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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  1853. package/package.json +222 -0
@@ -0,0 +1,371 @@
1
+ import { BoneName } from "../../../types/skeletal.js";
2
+ import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder.js";
3
+ import { toRadians } from "../../../utils/math.js";
4
+ //#region src/systems/animation/catalogs/MovementAnimations.ts
5
+ /**
6
+ * Forward Step - 전진스텝 with Korean Martial Arts Weight Transfer
7
+ *
8
+ * Advancing step toward opponent with authentic Korean martial arts footwork mechanics.
9
+ * Implements proper weight transfer (체중이동), stepping foot mechanics (디딤발),
10
+ * and pivot foot stability (축발) principles.
11
+ *
12
+ * Weight Transfer Mechanics (체중이동 원리):
13
+ * - Phase 1 (0-0.15s): Weight shift to back foot, front leg prepares (준비단계)
14
+ * - Phase 2 (0.15-0.35s): Front foot lifts and extends forward (이동단계)
15
+ * - Phase 3 (0.35-0.45s): Heel strikes ground, weight begins transfer (착지단계)
16
+ * - Phase 4 (0.45-0.6s): Complete weight transfer, foot rolls to flat (안정단계)
17
+ *
18
+ * Korean Martial Arts Principles:
19
+ * - 디딤발 (Didimbal): Stepping foot lands heel-first, rolls to ball
20
+ * - 축발 (Chukbal): Pivot foot maintains balance during weight shift
21
+ * - 체중이동 (Chejung Idong): Weight transfers smoothly, not abruptly
22
+ * - 중심이동 (Jungsim Idong): Center of mass moves with body
23
+ *
24
+ * @korean 전진스텝애니메이션_체중이동
25
+ */
26
+ var MOVEMENT_FORWARD_STEP_ANIMATION = MartialArtsAnimationBuilder.create("movement_forward_step", "전진스텝").asMovement(.6).at(0, "linear").rotate(BoneName.KNEE_R, toRadians(-5), 0, 0).rotate(BoneName.KNEE_L, toRadians(-5), 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(.03, "ease-out").position(BoneName.PELVIS, .05, 0, 0).rotate(BoneName.KNEE_R, toRadians(-8), 0, 0).rotate(BoneName.KNEE_L, toRadians(-3), 0, 0).done().at(.15, "ease-out").rotate(BoneName.HIP_L, toRadians(-30), 0, 0).rotate(BoneName.KNEE_L, toRadians(-40), 0, 0).position(BoneName.PELVIS, .05, -.02, 0).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).done().at(.25, "linear").rotate(BoneName.HIP_L, toRadians(-15), 0, 0).rotate(BoneName.KNEE_L, toRadians(-10), 0, 0).rotate(BoneName.FOOT_L, toRadians(25), 0, 0).position(BoneName.PELVIS, .03, -.025, .15).done().at(.35, "linear").rotate(BoneName.HIP_L, toRadians(-10), 0, 0).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).rotate(BoneName.FOOT_L, toRadians(20), 0, 0).position(BoneName.PELVIS, 0, -.03, .3).rotate(BoneName.KNEE_R, toRadians(-6), 0, 0).done().at(.45, "ease-in").position(BoneName.PELVIS, -.03, -.02, .35).rotate(BoneName.KNEE_L, toRadians(-12), 0, 0).rotate(BoneName.KNEE_R, toRadians(-5), 0, 0).rotate(BoneName.FOOT_L, toRadians(5), 0, 0).done().at(.6, "ease-in").position(BoneName.PELVIS, -.05, 0, .4).rotate(BoneName.KNEE_L, toRadians(-10), 0, 0).rotate(BoneName.KNEE_R, toRadians(-5), 0, 0).rotate(BoneName.FOOT_L, toRadians(-5), 0, 0).rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.6).rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.6).done().build();
27
+ /**
28
+ * Backward Step - 후진스텝 with Korean Martial Arts Weight Transfer
29
+ *
30
+ * Retreating step from opponent with authentic Korean martial arts footwork.
31
+ * Implements proper rear weight transfer and defensive positioning.
32
+ *
33
+ * Weight Transfer Mechanics (후퇴 체중이동):
34
+ * - Phase 1 (0-0.15s): Weight shift to front foot, back leg prepares
35
+ * - Phase 2 (0.15-0.35s): Back foot lifts and extends backward
36
+ * - Phase 3 (0.35-0.45s): Ball of foot touches down, weight begins transfer
37
+ * - Phase 4 (0.45-0.6s): Complete weight transfer, maintain guard
38
+ *
39
+ * Korean Martial Arts Principles:
40
+ * - Backward steps land on ball of foot first (unlike forward heel-first)
41
+ * - Maintain forward-facing guard throughout retreat
42
+ * - Center of mass moves smoothly backward
43
+ * - Front leg remains ready to kick or defend
44
+ *
45
+ * @korean 후진스텝애니메이션_체중이동
46
+ */
47
+ var MOVEMENT_BACKWARD_STEP_ANIMATION = MartialArtsAnimationBuilder.create("movement_backward_step", "후진스텝").asMovement(.6).at(0, "linear").rotate(BoneName.KNEE_R, toRadians(-5), 0, 0).rotate(BoneName.KNEE_L, toRadians(-5), 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(.03, "ease-out").position(BoneName.PELVIS, -.05, 0, 0).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).rotate(BoneName.KNEE_R, toRadians(-3), 0, 0).done().at(.15, "ease-out").rotate(BoneName.HIP_R, toRadians(20), 0, 0).rotate(BoneName.KNEE_R, toRadians(-25), 0, 0).position(BoneName.PELVIS, -.05, -.015, 0).rotate(BoneName.KNEE_L, toRadians(-10), 0, 0).done().at(.25, "linear").rotate(BoneName.HIP_R, toRadians(12), 0, 0).rotate(BoneName.KNEE_R, toRadians(-8), 0, 0).rotate(BoneName.FOOT_R, toRadians(-15), 0, 0).position(BoneName.PELVIS, -.03, -.02, -.15).done().at(.35, "linear").rotate(BoneName.HIP_R, toRadians(8), 0, 0).rotate(BoneName.KNEE_R, toRadians(-6), 0, 0).rotate(BoneName.FOOT_R, toRadians(-12), 0, 0).position(BoneName.PELVIS, 0, -.025, -.3).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).done().at(.45, "ease-in").position(BoneName.PELVIS, .03, -.015, -.35).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).rotate(BoneName.KNEE_L, toRadians(-5), 0, 0).rotate(BoneName.FOOT_R, toRadians(-5), 0, 0).done().at(.6, "ease-in").position(BoneName.PELVIS, .05, 0, -.4).rotate(BoneName.KNEE_R, toRadians(-8), 0, 0).rotate(BoneName.KNEE_L, toRadians(-5), 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.6).rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.6).done().build();
48
+ /**
49
+ * Left Sidestep - 왼쪽측면스텝 with Korean Martial Arts Weight Transfer
50
+ *
51
+ * Lateral movement left with authentic Korean martial arts footwork.
52
+ * Creates angle advantage while maintaining forward guard.
53
+ *
54
+ * Weight Transfer Mechanics (측면 체중이동):
55
+ * - Phase 1: Weight shifts to right leg
56
+ * - Phase 2: Left foot slides lateral
57
+ * - Phase 3: Weight transfers smoothly to left
58
+ * - Phase 4: Right foot follows, stance width maintained
59
+ *
60
+ * Korean Martial Arts Principles:
61
+ * - Guard faces forward throughout (원형보 - Circular footwork)
62
+ * - Pelvis rotates slightly to engage hip
63
+ * - Spine counter-rotates to maintain guard orientation
64
+ * - Smooth weight distribution prevents telegraphing
65
+ *
66
+ * @korean 왼쪽측면스텝애니메이션_체중이동
67
+ */
68
+ var MOVEMENT_SIDESTEP_LEFT_ANIMATION = MartialArtsAnimationBuilder.create("movement_sidestep_left", "왼쪽측면스텝").asMovement(.5).at(0, "linear").rotate(BoneName.KNEE_R, toRadians(-5), 0, 0).rotate(BoneName.KNEE_L, toRadians(-5), 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(.08, "ease-out").position(BoneName.PELVIS, .04, 0, 0).rotate(BoneName.PELVIS, 0, 0, toRadians(3)).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).rotate(BoneName.KNEE_L, toRadians(-3), 0, 0).done().at(.18, "linear").position(BoneName.PELVIS, .02, -.01, 0).rotate(BoneName.PELVIS, 0, toRadians(5), toRadians(5)).rotate(BoneName.SPINE_LOWER, 0, toRadians(-3), 0).rotate(BoneName.KNEE_R, toRadians(-12), 0, 0).rotate(BoneName.KNEE_L, toRadians(-5), 0, 0).done().at(.3, "ease-in").position(BoneName.PELVIS, -.15, 0, 0).rotate(BoneName.PELVIS, 0, toRadians(3), 0).rotate(BoneName.SPINE_LOWER, 0, toRadians(-2), 0).rotate(BoneName.KNEE_L, toRadians(-10), 0, 0).rotate(BoneName.KNEE_R, toRadians(-6), 0, 0).done().at(.5, "ease-in").position(BoneName.PELVIS, -.3, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).rotate(BoneName.KNEE_R, toRadians(-8), 0, 0).rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.6).rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.6).done().build();
69
+ /**
70
+ * Right Sidestep - 오른쪽측면스텝 with Korean Martial Arts Weight Transfer
71
+ *
72
+ * Lateral movement right with authentic Korean martial arts footwork.
73
+ * Mirror of left sidestep.
74
+ *
75
+ * @korean 오른쪽측면스텝애니메이션_체중이동
76
+ */
77
+ var MOVEMENT_SIDESTEP_RIGHT_ANIMATION = MartialArtsAnimationBuilder.create("movement_sidestep_right", "오른쪽측면스텝").asMovement(.5).at(0, "linear").rotate(BoneName.KNEE_R, toRadians(-5), 0, 0).rotate(BoneName.KNEE_L, toRadians(-5), 0, 0).position(BoneName.PELVIS, 0, 0, 0).done().at(.08, "ease-out").position(BoneName.PELVIS, -.04, 0, 0).rotate(BoneName.PELVIS, 0, 0, toRadians(-3)).rotate(BoneName.KNEE_L, toRadians(-10), 0, 0).rotate(BoneName.KNEE_R, toRadians(-3), 0, 0).done().at(.18, "linear").position(BoneName.PELVIS, -.02, -.01, 0).rotate(BoneName.PELVIS, 0, toRadians(-5), toRadians(-5)).rotate(BoneName.SPINE_LOWER, 0, toRadians(3), 0).rotate(BoneName.KNEE_L, toRadians(-12), 0, 0).rotate(BoneName.KNEE_R, toRadians(-5), 0, 0).done().at(.3, "ease-in").position(BoneName.PELVIS, .15, 0, 0).rotate(BoneName.PELVIS, 0, toRadians(-3), 0).rotate(BoneName.SPINE_LOWER, 0, toRadians(2), 0).rotate(BoneName.KNEE_R, toRadians(-10), 0, 0).rotate(BoneName.KNEE_L, toRadians(-6), 0, 0).done().at(.5, "ease-in").position(BoneName.PELVIS, .3, 0, 0).rotate(BoneName.PELVIS, 0, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.KNEE_R, toRadians(-8), 0, 0).rotate(BoneName.KNEE_L, toRadians(-8), 0, 0).rotate(BoneName.SHOULDER_L, -.6, .4, .3).rotate(BoneName.ELBOW_L, 0, 0, -1.6).rotate(BoneName.SHOULDER_R, -.6, -.4, -.3).rotate(BoneName.ELBOW_R, 0, 0, 1.6).done().build();
78
+ /**
79
+ * Step Drag - 스텝드래그
80
+ *
81
+ * Lead foot step with rear drag.
82
+ * Maintains stance while moving.
83
+ *
84
+ * @korean 스텝드래그애니메이션
85
+ */
86
+ var MOVEMENT_STEP_DRAG_ANIMATION = MartialArtsAnimationBuilder.create("movement_step_drag", "스텝드래그").asMovement(.35).step(.12).step(.1).recover(.13).build();
87
+ /**
88
+ * Left Pivot - 왼쪽피봇
89
+ *
90
+ * Pivot on lead foot to the left.
91
+ * 45 degree angle change.
92
+ *
93
+ * @korean 왼쪽피봇애니메이션
94
+ */
95
+ var MOVEMENT_PIVOT_LEFT_ANIMATION = MartialArtsAnimationBuilder.create("movement_pivot_left", "왼쪽피봇").asMovement(.28).rotate(.14).recover(.14).build();
96
+ /**
97
+ * Right Pivot - 오른쪽피봇
98
+ *
99
+ * Pivot on lead foot to the right.
100
+ * 45 degree angle change.
101
+ *
102
+ * @korean 오른쪽피봇애니메이션
103
+ */
104
+ var MOVEMENT_PIVOT_RIGHT_ANIMATION = MartialArtsAnimationBuilder.create("movement_pivot_right", "오른쪽피봇").asMovement(.28).rotate(.14).recover(.14).build();
105
+ /**
106
+ * Full Spin - 전체회전
107
+ *
108
+ * Complete 360 rotation.
109
+ * For spinning attack setups.
110
+ *
111
+ * @korean 전체회전애니메이션
112
+ */
113
+ var MOVEMENT_FULL_SPIN_ANIMATION = MartialArtsAnimationBuilder.create("movement_full_spin", "전체회전").asMovement(.4).spin(.25).recover(.15).build();
114
+ /**
115
+ * Quarter Turn - 사분회전
116
+ *
117
+ * 90 degree turn.
118
+ * Quick repositioning.
119
+ *
120
+ * @korean 사분회전애니메이션
121
+ */
122
+ var MOVEMENT_QUARTER_TURN_ANIMATION = MartialArtsAnimationBuilder.create("movement_quarter_turn", "사분회전").asMovement(.25).rotate(.12).recover(.13).build();
123
+ /**
124
+ * Bounce Step - 바운스스텝
125
+ *
126
+ * Light bouncing movement.
127
+ * Keeps fighter mobile.
128
+ *
129
+ * @korean 바운스스텝애니메이션
130
+ */
131
+ var MOVEMENT_BOUNCE_STEP_ANIMATION = MartialArtsAnimationBuilder.create("movement_bounce_step", "바운스스텝").asMovement(.25).step(.08).step(.08).recover(.09).build();
132
+ /**
133
+ * Switch Step - 스위치스텝
134
+ *
135
+ * Quick stance switch.
136
+ * Changes lead foot.
137
+ *
138
+ * @korean 스위치스텝애니메이션
139
+ */
140
+ var MOVEMENT_SWITCH_STEP_ANIMATION = MartialArtsAnimationBuilder.create("movement_switch_step", "스위치스텝").asMovement(.22).jump(.08).step(.08).recover(.06).build();
141
+ /**
142
+ * Shuffle - 셔플
143
+ *
144
+ * Quick shuffle step.
145
+ * Rapid forward movement.
146
+ *
147
+ * @korean 셔플애니메이션
148
+ */
149
+ var MOVEMENT_SHUFFLE_ANIMATION = MartialArtsAnimationBuilder.create("movement_shuffle", "셔플").asMovement(.28).step(.08).step(.08).step(.06).recover(.06).build();
150
+ /**
151
+ * Back Step - 백스텝
152
+ *
153
+ * Quick retreat step.
154
+ * Creates distance rapidly.
155
+ *
156
+ * @korean 백스텝애니메이션
157
+ */
158
+ var MOVEMENT_BACK_STEP_ANIMATION = MartialArtsAnimationBuilder.create("movement_back_step", "백스텝").asMovement(.25).step(.12).recover(.13).build();
159
+ /**
160
+ * Circle Left - 서클왼쪽
161
+ *
162
+ * Circling movement to the left.
163
+ * Maintains distance while repositioning.
164
+ *
165
+ * @korean 서클왼쪽애니메이션
166
+ */
167
+ var MOVEMENT_CIRCLE_LEFT_ANIMATION = MartialArtsAnimationBuilder.create("movement_circle_left", "서클왼쪽").asMovement(.4).shift(.12).step(.12).recover(.16).build();
168
+ /**
169
+ * Circle Right - 서클오른쪽
170
+ *
171
+ * Circling movement to the right.
172
+ * Maintains distance while repositioning.
173
+ *
174
+ * @korean 서클오른쪽애니메이션
175
+ */
176
+ var MOVEMENT_CIRCLE_RIGHT_ANIMATION = MartialArtsAnimationBuilder.create("movement_circle_right", "서클오른쪽").asMovement(.4).shift(.12).step(.12).recover(.16).build();
177
+ /**
178
+ * Angle Off - 앵글오프
179
+ *
180
+ * Step at diagonal angle.
181
+ * Creates superior position.
182
+ *
183
+ * @korean 앵글오프애니메이션
184
+ */
185
+ var MOVEMENT_ANGLE_OFF_ANIMATION = MartialArtsAnimationBuilder.create("movement_angle_off", "앵글오프").asMovement(.32).shift(.1).step(.1).recover(.12).build();
186
+ /**
187
+ * Orthodox to Southpaw - 오소독스투사우스포
188
+ *
189
+ * Stance switch orthodox to southpaw.
190
+ * Changes fighting orientation.
191
+ *
192
+ * @korean 오소독스투사우스포애니메이션
193
+ */
194
+ var MOVEMENT_ORTHODOX_TO_SOUTHPAW_ANIMATION = MartialArtsAnimationBuilder.create("movement_orthodox_to_southpaw", "오소독스투사우스포").asMovement(.35).jump(.1).rotate(.12).recover(.13).build();
195
+ /**
196
+ * Southpaw to Orthodox - 사우스포투오소독스
197
+ *
198
+ * Stance switch southpaw to orthodox.
199
+ * Changes fighting orientation.
200
+ *
201
+ * @korean 사우스포투오소독스애니메이션
202
+ */
203
+ var MOVEMENT_SOUTHPAW_TO_ORTHODOX_ANIMATION = MartialArtsAnimationBuilder.create("movement_southpaw_to_orthodox", "사우스포투오소독스").asMovement(.35).jump(.1).rotate(.12).recover(.13).build();
204
+ /**
205
+ * Drop Level - 드롭레벨
206
+ *
207
+ * Lower fighting stance.
208
+ * For takedown or level change attacks.
209
+ *
210
+ * @korean 드롭레벨애니메이션
211
+ */
212
+ var MOVEMENT_DROP_LEVEL_ANIMATION = MartialArtsAnimationBuilder.create("movement_drop_level", "드롭레벨").asMovement(.3).duck(.15).recover(.15).build();
213
+ /**
214
+ * Rise Up - 라이즈업
215
+ *
216
+ * Return to normal fighting stance.
217
+ * Recovery from level change.
218
+ *
219
+ * @korean 라이즈업애니메이션
220
+ */
221
+ var MOVEMENT_RISE_UP_ANIMATION = MartialArtsAnimationBuilder.create("movement_rise_up", "라이즈업").asMovement(.28).lean(.1).recover(.18).build();
222
+ /**
223
+ * Jump Back - 점프백
224
+ *
225
+ * Jumping retreat.
226
+ * Maximum distance creation.
227
+ *
228
+ * @korean 점프백애니메이션
229
+ */
230
+ var MOVEMENT_JUMP_BACK_ANIMATION = MartialArtsAnimationBuilder.create("movement_jump_back", "점프백").asMovement(.45).jump(.2).recover(.25).build();
231
+ /**
232
+ * Jump In - 점프인
233
+ *
234
+ * Jumping advance.
235
+ * Closes distance rapidly.
236
+ *
237
+ * @korean 점프인애니메이션
238
+ */
239
+ var MOVEMENT_JUMP_IN_ANIMATION = MartialArtsAnimationBuilder.create("movement_jump_in", "점프인").asMovement(.45).jump(.2).recover(.25).build();
240
+ /**
241
+ * Jump Aside - 점프사이드
242
+ *
243
+ * Jumping sideways.
244
+ * Lateral evasion.
245
+ *
246
+ * @korean 점프사이드애니메이션
247
+ */
248
+ var MOVEMENT_JUMP_ASIDE_ANIMATION = MartialArtsAnimationBuilder.create("movement_jump_aside", "점프사이드").asMovement(.42).jump(.18).shift(.1).recover(.14).build();
249
+ /**
250
+ * Duck - 덕
251
+ *
252
+ * Ducking under attack.
253
+ * Low evasion.
254
+ *
255
+ * @korean 덕애니메이션
256
+ */
257
+ var MOVEMENT_DUCK_ANIMATION = MartialArtsAnimationBuilder.create("movement_duck", "덕").asMovement(.3).duck(.15).recover(.15).build();
258
+ /**
259
+ * Lean Back - 린백
260
+ *
261
+ * Leaning away from attack.
262
+ * Upper body evasion.
263
+ *
264
+ * @korean 린백애니메이션
265
+ */
266
+ var MOVEMENT_LEAN_BACK_ANIMATION = MartialArtsAnimationBuilder.create("movement_lean_back", "린백").asMovement(.28).lean(.14).recover(.14).build();
267
+ /**
268
+ * Sway Left - 스웨이왼쪽
269
+ *
270
+ * Body sway to the left.
271
+ * Subtle evasion.
272
+ *
273
+ * @korean 스웨이왼쪽애니메이션
274
+ */
275
+ var MOVEMENT_SWAY_LEFT_ANIMATION = MartialArtsAnimationBuilder.create("movement_sway_left", "스웨이왼쪽").asMovement(.25).bob(.12).recover(.13).build();
276
+ /**
277
+ * Sway Right - 스웨이오른쪽
278
+ *
279
+ * Body sway to the right.
280
+ * Subtle evasion.
281
+ *
282
+ * @korean 스웨이오른쪽애니메이션
283
+ */
284
+ var MOVEMENT_SWAY_RIGHT_ANIMATION = MartialArtsAnimationBuilder.create("movement_sway_right", "스웨이오른쪽").asMovement(.25).bob(.12).recover(.13).build();
285
+ /**
286
+ * Bob and Weave - 밥앤위브
287
+ *
288
+ * U-shaped head movement.
289
+ * Classic boxing evasion.
290
+ *
291
+ * @korean 밥앤위브애니메이션
292
+ */
293
+ var MOVEMENT_BOB_WEAVE_ANIMATION = MartialArtsAnimationBuilder.create("movement_bob_weave", "밥앤위브").asMovement(.4).bob(.12).weave(.13).recover(.15).build();
294
+ /**
295
+ * Jab Feint - 잽페인트
296
+ *
297
+ * Fake jab movement.
298
+ * Draws reaction.
299
+ *
300
+ * @korean 잽페인트애니메이션
301
+ */
302
+ var MOVEMENT_JAB_FEINT_ANIMATION = MartialArtsAnimationBuilder.create("movement_jab_feint", "잽페인트").asMovement(.2).punchWindup(.08).recover(.12).build();
303
+ /**
304
+ * Level Change Feint - 레벨체인지페인트
305
+ *
306
+ * Fake level drop.
307
+ * Draws takedown defense.
308
+ *
309
+ * @korean 레벨체인지페인트애니메이션
310
+ */
311
+ var MOVEMENT_LEVEL_FEINT_ANIMATION = MartialArtsAnimationBuilder.create("movement_level_feint", "레벨체인지페인트").asMovement(.25).duck(.1).recover(.15).build();
312
+ /**
313
+ * Kick Feint - 킥페인트
314
+ *
315
+ * Fake kick chamber.
316
+ * Draws leg check.
317
+ *
318
+ * @korean 킥페인트애니메이션
319
+ */
320
+ var MOVEMENT_KICK_FEINT_ANIMATION = MartialArtsAnimationBuilder.create("movement_kick_feint", "킥페인트").asMovement(.25).chamber(.1).recover(.15).build();
321
+ /**
322
+ * Step Feint - 스텝페인트
323
+ *
324
+ * Fake step forward.
325
+ * Draws counter.
326
+ *
327
+ * @korean 스텝페인트애니메이션
328
+ */
329
+ var MOVEMENT_STEP_FEINT_ANIMATION = MartialArtsAnimationBuilder.create("movement_step_feint", "스텝페인트").asMovement(.22).step(.08).recover(.14).build();
330
+ /**
331
+ * Map of all movement animations for easy access
332
+ * 이동 애니메이션 맵
333
+ */
334
+ var MOVEMENT_ANIMATIONS = new Map([
335
+ ["movement_forward_step", MOVEMENT_FORWARD_STEP_ANIMATION],
336
+ ["movement_backward_step", MOVEMENT_BACKWARD_STEP_ANIMATION],
337
+ ["movement_sidestep_left", MOVEMENT_SIDESTEP_LEFT_ANIMATION],
338
+ ["movement_sidestep_right", MOVEMENT_SIDESTEP_RIGHT_ANIMATION],
339
+ ["movement_step_drag", MOVEMENT_STEP_DRAG_ANIMATION],
340
+ ["movement_pivot_left", MOVEMENT_PIVOT_LEFT_ANIMATION],
341
+ ["movement_pivot_right", MOVEMENT_PIVOT_RIGHT_ANIMATION],
342
+ ["movement_full_spin", MOVEMENT_FULL_SPIN_ANIMATION],
343
+ ["movement_quarter_turn", MOVEMENT_QUARTER_TURN_ANIMATION],
344
+ ["movement_bounce_step", MOVEMENT_BOUNCE_STEP_ANIMATION],
345
+ ["movement_switch_step", MOVEMENT_SWITCH_STEP_ANIMATION],
346
+ ["movement_shuffle", MOVEMENT_SHUFFLE_ANIMATION],
347
+ ["movement_back_step", MOVEMENT_BACK_STEP_ANIMATION],
348
+ ["movement_circle_left", MOVEMENT_CIRCLE_LEFT_ANIMATION],
349
+ ["movement_circle_right", MOVEMENT_CIRCLE_RIGHT_ANIMATION],
350
+ ["movement_angle_off", MOVEMENT_ANGLE_OFF_ANIMATION],
351
+ ["movement_orthodox_to_southpaw", MOVEMENT_ORTHODOX_TO_SOUTHPAW_ANIMATION],
352
+ ["movement_southpaw_to_orthodox", MOVEMENT_SOUTHPAW_TO_ORTHODOX_ANIMATION],
353
+ ["movement_drop_level", MOVEMENT_DROP_LEVEL_ANIMATION],
354
+ ["movement_rise_up", MOVEMENT_RISE_UP_ANIMATION],
355
+ ["movement_jump_back", MOVEMENT_JUMP_BACK_ANIMATION],
356
+ ["movement_jump_in", MOVEMENT_JUMP_IN_ANIMATION],
357
+ ["movement_jump_aside", MOVEMENT_JUMP_ASIDE_ANIMATION],
358
+ ["movement_duck", MOVEMENT_DUCK_ANIMATION],
359
+ ["movement_lean_back", MOVEMENT_LEAN_BACK_ANIMATION],
360
+ ["movement_sway_left", MOVEMENT_SWAY_LEFT_ANIMATION],
361
+ ["movement_sway_right", MOVEMENT_SWAY_RIGHT_ANIMATION],
362
+ ["movement_bob_weave", MOVEMENT_BOB_WEAVE_ANIMATION],
363
+ ["movement_jab_feint", MOVEMENT_JAB_FEINT_ANIMATION],
364
+ ["movement_level_feint", MOVEMENT_LEVEL_FEINT_ANIMATION],
365
+ ["movement_kick_feint", MOVEMENT_KICK_FEINT_ANIMATION],
366
+ ["movement_step_feint", MOVEMENT_STEP_FEINT_ANIMATION]
367
+ ]);
368
+ //#endregion
369
+ export { MOVEMENT_ANGLE_OFF_ANIMATION, MOVEMENT_ANIMATIONS, MOVEMENT_BACKWARD_STEP_ANIMATION, MOVEMENT_BACK_STEP_ANIMATION, MOVEMENT_BOB_WEAVE_ANIMATION, MOVEMENT_BOUNCE_STEP_ANIMATION, MOVEMENT_CIRCLE_LEFT_ANIMATION, MOVEMENT_CIRCLE_RIGHT_ANIMATION, MOVEMENT_DROP_LEVEL_ANIMATION, MOVEMENT_DUCK_ANIMATION, MOVEMENT_FORWARD_STEP_ANIMATION, MOVEMENT_FULL_SPIN_ANIMATION, MOVEMENT_JAB_FEINT_ANIMATION, MOVEMENT_JUMP_ASIDE_ANIMATION, MOVEMENT_JUMP_BACK_ANIMATION, MOVEMENT_JUMP_IN_ANIMATION, MOVEMENT_KICK_FEINT_ANIMATION, MOVEMENT_LEAN_BACK_ANIMATION, MOVEMENT_LEVEL_FEINT_ANIMATION, MOVEMENT_ORTHODOX_TO_SOUTHPAW_ANIMATION, MOVEMENT_PIVOT_LEFT_ANIMATION, MOVEMENT_PIVOT_RIGHT_ANIMATION, MOVEMENT_QUARTER_TURN_ANIMATION, MOVEMENT_RISE_UP_ANIMATION, MOVEMENT_SHUFFLE_ANIMATION, MOVEMENT_SIDESTEP_LEFT_ANIMATION, MOVEMENT_SIDESTEP_RIGHT_ANIMATION, MOVEMENT_SOUTHPAW_TO_ORTHODOX_ANIMATION, MOVEMENT_STEP_DRAG_ANIMATION, MOVEMENT_STEP_FEINT_ANIMATION, MOVEMENT_SWAY_LEFT_ANIMATION, MOVEMENT_SWAY_RIGHT_ANIMATION, MOVEMENT_SWITCH_STEP_ANIMATION };
370
+
371
+ //# sourceMappingURL=MovementAnimations.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"MovementAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/MovementAnimations.ts"],"sourcesContent":["/**\n * Movement Animations Module\n *\n * Footwork, dodges, and movement techniques (이동기술).\n * Positioning and distance management animations.\n * Uses MartialArtsAnimationBuilder for readable, martial arts expert-friendly code.\n *\n * 이동 애니메이션 모듈\n *\n * @module systems/animation/MovementAnimations\n * @korean 이동애니메이션\n */\n\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport { BoneName } from \"@/types/skeletal\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\nimport { toRadians } from \"@/utils/math\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// BASIC FOOTWORK (기본 풋워크)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Forward Step - 전진스텝 with Korean Martial Arts Weight Transfer\n *\n * Advancing step toward opponent with authentic Korean martial arts footwork mechanics.\n * Implements proper weight transfer (체중이동), stepping foot mechanics (디딤발),\n * and pivot foot stability (축발) principles.\n *\n * Weight Transfer Mechanics (체중이동 원리):\n * - Phase 1 (0-0.15s): Weight shift to back foot, front leg prepares (준비단계)\n * - Phase 2 (0.15-0.35s): Front foot lifts and extends forward (이동단계)\n * - Phase 3 (0.35-0.45s): Heel strikes ground, weight begins transfer (착지단계)\n * - Phase 4 (0.45-0.6s): Complete weight transfer, foot rolls to flat (안정단계)\n *\n * Korean Martial Arts Principles:\n * - 디딤발 (Didimbal): Stepping foot lands heel-first, rolls to ball\n * - 축발 (Chukbal): Pivot foot maintains balance during weight shift\n * - 체중이동 (Chejung Idong): Weight transfers smoothly, not abruptly\n * - 중심이동 (Jungsim Idong): Center of mass moves with body\n *\n * @korean 전진스텝애니메이션_체중이동\n */\nexport const MOVEMENT_FORWARD_STEP_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_forward_step\", \"전진스텝\")\n .asMovement(0.6)\n // Phase 1: Preparation - Weight shift to back leg (준비단계)\n .at(0, \"linear\")\n .rotate(BoneName.KNEE_R, toRadians(-5), 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-5), 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .at(0.03, \"ease-out\")\n .position(BoneName.PELVIS, 0.05, 0, 0) // Hip shifts over back leg\n .rotate(BoneName.KNEE_R, toRadians(-8), 0, 0) // Back leg bends to accept weight\n .rotate(BoneName.KNEE_L, toRadians(-3), 0, 0) // Front leg lightens\n .done<MartialArtsAnimationBuilder>()\n // Phase 2: Lift step leg (이동단계 - 들어올리기)\n .at(0.15, \"ease-out\")\n .rotate(BoneName.HIP_L, toRadians(-30), 0, 0) // Knee lifts\n .rotate(BoneName.KNEE_L, toRadians(-40), 0, 0) // Shin forward\n .position(BoneName.PELVIS, 0.05, -0.02, 0) // Drop slightly for power\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0) // Back leg bears full weight\n .done<MartialArtsAnimationBuilder>()\n // Phase 3: Extend forward (이동단계 - 앞으로)\n .at(0.25, \"linear\")\n .rotate(BoneName.HIP_L, toRadians(-15), 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0)\n .rotate(BoneName.FOOT_L, toRadians(25), 0, 0) // Toe up, heel ready\n .position(BoneName.PELVIS, 0.03, -0.025, 0.15) // Forward, slightly lower\n .done<MartialArtsAnimationBuilder>()\n // Phase 4: Heel strike (착지단계 - 뒤꿈치 착지)\n .at(0.35, \"linear\")\n .rotate(BoneName.HIP_L, toRadians(-10), 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.FOOT_L, toRadians(20), 0, 0) // Heel down, toe still up - 디딤발 (Didimbal)\n .position(BoneName.PELVIS, 0, -0.03, 0.3) // Forward and lower on impact\n .rotate(BoneName.KNEE_R, toRadians(-6), 0, 0) // Back leg still supporting\n .done<MartialArtsAnimationBuilder>()\n // Phase 5: Weight transfer begins (체중이동 시작)\n .at(0.45, \"ease-in\")\n .position(BoneName.PELVIS, -0.03, -0.02, 0.35) // Hip shifts toward front leg - 체중이동 (Chejung Idong)\n .rotate(BoneName.KNEE_L, toRadians(-12), 0, 0) // Front leg accepts weight\n .rotate(BoneName.KNEE_R, toRadians(-5), 0, 0) // Back leg relaxes\n .rotate(BoneName.FOOT_L, toRadians(5), 0, 0) // Foot rolling to flat\n .done<MartialArtsAnimationBuilder>()\n // Phase 6: Complete transfer and stabilization (안정단계)\n .at(0.6, \"ease-in\")\n .position(BoneName.PELVIS, -0.05, 0, 0.4) // Center over front leg\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0) // Front leg stable\n .rotate(BoneName.KNEE_R, toRadians(-5), 0, 0) // Back leg light\n .rotate(BoneName.FOOT_L, toRadians(-5), 0, 0) // Foot completely flat, slight pressure on ball\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained throughout\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n/**\n * Backward Step - 후진스텝 with Korean Martial Arts Weight Transfer\n *\n * Retreating step from opponent with authentic Korean martial arts footwork.\n * Implements proper rear weight transfer and defensive positioning.\n *\n * Weight Transfer Mechanics (후퇴 체중이동):\n * - Phase 1 (0-0.15s): Weight shift to front foot, back leg prepares\n * - Phase 2 (0.15-0.35s): Back foot lifts and extends backward\n * - Phase 3 (0.35-0.45s): Ball of foot touches down, weight begins transfer\n * - Phase 4 (0.45-0.6s): Complete weight transfer, maintain guard\n *\n * Korean Martial Arts Principles:\n * - Backward steps land on ball of foot first (unlike forward heel-first)\n * - Maintain forward-facing guard throughout retreat\n * - Center of mass moves smoothly backward\n * - Front leg remains ready to kick or defend\n *\n * @korean 후진스텝애니메이션_체중이동\n */\nexport const MOVEMENT_BACKWARD_STEP_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_backward_step\", \"후진스텝\")\n .asMovement(0.6)\n .at(0, \"linear\")\n .rotate(BoneName.KNEE_R, toRadians(-5), 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-5), 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .at(0.03, \"ease-out\")\n .position(BoneName.PELVIS, -0.05, 0, 0) // Weight shifts to front leg\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0) // Front leg accepts weight\n .rotate(BoneName.KNEE_R, toRadians(-3), 0, 0) // Back leg lightens\n .done<MartialArtsAnimationBuilder>()\n .at(0.15, \"ease-out\")\n .rotate(BoneName.HIP_R, toRadians(20), 0, 0) // Hip extends back\n .rotate(BoneName.KNEE_R, toRadians(-25), 0, 0) // Knee lifts slightly\n .position(BoneName.PELVIS, -0.05, -0.015, 0)\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0) // Front leg stable\n .done<MartialArtsAnimationBuilder>()\n .at(0.25, \"linear\")\n .rotate(BoneName.HIP_R, toRadians(12), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-8), 0, 0)\n .rotate(BoneName.FOOT_R, toRadians(-15), 0, 0) // Ball of foot ready to land\n .position(BoneName.PELVIS, -0.03, -0.02, -0.15) // Backward motion\n .done<MartialArtsAnimationBuilder>()\n .at(0.35, \"linear\")\n .rotate(BoneName.HIP_R, toRadians(8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-6), 0, 0)\n .rotate(BoneName.FOOT_R, toRadians(-12), 0, 0) // Ball of foot contacts ground\n .position(BoneName.PELVIS, 0, -0.025, -0.3)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .at(0.45, \"ease-in\")\n .position(BoneName.PELVIS, 0.03, -0.015, -0.35) // Weight transfers to back leg\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0) // Back leg accepts weight\n .rotate(BoneName.KNEE_L, toRadians(-5), 0, 0) // Front leg lightens\n .rotate(BoneName.FOOT_R, toRadians(-5), 0, 0) // Heel settles down\n .done<MartialArtsAnimationBuilder>()\n .at(0.6, \"ease-in\")\n .position(BoneName.PELVIS, 0.05, 0, -0.4) // Stable rear stance\n .rotate(BoneName.KNEE_R, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-5), 0, 0)\n .rotate(BoneName.FOOT_R, 0, 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n/**\n * Left Sidestep - 왼쪽측면스텝 with Korean Martial Arts Weight Transfer\n *\n * Lateral movement left with authentic Korean martial arts footwork.\n * Creates angle advantage while maintaining forward guard.\n *\n * Weight Transfer Mechanics (측면 체중이동):\n * - Phase 1: Weight shifts to right leg\n * - Phase 2: Left foot slides lateral\n * - Phase 3: Weight transfers smoothly to left\n * - Phase 4: Right foot follows, stance width maintained\n *\n * Korean Martial Arts Principles:\n * - Guard faces forward throughout (원형보 - Circular footwork)\n * - Pelvis rotates slightly to engage hip\n * - Spine counter-rotates to maintain guard orientation\n * - Smooth weight distribution prevents telegraphing\n *\n * @korean 왼쪽측면스텝애니메이션_체중이동\n */\nexport const MOVEMENT_SIDESTEP_LEFT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_sidestep_left\", \"왼쪽측면스텝\")\n .asMovement(0.5)\n .at(0, \"linear\")\n .rotate(BoneName.KNEE_R, toRadians(-5), 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-5), 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .at(0.08, \"ease-out\")\n .position(BoneName.PELVIS, 0.04, 0, 0) // Weight shifts to right leg\n .rotate(BoneName.PELVIS, 0, 0, toRadians(3)) // Slight tilt right\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0) // Right leg accepts weight\n .rotate(BoneName.KNEE_L, toRadians(-3), 0, 0) // Left leg lightens\n .done<MartialArtsAnimationBuilder>()\n .at(0.18, \"linear\")\n .position(BoneName.PELVIS, 0.02, -0.01, 0) // Slight drop during slide\n .rotate(BoneName.PELVIS, 0, toRadians(5), toRadians(5)) // Hip engages for lateral movement\n .rotate(BoneName.SPINE_LOWER, 0, toRadians(-3), 0) // Counter-rotate to maintain guard\n .rotate(BoneName.KNEE_R, toRadians(-12), 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-5), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .at(0.3, \"ease-in\")\n .position(BoneName.PELVIS, -0.15, 0, 0) // Lateral 15cm\n .rotate(BoneName.PELVIS, 0, toRadians(3), 0)\n .rotate(BoneName.SPINE_LOWER, 0, toRadians(-2), 0)\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0) // Left leg accepts weight\n .rotate(BoneName.KNEE_R, toRadians(-6), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .at(0.5, \"ease-in\")\n .position(BoneName.PELVIS, -0.3, 0, 0) // Full 30cm lateral\n .rotate(BoneName.PELVIS, 0, 0, 0) // Return to neutral\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-8), 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained forward\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n/**\n * Right Sidestep - 오른쪽측면스텝 with Korean Martial Arts Weight Transfer\n *\n * Lateral movement right with authentic Korean martial arts footwork.\n * Mirror of left sidestep.\n *\n * @korean 오른쪽측면스텝애니메이션_체중이동\n */\nexport const MOVEMENT_SIDESTEP_RIGHT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_sidestep_right\", \"오른쪽측면스텝\")\n .asMovement(0.5)\n .at(0, \"linear\")\n .rotate(BoneName.KNEE_R, toRadians(-5), 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-5), 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .at(0.08, \"ease-out\")\n .position(BoneName.PELVIS, -0.04, 0, 0) // Weight shifts to left leg\n .rotate(BoneName.PELVIS, 0, 0, toRadians(-3))\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-3), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .at(0.18, \"linear\")\n .position(BoneName.PELVIS, -0.02, -0.01, 0) // Right foot slides lateral\n .rotate(BoneName.PELVIS, 0, toRadians(-5), toRadians(-5))\n .rotate(BoneName.SPINE_LOWER, 0, toRadians(3), 0)\n .rotate(BoneName.KNEE_L, toRadians(-12), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-5), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .at(0.3, \"ease-in\")\n .position(BoneName.PELVIS, 0.15, 0, 0) // Weight begins transfer to right\n .rotate(BoneName.PELVIS, 0, toRadians(-3), 0)\n .rotate(BoneName.SPINE_LOWER, 0, toRadians(2), 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-6), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .at(0.5, \"ease-in\")\n .position(BoneName.PELVIS, 0.3, 0, 0) // Stable lateral stance\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n/**\n * Step Drag - 스텝드래그\n *\n * Lead foot step with rear drag.\n * Maintains stance while moving.\n *\n * @korean 스텝드래그애니메이션\n */\nexport const MOVEMENT_STEP_DRAG_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_step_drag\", \"스텝드래그\")\n .asMovement(0.35)\n .step(0.12)\n .step(0.1) // Drag\n .recover(0.13)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// PIVOTS AND TURNS (피봇과 회전)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Left Pivot - 왼쪽피봇\n *\n * Pivot on lead foot to the left.\n * 45 degree angle change.\n *\n * @korean 왼쪽피봇애니메이션\n */\nexport const MOVEMENT_PIVOT_LEFT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_pivot_left\", \"왼쪽피봇\")\n .asMovement(0.28)\n .rotate(0.14)\n .recover(0.14)\n .build();\n\n/**\n * Right Pivot - 오른쪽피봇\n *\n * Pivot on lead foot to the right.\n * 45 degree angle change.\n *\n * @korean 오른쪽피봇애니메이션\n */\nexport const MOVEMENT_PIVOT_RIGHT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_pivot_right\", \"오른쪽피봇\")\n .asMovement(0.28)\n .rotate(0.14)\n .recover(0.14)\n .build();\n\n/**\n * Full Spin - 전체회전\n *\n * Complete 360 rotation.\n * For spinning attack setups.\n *\n * @korean 전체회전애니메이션\n */\nexport const MOVEMENT_FULL_SPIN_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_full_spin\", \"전체회전\")\n .asMovement(0.4)\n .spin(0.25)\n .recover(0.15)\n .build();\n\n/**\n * Quarter Turn - 사분회전\n *\n * 90 degree turn.\n * Quick repositioning.\n *\n * @korean 사분회전애니메이션\n */\nexport const MOVEMENT_QUARTER_TURN_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_quarter_turn\", \"사분회전\")\n .asMovement(0.25)\n .rotate(0.12)\n .recover(0.13)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// BOUNCING FOOTWORK (바운싱 풋워크)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Bounce Step - 바운스스텝\n *\n * Light bouncing movement.\n * Keeps fighter mobile.\n *\n * @korean 바운스스텝애니메이션\n */\nexport const MOVEMENT_BOUNCE_STEP_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_bounce_step\", \"바운스스텝\")\n .asMovement(0.25)\n .step(0.08)\n .step(0.08)\n .recover(0.09)\n .build();\n\n/**\n * Switch Step - 스위치스텝\n *\n * Quick stance switch.\n * Changes lead foot.\n *\n * @korean 스위치스텝애니메이션\n */\nexport const MOVEMENT_SWITCH_STEP_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_switch_step\", \"스위치스텝\")\n .asMovement(0.22)\n .jump(0.08)\n .step(0.08)\n .recover(0.06)\n .build();\n\n/**\n * Shuffle - 셔플\n *\n * Quick shuffle step.\n * Rapid forward movement.\n *\n * @korean 셔플애니메이션\n */\nexport const MOVEMENT_SHUFFLE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_shuffle\", \"셔플\")\n .asMovement(0.28)\n .step(0.08)\n .step(0.08)\n .step(0.06)\n .recover(0.06)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EVASIVE FOOTWORK (회피 풋워크)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Back Step - 백스텝\n *\n * Quick retreat step.\n * Creates distance rapidly.\n *\n * @korean 백스텝애니메이션\n */\nexport const MOVEMENT_BACK_STEP_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_back_step\", \"백스텝\")\n .asMovement(0.25)\n .step(0.12)\n .recover(0.13)\n .build();\n\n/**\n * Circle Left - 서클왼쪽\n *\n * Circling movement to the left.\n * Maintains distance while repositioning.\n *\n * @korean 서클왼쪽애니메이션\n */\nexport const MOVEMENT_CIRCLE_LEFT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_circle_left\", \"서클왼쪽\")\n .asMovement(0.4)\n .shift(0.12)\n .step(0.12)\n .recover(0.16)\n .build();\n\n/**\n * Circle Right - 서클오른쪽\n *\n * Circling movement to the right.\n * Maintains distance while repositioning.\n *\n * @korean 서클오른쪽애니메이션\n */\nexport const MOVEMENT_CIRCLE_RIGHT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_circle_right\", \"서클오른쪽\")\n .asMovement(0.4)\n .shift(0.12)\n .step(0.12)\n .recover(0.16)\n .build();\n\n/**\n * Angle Off - 앵글오프\n *\n * Step at diagonal angle.\n * Creates superior position.\n *\n * @korean 앵글오프애니메이션\n */\nexport const MOVEMENT_ANGLE_OFF_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_angle_off\", \"앵글오프\")\n .asMovement(0.32)\n .shift(0.1)\n .step(0.1)\n .recover(0.12)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// STANCE CHANGES (스탠스 변경)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Orthodox to Southpaw - 오소독스투사우스포\n *\n * Stance switch orthodox to southpaw.\n * Changes fighting orientation.\n *\n * @korean 오소독스투사우스포애니메이션\n */\nexport const MOVEMENT_ORTHODOX_TO_SOUTHPAW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"movement_orthodox_to_southpaw\",\n \"오소독스투사우스포\"\n )\n .asMovement(0.35)\n .jump(0.1)\n .rotate(0.12)\n .recover(0.13)\n .build();\n\n/**\n * Southpaw to Orthodox - 사우스포투오소독스\n *\n * Stance switch southpaw to orthodox.\n * Changes fighting orientation.\n *\n * @korean 사우스포투오소독스애니메이션\n */\nexport const MOVEMENT_SOUTHPAW_TO_ORTHODOX_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"movement_southpaw_to_orthodox\",\n \"사우스포투오소독스\"\n )\n .asMovement(0.35)\n .jump(0.1)\n .rotate(0.12)\n .recover(0.13)\n .build();\n\n/**\n * Drop Level - 드롭레벨\n *\n * Lower fighting stance.\n * For takedown or level change attacks.\n *\n * @korean 드롭레벨애니메이션\n */\nexport const MOVEMENT_DROP_LEVEL_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_drop_level\", \"드롭레벨\")\n .asMovement(0.3)\n .duck(0.15)\n .recover(0.15)\n .build();\n\n/**\n * Rise Up - 라이즈업\n *\n * Return to normal fighting stance.\n * Recovery from level change.\n *\n * @korean 라이즈업애니메이션\n */\nexport const MOVEMENT_RISE_UP_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_rise_up\", \"라이즈업\")\n .asMovement(0.28)\n .lean(0.1) // Rise\n .recover(0.18)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// JUMPING MOVEMENTS (점프 이동)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Jump Back - 점프백\n *\n * Jumping retreat.\n * Maximum distance creation.\n *\n * @korean 점프백애니메이션\n */\nexport const MOVEMENT_JUMP_BACK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_jump_back\", \"점프백\")\n .asMovement(0.45)\n .jump(0.2)\n .recover(0.25)\n .build();\n\n/**\n * Jump In - 점프인\n *\n * Jumping advance.\n * Closes distance rapidly.\n *\n * @korean 점프인애니메이션\n */\nexport const MOVEMENT_JUMP_IN_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_jump_in\", \"점프인\")\n .asMovement(0.45)\n .jump(0.2)\n .recover(0.25)\n .build();\n\n/**\n * Jump Aside - 점프사이드\n *\n * Jumping sideways.\n * Lateral evasion.\n *\n * @korean 점프사이드애니메이션\n */\nexport const MOVEMENT_JUMP_ASIDE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_jump_aside\", \"점프사이드\")\n .asMovement(0.42)\n .jump(0.18)\n .shift(0.1)\n .recover(0.14)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// DODGES (회피)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Duck - 덕\n *\n * Ducking under attack.\n * Low evasion.\n *\n * @korean 덕애니메이션\n */\nexport const MOVEMENT_DUCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_duck\", \"덕\")\n .asMovement(0.3)\n .duck(0.15)\n .recover(0.15)\n .build();\n\n/**\n * Lean Back - 린백\n *\n * Leaning away from attack.\n * Upper body evasion.\n *\n * @korean 린백애니메이션\n */\nexport const MOVEMENT_LEAN_BACK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_lean_back\", \"린백\")\n .asMovement(0.28)\n .lean(0.14)\n .recover(0.14)\n .build();\n\n/**\n * Sway Left - 스웨이왼쪽\n *\n * Body sway to the left.\n * Subtle evasion.\n *\n * @korean 스웨이왼쪽애니메이션\n */\nexport const MOVEMENT_SWAY_LEFT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_sway_left\", \"스웨이왼쪽\")\n .asMovement(0.25)\n .bob(0.12)\n .recover(0.13)\n .build();\n\n/**\n * Sway Right - 스웨이오른쪽\n *\n * Body sway to the right.\n * Subtle evasion.\n *\n * @korean 스웨이오른쪽애니메이션\n */\nexport const MOVEMENT_SWAY_RIGHT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_sway_right\", \"스웨이오른쪽\")\n .asMovement(0.25)\n .bob(0.12)\n .recover(0.13)\n .build();\n\n/**\n * Bob and Weave - 밥앤위브\n *\n * U-shaped head movement.\n * Classic boxing evasion.\n *\n * @korean 밥앤위브애니메이션\n */\nexport const MOVEMENT_BOB_WEAVE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_bob_weave\", \"밥앤위브\")\n .asMovement(0.4)\n .bob(0.12)\n .weave(0.13)\n .recover(0.15)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// FEINTS (페인트)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Jab Feint - 잽페인트\n *\n * Fake jab movement.\n * Draws reaction.\n *\n * @korean 잽페인트애니메이션\n */\nexport const MOVEMENT_JAB_FEINT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_jab_feint\", \"잽페인트\")\n .asMovement(0.2)\n .punchWindup(0.08)\n .recover(0.12)\n .build();\n\n/**\n * Level Change Feint - 레벨체인지페인트\n *\n * Fake level drop.\n * Draws takedown defense.\n *\n * @korean 레벨체인지페인트애니메이션\n */\nexport const MOVEMENT_LEVEL_FEINT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_level_feint\", \"레벨체인지페인트\")\n .asMovement(0.25)\n .duck(0.1)\n .recover(0.15)\n .build();\n\n/**\n * Kick Feint - 킥페인트\n *\n * Fake kick chamber.\n * Draws leg check.\n *\n * @korean 킥페인트애니메이션\n */\nexport const MOVEMENT_KICK_FEINT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_kick_feint\", \"킥페인트\")\n .asMovement(0.25)\n .chamber(0.1)\n .recover(0.15)\n .build();\n\n/**\n * Step Feint - 스텝페인트\n *\n * Fake step forward.\n * Draws counter.\n *\n * @korean 스텝페인트애니메이션\n */\nexport const MOVEMENT_STEP_FEINT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"movement_step_feint\", \"스텝페인트\")\n .asMovement(0.22)\n .step(0.08)\n .recover(0.14)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORT MOVEMENT ANIMATION MAP\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all movement animations for easy access\n * 이동 애니메이션 맵\n */\nexport const MOVEMENT_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> =\n new Map([\n // Basic Footwork\n [\"movement_forward_step\", MOVEMENT_FORWARD_STEP_ANIMATION],\n [\"movement_backward_step\", MOVEMENT_BACKWARD_STEP_ANIMATION],\n [\"movement_sidestep_left\", MOVEMENT_SIDESTEP_LEFT_ANIMATION],\n [\"movement_sidestep_right\", MOVEMENT_SIDESTEP_RIGHT_ANIMATION],\n [\"movement_step_drag\", MOVEMENT_STEP_DRAG_ANIMATION],\n\n // Pivots and Turns\n [\"movement_pivot_left\", MOVEMENT_PIVOT_LEFT_ANIMATION],\n [\"movement_pivot_right\", MOVEMENT_PIVOT_RIGHT_ANIMATION],\n [\"movement_full_spin\", MOVEMENT_FULL_SPIN_ANIMATION],\n [\"movement_quarter_turn\", MOVEMENT_QUARTER_TURN_ANIMATION],\n\n // Bouncing Footwork\n [\"movement_bounce_step\", MOVEMENT_BOUNCE_STEP_ANIMATION],\n [\"movement_switch_step\", MOVEMENT_SWITCH_STEP_ANIMATION],\n [\"movement_shuffle\", MOVEMENT_SHUFFLE_ANIMATION],\n\n // Evasive Footwork\n [\"movement_back_step\", MOVEMENT_BACK_STEP_ANIMATION],\n [\"movement_circle_left\", MOVEMENT_CIRCLE_LEFT_ANIMATION],\n [\"movement_circle_right\", MOVEMENT_CIRCLE_RIGHT_ANIMATION],\n [\"movement_angle_off\", MOVEMENT_ANGLE_OFF_ANIMATION],\n\n // Stance Changes\n [\"movement_orthodox_to_southpaw\", MOVEMENT_ORTHODOX_TO_SOUTHPAW_ANIMATION],\n [\"movement_southpaw_to_orthodox\", MOVEMENT_SOUTHPAW_TO_ORTHODOX_ANIMATION],\n [\"movement_drop_level\", MOVEMENT_DROP_LEVEL_ANIMATION],\n [\"movement_rise_up\", MOVEMENT_RISE_UP_ANIMATION],\n\n // Jumping\n [\"movement_jump_back\", MOVEMENT_JUMP_BACK_ANIMATION],\n [\"movement_jump_in\", MOVEMENT_JUMP_IN_ANIMATION],\n [\"movement_jump_aside\", MOVEMENT_JUMP_ASIDE_ANIMATION],\n\n // Dodges\n [\"movement_duck\", MOVEMENT_DUCK_ANIMATION],\n [\"movement_lean_back\", MOVEMENT_LEAN_BACK_ANIMATION],\n [\"movement_sway_left\", MOVEMENT_SWAY_LEFT_ANIMATION],\n [\"movement_sway_right\", MOVEMENT_SWAY_RIGHT_ANIMATION],\n [\"movement_bob_weave\", MOVEMENT_BOB_WEAVE_ANIMATION],\n\n // Feints\n [\"movement_jab_feint\", MOVEMENT_JAB_FEINT_ANIMATION],\n [\"movement_level_feint\", 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