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 +1,475 @@
1
+ import { MartialArtsAnimationBuilder, TECHNIQUE_TIMING } from "../builders/MartialArtsAnimationBuilder.js";
2
+ //#region src/systems/animation/catalogs/GrapplingAnimations.ts
3
+ /**
4
+ * Throw - 던지기
5
+ *
6
+ * Hip throw technique from Hapkido and Ssireum.
7
+ * Unbalance and throw opponent over hip.
8
+ *
9
+ * Phases:
10
+ * 1. Entry (진입): Step in and grab
11
+ * 2. Load: Hip under opponent's center
12
+ * 3. Throw (던지기): Hip rotation throws opponent
13
+ * 4. Recovery (복귀): Return to stance
14
+ *
15
+ * @korean 던지기애니메이션
16
+ */
17
+ var THROW_ANIMATION = MartialArtsAnimationBuilder.create("throw", "던지기").asAttack(.7).throwEntry(.15).hipThrow(.18).throwExecute(.12).recover(.25).build();
18
+ /**
19
+ * Grapple - 관절기
20
+ *
21
+ * Joint lock application from Hapkido.
22
+ * Control and submit opponent through joint manipulation.
23
+ *
24
+ * Phases:
25
+ * 1. Grab (잡기): Secure grip on limb
26
+ * 2. Control: Position for leverage
27
+ * 3. Lock (꺾기): Apply joint pressure
28
+ * 4. Hold/Release: Maintain or release
29
+ *
30
+ * @korean 관절기애니메이션
31
+ */
32
+ var GRAPPLE_ANIMATION = MartialArtsAnimationBuilder.create("grapple", "관절기").asAttack(.65).wristGrab(.15).jointLock(.25).recover(.25).build();
33
+ /**
34
+ * Counter Attack - 반격
35
+ *
36
+ * Defensive parry followed by immediate counter strike.
37
+ * Fundamental Hapkido and Taekwondo defensive concept.
38
+ *
39
+ * Phases:
40
+ * 1. Parry (막기): Deflect incoming attack
41
+ * 2. Counter (반격): Immediate return strike
42
+ * 3. Recovery (복귀): Return to guard
43
+ *
44
+ * @korean 반격애니메이션
45
+ */
46
+ var COUNTER_ATTACK_ANIMATION = MartialArtsAnimationBuilder.create("counter_attack", "반격").asAttack(.45).parry(.12).punchExtend(.13).recover(.2).build();
47
+ /**
48
+ * Block - 막기 (Rigid High Block - Traditional Taekwondo Style)
49
+ *
50
+ * Defensive blocking technique with rigid, forceful blocking motion.
51
+ * Strong high block (상단막기) with chambered arm position.
52
+ * Contrasts with flowing/yielding styles - this is direct force against force.
53
+ *
54
+ * Korean Martial Arts: 막기 (Mak-gi) - "to block/prevent"
55
+ * - Strong chambering from hip (허리에서)
56
+ * - Explosive upward motion (폭발적 상향)
57
+ * - Solid contact intercept (강한 차단)
58
+ * - Firm guard position maintained (견고한 방어 자세)
59
+ *
60
+ * @korean 막기애니메이션
61
+ */
62
+ var BLOCK_ANIMATION = MartialArtsAnimationBuilder.create("block", "막기").asDefense(TECHNIQUE_TIMING.FAST.total).withHighGuard().parry(TECHNIQUE_TIMING.FAST.chamber, "ease-out").parry(TECHNIQUE_TIMING.FAST.extend, "linear").recover(TECHNIQUE_TIMING.FAST.peak + TECHNIQUE_TIMING.FAST.retract + TECHNIQUE_TIMING.FAST.recover).build();
63
+ /**
64
+ * Wrist Lock - 손목꺾기 (Sonmok-kkeokgi) - Hapkido Joint Lock
65
+ *
66
+ * **Authentic Hapkido Wrist Joint Manipulation Technique**
67
+ *
68
+ * Fundamental Hapkido joint lock controlling opponent through rotational pressure
69
+ * on the wrist joint. The small joints of the wrist are manipulated through circular
70
+ * motion (원 - Won) to create pain compliance and control. One of the signature
71
+ * techniques that defines Hapkido's approach to joint manipulation.
72
+ *
73
+ * **Korean Martial Arts Biomechanics**:
74
+ * - **Secure Grip (확실한 잡기)**: Two-handed control of opponent's wrist
75
+ * - **Circular Motion (원형 움직임)**: Small circle technique (소원법)
76
+ * - **Wrist Rotation (손목 회전)**: Twist wrist beyond natural range of motion
77
+ * - **Hip Power (골반 힘)**: Hip rotation amplifies wrist twist
78
+ * - **Body Drop (몸 낮춤)**: Lower body position adds downward pressure
79
+ * - **Hyperextension (과신전)**: Wrist bent backward to anatomical limit (70°)
80
+ *
81
+ * **Hapkido Principles Applied**:
82
+ * - **원 (Won - Circle)**: Circular wrist manipulation, not linear force
83
+ * - **유 (Yu - Flow)**: Flowing control without jerky motions
84
+ * - **화 (Hwa - Harmony)**: Blending with opponent's resistance
85
+ *
86
+ * **Anatomical Targets**:
87
+ * - Wrist joint (radiocarpal joint)
88
+ * - Forearm tendons and ligaments
89
+ * - Median nerve compression
90
+ * - Elbow joint (secondary control)
91
+ *
92
+ * **Pain Compliance Mechanism**:
93
+ * - Hyperextension beyond 70° causes acute pain
94
+ * - Continued pressure risks ligament damage
95
+ * - Opponent must comply or risk wrist injury
96
+ * - Can escalate to arm bar if opponent resists
97
+ *
98
+ * **Combat Applications**:
99
+ * - Grab defense (opponent grabs your wrist, you counter)
100
+ * - Control technique for restraining without striking
101
+ * - Transitioning to throw or takedown
102
+ * - Police/security restraint technique
103
+ * - Self-defense against larger opponents (uses leverage, not strength)
104
+ *
105
+ * **Technical Keys**:
106
+ * - Two hands control one wrist (2-on-1 principle)
107
+ * - Circular motion is key (not straight twist)
108
+ * - Hip rotation provides power, not arm strength
109
+ * - Opponent's elbow must be straight for maximum effect
110
+ * - Maintain control throughout - no gaps
111
+ *
112
+ * Phases:
113
+ * 1. Grab (잡기): 150ms - Secure firm grip on opponent's wrist with both hands
114
+ * 2. Position (위치): 100ms - Position opponent's arm for control
115
+ * 3. Twist (꺾기): 200ms - Apply circular rotational pressure to wrist
116
+ * 4. Control (제어): 120ms - Hold pressure, opponent's wrist hyperextended
117
+ * 5. Release (복귀): 180ms - Controlled release or transition to next technique
118
+ *
119
+ * Duration: 750ms (Controlled joint manipulation takes time)
120
+ *
121
+ * @korean 손목꺾기애니메이션
122
+ */
123
+ var WRIST_LOCK_ANIMATION = MartialArtsAnimationBuilder.create("wrist_lock", "손목꺾기").asAttack(.75).wristGrab(.15).wristGrab(.1).wristTwist(.2).wristTwist(.12).recover(.18).build();
124
+ /**
125
+ * Small Circle Lock - 소원꺾기
126
+ *
127
+ * Tae (Lake) Trigram signature technique.
128
+ * Using minimal circular motion to lock joint.
129
+ *
130
+ * @korean 소원꺾기애니메이션
131
+ */
132
+ var SMALL_CIRCLE_LOCK_ANIMATION = MartialArtsAnimationBuilder.create("small_circle_lock", "소원꺾기").asAttack(.55).wristGrab(.12).wristTwist(.1).jointLock(.15).recover(.18).build();
133
+ /**
134
+ * Finger Lock - 손가락꺾기
135
+ *
136
+ * Manipulating individual digits for pain compliance.
137
+ *
138
+ * @korean 손가락꺾기애니메이션
139
+ */
140
+ var FINGER_LOCK_ANIMATION = MartialArtsAnimationBuilder.create("finger_lock", "손가락꺾기").asAttack(.5).wristGrab(.1).fingerLockTwist(.15).recover(.25).build();
141
+ /**
142
+ * Elbow Lock - 팔꿈치꺾기
143
+ *
144
+ * Hyperextending the elbow joint (Armbar variation).
145
+ *
146
+ * @korean 팔꿈치꺾기애니메이션
147
+ */
148
+ var ELBOW_LOCK_ANIMATION = MartialArtsAnimationBuilder.create("elbow_lock", "팔꿈치꺾기").asAttack(.65).wristGrab(.15).elbowLockApply(.3).recover(.2).build();
149
+ /**
150
+ * Shoulder Manipulation - 어깨비틀기
151
+ *
152
+ * Rotational torque on shoulder joint.
153
+ *
154
+ * @korean 어깨비틀기애니메이션
155
+ */
156
+ var SHOULDER_MANIPULATION_ANIMATION = MartialArtsAnimationBuilder.create("shoulder_manipulation", "어깨비틀기").asAttack(.7).wristGrab(.2).shoulderLockTwist(.3).recover(.2).build();
157
+ /**
158
+ * Flowing Arm Bar - 유수팔꺾기
159
+ *
160
+ * Fluid transition into arm bar from movement.
161
+ *
162
+ * @korean 유수팔꺾기애니메이션
163
+ */
164
+ var FLOWING_ARM_BAR_ANIMATION = MartialArtsAnimationBuilder.create("flowing_arm_bar", "유수팔꺾기").asAttack(.75).parry(.15).armBarEntry(.15).armBarDrop(.25).recover(.2).build();
165
+ /**
166
+ * Joint Lock Defense - 관절기방어
167
+ *
168
+ * Escaping or countering a joint lock.
169
+ *
170
+ * @korean 관절기방어애니메이션
171
+ */
172
+ var JOINT_LOCK_DEFENSE_ANIMATION = MartialArtsAnimationBuilder.create("joint_lock_defense", "관절기방어").asDefense(.5).parry(.1).wristTwist(.2).recover(.2).build();
173
+ /**
174
+ * Sweep Defense - 걸기방어
175
+ *
176
+ * Avoiding or countering a low sweep.
177
+ *
178
+ * @korean 걸기방어애니메이션
179
+ */
180
+ var SWEEP_DEFENSE_ANIMATION = MartialArtsAnimationBuilder.create("sweep_defense", "걸기방어").asDefense(.45).recover(.15).parry(.1).recover(.2).build();
181
+ /**
182
+ * Mountain Lock - 산형굳히기 (Gan Trigram)
183
+ * Immovable hold.
184
+ *
185
+ * @korean 산형굳히기애니메이션
186
+ */
187
+ var MOUNTAIN_LOCK_ANIMATION = MartialArtsAnimationBuilder.create("mountain_lock", "산형굳히기").asAttack(.8).clinchGrab(.2).jointLock(.4).recover(.2).build();
188
+ /**
189
+ * Earth Embrace - 대지포옹 (Gon Trigram)
190
+ * Ground control technique.
191
+ *
192
+ * @korean 대지포옹애니메이션
193
+ */
194
+ var EARTH_EMBRACE_ANIMATION = MartialArtsAnimationBuilder.create("earth_embrace", "대지포옹").asAttack(.9).takedownShoot(.25).takedownDump(.35).groundMount(.3).build();
195
+ /**
196
+ * Carotid Choke - 경동맥조르기 (Dark Ops)
197
+ * Blood choke.
198
+ *
199
+ * @korean 경동맥조르기애니메이션
200
+ */
201
+ var CAROTID_CHOKE_ANIMATION = MartialArtsAnimationBuilder.create("carotid_choke", "경동맥조르기").asAttack(1).clinchGrab(.2).chokeGrip(.6).recover(.2).build();
202
+ /**
203
+ * Rear Naked Choke - 뒤조르기 (Dark Ops)
204
+ * Traditional mata leao.
205
+ *
206
+ * @korean 뒤조르기애니메이션
207
+ */
208
+ var REAR_NAKED_CHOKE_ANIMATION = MartialArtsAnimationBuilder.create("rear_naked_choke", "뒤조르기").asAttack(1.2).clinchGrab(.3).chokeGrip(.7).recover(.2).build();
209
+ /**
210
+ * Redirect Throw - 유수던지기 (Gam Trigram)
211
+ * Using opponent momentum.
212
+ *
213
+ * @korean 유수던지기애니메이션
214
+ */
215
+ var REDIRECT_THROW_ANIMATION = MartialArtsAnimationBuilder.create("redirect_throw", "유수던지기").asAttack(.7).parry(.15).hipThrow(.2).throwExecute(.15).recover(.2).build();
216
+ /**
217
+ * Arm Bar - 팔꺾기 (Pal-kkeok-gi) - Direct Force Hapkido Arm Bar
218
+ *
219
+ * **Authentic Hapkido Straight Arm Hyperextension Lock**
220
+ *
221
+ * Straight arm hyperextension lock with direct downward force. Traditional Hapkido
222
+ * style emphasizing immediate control, explosive entry, and strong submission pressure.
223
+ * The arm bar (Juji-Gatame in Judo, Pal-kkeok-gi in Hapkido) is one of the most
224
+ * effective joint locks, attacking the elbow joint's natural range of motion.
225
+ *
226
+ * Contrasts with Tae (Lake) Trigram flowing circular technique:
227
+ * - **Tae Style**: Circular, flowing, uses momentum and small circles
228
+ * - **This Style**: Linear, forceful, direct pressure and immediate submission
229
+ *
230
+ * **Korean Martial Arts Biomechanics**:
231
+ * - **Quick Entry (빠른진입)**: Explosive arm capture with strong grip
232
+ * - **Linear Pressure (직선압박)**: Straight downward force on elbow
233
+ * - **Immediate Control (즉각제압)**: No circular motion, direct submission
234
+ * - **Hip Pressure (골반 압박)**: Hips thrust upward against elbow joint
235
+ * - **Two-on-One Control (2대1 제어)**: Both hands control one arm
236
+ * - **Body Weight (체중 이용)**: Full body weight applied to hyperextension
237
+ *
238
+ * **Anatomical Mechanics**:
239
+ * - Elbow joint bends ~145° naturally (flexion)
240
+ * - Hyperextension beyond 0° (straight) causes pain
241
+ * - 10-15° hyperextension forces tap or break
242
+ * - Ligaments (UCL, RCL) stressed beyond limits
243
+ * - Can cause permanent elbow damage if held too long
244
+ *
245
+ * **Hapkido Principles Applied**:
246
+ * - **강 (Gang - Strength)**: Direct force application (not flowing)
247
+ * - **속 (Sok - Speed)**: Explosive entry prevents escape
248
+ * - **제 (Je - Control)**: Complete arm control throughout
249
+ *
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+ * **Submission Mechanism**:
251
+ * - Opponent's arm extended and isolated
252
+ * - Elbow joint hyperextended beyond natural range
253
+ * - Extreme pain forces tap or risks elbow break
254
+ * - No escape once position secured
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+ *
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+ * **Combat Applications**:
257
+ * - Ground fighting dominant position
258
+ * - Standing arm bar from wrist control
259
+ * - Counter to opponent's punch (catch and arm bar)
260
+ * - Submission finish after throw
261
+ * - Police/security restraint and arrest technique
262
+ *
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+ * **Technical Requirements**:
264
+ * - Opponent's arm must be straight (can't bend elbow to escape)
265
+ * - Thumb points up (prevents rotation escape)
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+ * - Hips positioned tight against elbow joint
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+ * - Legs pinch opponent's body for control
268
+ * - Body leans back to add pressure
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+ *
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+ * Phases:
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+ * 1. Entry (진입): 150ms - Quick explosive catch of opponent's arm
272
+ * 2. Position (위치 설정): 180ms - Direct downward drop, secure arm
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+ * 3. Drop (내려가기): 250ms - Body drops to ground, arm isolated
274
+ * 4. Extension (확장): 150ms - Immediate hyperextension with hip pressure
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+ * 5. Submission (굴복): 100ms - Maximum pressure, opponent must tap
276
+ * 6. Release (복귀): 150ms - Controlled release after submission
277
+ *
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+ * Duration: 980ms (Full arm bar sequence with control)
279
+ *
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+ * @korean 팔꺾기애니메이션
281
+ */
282
+ var ARM_BAR_ANIMATION = MartialArtsAnimationBuilder.create("arm_bar", "팔꺾기").asAttack(.98).armBarEntry(.15).armBarEntry(.18).armBarDrop(.25).jointLock(.15).jointLock(.1).recover(.15).build();
283
+ /**
284
+ * Slam - 메치기
285
+ *
286
+ * Powerful lift and slam technique.
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+ * Lifts opponent and drives them into ground.
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+ *
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+ * Phases:
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+ * 1. Entry (진입): Clinch and underhook
291
+ * 2. Lift (들기): Lift opponent
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+ * 3. Slam (메치기): Drive to ground
293
+ * 4. Recovery (복귀): Return to stance
294
+ *
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+ * @korean 메치기애니메이션
296
+ */
297
+ var SLAM_ANIMATION = MartialArtsAnimationBuilder.create("slam", "메치기").asAttack(.85).clinchGrab(.1).slamLift(.25).slamDown(.2).recover(.3).build();
298
+ /**
299
+ * Hip Throw - 허리치기 (Heori Chigi) / 배대되치기 (Baedae-doechigi)
300
+ *
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+ * **Authentic Hapkido / Judo Hip Throw (O-Goshi / Koshi-Guruma)**
302
+ *
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+ * Classic hip throw from Hapkido and Judo using hip as fulcrum to project opponent.
304
+ * One of the first throws taught in Hapkido (합기도) and Judo (유도) due to its
305
+ * fundamental mechanics and effectiveness. The hip becomes the pivot point that
306
+ * multiplies force, allowing smaller practitioners to throw larger opponents.
307
+ *
308
+ * **Korean Martial Arts Biomechanics**:
309
+ * - **Deep Entry (깊은 진입)**: Step in front of opponent, hip lower than theirs
310
+ * - **Arm Control (팔 제어)**: One arm controls opponent's arm, other wraps body
311
+ * - **Hip Position (골반 위치)**: Hip positioned under opponent's center of mass
312
+ * - **Hip Rotation (골반 회전)**: Explosive hip rotation lifts and throws
313
+ * - **Forward Lean (앞으로 숙임)**: Upper body leans forward for leverage
314
+ * - **Leg Drive (다리 힘)**: Legs extend to add upward lift force
315
+ *
316
+ * **Hapkido Principles Applied**:
317
+ * - **원 (Won - Circle)**: Circular motion redirects opponent's force
318
+ * - **유 (Yu - Flow)**: Blend with opponent's movement
319
+ * - **화 (Hwa - Harmony)**: Use opponent's energy against them
320
+ *
321
+ * **Target Application**:
322
+ * - Opponent pushed to ground on back/side (hard impact)
323
+ * - Sets up ground control or follow-up strikes
324
+ * - Can be done with or without gi/jacket grip
325
+ *
326
+ * **Combat Applications**:
327
+ * - Close-range when opponent pushes forward
328
+ * - Counter to straight punches (step in and throw)
329
+ * - Setting up ground and pound position
330
+ * - Creating distance by throwing opponent away
331
+ * - Self-defense against larger/stronger attackers
332
+ *
333
+ * **Variations**:
334
+ * - O-Goshi (Major Hip Throw): Arm under opponent's armpit
335
+ * - Koshi-Guruma (Hip Wheel): Arm around opponent's neck
336
+ * - Harai-Goshi (Sweeping Hip): Leg sweeps during throw
337
+ *
338
+ * Phases:
339
+ * 1. Entry (진입): 200ms - Step deep in front of opponent, lower hips
340
+ * 2. Grip & Position (잡기 및 위치): 150ms - Secure control, hip under center mass
341
+ * 3. Rotation (회전): 220ms - Explosive hip rotation lifts opponent
342
+ * 4. Projection (던지기): 120ms - Opponent leaves feet, airborne
343
+ * 5. Follow-Through (완료): 100ms - Complete rotation and release
344
+ * 6. Recovery (복귀): 180ms - Return to standing or ground position
345
+ *
346
+ * Duration: 970ms (Long duration for full throw sequence)
347
+ *
348
+ * @korean 허리치기애니메이션
349
+ */
350
+ var HIP_THROW_ANIMATION = MartialArtsAnimationBuilder.create("hip_throw", "허리치기").asAttack(.97).throwEntry(.2).throwEntry(.15).hipThrow(.22).hipThrow(.12).throwExecute(.1).recover(.18).build();
351
+ /**
352
+ * Leg Reap - 다리걸기
353
+ *
354
+ * Reap opponent's leg while pushing.
355
+ * Opponent falls backward.
356
+ *
357
+ * @korean 다리걸기애니메이션
358
+ */
359
+ var LEG_REAP_ANIMATION = MartialArtsAnimationBuilder.create("leg_reap", "다리걸기").asAttack(.55).clinchGrab(.12).sweep(.18).recover(.25).build();
360
+ /**
361
+ * Shoulder Lock - 어깨꺾기
362
+ *
363
+ * Rotational pressure on shoulder joint.
364
+ * Standing or ground submission.
365
+ *
366
+ * @korean 어깨꺾기애니메이션
367
+ */
368
+ var SHOULDER_LOCK_ANIMATION = MartialArtsAnimationBuilder.create("shoulder_lock", "어깨꺾기").asAttack(.65).wristGrab(.15).shoulderLockTwist(.25).recover(.25).build();
369
+ /**
370
+ * Counter Strike - 반격타격
371
+ *
372
+ * Defensive parry followed by powerful counter.
373
+ * More aggressive than standard counter attack.
374
+ *
375
+ * @korean 반격타격애니메이션
376
+ */
377
+ var COUNTER_STRIKE_ANIMATION = MartialArtsAnimationBuilder.create("counter_strike", "반격타격").asAttack(.5).counterParry(.1).counterStrike(.15).recover(.25).build();
378
+ /**
379
+ * Parry Counter - 막기반격
380
+ *
381
+ * High block followed by immediate counter strike.
382
+ *
383
+ * @korean 막기반격애니메이션
384
+ */
385
+ var PARRY_COUNTER_ANIMATION = MartialArtsAnimationBuilder.create("parry_counter", "막기반격").asAttack(.48).parry(.12).punchExtend(.14).recover(.22).build();
386
+ /**
387
+ * Double Knee - 더블무릎
388
+ *
389
+ * Two rapid knee strikes from clinch.
390
+ *
391
+ * @korean 더블무릎애니메이션
392
+ */
393
+ var DOUBLE_KNEE_ANIMATION = MartialArtsAnimationBuilder.create("double_knee", "더블무릎").asAttack(.6).clinchGrab(.1).kneeStrike(.12).kneeStrike(.15).recover(.23).build();
394
+ /**
395
+ * Suplex - 수플렉스
396
+ *
397
+ * Grab and throw opponent backward.
398
+ * High-impact wrestling technique.
399
+ *
400
+ * @korean 수플렉스애니메이션
401
+ */
402
+ var SUPLEX_ANIMATION = MartialArtsAnimationBuilder.create("suplex", "수플렉스").asAttack(.8).clinchGrab(.15).slamLift(.25).slamDown(.2).recover(.2).build();
403
+ /**
404
+ * High Block - 상단막기
405
+ *
406
+ * High defensive block against head attacks.
407
+ *
408
+ * @korean 상단막기애니메이션
409
+ */
410
+ var HIGH_BLOCK_ANIMATION = MartialArtsAnimationBuilder.create("block_high", "상단막기").asDefense(TECHNIQUE_TIMING.FAST.total).withHighGuard().blockHigh(TECHNIQUE_TIMING.FAST.chamber + TECHNIQUE_TIMING.FAST.extend).recover(TECHNIQUE_TIMING.FAST.peak + TECHNIQUE_TIMING.FAST.retract + TECHNIQUE_TIMING.FAST.recover).build();
411
+ /**
412
+ * Low Block - 하단막기
413
+ *
414
+ * Low defensive block against leg attacks.
415
+ *
416
+ * @korean 하단막기애니메이션
417
+ */
418
+ var LOW_BLOCK_ANIMATION = MartialArtsAnimationBuilder.create("block_low", "하단막기").asDefense(TECHNIQUE_TIMING.FAST.total).blockLow(TECHNIQUE_TIMING.FAST.chamber + TECHNIQUE_TIMING.FAST.extend).recover(TECHNIQUE_TIMING.FAST.peak + TECHNIQUE_TIMING.FAST.retract + TECHNIQUE_TIMING.FAST.recover).build();
419
+ /**
420
+ * Takedown - 테이크다운
421
+ *
422
+ * Wrestling-style double leg takedown.
423
+ * Shoot for legs and drive through.
424
+ *
425
+ * @korean 테이크다운애니메이션
426
+ */
427
+ var TAKEDOWN_ANIMATION = MartialArtsAnimationBuilder.create("takedown", "테이크다운").asAttack(.65).takedownShoot(.2).takedownDump(.2).recover(.25).build();
428
+ /**
429
+ * Body Lock Throw - 바디락던지기
430
+ *
431
+ * Grab body and throw using leverage.
432
+ *
433
+ * @korean 바디락던지기애니메이션
434
+ */
435
+ var BODY_LOCK_THROW_ANIMATION = MartialArtsAnimationBuilder.create("body_lock_throw", "바디락던지기").asAttack(.7).clinchGrab(.15).throwEntry(.15).throwExecute(.2).recover(.2).build();
436
+ /**
437
+ * Map of all grappling animations for easy access
438
+ * 잡기 애니메이션 맵
439
+ */
440
+ var GRAPPLING_ANIMATIONS = new Map([
441
+ ["throw", THROW_ANIMATION],
442
+ ["grapple", GRAPPLE_ANIMATION],
443
+ ["counter_attack", COUNTER_ATTACK_ANIMATION],
444
+ ["block", BLOCK_ANIMATION],
445
+ ["wrist_lock", WRIST_LOCK_ANIMATION],
446
+ ["arm_bar", ARM_BAR_ANIMATION],
447
+ ["slam", SLAM_ANIMATION],
448
+ ["hip_throw", HIP_THROW_ANIMATION],
449
+ ["leg_reap", LEG_REAP_ANIMATION],
450
+ ["shoulder_lock", SHOULDER_LOCK_ANIMATION],
451
+ ["counter_strike", COUNTER_STRIKE_ANIMATION],
452
+ ["parry_counter", PARRY_COUNTER_ANIMATION],
453
+ ["double_knee", DOUBLE_KNEE_ANIMATION],
454
+ ["suplex", SUPLEX_ANIMATION],
455
+ ["block_high", HIGH_BLOCK_ANIMATION],
456
+ ["block_low", LOW_BLOCK_ANIMATION],
457
+ ["takedown", TAKEDOWN_ANIMATION],
458
+ ["body_lock_throw", BODY_LOCK_THROW_ANIMATION],
459
+ ["small_circle_lock", SMALL_CIRCLE_LOCK_ANIMATION],
460
+ ["finger_lock", FINGER_LOCK_ANIMATION],
461
+ ["elbow_lock", ELBOW_LOCK_ANIMATION],
462
+ ["shoulder_manipulation", SHOULDER_MANIPULATION_ANIMATION],
463
+ ["flowing_arm_bar", FLOWING_ARM_BAR_ANIMATION],
464
+ ["joint_lock_defense", JOINT_LOCK_DEFENSE_ANIMATION],
465
+ ["sweep_defense", SWEEP_DEFENSE_ANIMATION],
466
+ ["mountain_lock", MOUNTAIN_LOCK_ANIMATION],
467
+ ["earth_embrace", EARTH_EMBRACE_ANIMATION],
468
+ ["carotid_choke", CAROTID_CHOKE_ANIMATION],
469
+ ["rear_naked_choke", REAR_NAKED_CHOKE_ANIMATION],
470
+ ["redirect_throw", REDIRECT_THROW_ANIMATION]
471
+ ]);
472
+ //#endregion
473
+ export { ARM_BAR_ANIMATION, BLOCK_ANIMATION, BODY_LOCK_THROW_ANIMATION, CAROTID_CHOKE_ANIMATION, COUNTER_ATTACK_ANIMATION, COUNTER_STRIKE_ANIMATION, DOUBLE_KNEE_ANIMATION, EARTH_EMBRACE_ANIMATION, ELBOW_LOCK_ANIMATION, FINGER_LOCK_ANIMATION, FLOWING_ARM_BAR_ANIMATION, GRAPPLE_ANIMATION, GRAPPLING_ANIMATIONS, HIGH_BLOCK_ANIMATION, HIP_THROW_ANIMATION, JOINT_LOCK_DEFENSE_ANIMATION, LEG_REAP_ANIMATION, LOW_BLOCK_ANIMATION, MOUNTAIN_LOCK_ANIMATION, PARRY_COUNTER_ANIMATION, REAR_NAKED_CHOKE_ANIMATION, REDIRECT_THROW_ANIMATION, SHOULDER_LOCK_ANIMATION, SHOULDER_MANIPULATION_ANIMATION, SLAM_ANIMATION, SMALL_CIRCLE_LOCK_ANIMATION, SUPLEX_ANIMATION, SWEEP_DEFENSE_ANIMATION, TAKEDOWN_ANIMATION, THROW_ANIMATION, WRIST_LOCK_ANIMATION };
474
+
475
+ //# sourceMappingURL=GrapplingAnimations.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GrapplingAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/GrapplingAnimations.ts"],"sourcesContent":["/**\n * Grappling Animations Module\n *\n * Throw (던지기), lock (관절기), and grappling animations for Korean martial arts.\n * Features Hapkido and Ssireum techniques.\n * Uses MartialArtsAnimationBuilder for readable, martial arts expert-friendly code.\n *\n * 한국 무술 잡기 애니메이션 모듈\n *\n * @module systems/animation/GrapplingAnimations\n * @korean 잡기애니메이션\n */\n\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport {\n MartialArtsAnimationBuilder,\n TECHNIQUE_TIMING,\n} from \"../builders/MartialArtsAnimationBuilder\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// THROW (던지기) - Hip Throw\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Throw - 던지기\n *\n * Hip throw technique from Hapkido and Ssireum.\n * Unbalance and throw opponent over hip.\n *\n * Phases:\n * 1. Entry (진입): Step in and grab\n * 2. Load: Hip under opponent's center\n * 3. Throw (던지기): Hip rotation throws opponent\n * 4. Recovery (복귀): Return to stance\n *\n * @korean 던지기애니메이션\n */\nexport const THROW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"throw\", \"던지기\")\n .asAttack(0.7)\n .throwEntry(0.15) // 진입 - Entry and grab\n .hipThrow(0.18) // 던지기 - Load hip under opponent\n .throwExecute(0.12) // 투척 - Project opponent over hip\n .recover(0.25) // 복귀\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// GRAPPLE (관절기) - Joint Lock\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Grapple - 관절기\n *\n * Joint lock application from Hapkido.\n * Control and submit opponent through joint manipulation.\n *\n * Phases:\n * 1. Grab (잡기): Secure grip on limb\n * 2. Control: Position for leverage\n * 3. Lock (꺾기): Apply joint pressure\n * 4. Hold/Release: Maintain or release\n *\n * @korean 관절기애니메이션\n */\nexport const GRAPPLE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"grapple\", \"관절기\")\n .asAttack(0.65)\n .wristGrab(0.15) // 잡기 - Seize limb\n .jointLock(0.25) // 꺾기 - Apply lock\n .recover(0.25) // Release/reset\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// COUNTER ATTACK (반격) - Defensive Counter\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Counter Attack - 반격\n *\n * Defensive parry followed by immediate counter strike.\n * Fundamental Hapkido and Taekwondo defensive concept.\n *\n * Phases:\n * 1. Parry (막기): Deflect incoming attack\n * 2. Counter (반격): Immediate return strike\n * 3. Recovery (복귀): Return to guard\n *\n * @korean 반격애니메이션\n */\nexport const COUNTER_ATTACK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"counter_attack\", \"반격\")\n .asAttack(0.45)\n .parry(0.12) // 막기 - Deflect\n .punchExtend(0.13) // 반격 - Counter strike\n .recover(0.2) // 복귀\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// BLOCK (막기) - Defensive Block\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Block - 막기 (Rigid High Block - Traditional Taekwondo Style)\n *\n * Defensive blocking technique with rigid, forceful blocking motion.\n * Strong high block (상단막기) with chambered arm position.\n * Contrasts with flowing/yielding styles - this is direct force against force.\n *\n * Korean Martial Arts: 막기 (Mak-gi) - \"to block/prevent\"\n * - Strong chambering from hip (허리에서)\n * - Explosive upward motion (폭발적 상향)\n * - Solid contact intercept (강한 차단)\n * - Firm guard position maintained (견고한 방어 자세)\n *\n * @korean 막기애니메이션\n */\nexport const BLOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"block\", \"막기\")\n .asDefense(TECHNIQUE_TIMING.FAST.total)\n .withHighGuard() // Start from high guard position\n .parry(TECHNIQUE_TIMING.FAST.chamber, \"ease-out\") // Explosive upward block\n .parry(TECHNIQUE_TIMING.FAST.extend, \"linear\") // Hold firm blocking position\n .recover(\n TECHNIQUE_TIMING.FAST.peak +\n TECHNIQUE_TIMING.FAST.retract +\n TECHNIQUE_TIMING.FAST.recover,\n ) // 복귀 - Return to guard\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// WRIST LOCK (손목꺾기) - Hapkido Joint Lock\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Wrist Lock - 손목꺾기 (Sonmok-kkeokgi) - Hapkido Joint Lock\n *\n * **Authentic Hapkido Wrist Joint Manipulation Technique**\n *\n * Fundamental Hapkido joint lock controlling opponent through rotational pressure\n * on the wrist joint. The small joints of the wrist are manipulated through circular\n * motion (원 - Won) to create pain compliance and control. One of the signature\n * techniques that defines Hapkido's approach to joint manipulation.\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Secure Grip (확실한 잡기)**: Two-handed control of opponent's wrist\n * - **Circular Motion (원형 움직임)**: Small circle technique (소원법)\n * - **Wrist Rotation (손목 회전)**: Twist wrist beyond natural range of motion\n * - **Hip Power (골반 힘)**: Hip rotation amplifies wrist twist\n * - **Body Drop (몸 낮춤)**: Lower body position adds downward pressure\n * - **Hyperextension (과신전)**: Wrist bent backward to anatomical limit (70°)\n *\n * **Hapkido Principles Applied**:\n * - **원 (Won - Circle)**: Circular wrist manipulation, not linear force\n * - **유 (Yu - Flow)**: Flowing control without jerky motions\n * - **화 (Hwa - Harmony)**: Blending with opponent's resistance\n *\n * **Anatomical Targets**:\n * - Wrist joint (radiocarpal joint)\n * - Forearm tendons and ligaments\n * - Median nerve compression\n * - Elbow joint (secondary control)\n *\n * **Pain Compliance Mechanism**:\n * - Hyperextension beyond 70° causes acute pain\n * - Continued pressure risks ligament damage\n * - Opponent must comply or risk wrist injury\n * - Can escalate to arm bar if opponent resists\n *\n * **Combat Applications**:\n * - Grab defense (opponent grabs your wrist, you counter)\n * - Control technique for restraining without striking\n * - Transitioning to throw or takedown\n * - Police/security restraint technique\n * - Self-defense against larger opponents (uses leverage, not strength)\n *\n * **Technical Keys**:\n * - Two hands control one wrist (2-on-1 principle)\n * - Circular motion is key (not straight twist)\n * - Hip rotation provides power, not arm strength\n * - Opponent's elbow must be straight for maximum effect\n * - Maintain control throughout - no gaps\n *\n * Phases:\n * 1. Grab (잡기): 150ms - Secure firm grip on opponent's wrist with both hands\n * 2. Position (위치): 100ms - Position opponent's arm for control\n * 3. Twist (꺾기): 200ms - Apply circular rotational pressure to wrist\n * 4. Control (제어): 120ms - Hold pressure, opponent's wrist hyperextended\n * 5. Release (복귀): 180ms - Controlled release or transition to next technique\n *\n * Duration: 750ms (Controlled joint manipulation takes time)\n *\n * @korean 손목꺾기애니메이션\n */\nexport const WRIST_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"wrist_lock\", \"손목꺾기\")\n .asAttack(0.75)\n .wristGrab(0.15) // 잡기 - Secure two-handed grip on wrist\n .wristGrab(0.1) // 위치 - Position arm for control\n .wristTwist(0.2) // 꺾기 - Apply circular rotational pressure\n .wristTwist(0.12) // 제어 - Hold at hyperextension\n .recover(0.18) // 복귀 - Controlled release\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// NEW TAE (LAKE) TRIGRAM JOINT LOCKS (새로운 태괘 관절기)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Small Circle Lock - 소원꺾기\n *\n * Tae (Lake) Trigram signature technique.\n * Using minimal circular motion to lock joint.\n *\n * @korean 소원꺾기애니메이션\n */\nexport const SMALL_CIRCLE_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"small_circle_lock\", \"소원꺾기\")\n .asAttack(0.55)\n .wristGrab(0.12) // 잡기 - Quick grab\n .wristTwist(0.1) // 꺾기 - Small circle twist\n .jointLock(0.15) // 제압 - Lock\n .recover(0.18) // 복귀\n .build();\n\n/**\n * Finger Lock - 손가락꺾기\n *\n * Manipulating individual digits for pain compliance.\n *\n * @korean 손가락꺾기애니메이션\n */\nexport const FINGER_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"finger_lock\", \"손가락꺾기\")\n .asAttack(0.5)\n .wristGrab(0.1) // 잡기 - Grab fingers\n .fingerLockTwist(0.15) // 꺺기 - Hyper-extend fingers\n .recover(0.25) // 복귀\n .build();\n\n/**\n * Elbow Lock - 팔꿈치꺾기\n *\n * Hyperextending the elbow joint (Armbar variation).\n *\n * @korean 팔꿈치꺾기애니메이션\n */\nexport const ELBOW_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"elbow_lock\", \"팔꿈치꺾기\")\n .asAttack(0.65)\n .wristGrab(0.15) // 잡기 - Seize arm\n .elbowLockApply(0.3) // 꺺기 - Apply elbow hyperextension\n .recover(0.2) // 복귀\n .build();\n\n/**\n * Shoulder Manipulation - 어깨비틀기\n *\n * Rotational torque on shoulder joint.\n *\n * @korean 어깨비틀기애니메이션\n */\nexport const SHOULDER_MANIPULATION_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"shoulder_manipulation\", \"어깨비틀기\")\n .asAttack(0.7)\n .wristGrab(0.2) // 잡기 - Capture arm\n .shoulderLockTwist(0.3) // 비틀기 - Shoulder manipulation\n .recover(0.2) // 복귀\n .build();\n\n/**\n * Flowing Arm Bar - 유수팔꺾기\n *\n * Fluid transition into arm bar from movement.\n *\n * @korean 유수팔꺾기애니메이션\n */\nexport const FLOWING_ARM_BAR_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"flowing_arm_bar\", \"유수팔꺾기\")\n .asAttack(0.75)\n .parry(0.15) // 막기 - Flow with attack\n .armBarEntry(0.15) // 진입 - Catch arm\n .armBarDrop(0.25) // 내려가기 - Drop to arm bar position\n .recover(0.2) // 복귀\n .build();\n\n/**\n * Joint Lock Defense - 관절기방어\n *\n * Escaping or countering a joint lock.\n *\n * @korean 관절기방어애니메이션\n */\nexport const JOINT_LOCK_DEFENSE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"joint_lock_defense\", \"관절기방어\")\n .asDefense(0.5)\n .parry(0.1) // 틈파기 - Create space\n .wristTwist(0.2) // 빼기 - Rotate out\n .recover(0.2) // 복귀\n .build();\n\n/**\n * Sweep Defense - 걸기방어\n *\n * Avoiding or countering a low sweep.\n *\n * @korean 걸기방어애니메이션\n */\nexport const SWEEP_DEFENSE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"sweep_defense\", \"걸기방어\")\n .asDefense(0.45)\n .recover(0.15) // 들어올리기 - Lift leg\n .parry(0.1) // 피하기 - Avoid\n .recover(0.2) // 착지 - Land\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// NEW GROUND/CHOKE TECHNIQUES (새로운 그라운드/조르기 기법)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Mountain Lock - 산형굳히기 (Gan Trigram)\n * Immovable hold.\n *\n * @korean 산형굳히기애니메이션\n */\nexport const MOUNTAIN_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"mountain_lock\", \"산형굳히기\")\n .asAttack(0.8)\n .clinchGrab(0.2) // 잡기 - Establish grip control\n .jointLock(0.4) // Long hold pressure\n .recover(0.2)\n .build();\n\n/**\n * Earth Embrace - 대지포옹 (Gon Trigram)\n * Ground control technique.\n *\n * @korean 대지포옹애니메이션\n */\nexport const EARTH_EMBRACE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"earth_embrace\", \"대지포옹\")\n .asAttack(0.9)\n .takedownShoot(0.25) // Shoot for takedown\n .takedownDump(0.35) // Take down\n .groundMount(0.3) // Control on ground\n .build();\n\n/**\n * Carotid Choke - 경동맥조르기 (Dark Ops)\n * Blood choke.\n *\n * @korean 경동맥조르기애니메이션\n */\nexport const CAROTID_CHOKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"carotid_choke\", \"경동맥조르기\")\n .asAttack(1.0)\n .clinchGrab(0.2) // 뒤잡기 - Establish rear control\n .chokeGrip(0.6) // Apply carotid squeeze\n .recover(0.2)\n .build();\n\n/**\n * Rear Naked Choke - 뒤조르기 (Dark Ops)\n * Traditional mata leao.\n *\n * @korean 뒤조르기애니메이션\n */\nexport const REAR_NAKED_CHOKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"rear_naked_choke\", \"뒤조르기\")\n .asAttack(1.2)\n .clinchGrab(0.3) // 뒤잡기 - Get back control\n .chokeGrip(0.7) // Apply rear naked choke\n .recover(0.2)\n .build();\n\n/**\n * Redirect Throw - 유수던지기 (Gam Trigram)\n * Using opponent momentum.\n *\n * @korean 유수던지기애니메이션\n */\nexport const REDIRECT_THROW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"redirect_throw\", \"유수던지기\")\n .asAttack(0.7)\n .parry(0.15) // Flow with attack\n .hipThrow(0.2) // Redirect momentum into throw\n .throwExecute(0.15) // 투척 - Complete the projection\n .recover(0.2)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ARM BAR (팔꺾기) - Arm Hyperextension\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Arm Bar - 팔꺾기 (Pal-kkeok-gi) - Direct Force Hapkido Arm Bar\n *\n * **Authentic Hapkido Straight Arm Hyperextension Lock**\n *\n * Straight arm hyperextension lock with direct downward force. Traditional Hapkido\n * style emphasizing immediate control, explosive entry, and strong submission pressure.\n * The arm bar (Juji-Gatame in Judo, Pal-kkeok-gi in Hapkido) is one of the most\n * effective joint locks, attacking the elbow joint's natural range of motion.\n *\n * Contrasts with Tae (Lake) Trigram flowing circular technique:\n * - **Tae Style**: Circular, flowing, uses momentum and small circles\n * - **This Style**: Linear, forceful, direct pressure and immediate submission\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Quick Entry (빠른진입)**: Explosive arm capture with strong grip\n * - **Linear Pressure (직선압박)**: Straight downward force on elbow\n * - **Immediate Control (즉각제압)**: No circular motion, direct submission\n * - **Hip Pressure (골반 압박)**: Hips thrust upward against elbow joint\n * - **Two-on-One Control (2대1 제어)**: Both hands control one arm\n * - **Body Weight (체중 이용)**: Full body weight applied to hyperextension\n *\n * **Anatomical Mechanics**:\n * - Elbow joint bends ~145° naturally (flexion)\n * - Hyperextension beyond 0° (straight) causes pain\n * - 10-15° hyperextension forces tap or break\n * - Ligaments (UCL, RCL) stressed beyond limits\n * - Can cause permanent elbow damage if held too long\n *\n * **Hapkido Principles Applied**:\n * - **강 (Gang - Strength)**: Direct force application (not flowing)\n * - **속 (Sok - Speed)**: Explosive entry prevents escape\n * - **제 (Je - Control)**: Complete arm control throughout\n *\n * **Submission Mechanism**:\n * - Opponent's arm extended and isolated\n * - Elbow joint hyperextended beyond natural range\n * - Extreme pain forces tap or risks elbow break\n * - No escape once position secured\n *\n * **Combat Applications**:\n * - Ground fighting dominant position\n * - Standing arm bar from wrist control\n * - Counter to opponent's punch (catch and arm bar)\n * - Submission finish after throw\n * - Police/security restraint and arrest technique\n *\n * **Technical Requirements**:\n * - Opponent's arm must be straight (can't bend elbow to escape)\n * - Thumb points up (prevents rotation escape)\n * - Hips positioned tight against elbow joint\n * - Legs pinch opponent's body for control\n * - Body leans back to add pressure\n *\n * Phases:\n * 1. Entry (진입): 150ms - Quick explosive catch of opponent's arm\n * 2. Position (위치 설정): 180ms - Direct downward drop, secure arm\n * 3. Drop (내려가기): 250ms - Body drops to ground, arm isolated\n * 4. Extension (확장): 150ms - Immediate hyperextension with hip pressure\n * 5. Submission (굴복): 100ms - Maximum pressure, opponent must tap\n * 6. Release (복귀): 150ms - Controlled release after submission\n *\n * Duration: 980ms (Full arm bar sequence with control)\n *\n * @korean 팔꺾기애니메이션\n */\nexport const ARM_BAR_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"arm_bar\", \"팔꺾기\")\n .asAttack(0.98)\n .armBarEntry(0.15) // 진입 - Quick explosive catch (faster than Tae flowing style)\n .armBarEntry(0.18) // 위치 설정 - Position for downward drop\n .armBarDrop(0.25) // 내려가기 - Direct downward drop (linear, not circular)\n .jointLock(0.15) // 확장 - Hyperextension with hip pressure\n .jointLock(0.1) // 굴복 - Maximum submission pressure\n .recover(0.15) // 복귀 - Quick controlled release\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SLAM (메치기) - Powerful Throw Down\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Slam - 메치기\n *\n * Powerful lift and slam technique.\n * Lifts opponent and drives them into ground.\n *\n * Phases:\n * 1. Entry (진입): Clinch and underhook\n * 2. Lift (들기): Lift opponent\n * 3. Slam (메치기): Drive to ground\n * 4. Recovery (복귀): Return to stance\n *\n * @korean 메치기애니메이션\n */\nexport const SLAM_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"slam\", \"메치기\")\n .asAttack(0.85)\n .clinchGrab(0.1) // 잡기 - Clinch and underhook\n .slamLift(0.25) // 들기 - Lift opponent\n .slamDown(0.2) // 메치기 - Slam down\n .recover(0.3) // 복귀\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// HIP THROW (허리치기) - Classic Judo/Hapkido Throw\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Hip Throw - 허리치기 (Heori Chigi) / 배대되치기 (Baedae-doechigi)\n *\n * **Authentic Hapkido / Judo Hip Throw (O-Goshi / Koshi-Guruma)**\n *\n * Classic hip throw from Hapkido and Judo using hip as fulcrum to project opponent.\n * One of the first throws taught in Hapkido (합기도) and Judo (유도) due to its\n * fundamental mechanics and effectiveness. The hip becomes the pivot point that\n * multiplies force, allowing smaller practitioners to throw larger opponents.\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Deep Entry (깊은 진입)**: Step in front of opponent, hip lower than theirs\n * - **Arm Control (팔 제어)**: One arm controls opponent's arm, other wraps body\n * - **Hip Position (골반 위치)**: Hip positioned under opponent's center of mass\n * - **Hip Rotation (골반 회전)**: Explosive hip rotation lifts and throws\n * - **Forward Lean (앞으로 숙임)**: Upper body leans forward for leverage\n * - **Leg Drive (다리 힘)**: Legs extend to add upward lift force\n *\n * **Hapkido Principles Applied**:\n * - **원 (Won - Circle)**: Circular motion redirects opponent's force\n * - **유 (Yu - Flow)**: Blend with opponent's movement\n * - **화 (Hwa - Harmony)**: Use opponent's energy against them\n *\n * **Target Application**:\n * - Opponent pushed to ground on back/side (hard impact)\n * - Sets up ground control or follow-up strikes\n * - Can be done with or without gi/jacket grip\n *\n * **Combat Applications**:\n * - Close-range when opponent pushes forward\n * - Counter to straight punches (step in and throw)\n * - Setting up ground and pound position\n * - Creating distance by throwing opponent away\n * - Self-defense against larger/stronger attackers\n *\n * **Variations**:\n * - O-Goshi (Major Hip Throw): Arm under opponent's armpit\n * - Koshi-Guruma (Hip Wheel): Arm around opponent's neck\n * - Harai-Goshi (Sweeping Hip): Leg sweeps during throw\n *\n * Phases:\n * 1. Entry (진입): 200ms - Step deep in front of opponent, lower hips\n * 2. Grip & Position (잡기 및 위치): 150ms - Secure control, hip under center mass\n * 3. Rotation (회전): 220ms - Explosive hip rotation lifts opponent\n * 4. Projection (던지기): 120ms - Opponent leaves feet, airborne\n * 5. Follow-Through (완료): 100ms - Complete rotation and release\n * 6. Recovery (복귀): 180ms - Return to standing or ground position\n *\n * Duration: 970ms (Long duration for full throw sequence)\n *\n * @korean 허리치기애니메이션\n */\nexport const HIP_THROW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"hip_throw\", \"허리치기\")\n .asAttack(0.97)\n .throwEntry(0.2) // 진입 - Deep entry, lower hips\n .throwEntry(0.15) // 잡기 및 위치 - Secure control and positioning\n .hipThrow(0.22) // 회전 - Explosive hip rotation lifts opponent\n .hipThrow(0.12) // 던지기 - Opponent airborne\n .throwExecute(0.1) // 완료 - Complete rotation\n .recover(0.18) // 복귀 - Return to standing or ground\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// LEG REAP (다리걸기) - Leg Sweep Takedown\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Leg Reap - 다리걸기\n *\n * Reap opponent's leg while pushing.\n * Opponent falls backward.\n *\n * @korean 다리걸기애니메이션\n */\nexport const LEG_REAP_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"leg_reap\", \"다리걸기\")\n .asAttack(0.55)\n .clinchGrab(0.12) // Grab opponent\n .sweep(0.18) // Reap leg\n .recover(0.25) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SHOULDER LOCK (어깨꺾기) - Kimura/Americana\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Shoulder Lock - 어깨꺾기\n *\n * Rotational pressure on shoulder joint.\n * Standing or ground submission.\n *\n * @korean 어깨꺾기애니메이션\n */\nexport const SHOULDER_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"shoulder_lock\", \"어깨꺾기\")\n .asAttack(0.65)\n .wristGrab(0.15) // Grab arm\n .shoulderLockTwist(0.25) // Apply shoulder rotation\n .recover(0.25) // Release\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// COUNTER STRIKE (반격타격) - Parry to Strike\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Counter Strike - 반격타격\n *\n * Defensive parry followed by powerful counter.\n * More aggressive than standard counter attack.\n *\n * @korean 반격타격애니메이션\n */\nexport const COUNTER_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"counter_strike\", \"반격타격\")\n .asAttack(0.5)\n .counterParry(0.1) // Parry incoming\n .counterStrike(0.15) // Powerful counter\n .recover(0.25) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// PARRY COUNTER (막기반격) - Block and Counter\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Parry Counter - 막기반격\n *\n * High block followed by immediate counter strike.\n *\n * @korean 막기반격애니메이션\n */\nexport const PARRY_COUNTER_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"parry_counter\", \"막기반격\")\n .asAttack(0.48)\n .parry(0.12) // Block\n .punchExtend(0.14) // Quick counter\n .recover(0.22) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// REMOVED - MOVED TO ELBOWKNEEANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n// ═══════════════════════════════════════════════════════════════════════════\n// DOUBLE KNEE (더블무릎) - Two Rapid Knee Strikes\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Double Knee - 더블무릎\n *\n * Two rapid knee strikes from clinch.\n *\n * @korean 더블무릎애니메이션\n */\nexport const DOUBLE_KNEE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"double_knee\", \"더블무릎\")\n .asAttack(0.6)\n .clinchGrab(0.1) // Clinch\n .kneeStrike(0.12) // First knee\n .kneeStrike(0.15) // Second knee\n .recover(0.23) // Release\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SUPLEX (수플렉스) - Backward Throw\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Suplex - 수플렉스\n *\n * Grab and throw opponent backward.\n * High-impact wrestling technique.\n *\n * @korean 수플렉스애니메이션\n */\nexport const SUPLEX_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"suplex\", \"수플렉스\")\n .asAttack(0.8)\n .clinchGrab(0.15) // Grab from behind\n .slamLift(0.25) // Lift and arch\n .slamDown(0.2) // Slam backward\n .recover(0.2) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// HIGH BLOCK (상단막기) - Upper Defense\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * High Block - 상단막기\n *\n * High defensive block against head attacks.\n *\n * @korean 상단막기애니메이션\n */\nexport const HIGH_BLOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"block_high\", \"상단막기\")\n .asDefense(TECHNIQUE_TIMING.FAST.total)\n .withHighGuard() // High guard position\n .blockHigh(TECHNIQUE_TIMING.FAST.chamber + TECHNIQUE_TIMING.FAST.extend) // High block technique\n .recover(\n TECHNIQUE_TIMING.FAST.peak +\n TECHNIQUE_TIMING.FAST.retract +\n TECHNIQUE_TIMING.FAST.recover,\n ) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// LOW BLOCK (하단막기) - Lower Defense\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Low Block - 하단막기\n *\n * Low defensive block against leg attacks.\n *\n * @korean 하단막기애니메이션\n */\nexport const LOW_BLOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"block_low\", \"하단막기\")\n .asDefense(TECHNIQUE_TIMING.FAST.total)\n .blockLow(TECHNIQUE_TIMING.FAST.chamber + TECHNIQUE_TIMING.FAST.extend) // Low block technique\n .recover(\n TECHNIQUE_TIMING.FAST.peak +\n TECHNIQUE_TIMING.FAST.retract +\n TECHNIQUE_TIMING.FAST.recover,\n ) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// TAKEDOWN (테이크다운) - Wrestling Takedown\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Takedown - 테이크다운\n *\n * Wrestling-style double leg takedown.\n * Shoot for legs and drive through.\n *\n * @korean 테이크다운애니메이션\n */\nexport const TAKEDOWN_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"takedown\", \"테이크다운\")\n .asAttack(0.65)\n .takedownShoot(0.2) // Shoot for legs\n .takedownDump(0.2) // Drive through and dump\n .recover(0.25) // Top position\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// BODY LOCK THROW (바디락던지기) - Bear Hug Throw\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Body Lock Throw - 바디락던지기\n *\n * Grab body and throw using leverage.\n *\n * @korean 바디락던지기애니메이션\n */\nexport const BODY_LOCK_THROW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"body_lock_throw\", \"바디락던지기\")\n .asAttack(0.7)\n .clinchGrab(0.15) // Body lock\n .throwEntry(0.15) // Position\n .throwExecute(0.2) // Execute throw\n .recover(0.2) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORT GRAPPLING ANIMATION MAP\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all grappling animations for easy access\n * 잡기 애니메이션 맵\n */\nexport const GRAPPLING_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> =\n new Map([\n [\"throw\", THROW_ANIMATION],\n [\"grapple\", GRAPPLE_ANIMATION],\n [\"counter_attack\", COUNTER_ATTACK_ANIMATION],\n [\"block\", BLOCK_ANIMATION],\n [\"wrist_lock\", WRIST_LOCK_ANIMATION],\n [\"arm_bar\", ARM_BAR_ANIMATION],\n [\"slam\", SLAM_ANIMATION],\n [\"hip_throw\", HIP_THROW_ANIMATION],\n [\"leg_reap\", LEG_REAP_ANIMATION],\n [\"shoulder_lock\", SHOULDER_LOCK_ANIMATION],\n [\"counter_strike\", COUNTER_STRIKE_ANIMATION],\n [\"parry_counter\", PARRY_COUNTER_ANIMATION],\n // Clinch knee moved to ElbowKneeAnimations\n [\"double_knee\", DOUBLE_KNEE_ANIMATION],\n [\"suplex\", SUPLEX_ANIMATION],\n [\"block_high\", HIGH_BLOCK_ANIMATION],\n [\"block_low\", LOW_BLOCK_ANIMATION],\n [\"takedown\", TAKEDOWN_ANIMATION],\n [\"body_lock_throw\", BODY_LOCK_THROW_ANIMATION],\n [\"small_circle_lock\", SMALL_CIRCLE_LOCK_ANIMATION],\n [\"finger_lock\", FINGER_LOCK_ANIMATION],\n [\"elbow_lock\", ELBOW_LOCK_ANIMATION],\n [\"shoulder_manipulation\", SHOULDER_MANIPULATION_ANIMATION],\n [\"flowing_arm_bar\", FLOWING_ARM_BAR_ANIMATION],\n [\"joint_lock_defense\", JOINT_LOCK_DEFENSE_ANIMATION],\n [\"sweep_defense\", SWEEP_DEFENSE_ANIMATION],\n [\"mountain_lock\", MOUNTAIN_LOCK_ANIMATION],\n [\"earth_embrace\", EARTH_EMBRACE_ANIMATION],\n [\"carotid_choke\", CAROTID_CHOKE_ANIMATION],\n [\"rear_naked_choke\", REAR_NAKED_CHOKE_ANIMATION],\n [\"redirect_throw\", REDIRECT_THROW_ANIMATION],\n 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