnC,OAAO;;;;;;;;;;;;;;;;;;;;;;;;;;;AAgCZ,IAAa,yBACX,4BAA4B,OAC1B,0BACA,QACD,CACE,UAAU,MAAM,CAKhB,GAAG,EAAE,CACL,OAAO,SAAS,YAAY,MAAO,GAAG,KAAM,CAC5C,OAAO,SAAS,YAAY,MAAO,GAAG,IAAK,CAC3C,OAAO,SAAS,SAAS,GAAG,GAAG,MAAM,CACrC,OAAO,SAAS,SAAS,GAAG,GAAG,KAAK,CACpC,OAAO,SAAS,aAAa,GAAG,GAAG,EAAE,CACrC,OAAO,SAAS,QAAQ,GAAG,GAAG,EAAE,CAChC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,SAAS,SAAS,QAAQ,GAAG,GAAG,EAAE,CAClC,MAAmC,CAEnC,GAAG,IAAK,CACR,OAAO,SAAS,YAAY,MAAO,MAAO,MAAO,CACjD,OAAO,SAAS,SAAS,GAAG,GAAG,MAAM,CACrC,OAAO,SAAS,YAAY,OAAQ,GAAG,KAAM,CAC7C,OAAO,SAAS,aAAa,GAAG,OAAQ,EAAE,CAC1C,MAAmC,CAEnC,GAAG,GAAI,CACP,OAAO,SAAS,YAAY,OAAQ,MAAO,MAAO,CAClD,OAAO,SAAS,SAAS,GAAG,GAAG,MAAM,CACrC,OAAO,SAAS,WAAW,MAAO,GAAG,EAAE,CACvC,OAAO,SAAS,aAAa,GAAG,MAAO,EAAE,CACzC,MAAmC,CAKnC,GAAG,IAAK,CACR,OAAO,SAAS,YAAY,OAAQ,MAAO,MAAO,CAClD,OAAO,SAAS,SAAS,GAAG,GAAG,MAAM,CACrC,OAAO,SAAS,SAAS,MAAO,MAAO,EAAE,CACzC,OAAO,SAAS,YAAY,OAAQ,MAAO,KAAM,CACjD,OAAO,SAAS,SAAS,GAAG,GAAG,KAAK,CACpC,OAAO,SAAS,aAAa,GAAG,OAAQ,EAAE,CAC1C,MAAmC,CAEnC,GAAG,IAAK,CACR,OAAO,SAAS,YAAY,OAAQ,MAAO,MAAO,CAClD,OAAO,SAAS,SAAS,GAAG,GAAG,MAAM,CACrC,OAAO,SAAS,SAAS,MAAO,MAAO,EAAE,CACzC,OAAO,SAAS,YAAY,OAAQ,MAAO,KAAM,CACjD,OAAO,SAAS,SAAS,GAAG,GAAG,IAAI,CACnC,OAAO,SAAS,SAAS,MAAO,MAAO,EAAE,CACzC,OAAO,SAAS,aAAa,GAAG,OAAQ,EAAE,CAC1C,MAAmC,CAEnC,GAAG,GAAI,CACP,OAAO,SAAS,YAAY,OAAQ,MAAO,MAAO,CAClD,OAAO,SAAS,SAAS,GAAG,GAAG,MAAM,CACrC,OAAO,SAAS,SAAS,MAAO,MAAO,EAAE,CACzC,OAAO,SAAS,YAAY,OAAQ,MAAO,KAAM,CACjD,OAAO,SAAS,SAAS,GAAG,GAAG,KAAK,CACpC,OAAO,SAAS,SAAS,MAAO,MAAO,EAAE,CACzC,OAAO,SAAS,aAAa,GAAG,OAAQ,EAAE,CAC1C,OAAO,SAAS,QAAQ,GAAG,OAAQ,EAAE,CACrC,MAAmC,CAKnC,GAAG,IAAK,CACR,OAAO,SAAS,aAAa,GAAG,GAAG,EAAE,CACrC,OAAO,SAAS,QAAQ,GAAG,MAAO,EAAE,CACpC,OAAO,SAAS,YAAY,OAAQ,MAAO,MAAO,CAClD,OAAO,SAAS,YAAY,MAAO,MAAO,KAAM,CAChD,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,OAAO,SAAS,QAAQ,MAAO,GAAG,EAAE,CACpC,SAAS,SAAS,QAAQ,GAAG,MAAO,EAAE,CACtC,MAAmC,CAEnC,GAAG,IAAK,CACR,OAAO,SAAS,aAAa,GAAG,MAAO,EAAE,CACzC,OAAO,SAAS,QAAQ,GAAG,MAA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