blacktrigram 0.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +866 -0
- package/SECURITY.md +124 -0
- package/lib/App.d.ts +4 -0
- package/lib/App.d.ts.map +1 -0
- package/lib/App2.js +386 -0
- package/lib/App2.js.map +1 -0
- package/lib/_virtual/_rolldown/runtime.js +13 -0
- package/lib/assets/index.css +1146 -0
- package/lib/audio/AudioAssetLoader.d.ts +101 -0
- package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
- package/lib/audio/AudioAssetLoader.js +245 -0
- package/lib/audio/AudioAssetLoader.js.map +1 -0
- package/lib/audio/AudioAssetRegistry.d.ts +126 -0
- package/lib/audio/AudioAssetRegistry.d.ts.map +1 -0
- package/lib/audio/AudioAssetRegistry.js +970 -0
- package/lib/audio/AudioAssetRegistry.js.map +1 -0
- package/lib/audio/AudioCache.d.ts +135 -0
- package/lib/audio/AudioCache.d.ts.map +1 -0
- package/lib/audio/AudioCache.js +211 -0
- package/lib/audio/AudioCache.js.map +1 -0
- package/lib/audio/AudioManager.d.ts +162 -0
- package/lib/audio/AudioManager.d.ts.map +1 -0
- package/lib/audio/AudioManager.js +508 -0
- package/lib/audio/AudioManager.js.map +1 -0
- package/lib/audio/AudioMonitor.d.ts +122 -0
- package/lib/audio/AudioMonitor.d.ts.map +1 -0
- package/lib/audio/AudioMonitor.js +215 -0
- package/lib/audio/AudioMonitor.js.map +1 -0
- package/lib/audio/AudioPool.d.ts +108 -0
- package/lib/audio/AudioPool.d.ts.map +1 -0
- package/lib/audio/AudioPool.js +206 -0
- package/lib/audio/AudioPool.js.map +1 -0
- package/lib/audio/AudioProvider.d.ts +28 -0
- package/lib/audio/AudioProvider.d.ts.map +1 -0
- package/lib/audio/AudioProvider.js +135 -0
- package/lib/audio/AudioProvider.js.map +1 -0
- package/lib/audio/AudioUtils.d.ts +77 -0
- package/lib/audio/AudioUtils.d.ts.map +1 -0
- package/lib/audio/AudioUtils.js +164 -0
- package/lib/audio/AudioUtils.js.map +1 -0
- package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
- package/lib/audio/BoneImpactAudioMap.d.ts.map +1 -0
- package/lib/audio/BoneImpactAudioMap.js +133 -0
- package/lib/audio/BoneImpactAudioMap.js.map +1 -0
- package/lib/audio/VariantSelector.d.ts +69 -0
- package/lib/audio/VariantSelector.d.ts.map +1 -0
- package/lib/audio/VariantSelector.js +177 -0
- package/lib/audio/VariantSelector.js.map +1 -0
- package/lib/audio/index.d.ts +13 -0
- package/lib/audio/index.d.ts.map +1 -0
- package/lib/audio/index.js +41 -0
- package/lib/audio/index.js.map +1 -0
- package/lib/audio/types.d.ts +220 -0
- package/lib/audio/types.d.ts.map +1 -0
- package/lib/audio/types.js +12 -0
- package/lib/audio/types.js.map +1 -0
- package/lib/components/effects/WindParticles3D.d.ts +83 -0
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -0
- package/lib/components/effects/index.d.ts +6 -0
- package/lib/components/effects/index.d.ts.map +1 -0
- package/lib/components/index.d.ts +5 -0
- package/lib/components/index.d.ts.map +1 -0
- package/lib/components/index.js +74 -0
- package/lib/components/index.js.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.js +1912 -0
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts +39 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js +52 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +35 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +78 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts +23 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js +214 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +54 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +357 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts +32 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js +254 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts +63 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js +108 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts +42 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js +259 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts +108 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js +232 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +87 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js +278 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +248 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js +184 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js +66 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js +261 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js +65 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +103 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js +296 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts +72 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/index.d.ts +121 -0
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts +31 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js +242 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts +74 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +275 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts +25 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js +61 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts +43 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js +139 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts +50 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +155 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js +103 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js +101 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts +47 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +141 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts +25 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +129 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts +48 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js +131 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts +82 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js +73 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts +80 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +79 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/index.d.ts +22 -0
- package/lib/components/screens/combat/components/hud/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/index.js +4 -0
- package/lib/components/screens/combat/components/index.d.ts +47 -0
- package/lib/components/screens/combat/components/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/index.js +23 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts +52 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js +113 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +49 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +150 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts +44 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js +83 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +83 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +161 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts +38 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +37 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts +37 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js +33 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -0
- package/lib/components/screens/combat/helpers/index.d.ts +8 -0
- package/lib/components/screens/combat/helpers/index.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/index.js +2 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts +108 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useAICombat.js +806 -0
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts +106 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.js +766 -0
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- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts +85 -0
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -0
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- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts +40 -0
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- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts +61 -0
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- package/lib/components/screens/combat/hooks/useCombatState.d.ts +75 -0
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatState.js +182 -0
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts +36 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts +63 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/index.d.ts +4 -0
- package/lib/components/screens/combat/index.d.ts.map +1 -0
- package/lib/components/screens/combat/index.js +25 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts +12 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -0
- package/lib/components/screens/controls/ControlsScreen3D.js +1248 -0
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -0
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts +35 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.d.ts +31 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +100 -0
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{"version":3,"file":"StanceAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/StanceAnimations.ts"],"sourcesContent":["/**\n * Stance-Specific Animations Module\n *\n * Unique animations for each of the eight trigram stances (ํ๊ด).\n * These animations are specific to stance philosophy and fighting style.\n * Uses MartialArtsAnimationBuilder for readable, martial arts expert-friendly code.\n *\n * ํ๊ด ์์ธ๋ณ ๊ณ ์ ์ ๋๋ฉ์ด์
๋ชจ๋\n *\n * @module systems/animation/StanceAnimations\n * @korean ์์ธ์ ๋๋ฉ์ด์
\n */\n\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport { BoneName } from \"@/types/skeletal\";\nimport { toRadians } from \"@/utils/math\";\nimport {\n MartialArtsAnimationBuilder,\n TECHNIQUE_TIMING,\n} from \"../builders/MartialArtsAnimationBuilder\";\nimport {\n KOREAN_STANCE_BIOMECHANICS,\n calculateFootPositions,\n} from \"../builders/MartialArtsConstants\";\nimport {\n GAM_WATER_GUARD_POSE,\n GAN_MOUNTAIN_GUARD_POSE,\n GEON_HIGH_GUARD_POSE,\n GON_EARTH_GUARD_POSE,\n JIN_THUNDER_GUARD_POSE,\n LI_FIRE_GUARD_POSE,\n SON_WIND_GUARD_POSE,\n TAE_FLUID_GUARD_POSE,\n} from \"./StanceGuardPoses\";\n\n// Import Li (Fire) enhanced animations\nimport {\n LI_DIAGONAL_DART_STEP,\n LI_FORWARD_TARGETING_GUARD,\n LI_IDLE_TARGETING,\n LI_LINEAR_PIERCE_STEP,\n} from \"./LiStanceAnimations\";\nimport {\n LI_FIRE_SPEAR_ANIMATION,\n LI_NERVE_STRIKE_COMBO,\n} from \"./LiTechniqueAnimations\";\n// Import enhanced Jin animations\nimport {\n JIN_EXPLOSIVE_BURST,\n JIN_IDLE_COILED,\n JIN_JUMPING_ADVANCE,\n} from \"./JinStanceAnimations\";\n\n// Import Jin technique animations\nimport {\n JIN_JUMPING_KNEE_STRIKE,\n JIN_THUNDER_FLASH_ANIMATION,\n} from \"./JinTechniqueAnimations\";\n\n// โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ\n// DEFAULT SHOULDER WIDTH CONSTANT\n// โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ\n\n/**\n * Default shoulder width for stance calculations\n *\n * Uses average shoulder width across all archetypes:\n * - Musa: 46cm\n * - Amsalja: 44cm\n * - Hacker: 43cm\n * - Jeongbo: 45cm\n * - Jojik: 54cm\n *\n * Average: (46 + 44 + 43 + 45 + 54) / 5 = 46.4cm โ 46cm\n *\n * This provides neutral baseline for animations. Actual runtime will scale\n * based on fighter's specific shoulder width from physical attributes.\n *\n * @korean ๊ธฐ๋ณธ์ด๊นจ๋๋น\n */\nconst DEFAULT_SHOULDER_WIDTH_CM = 46;\n\n// โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ\n// โฐ GEON (๊ฑด) - HEAVEN: Direct Force (ํ๊ถ๋ ํ๊ฒฉ)\n// โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ\n\n/**\n * Geon Heaven Strike - ๊ฑด์ฒ๊ฒฉ\n *\n * Powerful downward strike representing heaven's authority.\n * Full body commitment with vertical power line.\n *\n * @korean ๊ฑด์ฒ๊ฒฉ์ ๋๋ฉ์ด์
\n */\nexport const GEON_HEAVEN_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_heaven_strike\", \"๊ฑด์ฒ๊ฒฉ\")\n .asAttack(0.5)\n .withHighGuard()\n .overhandPunch(0.18) // Descending strike\n .recover(0.32)\n .build();\n\n/**\n * Geon Heavenly Fist - ๊ฑด์ฒ๊ถ\n *\n * Lead straight punch with divine authority.\n * Extends through target with unwavering focus.\n *\n * @korean ๊ฑด์ฒ๊ถ์ ๋๋ฉ์ด์
\n */\nexport const GEON_HEAVENLY_FIST_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_heavenly_fist\", \"๊ฑด์ฒ๊ถ\")\n .asAttack(TECHNIQUE_TIMING.FAST.total)\n .withHighGuard()\n .punchWindup(TECHNIQUE_TIMING.FAST.chamber)\n .punchExtend(TECHNIQUE_TIMING.FAST.extend + TECHNIQUE_TIMING.FAST.peak)\n .recover(TECHNIQUE_TIMING.FAST.retract + TECHNIQUE_TIMING.FAST.recover)\n .build();\n\n/**\n * Geon Frontal Kick - ๊ฑด์์ฐจ๊ธฐ\n *\n * Direct front kick with heaven's penetrating force.\n * Snapping kick targeting solar plexus.\n *\n * @korean ๊ฑด์์ฐจ๊ธฐ์ ๋๋ฉ์ด์
\n */\nexport const GEON_FRONTAL_KICK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_frontal_kick\", \"๊ฑด์์ฐจ๊ธฐ\")\n .asAttack(0.5)\n .chamber(0.1)\n .withHighGuard()\n .extend(0.12)\n .retract(0.13)\n .setDown(0.15)\n .build();\n\n/**\n * Geon Roundhouse - ๊ฑด๋๋ ค์ฐจ๊ธฐ\n *\n * Heaven's circular force roundhouse kick.\n * Maximum power generation through hip rotation.\n *\n * @korean ๊ฑด๋๋ ค์ฐจ๊ธฐ์ ๋๋ฉ์ด์
\n */\nexport const GEON_ROUNDHOUSE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_roundhouse\", \"๊ฑด๋๋ ค์ฐจ๊ธฐ\")\n .asAttack(TECHNIQUE_TIMING.FAST.total)\n .roundhouseChamber(0.12)\n .withHighGuard()\n .roundhouseExtend(0.15)\n .retract(0.13)\n .recover(0.15)\n .build();\n\n/**\n * Geon Axe Kick - ๊ฑด๋ด๋ ค์ฐจ๊ธฐ\n *\n * Heaven descending axe kick.\n * Heel crashes down like divine judgment.\n *\n * @korean ๊ฑด๋ด๋ ค์ฐจ๊ธฐ์ ๋๋ฉ์ด์
\n */\nexport const GEON_AXE_KICK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_axe_kick\", \"๊ฑด๋ด๋ ค์ฐจ๊ธฐ\")\n .asAttack(TECHNIQUE_TIMING.FAST_MEDIUM.total)\n .axeKickRise(0.2)\n .withHighGuard()\n .axeKickChop(0.15)\n .setDown(0.12)\n .recover(0.13)\n .build();\n\n/**\n * Geon Palm Strike - ๊ฑด์ฅ๊ถ\n *\n * Heaven's pushing palm strike.\n * Open palm drives through target.\n *\n * @korean ๊ฑด์ฅ๊ถ์ ๋๋ฉ์ด์
\n */\nexport const GEON_PALM_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_palm_strike\", \"๊ฑด์ฅ๊ถ\")\n .asAttack(0.4)\n .withHighGuard()\n .punchWindup(0.1)\n .palmStrike(0.12)\n .recover(0.18)\n .build();\n\n/**\n * Geon Elbow Smash - ๊ฑดํ๊ฟ์น\n *\n * Heaven's crushing elbow strike.\n * Close-range devastation.\n *\n * @korean ๊ฑดํ๊ฟ์น์ ๋๋ฉ์ด์
\n */\nexport const GEON_ELBOW_SMASH_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_elbow_smash\", \"๊ฑดํ๊ฟ์น\")\n .asAttack(TECHNIQUE_TIMING.FAST.total)\n .withHighGuard()\n .elbowChamber(TECHNIQUE_TIMING.FAST.chamber)\n .elbowStrike(TECHNIQUE_TIMING.FAST.extend + TECHNIQUE_TIMING.FAST.peak)\n .recover(TECHNIQUE_TIMING.FAST.retract + TECHNIQUE_TIMING.FAST.recover)\n .build();\n\n// โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ\n// โฑ TAE (ํ) - LAKE: Fluid Joint Manipulation (ํฉ๊ธฐ๋)\n// โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ\n\n/**\n * Tae Flowing Strikes - ํ์ ๊ถ\n *\n * Lake's flowing water-like strikes.\n * Continuous motion between techniques.\n *\n * @korean ํ์ ๊ถ์ ๋๋ฉ์ด์
\n */\nexport const TAE_FLOWING_STRIKES_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_flowing_strikes\", \"ํ์ ๊ถ\")\n .asAttack(0.5)\n .stance()\n .punchWindup(0.08)\n .crossPunch(0.1)\n .hookPunch(0.12, \"left\")\n .recover(0.2)\n .build();\n\n/**\n * Tae Wrist Lock - ํ์๋ชฉ๊บพ๊ธฐ\n *\n * Lake's water-like wrist manipulation.\n * Flows into joint control.\n *\n * @korean ํ์๋ชฉ๊บพ๊ธฐ์ ๋๋ฉ์ด์
\n */\nexport const TAE_WRIST_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_wrist_lock\", \"ํ์๋ชฉ๊บพ๊ธฐ\")\n .asAttack(0.65)\n .parry(0.12) // Receive attack\n .wristGrab(0.15) // Capture wrist\n .wristTwist(0.2) // Apply lock\n .recover(0.18)\n .build();\n\n/**\n * Tae Small Circle - ํ์์\n *\n * Lake's small circle joint manipulation.\n * Minimal motion, maximum control.\n *\n * @korean ํ์์์ ๋๋ฉ์ด์
\n */\nexport const TAE_SMALL_CIRCLE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_small_circle\", \"ํ์์\")\n .asAttack(TECHNIQUE_TIMING.FAST.total)\n .wristGrab(0.12)\n .jointLock(0.2)\n .recover(0.23)\n .build();\n\n/**\n * Tae Finger Lock - ํ์๊ฐ๋ฝ๊บพ๊ธฐ\n *\n * Lake's precise finger manipulation.\n * Small joint control.\n *\n * @korean ํ์๊ฐ๋ฝ๊บพ๊ธฐ์ ๋๋ฉ์ด์
\n */\nexport const TAE_FINGER_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_finger_lock\", \"ํ์๊ฐ๋ฝ๊บพ๊ธฐ\")\n .asAttack(0.5)\n .wristGrab(0.12)\n .wristTwist(0.15)\n .recover(0.23)\n .build();\n\n/**\n * Tae Elbow Lock - ํํ๊ฟ์น๊บพ๊ธฐ\n *\n * Lake's elbow joint control.\n * Hyperextension threat.\n *\n * @korean ํํ๊ฟ์น๊บพ๊ธฐ์ ๋๋ฉ์ด์
\n */\nexport const TAE_ELBOW_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_elbow_lock\", \"ํํ๊ฟ์น๊บพ๊ธฐ\")\n .asAttack(TECHNIQUE_TIMING.FAST_MEDIUM.total)\n .armBarEntry(0.15)\n .jointLock(0.22)\n .recover(0.23)\n .build();\n\n/**\n * Tae Shoulder Lock - ํ์ด๊นจ๊บพ๊ธฐ\n *\n * Lake's shoulder joint manipulation.\n * Rotational pressure.\n *\n * @korean ํ์ด๊นจ๊บพ๊ธฐ์ ๋๋ฉ์ด์
\n */\nexport const TAE_SHOULDER_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_shoulder_lock\", \"ํ์ด๊นจ๊บพ๊ธฐ\")\n .asAttack(0.65)\n .wristGrab(0.12)\n .armBarEntry(0.15)\n .jointLock(0.2)\n .recover(0.18)\n .build();\n\n/**\n * Tae Arm Bar - ํํ๊บพ๊ธฐ\n *\n * Lake's standing arm bar.\n * Flowing into submission.\n *\n * @korean ํํ๊บพ๊ธฐ์ ๋๋ฉ์ด์
\n */\nexport const TAE_ARM_BAR_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_arm_bar\", \"ํํ๊บพ๊ธฐ\")\n .asAttack(TECHNIQUE_TIMING.MEDIUM_LIGHT.total)\n .armBarEntry(0.18)\n .armBarDrop(0.22)\n .recover(0.3)\n .build();\n\n// โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ\n// โฒ LI (๋ฆฌ) - FIRE: Precision Nerve Strikes (์ ๋ฐ ํ๊ฒฉ)\n// โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ\n\n/**\n * Li Flame Spear - ๋ฆฌํ์ฐฝ\n *\n * Fire's penetrating spear-hand strike.\n * Precision targeting vital points with fingertip thrust.\n *\n * Duration: 460ms (Fast spear-hand thrust)\n *\n * @korean ๋ฆฌํ์ฐฝ์ ๋๋ฉ์ด์
\n */\nexport const LI_FLAME_SPEAR_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"li_flame_spear\", \"๋ฆฌํ์ฐฝ\")\n .asAttack(0.46)\n .stance()\n .elbowChamber(0.07) // Compact spear setup\n .throatStrike(0.13) // Spear-hand to throat\n .punchPeak(0.05)\n .recover(0.21)\n .withSpearHand(\"right\")\n .build();\n\n/**\n * Li Temple Strike - ๋ฆฌ๊ด์๋์ด\n *\n * Fire's precision temple attack.\n * Targeting temporal region.\n *\n * @korean ๋ฆฌ๊ด์๋์ด์ ๋๋ฉ์ด์
\n */\nexport const LI_TEMPLE_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"li_temple_strike\", \"๋ฆฌ๊ด์๋์ด\")\n .asAttack(0.4)\n .stance()\n .elbowChamber(0.08)\n .hookPunch(0.12) // Curved to temple\n .recover(0.2)\n .build();\n\n/**\n * Li Nerve Strike - ๋ฆฌ์ ๊ฒฝํ๊ฒฉ\n *\n * Fire's nerve targeting strike.\n * Precise pressure point attack.\n *\n * Duration: 620ms (Deliberate precision strike)\n *\n * @korean ๋ฆฌ์ ๊ฒฝํ๊ฒฉ์ ๋๋ฉ์ด์
\n */\nexport const LI_NERVE_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"li_nerve_strike\", \"๋ฆฌ์ ๊ฒฝํ๊ฒฉ\")\n .asAttack(0.62)\n .punchWindup(0.12) // Careful positioning\n .nerveStrike(0.16) // Precise nerve cluster targeting\n .punchPeak(0.06) // Hold for accuracy\n .recover(0.28)\n .build();\n\n/**\n * Li Side Kick - ๋ฆฌ์์ฐจ๊ธฐ\n *\n * Fire's precise side kick.\n * Targeting ribs with surgical precision.\n *\n * @korean ๋ฆฌ์์ฐจ๊ธฐ์ ๋๋ฉ์ด์
\n */\nexport const LI_SIDEKICK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"li_sidekick\", \"๋ฆฌ์์ฐจ๊ธฐ\")\n .asAttack(0.5)\n .sideKickChamber(0.1)\n .withHighGuard()\n .sideKickExtend(0.12)\n .retract(0.13)\n .recover(0.15)\n .build();\n\n/**\n * Li Pressure Point - ๋ฆฌ๊ธ์\n *\n * Fire's pressure point strike.\n * Single finger or knuckle attack with precision targeting.\n *\n * Duration: 470ms (Fast finger strike with hold)\n *\n * @korean ๋ฆฌ๊ธ์์ ๋๋ฉ์ด์
\n */\nexport const LI_PRESSURE_POINT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"li_pressure_point\", \"๋ฆฌ๊ธ์\")\n .asAttack(0.47)\n .stance()\n .punchWindup(0.08) // Setup\n .punchExtend(0.13) // Finger strike\n .punchPeak(0.05) // Hold on pressure point\n .recover(0.21)\n .withSpearHand(\"right\") // Single finger extension\n .build();\n\n/**\n * Li Solar Plexus Strike - ๋ฆฌ๋ช
์น\n *\n * Fire's solar plexus targeting palm.\n * Diaphragm disruption technique.\n *\n * @korean ๋ฆฌ๋ช
์น์ ๋๋ฉ์ด์
\n */\n/**\n * Li Solar Plexus - ๋ฆฌ๋ช
์น (Fire's Precision Spear-Hand Strike)\n *\n * Precise spear-hand thrust directly to solar plexus (๋ช
์น/myeongchi).\n * Li (Fire) element: Linear, direct, penetrating precision strike.\n * Uses targeted strike technique for deep diaphragm disruption.\n *\n * Korean Martial Arts: ๊ด์๋ช
์น์ง๋ฅด๊ธฐ (Gwansu Myeongchi Jireugi)\n * - ์ ๋ฐํ๊ฒฉ (Precise Strike): Pinpoint accuracy to diaphragm\n * - ์ง์ ๊ดํต (Linear Penetration): Straight thrust, no arc\n * - ์ฐฝ์ํ (Spear-Hand Form): Extended fingers, focused energy\n * - ํธํก์ฐจ๋จ (Breath Disruption): Diaphragm paralysis technique\n *\n * Contrasts with Son (Wind) flowing push:\n * - Li: Targeted strike, linear thrust, single point\n * - Son: Palm push, flowing wave, broad surface\n *\n * Diaphragm disruption technique.\n *\n * @korean ๋ฆฌ๋ช
์น์ ๋๋ฉ์ด์
\n */\nexport const LI_SOLAR_PLEXUS_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"li_solar_plexus\", \"๋ฆฌ๋ช
์น\")\n .asAttack(0.38) // Faster, more direct than Son\n .stance()\n .punchWindup(0.05) // Quick chamber (faster, precise)\n .solarPlexusStrike(0.13) // Precise solar plexus strike\n .recover(0.2)\n .build();\n\n// โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ\n// โณ JIN (์ง) - THUNDER: Explosive Power (ํญ๋ฐ๋ ฅ)\n// โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ\n\n/**\n * Jin Lightning Flash - ์ง์ ๊ด\n *\n * Thunder's lightning-fast straight punch.\n * Explosive acceleration with proper technique phases.\n *\n * Duration: 520ms (Explosive fast punch)\n *\n * @korean ์ง์ ๊ด์ ๋๋ฉ์ด์
\n */\nexport const JIN_LIGHTNING_FLASH_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"jin_lightning_flash\", \"์ง์ ๊ด\")\n .asAttack(0.52)\n .stance()\n .punchWindup(0.1) // Lightning prep\n .punchExtend(0.14) // Explosive speed\n .punchPeak(0.05) // Thunder impact\n .recover(0.23)\n .build();\n\n/**\n * Jin Jumping Front Kick - ์ง๋ฐ์ด์์ฐจ๊ธฐ\n *\n * Thunder's explosive jumping front kick.\n * Airborne striking power.\n *\n * @korean ์ง๋ฐ์ด์์ฐจ๊ธฐ์ ๋๋ฉ์ด์
\n */\nexport const JIN_JUMPING_FRONT_KICK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"jin_jumping_front_kick\", \"์ง๋ฐ์ด์์ฐจ๊ธฐ\")\n .asAttack(TECHNIQUE_TIMING.FAST.total)\n .stance()\n .jump(0.05) // ๋์ฝ - leap\n .chamber(0.08) // Kick chamber in air\n .extend(0.15) // Kick in air\n .retract(0.12)\n .recover(0.2)\n .build();\n\n/**\n * Jin Tornado Kick - ์งํ์ ์ฐจ๊ธฐ\n *\n * Thunder's devastating tornado kick.\n * Full rotation with explosive power.\n *\n * @korean ์งํ์ ์ฐจ๊ธฐ์ ๋๋ฉ์ด์
\n */\nexport const JIN_TORNADO_KICK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"jin_tornado_kick\", \"์งํ์ ์ฐจ๊ธฐ\")\n .asAttack(0.65)\n .chamber(0.08)\n .backKickSpin(0.15)\n .roundhouseExtend(0.15)\n .spinRecover(0.27)\n .build();\n\n/**\n * Jin Flying Sidekick - ์ง๋ฐ์ด์์ฐจ๊ธฐ\n *\n * Thunder's airborne side kick.\n * Maximum height and distance.\n *\n * @korean ์ง๋ฐ์ด์์ฐจ๊ธฐ์ ๋๋ฉ์ด์
\n */\nexport const JIN_FLYING_SIDEKICK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"jin_flying_sidekick\", \"์ง๋ฐ์ด์์ฐจ๊ธฐ\")\n .asAttack(TECHNIQUE_TIMING.FAST_MEDIUM.total)\n .chamber(0.1)\n .sideKickChamber(0.1)\n .sideKickExtend(0.15)\n .recover(0.25)\n .build();\n\n/**\n * Jin Back Kick - ์ง๋ค์ฐจ๊ธฐ\n *\n * Thunder's explosive back kick.\n * Spinning with thunderous power.\n *\n * @korean ์ง๋ค์ฐจ๊ธฐ์ ๋๋ฉ์ด์
\n */\nexport const JIN_BACK_KICK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"jin_back_kick\", \"์ง๋ค์ฐจ๊ธฐ\")\n .asAttack(TECHNIQUE_TIMING.FAST_MEDIUM.total)\n .backKickSpin(0.15)\n .backKickThrust(0.15)\n .spinRecover(0.3)\n .build();\n\n/**\n * Jin Knee Strike - ์ง๋ฌด๋ฆ์ฐจ๊ธฐ\n *\n * Thunder's explosive knee strike.\n * Rising knee with devastating power.\n *\n * @korean ์ง๋ฌด๋ฆ์ฐจ๊ธฐ์ ๋๋ฉ์ด์
\n */\nexport const JIN_KNEE_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"jin_knee_strike\", \"์ง๋ฌด๋ฆ์ฐจ๊ธฐ\")\n .asAttack(0.45)\n .clinchGrab(0.1)\n .withClinch()\n .kneeStrike(0.15)\n .recover(0.2)\n .build();\n\n// โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ\n// โด SON (์) - WIND: Continuous Pressure (์ง์ ๊ณต๊ฒฉ)\n// โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ\n\n/**\n * Son Whirlwind Barrage - ์์ ํ์ฐ๊ฒฉ\n *\n * Wind's continuous whirlwind of strikes.\n * Rapid combination attacks.\n *\n * @korean ์์ ํ์ฐ๊ฒฉ์ ๋๋ฉ์ด์
\n */\nexport const SON_WHIRLWIND_BARRAGE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"son_whirlwind_barrage\", \"์์ ํ์ฐ๊ฒฉ\")\n .asAttack(0.68)\n .punchWindup(0.09) // Setup\n .punchExtend(0.1) // First jab\n .punchWindup(0.05) // Quick reset\n .punchExtend(0.1) // Second jab\n .punchPeak(0.04) // Hold\n .hookWindup(0.1) // Hook chamber\n .hookPunch(0.14) // Hook follow-up\n .recover(0.06)\n .build();\n\n/**\n * Son Sweeping Low Kick - ์ํ๋จ์ฐจ๊ธฐ\n *\n * Wind's sweeping low leg kick.\n * Continuous pressure on legs.\n *\n * @korean ์ํ๋จ์ฐจ๊ธฐ์ ๋๋ฉ์ด์
\n */\nexport const SON_SWEEPING_LOW_KICK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"son_sweeping_low_kick\", \"์ํ๋จ์ฐจ๊ธฐ\")\n .asAttack(0.42)\n .lowKickChamber(0.08)\n .withGuard()\n .lowKickSweep(0.12)\n .recover(0.22)\n .build();\n\n/**\n * Son Rhythmic Strikes - ์๋ฆฌ๋ฌ๊ฒฉ\n *\n * Wind's rhythmic striking pattern.\n * Unpredictable timing variations.\n *\n * @korean ์๋ฆฌ๋ฌ๊ฒฉ์ ๋๋ฉ์ด์
\n */\nexport const SON_RHYTHMIC_STRIKES_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"son_rhythmic_strikes\", \"์๋ฆฌ๋ฌ๊ฒฉ\")\n .asAttack(0.48)\n .withGuard()\n .punchWindup(0.06)\n .punchExtend(0.1)\n .crossPunch(0.12)\n .recover(0.2)\n .build();\n\n/**\n * Son Flowing Push - ์์ ์ (Wind's Continuous Wave Push)\n *\n * Wind's flowing push technique with continuous forward pressure.\n * Son (Wind) element: Circular, flowing, unrelenting pressure like wind gusts.\n * Uses double-palm (์์ฅ/ssangjang) wave motion for sustained force.\n *\n * Korean Martial Arts: ์์ฅ๋ฐ๊ธฐ (Ssangjang Milgi) - \"Double Palm Push\"\n * - ์ฐ์์๋ฐ (Continuous Pressure): Wave-like forward momentum\n * - ์ํํ๋ฆ (Circular Flow): Not straight, flowing like wind\n * - ์์ฅ๋ฒ (Double Palm Method): Both palms working in harmony\n * - ๋ฐ์ด์น๊ธฐ (Push-Strike): Pushing force, not penetrating\n *\n * Contrasts with Li (Fire) precision strike:\n * - Son: Double palm, flowing wave, broad pressure\n * - Li: Spear-hand, linear thrust, single point\n *\n * Continuous forward pressure technique.\n *\n * @korean ์์ ์์ ๋๋ฉ์ด์
\n */\nexport const SON_FLOWING_PUSH_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"son_flowing_push\", \"์์ ์\")\n .asAttack(0.45) // Slightly longer for flowing motion\n .shift(0.08, \"ease-out\") // Body flows forward (Wind characteristic)\n .punchWindup(0.07) // Quick windup\n .palmStrike(0.15, \"linear\") // Extended palm push (longer contact)\n .shift(0.05, \"ease-in\") // Continue forward pressure\n .recover(0.1) // Quick recovery (Wind agility)\n .build();\n\n/**\n * Son Spinning Elbow - ์ํ์ ํ๊ฟ์น\n *\n * Wind's spinning elbow attack.\n * Rotational momentum.\n *\n * @korean ์ํ์ ํ๊ฟ์น์ ๋๋ฉ์ด์
\n */\nexport const SON_SPINNING_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"son_spinning_elbow\", \"์ํ์ ํ๊ฟ์น\")\n .asAttack(0.48)\n .backKickSpin(0.15)\n .elbowStrike(0.12)\n .spinRecover(0.21)\n .build();\n\n/**\n * Son Rapid Footwork - ์๋ฐ๋๋ฆผ\n *\n * Wind's rapid footwork movement.\n * Evasive positioning.\n *\n * @korean ์๋ฐ๋๋ฆผ์ ๋๋ฉ์ด์
\n */\nexport const SON_RAPID_FOOTWORK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"son_rapid_footwork\", \"์๋ฐ๋๋ฆผ\")\n .asMovement(0.35)\n .withGuard()\n .recover(0.35)\n .build();\n\n// โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ\n// โต GAM (๊ฐ) - WATER: Flow & Adaptation (์ ๋ ๋ฐ๊ฒฉ)\n// โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ\n\n/**\n * Gam Water Counter - ๊ฐ์๋ฐ๊ฒฉ\n *\n * Water's flowing counter technique.\n * Redirecting force into counter.\n *\n * @korean ๊ฐ์๋ฐ๊ฒฉ์ ๋๋ฉ์ด์
\n */\nexport const GAM_WATER_COUNTER_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gam_water_counter\", \"๊ฐ์๋ฐ๊ฒฉ\")\n .asAttack(0.48)\n .stance()\n .counterParry(0.1)\n .counterStrike(0.15)\n .recover(0.23)\n .build();\n\n/**\n * Gam Redirect Throw - ๊ฐ์ ๋๋์ง๊ธฐ\n *\n * Water's redirecting throw.\n * Using opponent's momentum.\n *\n * @korean ๊ฐ์ ๋๋์ง๊ธฐ์ ๋๋ฉ์ด์
\n */\nexport const GAM_REDIRECT_THROW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gam_redirect_throw\", \"๊ฐ์ ๋๋์ง๊ธฐ\")\n .asAttack(TECHNIQUE_TIMING.FAST_MEDIUM.total)\n .parry(0.12)\n .throwEntry(0.15)\n .throwExecute(0.18)\n .recover(0.15)\n .build();\n\n/**\n * Gam Flowing Block - ๊ฐ์ ๋ง๊ธฐ\n *\n * Water's flowing defensive block.\n * Soft absorption of force.\n *\n * @korean ๊ฐ์ ๋ง๊ธฐ์ ๋๋ฉ์ด์
\n */\nexport const GAM_FLOWING_BLOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gam_flowing_block\", \"๊ฐ์ ๋ง๊ธฐ\")\n .asDefense(TECHNIQUE_TIMING.FAST.total)\n .parry(TECHNIQUE_TIMING.FAST.chamber + TECHNIQUE_TIMING.FAST.extend)\n .recover(\n TECHNIQUE_TIMING.FAST.peak +\n TECHNIQUE_TIMING.FAST.retract +\n TECHNIQUE_TIMING.FAST.recover,\n )\n .build();\n\n/**\n * Gam Circular Parry - ๊ฐ์๋ง๊ธฐ (Water's Circular Deflection)\n *\n * Water's circular parrying motion that flows in continuous arcs.\n * Redirects attacks in smooth circular patterns like water swirling.\n *\n * Duration: 500ms (Slower, more circular than basic parry)\n *\n * @korean ๊ฐ์๋ง๊ธฐ์ ๋๋ฉ์ด์
\n */\nexport const GAM_CIRCULAR_PARRY_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gam_circular_parry\", \"๊ฐ์๋ง๊ธฐ\")\n .asDefense(0.5)\n .counterParry(0.18, \"ease-out\") // First circular arc\n .parry(0.14, \"linear\") // Second arc of the circle\n .shift(0.08, \"ease-in\") // Body adjusts with flow\n .recover(0.1)\n .build();\n\n/**\n * Gam Hip Throw - ๊ฐํ๋ฆฌ์น๊ธฐ\n *\n * Water's flowing hip throw.\n * Gentle redirection into throw.\n *\n * @korean ๊ฐํ๋ฆฌ์น๊ธฐ์ ๋๋ฉ์ด์
\n */\nexport const GAM_HIP_THROW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gam_hip_throw\", \"๊ฐํ๋ฆฌ์น๊ธฐ\")\n .asAttack(0.65)\n .throwEntry(0.2)\n .throwExecute(0.22)\n .recover(0.23)\n .build();\n\n/**\n * Gam Wrist Twist Counter - ๊ฐ์๋ชฉ๋นํ๊ธฐ (Water's Wrist Manipulation Counter)\n *\n * Water's wrist twist counter that flows into joint manipulation.\n * Catching and spiraling the wrist in a water-like continuous motion.\n *\n * Duration: 520ms (Precise joint manipulation timing)\n *\n * @korean ๊ฐ์๋ชฉ๋นํ๊ธฐ์ ๋๋ฉ์ด์
\n */\nexport const GAM_WRIST_TWIST_COUNTER_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gam_wrist_twist_counter\", \"๊ฐ์๋ชฉ๋นํ๊ธฐ\")\n .asAttack(0.52)\n .parry(0.08, \"ease-out\") // Quick catch\n .wristGrab(0.1, \"linear\") // Secure grip\n .shift(0.09, \"ease-in\") // Position for counter\n .wristTwist(0.13, \"linear\") // Apply spiral pressure\n .recover(0.12)\n .build();\n\n// โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ\n// โถ GAN (๊ฐ) - MOUNTAIN: Defensive Mastery (๋ฐฉ์ด ๋ง์คํฐ๋ฆฌ)\n// โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ\n\n/**\n * Gan Rock Defense (Legacy) - ๊ฐ์๋ฐฉ์ด\n *\n * Mountain's immovable rock defense.\n * Absorbing attacks like a mountain.\n *\n * @deprecated This is a legacy simplified animation. Use the comprehensive\n * `GAN_ROCK_DEFENSE_ANIMATION` from `GanTechniqueAnimations.ts` instead,\n * which provides detailed block-absorb-counter mechanics with authentic\n * Hapkido defensive techniques (๋ฐ์๋ฐฉ์ด).\n *\n * @korean ๊ฐ์๋ฐฉ์ด์ ๋๋ฉ์ด์
\n */\nexport const GAN_ROCK_DEFENSE_ANIMATION_LEGACY: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gan_rock_defense_legacy\", \"๊ฐ์๋ฐฉ์ด\")\n .asDefense(0.4)\n .withHighGuard()\n .parry(0.18)\n .recover(0.22)\n .build();\n\n/**\n * Gan Immovable Stance - ๊ฐ๋ถ๋์์ธ\n *\n * Mountain's immovable fighting stance.\n * Rooted and unshakeable defensive posture.\n *\n * Characteristics:\n * - Deep rooted stance with minimal movement\n * - High solid guard protecting head/torso\n * - Weight evenly distributed for maximum stability\n * - Slight breathing cycle for realism\n *\n * @korean ๊ฐ๋ถ๋์์ธ์ ๋๋ฉ์ด์
\n */\nexport const GAN_IMMOVABLE_STANCE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gan_immovable_stance\", \"๊ฐ๋ถ๋์์ธ\")\n .asIdle(2.0, true)\n // Keyframe 0: Immovable rooted position\n .at(0)\n .rotate(BoneName.PELVIS, 0, 0, 0) // Neutral, grounded\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0) // Stable core\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // Solid upper body\n .rotate(BoneName.KNEE_L, -0.314, 0, 0) // -18ยฐ deep bend for stability\n .rotate(BoneName.KNEE_R, -0.314, 0, 0) // -18ยฐ deep bend for stability\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44) // -20ยฐ, 0ยฐ, -25ยฐ (high guard)\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44) // -20ยฐ, 0ยฐ, 25ยฐ (high guard)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92) // -110ยฐ (reinforced)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92) // 110ยฐ (reinforced)\n .rotate(BoneName.WRIST_L, 0, 0, 0) // Neutral\n .rotate(BoneName.WRIST_R, 0, 0, 0)\n .rotate(BoneName.HEAD, 0, 0, 0) // Focused forward\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Keyframe 1.0s: Slight breath (mountain stillness)\n .at(1.0)\n .rotate(BoneName.SPINE_UPPER, -0.026, 0, 0) // -1.5ยฐ tiny chest expansion\n .rotate(BoneName.SHOULDER_L, -0.366, 0, -0.453) // Slight shoulder adjust\n .rotate(BoneName.SHOULDER_R, -0.366, 0, 0.453)\n .rotate(BoneName.KNEE_L, -0.331, 0, 0) // -19ยฐ slightly deeper\n .rotate(BoneName.KNEE_R, -0.331, 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0) // No movement\n .done<MartialArtsAnimationBuilder>()\n // Keyframe 2.0s: Return to start\n .at(2.0)\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0)\n .rotate(BoneName.KNEE_L, -0.314, 0, 0)\n .rotate(BoneName.KNEE_R, -0.314, 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.44)\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.92)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.92)\n .rotate(BoneName.WRIST_L, 0, 0, 0)\n .rotate(BoneName.WRIST_R, 0, 0, 0)\n .rotate(BoneName.HEAD, 0, 0, 0)\n .position(BoneName.PELVIS, 0, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n/**\n * Gan Iron Block - ๊ฐ์ฒ ๋ฐฉ์ด (Mountain's Iron-Hard Block)\n *\n * Mountain's iron-like blocking technique with minimal movement.\n * Rigid, immovable defense that absorbs impact through solid structure.\n *\n * Duration: 400ms (Solid, deliberate block timing)\n *\n * @korean ๊ฐ์ฒ ๋ฐฉ์ด์ ๋๋ฉ์ด์
\n */\nexport const GAN_IRON_BLOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gan_iron_block\", \"๊ฐ์ฒ ๋ฐฉ์ด\")\n .asDefense(0.4)\n .withHighGuard()\n .parry(0.15, \"ease-out\") // Minimal, rigid movement\n .parry(0.15, \"linear\") // Hold solid like iron\n .recover(0.1, \"ease-in\")\n .build();\n\n/**\n * Gan Counter Strike - ๊ฐ๋ฐ๊ฒฉ\n *\n * Mountain's powerful counter strike.\n * Patience followed by devastation.\n *\n * @korean ๊ฐ๋ฐ๊ฒฉ์ ๋๋ฉ์ด์
\n */\nexport const GAN_COUNTER_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gan_counter_strike\", \"๊ฐ๋ฐ๊ฒฉ\")\n .asAttack(0.5)\n .withHighGuard()\n .counterParry(0.12)\n .counterStrike(0.15)\n .recover(0.23)\n .build();\n\n/**\n * Gan Mountain Stance Lock - ๊ฐ์ฐ์
์ ๊ธ\n *\n * Mountain's immovable joint lock.\n * Trapping opponent in static lock.\n *\n * @korean ๊ฐ์ฐ์
์ ๊ธ์ ๋๋ฉ์ด์
\n */\nexport const GAN_MOUNTAIN_STANCE_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gan_mountain_stance_lock\", \"๊ฐ์ฐ์
์ ๊ธ\")\n .asAttack(TECHNIQUE_TIMING.FAST_MEDIUM.total)\n .wristGrab(0.15)\n .jointLock(0.22)\n .recover(0.23)\n .build();\n\n/**\n * Gan Reversal Technique - ๊ฐ์ญ์ ๊ธฐ (Mountain's Counter-Reversal)\n *\n * Mountain's reversal technique that turns defense into powerful offense.\n * Absorbs attack solidly, then delivers devastating counter with accumulated force.\n *\n * Duration: 650ms (Deliberate absorption then explosive counter)\n *\n * @korean ๊ฐ์ญ์ ๊ธฐ์ ๋๋ฉ์ด์
\n */\nexport const GAN_REVERSAL_TECHNIQUE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gan_reversal_technique\", \"๊ฐ์ญ์ ๊ธฐ\")\n .asAttack(0.65)\n .parry(0.15, \"ease-out\") // Solid block\n .chamber(0.15, \"linear\") // Mountain gathers power\n .counterStrike(0.18, \"ease-out\") // Explosive reversal\n .recover(0.17)\n .build();\n\n// โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ\n// โท GON (๊ณค) - EARTH: Grounding & Takedowns (๋์ด๋จ๋ฆฌ๊ธฐ)\n// โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ\n\n/**\n * Gon Earth Embrace - ๊ณค๋์งํฌ์น\n *\n * Earth's embracing grapple.\n * Full body clinch control.\n *\n * @korean ๊ณค๋์งํฌ์น์ ๋๋ฉ์ด์
\n */\nexport const GON_EARTH_EMBRACE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gon_earth_embrace\", \"๊ณค๋์งํฌ์น\")\n .asAttack(TECHNIQUE_TIMING.FAST_MEDIUM.total)\n .clinchGrab(0.15)\n .withClinch()\n .jointLock(0.2)\n .recover(0.25)\n .build();\n\n/**\n * Gon Leg Sweep - ๊ณค๊ฑธ๊ธฐ\n *\n * Earth's grounding leg sweep.\n * Taking opponent to ground.\n *\n * @korean ๊ณค๊ฑธ๊ธฐ์ ๋๋ฉ์ด์
\n */\nexport const GON_LEG_SWEEP_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gon_leg_sweep\", \"๊ณค๊ฑธ๊ธฐ\")\n .asAttack(TECHNIQUE_TIMING.FAST.total)\n .stance()\n .sweep(0.2)\n .recover(0.35)\n .build();\n\n/**\n * Gon Ssireum Throw - ๊ณค์จ๋ฆ๋์ง๊ธฐ\n *\n * Earth's traditional Ssireum throw.\n * Korean wrestling technique.\n *\n * @korean ๊ณค์จ๋ฆ๋์ง๊ธฐ์ ๋๋ฉ์ด์
\n */\nexport const GON_SSIREUM_THROW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gon_ssireum_throw\", \"๊ณค์จ๋ฆ๋์ง๊ธฐ\")\n .asAttack(0.65)\n .clinchGrab(0.12)\n .throwEntry(0.15)\n .throwExecute(0.2)\n .recover(0.18)\n .build();\n\n/**\n * Gon Ground Pound - ๊ณค๋
๋ด๋ฆฌ๊ธฐ\n *\n * Earth's ground pound slam.\n * Driving opponent into earth.\n *\n * @korean ๊ณค๋
๋ด๋ฆฌ๊ธฐ์ ๋๋ฉ์ด์
\n */\nexport const GON_GROUND_POUND_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gon_ground_pound\", \"๊ณค๋
๋ด๋ฆฌ๊ธฐ\")\n .asAttack(TECHNIQUE_TIMING.MEDIUM_LIGHT.total)\n .slamLift(0.22)\n .slamDown(0.2)\n .recover(0.28)\n .build();\n\n/**\n * Gon Ankle Pick - ๊ณค๋ฐ๋ชฉ์ก๊ธฐ (Earth's Grabbing Ankle Takedown)\n *\n * Earth's ankle pick takedown using grabbing and pulling technique.\n * Gon (Earth) element: Grounding, control, downward force.\n * Grabs ankle and pulls to unbalance opponent onto the ground.\n *\n * Korean Martial Arts: ๋ฐ๋ชฉ์ก์๋น๊ธฐ๊ธฐ (Balmok Jaba-danggigi) - \"Ankle Grab-Pull\"\n * - ๋ฎ์์์ธ (Low Stance): Drop to ground level\n * - ๋ฐ๋ชฉ์ก๊ธฐ (Ankle Grip): Secure hold on ankle\n * - ๋น๊ธฐ๊ธฐ (Pulling): Pull opponent's base out\n * - ์ ์ง์ํค๊ธฐ (Grounding): Force opponent to earth\n *\n * Contrasts with DarkOps achilles strike:\n * - Gon: Grabbing, pulling, takedown (control/submission)\n * - DarkOps: Striking, severing, disable (combat destruction)\n *\n * Low level attack on base for takedown.\n *\n * @korean ๊ณค๋ฐ๋ชฉ์ก๊ธฐ์ ๋๋ฉ์ด์
\n */\nexport const GON_ANKLE_PICK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gon_ankle_pick\", \"๊ณค๋ฐ๋ชฉ์ก๊ธฐ\")\n .asAttack(0.55) // Slightly longer for grabbing motion\n .duck(0.12) // Drop to low level (different from sweep)\n .wristGrab(0.15) // Ankle grab motion (using wrist grab mechanic)\n .shift(0.12, \"ease-in\") // Pull opponent off balance\n .recover(0.16)\n .build();\n\n/**\n * Gon Body Lock Takedown - ๊ณค๋ฐ๋๋ฝ\n *\n * Earth's body lock takedown.\n * Bear hug to ground.\n *\n * @korean ๊ณค๋ฐ๋๋ฝ์ ๋๋ฉ์ด์
\n */\nexport const GON_BODY_LOCK_TAKEDOWN_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gon_body_lock_takedown\", \"๊ณค๋ฐ๋๋ฝ\")\n .asAttack(TECHNIQUE_TIMING.MEDIUM_LIGHT.total)\n .clinchGrab(0.15)\n .slamLift(0.2)\n .slamDown(0.18)\n .recover(0.17)\n .build();\n\n/**\n * Gon Sacrifice Throw - ๊ณคํฌ์๋์ง๊ธฐ\n *\n * Earth's sacrifice throw.\n * Going to ground to throw opponent.\n *\n * @korean ๊ณคํฌ์๋์ง๊ธฐ์ ๋๋ฉ์ด์
\n */\nexport const GON_SACRIFICE_THROW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gon_sacrifice_throw\", \"๊ณคํฌ์๋์ง๊ธฐ\")\n .asAttack(TECHNIQUE_TIMING.MEDIUM_HEAVY.total)\n .clinchGrab(0.12)\n .throwEntry(0.18)\n .throwExecute(0.2)\n .recover(0.25)\n .build();\n\n// โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ\n// STANCE IDLE ANIMATIONS (์์ธ ๋๊ธฐ ์ ๋๋ฉ์ด์
)\n// โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ\n\n/**\n * Stance Idle Animations\n *\n * Idle/stance animations for each of the eight trigram stances (ํ๊ด ์์ธ).\n * These animations define the resting position for each stance, incorporating\n * authentic Korean martial arts biomechanics including proper knee bend angles,\n * weight distribution, and leg alignment.\n *\n * Each stance animation uses the KOREAN_STANCE_BIOMECHANICS constants to ensure\n * anatomically accurate positioning based on traditional Korean martial arts\n * (Taekwondo ํ๊ถ๋, Hapkido ํฉ๊ธฐ๋, Taekyon ํ๊ฒฌ, Ssireum ์จ๋ฆ).\n *\n * @module systems/animation/StanceAnimations\n * @korean ์์ธ๋๊ธฐ์ ๋๋ฉ์ด์
\n */\n\n/**\n * โฐ Geon Heaven Stance - ๊ฑด ํ๋ ์์ธ\n *\n * Forward stance (์์๊ธฐ) from Taekwondo with deep front knee bend\n * for powerful direct force techniques.\n *\n * Characteristics:\n * - 70ยฐ front knee bend (deep flexion)\n * - 160ยฐ back leg (extended)\n * - 60/40 weight distribution\n * - 1.2x shoulder width stance\n *\n * @korean ๊ฑด์ฒ์์ธ\n */\nexport const createGeonStance = (): SkeletalAnimation => {\n const biomech = KOREAN_STANCE_BIOMECHANICS.GEON_HEAVEN;\n const guard = GEON_HIGH_GUARD_POSE;\n\n // Calculate knee rotation from flexion angle\n // 180ยฐ = straight, 90ยฐ = right angle bend\n // Rotation = -(180 - angle) converts to forward bend\n const frontKneeRotation = toRadians(-(180 - biomech.frontKneeBend));\n const backKneeRotation = toRadians(-(180 - biomech.backKneeBend));\n\n // Hip height adjustment (lower = more forward lean)\n const hipYOffset = -0.15 * (1.0 - biomech.hipHeight);\n const hipZOffset = 0.1 * biomech.weightDistribution.front;\n\n // Calculate foot positions based on stance width (๋ฐ๋๋น)\n const footPositions = calculateFootPositions(\n biomech.stanceWidth,\n DEFAULT_SHOULDER_WIDTH_CM,\n );\n\n return (\n MartialArtsAnimationBuilder.create(\"stance_geon\", \"๊ฑด ์์ธ\")\n .asIdle(1.0, true)\n .at(0)\n // === ARM POSITIONS (from StanceGuardPoses) ===\n // Left arm - high guard protecting temple\n .rotate(\n BoneName.SHOULDER_L,\n guard.leftArm.shoulder.x,\n guard.leftArm.shoulder.y,\n guard.leftArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_L,\n guard.leftArm.elbow.x,\n guard.leftArm.elbow.y,\n guard.leftArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_L,\n guard.leftArm.wrist.x,\n guard.leftArm.wrist.y,\n guard.leftArm.wrist.z,\n )\n // Right arm - high guard protecting temple\n .rotate(\n BoneName.SHOULDER_R,\n guard.rightArm.shoulder.x,\n guard.rightArm.shoulder.y,\n guard.rightArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_R,\n guard.rightArm.elbow.x,\n guard.rightArm.elbow.y,\n guard.rightArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_R,\n guard.rightArm.wrist.x,\n guard.rightArm.wrist.y,\n guard.rightArm.wrist.z,\n )\n // Torso rotation for proper stance\n .rotate(BoneName.SPINE_UPPER, guard.torso.x, guard.torso.y, guard.torso.z)\n\n // === LEG POSITIONS (from biomechanics) ===\n // Front leg (right): Deep knee bend for forward stance\n .rotate(BoneName.HIP_R, frontKneeRotation, 0, 0)\n .rotate(BoneName.KNEE_R, frontKneeRotation - 0.1, 0, 0)\n\n // Back leg (left): Extended for power base\n .rotate(BoneName.HIP_L, backKneeRotation, 0, 0)\n .rotate(BoneName.KNEE_L, backKneeRotation + 0.1, 0, 0)\n\n // === FOOT POSITIONING (Stance Width: 1.35x shoulder width) ===\n .position(BoneName.FOOT_L, footPositions.leftFootX, 0, 0)\n .position(BoneName.FOOT_R, footPositions.rightFootX, 0, 0)\n\n // Hip position for weight distribution and height\n .position(BoneName.PELVIS, 0, hipYOffset, hipZOffset)\n .done<MartialArtsAnimationBuilder>()\n .build()\n );\n};\n\n/**\n * โฑ Tae Lake Stance - ํ ํธ์ ์์ธ\n *\n * Cat stance (๊ณ ์์ด์๊ธฐ) from Hapkido with 90/10 weight distribution\n * for fluid joint manipulation techniques.\n *\n * Characteristics:\n * - 170ยฐ front leg (nearly straight, light)\n * - 120ยฐ back knee (bent for spring loading)\n * - 10/90 weight distribution (back-heavy)\n * - 0.8x shoulder width (narrow)\n *\n * @korean ํํธ์์์ธ\n */\nexport const createTaeStance = (): SkeletalAnimation => {\n const biomech = KOREAN_STANCE_BIOMECHANICS.TAE_LAKE;\n const guard = TAE_FLUID_GUARD_POSE;\n\n const frontKneeRotation = toRadians(-(180 - biomech.frontKneeBend));\n const backKneeRotation = toRadians(-(180 - biomech.backKneeBend));\n\n const hipYOffset = -0.1 * (1.0 - biomech.hipHeight);\n const hipZOffset = -0.08 * biomech.weightDistribution.back; // Back-weighted\n\n // Calculate foot positions based on stance width (๋ฐ๋๋น)\n const footPositions = calculateFootPositions(\n biomech.stanceWidth,\n DEFAULT_SHOULDER_WIDTH_CM,\n );\n\n return (\n MartialArtsAnimationBuilder.create(\"stance_tae\", \"ํ ์์ธ\")\n .asIdle(1.0, true)\n .at(0)\n // === ARM POSITIONS (from StanceGuardPoses) ===\n .rotate(\n BoneName.SHOULDER_L,\n guard.leftArm.shoulder.x,\n guard.leftArm.shoulder.y,\n guard.leftArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_L,\n guard.leftArm.elbow.x,\n guard.leftArm.elbow.y,\n guard.leftArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_L,\n guard.leftArm.wrist.x,\n guard.leftArm.wrist.y,\n guard.leftArm.wrist.z,\n )\n .rotate(\n BoneName.SHOULDER_R,\n guard.rightArm.shoulder.x,\n guard.rightArm.shoulder.y,\n guard.rightArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_R,\n guard.rightArm.elbow.x,\n guard.rightArm.elbow.y,\n guard.rightArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_R,\n guard.rightArm.wrist.x,\n guard.rightArm.wrist.y,\n guard.rightArm.wrist.z,\n )\n .rotate(BoneName.SPINE_UPPER, guard.torso.x, guard.torso.y, guard.torso.z)\n\n // === LEG POSITIONS (from biomechanics) ===\n // Front leg (right): Nearly straight, light weight\n .rotate(BoneName.HIP_R, frontKneeRotation, 0, 0)\n .rotate(BoneName.KNEE_R, frontKneeRotation - 0.05, 0, 0)\n\n // Back leg (left): Bent for spring-loaded movement\n .rotate(BoneName.HIP_L, backKneeRotation, 0, 0)\n .rotate(BoneName.KNEE_L, backKneeRotation + 0.15, 0, 0)\n\n // === FOOT POSITIONING (Stance Width: 0.9x shoulder width) ===\n .position(BoneName.FOOT_L, footPositions.leftFootX, 0, 0)\n .position(BoneName.FOOT_R, footPositions.rightFootX, 0, 0)\n\n // Hip position - back-weighted, higher\n .position(BoneName.PELVIS, 0, hipYOffset, hipZOffset)\n .done<MartialArtsAnimationBuilder>()\n .build()\n );\n};\n\n/**\n * โฒ Li Fire Stance - ๋ฆฌ ํ์ผ ์์ธ\n *\n * Fighting stance (์ ํฌ์๊ธฐ) from Taekwondo with balanced 50/50 weight\n * for precision nerve strikes.\n *\n * Characteristics:\n * - 135ยฐ both knees (moderate bend)\n * - 50/50 weight distribution (balanced)\n * - 1.0x shoulder width (standard)\n * - Medium hip height\n *\n * @korean ๋ฆฌํ์ผ์์ธ\n */\nexport const createLiStance = (): SkeletalAnimation => {\n const biomech = KOREAN_STANCE_BIOMECHANICS.LI_FIRE;\n const guard = LI_FIRE_GUARD_POSE;\n\n const kneeRotation = toRadians(-(180 - biomech.frontKneeBend));\n\n const hipYOffset = -0.12 * (1.0 - biomech.hipHeight);\n\n // Calculate foot positions based on stance width (๋ฐ๋๋น)\n const footPositions = calculateFootPositions(\n biomech.stanceWidth,\n DEFAULT_SHOULDER_WIDTH_CM,\n );\n\n return (\n MartialArtsAnimationBuilder.create(\"stance_li\", \"๋ฆฌ ์์ธ\")\n .asIdle(1.0, true)\n .at(0)\n // === ARM POSITIONS (from StanceGuardPoses) ===\n .rotate(\n BoneName.SHOULDER_L,\n guard.leftArm.shoulder.x,\n guard.leftArm.shoulder.y,\n guard.leftArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_L,\n guard.leftArm.elbow.x,\n guard.leftArm.elbow.y,\n guard.leftArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_L,\n guard.leftArm.wrist.x,\n guard.leftArm.wrist.y,\n guard.leftArm.wrist.z,\n )\n .rotate(\n BoneName.SHOULDER_R,\n guard.rightArm.shoulder.x,\n guard.rightArm.shoulder.y,\n guard.rightArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_R,\n guard.rightArm.elbow.x,\n guard.rightArm.elbow.y,\n guard.rightArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_R,\n guard.rightArm.wrist.x,\n guard.rightArm.wrist.y,\n guard.rightArm.wrist.z,\n )\n .rotate(BoneName.SPINE_UPPER, guard.torso.x, guard.torso.y, guard.torso.z)\n\n // === LEG POSITIONS (from biomechanics) ===\n // Both legs: Equal moderate bend for balance\n .rotate(BoneName.HIP_R, kneeRotation, 0, 0)\n .rotate(BoneName.KNEE_R, kneeRotation - 0.08, 0, 0)\n .rotate(BoneName.HIP_L, kneeRotation, 0, 0)\n .rotate(BoneName.KNEE_L, kneeRotation - 0.08, 0, 0)\n\n // === FOOT POSITIONING (Stance Width: 1.1x shoulder width) ===\n .position(BoneName.FOOT_L, footPositions.leftFootX, 0, 0)\n .position(BoneName.FOOT_R, footPositions.rightFootX, 0, 0)\n\n // Hip position - centered, medium height\n .position(BoneName.PELVIS, 0, hipYOffset, 0)\n .done<MartialArtsAnimationBuilder>()\n .build()\n );\n};\n\n/**\n * โณ Jin Thunder Stance - ์ง ์ฒ๋ฅ ์์ธ\n *\n * Horse stance (๊ธฐ๋ง์๊ธฐ) from Taekwondo with deep knee bend\n * for explosive power techniques.\n *\n * Characteristics:\n * - 90ยฐ both knees (deep right angle bend)\n * - 50/50 weight distribution (power base)\n * - 1.5x shoulder width (very wide)\n * - Very low hip height\n *\n * @korean ์ง์ฒ๋ฅ์์ธ\n */\nexport const createJinStance = (): SkeletalAnimation => {\n const biomech = KOREAN_STANCE_BIOMECHANICS.JIN_THUNDER;\n const guard = JIN_THUNDER_GUARD_POSE;\n\n const kneeRotation = toRadians(-(180 - biomech.frontKneeBend));\n\n const hipYOffset = -0.25 * (1.0 - biomech.hipHeight);\n\n // Calculate foot positions based on stance width (๋ฐ๋๋น)\n // Jin Thunder has widest stance: 2.0x shoulder width\n const footPositions = calculateFootPositions(\n biomech.stanceWidth,\n DEFAULT_SHOULDER_WIDTH_CM,\n );\n\n return (\n MartialArtsAnimationBuilder.create(\"stance_jin\", \"์ง ์์ธ\")\n .asIdle(1.0, true)\n .at(0)\n // === ARM POSITIONS (from StanceGuardPoses) ===\n .rotate(\n BoneName.SHOULDER_L,\n guard.leftArm.shoulder.x,\n guard.leftArm.shoulder.y,\n guard.leftArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_L,\n guard.leftArm.elbow.x,\n guard.leftArm.elbow.y,\n guard.leftArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_L,\n guard.leftArm.wrist.x,\n guard.leftArm.wrist.y,\n guard.leftArm.wrist.z,\n )\n .rotate(\n BoneName.SHOULDER_R,\n guard.rightArm.shoulder.x,\n guard.rightArm.shoulder.y,\n guard.rightArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_R,\n guard.rightArm.elbow.x,\n guard.rightArm.elbow.y,\n guard.rightArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_R,\n guard.rightArm.wrist.x,\n guard.rightArm.wrist.y,\n guard.rightArm.wrist.z,\n )\n .rotate(BoneName.SPINE_UPPER, guard.torso.x, guard.torso.y, guard.torso.z)\n\n // === LEG POSITIONS (from biomechanics) ===\n // Both legs: Deep bend for explosive power\n .rotate(BoneName.HIP_R, kneeRotation, 0, 0)\n .rotate(BoneName.KNEE_R, kneeRotation - 0.12, 0, 0)\n .rotate(BoneName.HIP_L, kneeRotation, 0, 0)\n .rotate(BoneName.KNEE_L, kneeRotation - 0.12, 0, 0)\n\n // === FOOT POSITIONING (Stance Width: 2.0x shoulder width - WIDEST) ===\n .position(BoneName.FOOT_L, footPositions.leftFootX, 0, 0)\n .position(BoneName.FOOT_R, footPositions.rightFootX, 0, 0)\n\n // Hip position - very low for ground stability\n .position(BoneName.PELVIS, 0, hipYOffset, 0)\n .done<MartialArtsAnimationBuilder>()\n .build()\n );\n};\n\n/**\n * โด Son Wind Stance - ์ ๋ฐ๋ ์์ธ\n *\n * Crane stance (ํ์๊ธฐ) from Taekyon with single-leg balance\n * for continuous pressure attacks.\n *\n * Characteristics:\n * - 170ยฐ standing leg (nearly straight)\n * - 45ยฐ raised leg (deeply bent)\n * - 100/0 weight distribution (one leg)\n * - 0.0 stance width (single leg)\n *\n * @korean ์๋ฐ๋์์ธ\n */\nexport const createSonStance = (): SkeletalAnimation => {\n const biomech = KOREAN_STANCE_BIOMECHANICS.SON_WIND;\n const guard = SON_WIND_GUARD_POSE;\n\n const standingLegRotation = toRadians(-(180 - biomech.frontKneeBend));\n const raisedLegRotation = toRadians(90); // Knee up\n\n const hipYOffset = -0.08 * (1.0 - biomech.hipHeight);\n\n // Calculate foot positions based on stance width (๋ฐ๋๋น)\n // Son Wind has zero width: 0.0x shoulder width (single leg crane stance)\n const footPositions = calculateFootPositions(\n biomech.stanceWidth,\n DEFAULT_SHOULDER_WIDTH_CM,\n );\n\n return (\n MartialArtsAnimationBuilder.create(\"stance_son\", \"์ ์์ธ\")\n .asIdle(1.0, true)\n .at(0)\n // === ARM POSITIONS (from StanceGuardPoses) ===\n .rotate(\n BoneName.SHOULDER_L,\n guard.leftArm.shoulder.x,\n guard.leftArm.shoulder.y,\n guard.leftArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_L,\n guard.leftArm.elbow.x,\n guard.leftArm.elbow.y,\n guard.leftArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_L,\n guard.leftArm.wrist.x,\n guard.leftArm.wrist.y,\n guard.leftArm.wrist.z,\n )\n .rotate(\n BoneName.SHOULDER_R,\n guard.rightArm.shoulder.x,\n guard.rightArm.shoulder.y,\n guard.rightArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_R,\n guard.rightArm.elbow.x,\n guard.rightArm.elbow.y,\n guard.rightArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_R,\n guard.rightArm.wrist.x,\n guard.rightArm.wrist.y,\n guard.rightArm.wrist.z,\n )\n .rotate(BoneName.SPINE_UPPER, guard.torso.x, guard.torso.y, guard.torso.z)\n\n // === LEG POSITIONS (from biomechanics) ===\n // Standing leg (right): Straight for balance\n .rotate(BoneName.HIP_R, standingLegRotation, 0, 0)\n .rotate(BoneName.KNEE_R, standingLegRotation - 0.05, 0, 0)\n\n // Raised leg (left): Knee up, deeply bent\n .rotate(BoneName.HIP_L, raisedLegRotation, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-(180 - biomech.backKneeBend)), 0, 0)\n\n // === FOOT POSITIONING (Stance Width: 0.0x - ZERO WIDTH CRANE STANCE) ===\n // Both feet at center for single-leg balance\n .position(BoneName.FOOT_L, footPositions.leftFootX, 0, 0)\n .position(BoneName.FOOT_R, footPositions.rightFootX, 0, 0)\n\n // Hip position - high for balance and mobility\n .position(BoneName.PELVIS, 0, hipYOffset, 0)\n .done<MartialArtsAnimationBuilder>()\n .build()\n );\n};\n\n/**\n * โต Gam Water Stance - ๊ฐ ๋ฌผ ์์ธ\n *\n * Back stance (๋ค์๊ธฐ) from Hapkido with back-weighted position\n * for flow and adaptation techniques.\n *\n * Characteristics:\n * - 150ยฐ front leg (extended)\n * - 100ยฐ back knee (deep bend)\n * - 30/70 weight distribution (back-heavy)\n * - 1.1x shoulder width (medium-wide)\n *\n * @korean ๊ฐ๋ฌผ์์ธ\n */\nexport const createGamStance = (): SkeletalAnimation => {\n const biomech = KOREAN_STANCE_BIOMECHANICS.GAM_WATER;\n const guard = GAM_WATER_GUARD_POSE;\n\n const frontKneeRotation = toRadians(-(180 - biomech.frontKneeBend));\n const backKneeRotation = toRadians(-(180 - biomech.backKneeBend));\n\n const hipYOffset = -0.18 * (1.0 - biomech.hipHeight);\n const hipZOffset = -0.12 * biomech.weightDistribution.back;\n\n // Calculate foot positions based on stance width (๋ฐ๋๋น)\n const footPositions = calculateFootPositions(\n biomech.stanceWidth,\n DEFAULT_SHOULDER_WIDTH_CM,\n );\n\n return (\n MartialArtsAnimationBuilder.create(\"stance_gam\", \"๊ฐ ์์ธ\")\n .asIdle(1.0, true)\n .at(0)\n // === ARM POSITIONS (from StanceGuardPoses) ===\n .rotate(\n BoneName.SHOULDER_L,\n guard.leftArm.shoulder.x,\n guard.leftArm.shoulder.y,\n guard.leftArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_L,\n guard.leftArm.elbow.x,\n guard.leftArm.elbow.y,\n guard.leftArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_L,\n guard.leftArm.wrist.x,\n guard.leftArm.wrist.y,\n guard.leftArm.wrist.z,\n )\n .rotate(\n BoneName.SHOULDER_R,\n guard.rightArm.shoulder.x,\n guard.rightArm.shoulder.y,\n guard.rightArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_R,\n guard.rightArm.elbow.x,\n guard.rightArm.elbow.y,\n guard.rightArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_R,\n guard.rightArm.wrist.x,\n guard.rightArm.wrist.y,\n guard.rightArm.wrist.z,\n )\n .rotate(BoneName.SPINE_UPPER, guard.torso.x, guard.torso.y, guard.torso.z)\n\n // === LEG POSITIONS (from biomechanics) ===\n // Front leg (right): Extended, light weight\n .rotate(BoneName.HIP_R, frontKneeRotation, 0, 0)\n .rotate(BoneName.KNEE_R, frontKneeRotation - 0.06, 0, 0)\n\n // Back leg (left): Deep bend for absorption\n .rotate(BoneName.HIP_L, backKneeRotation, 0, 0)\n .rotate(BoneName.KNEE_L, backKneeRotation + 0.15, 0, 0)\n\n // === FOOT POSITIONING (Stance Width: 1.15x shoulder width) ===\n .position(BoneName.FOOT_L, footPositions.leftFootX, 0, 0)\n .position(BoneName.FOOT_R, footPositions.rightFootX, 0, 0)\n\n // Hip position - back-weighted, medium-low\n .position(BoneName.PELVIS, 0, hipYOffset, hipZOffset)\n .done<MartialArtsAnimationBuilder>()\n .build()\n );\n};\n\n/**\n * โถ Gan Mountain Stance - ๊ฐ ์ฐ ์์ธ\n *\n * Defensive stance (๋ฐฉ์ด์๊ธฐ) from Hapkido with immovable position\n * for defensive mastery.\n *\n * Characteristics:\n * - 120ยฐ both knees (moderate bend)\n * - 40/60 weight distribution (slightly back)\n * - 1.0x shoulder width (standard)\n * - Medium-high hip height\n *\n * @korean ๊ฐ์ฐ์์ธ\n */\nexport const createGanStance = (): SkeletalAnimation => {\n const biomech = KOREAN_STANCE_BIOMECHANICS.GAN_MOUNTAIN;\n const guard = GAN_MOUNTAIN_GUARD_POSE;\n\n const kneeRotation = toRadians(-(180 - biomech.frontKneeBend));\n\n const hipYOffset = -0.13 * (1.0 - biomech.hipHeight);\n const hipZOffset = -0.06 * (biomech.weightDistribution.back - 0.5);\n\n // Calculate foot positions based on stance width (๋ฐ๋๋น)\n const footPositions = calculateFootPositions(\n biomech.stanceWidth,\n DEFAULT_SHOULDER_WIDTH_CM,\n );\n\n return (\n MartialArtsAnimationBuilder.create(\"stance_gan\", \"๊ฐ ์์ธ\")\n .asIdle(1.0, true)\n .at(0)\n // === ARM POSITIONS (from StanceGuardPoses) ===\n .rotate(\n BoneName.SHOULDER_L,\n guard.leftArm.shoulder.x,\n guard.leftArm.shoulder.y,\n guard.leftArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_L,\n guard.leftArm.elbow.x,\n guard.leftArm.elbow.y,\n guard.leftArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_L,\n guard.leftArm.wrist.x,\n guard.leftArm.wrist.y,\n guard.leftArm.wrist.z,\n )\n .rotate(\n BoneName.SHOULDER_R,\n guard.rightArm.shoulder.x,\n guard.rightArm.shoulder.y,\n guard.rightArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_R,\n guard.rightArm.elbow.x,\n guard.rightArm.elbow.y,\n guard.rightArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_R,\n guard.rightArm.wrist.x,\n guard.rightArm.wrist.y,\n guard.rightArm.wrist.z,\n )\n .rotate(BoneName.SPINE_UPPER, guard.torso.x, guard.torso.y, guard.torso.z)\n\n // === LEG POSITIONS (from biomechanics) ===\n // Both legs: Moderate bend for solid defense\n .rotate(BoneName.HIP_R, kneeRotation, 0, 0)\n .rotate(BoneName.KNEE_R, kneeRotation - 0.09, 0, 0)\n .rotate(BoneName.HIP_L, kneeRotation, 0, 0)\n .rotate(BoneName.KNEE_L, kneeRotation - 0.09, 0, 0)\n\n // === FOOT POSITIONING (Stance Width: 1.45x shoulder width) ===\n .position(BoneName.FOOT_L, footPositions.leftFootX, 0, 0)\n .position(BoneName.FOOT_R, footPositions.rightFootX, 0, 0)\n\n // Hip position - slightly back, medium-high\n .position(BoneName.PELVIS, 0, hipYOffset, hipZOffset)\n .done<MartialArtsAnimationBuilder>()\n .build()\n );\n};\n\n/**\n * โท Gon Earth Stance - ๊ณค ๋
์์ธ\n *\n * Low stance (๋ฎ์์๊ธฐ) from Ssireum/Hapkido with very low position\n * for grounding and takedown techniques.\n *\n * Characteristics:\n * - 80ยฐ both knees (very deep bend)\n * - 50/50 weight distribution (grounded)\n * - 1.3x shoulder width (wide for grappling)\n * - Very low hip height\n *\n * @korean ๊ณค๋
์์ธ\n */\nexport const createGonStance = (): SkeletalAnimation => {\n const biomech = KOREAN_STANCE_BIOMECHANICS.GON_EARTH;\n const guard = GON_EARTH_GUARD_POSE;\n\n const kneeRotation = toRadians(-(180 - biomech.frontKneeBend));\n\n const hipYOffset = -0.28 * (1.0 - biomech.hipHeight);\n\n // Calculate foot positions based on stance width (๋ฐ๋๋น)\n // Gon Earth has second-widest stance: 1.8x shoulder width\n const footPositions = calculateFootPositions(\n biomech.stanceWidth,\n DEFAULT_SHOULDER_WIDTH_CM,\n );\n\n return (\n MartialArtsAnimationBuilder.create(\"stance_gon\", \"๊ณค ์์ธ\")\n .asIdle(1.0, true)\n .at(0)\n // === ARM POSITIONS (from StanceGuardPoses) ===\n .rotate(\n BoneName.SHOULDER_L,\n guard.leftArm.shoulder.x,\n guard.leftArm.shoulder.y,\n guard.leftArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_L,\n guard.leftArm.elbow.x,\n guard.leftArm.elbow.y,\n guard.leftArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_L,\n guard.leftArm.wrist.x,\n guard.leftArm.wrist.y,\n guard.leftArm.wrist.z,\n )\n .rotate(\n BoneName.SHOULDER_R,\n guard.rightArm.shoulder.x,\n guard.rightArm.shoulder.y,\n guard.rightArm.shoulder.z,\n )\n .rotate(\n BoneName.ELBOW_R,\n guard.rightArm.elbow.x,\n guard.rightArm.elbow.y,\n guard.rightArm.elbow.z,\n )\n .rotate(\n BoneName.WRIST_R,\n guard.rightArm.wrist.x,\n guard.rightArm.wrist.y,\n guard.rightArm.wrist.z,\n )\n .rotate(BoneName.SPINE_UPPER, guard.torso.x, guard.torso.y, guard.torso.z)\n\n // === LEG POSITIONS (from biomechanics) ===\n // Both legs: Very deep bend for takedowns\n .rotate(BoneName.HIP_R, kneeRotation, 0, 0)\n .rotate(BoneName.KNEE_R, kneeRotation - 0.15, 0, 0)\n .rotate(BoneName.HIP_L, kneeRotation, 0, 0)\n .rotate(BoneName.KNEE_L, kneeRotation - 0.15, 0, 0)\n\n // === FOOT POSITIONING (Stance Width: 1.8x shoulder width - SECOND WIDEST) ===\n .position(BoneName.FOOT_L, footPositions.leftFootX, 0, 0)\n .position(BoneName.FOOT_R, footPositions.rightFootX, 0, 0)\n\n // Hip position - very low for ground control\n .position(BoneName.PELVIS, 0, hipYOffset, 0)\n .done<MartialArtsAnimationBuilder>()\n .build()\n );\n};\n\n// โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ\n// EXPORT STANCE ANIMATION MAP\n// โโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโโ\n\n/**\n * Map of all stance-specific animations for easy access\n * ์์ธ๋ณ ์ ๋๋ฉ์ด์
๋งต\n */\nexport const STANCE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> =\n new Map([\n // Stance Idles (์์ธ ๋๊ธฐ)\n [\"stance_geon\", createGeonStance()],\n [\"stance_tae\", createTaeStance()],\n [\"stance_li\", createLiStance()],\n [\"stance_jin\", createJinStance()],\n [\"stance_son\", createSonStance()],\n [\"stance_gam\", createGamStance()],\n [\"stance_gan\", createGanStance()],\n [\"stance_gon\", createGonStance()],\n\n // Geon (๊ฑด) - Heaven\n [\"geon_heaven_strike\", GEON_HEAVEN_STRIKE_ANIMATION],\n [\"geon_heavenly_fist\", GEON_HEAVENLY_FIST_ANIMATION],\n [\"geon_frontal_kick\", GEON_FRONTAL_KICK_ANIMATION],\n [\"geon_roundhouse_kick\", GEON_ROUNDHOUSE_ANIMATION],\n [\"geon_axe_kick\", GEON_AXE_KICK_ANIMATION],\n [\"geon_palm_strike\", GEON_PALM_STRIKE_ANIMATION],\n [\"geon_elbow_smash\", GEON_ELBOW_SMASH_ANIMATION],\n\n // Tae (ํ) - Lake\n [\"tae_flowing_strikes\", TAE_FLOWING_STRIKES_ANIMATION],\n [\"tae_wrist_lock\", TAE_WRIST_LOCK_ANIMATION],\n [\"tae_small_circle\", TAE_SMALL_CIRCLE_ANIMATION],\n [\"tae_finger_lock\", TAE_FINGER_LOCK_ANIMATION],\n [\"tae_elbow_lock\", TAE_ELBOW_LOCK_ANIMATION],\n [\"tae_shoulder_lock\", TAE_SHOULDER_LOCK_ANIMATION],\n [\"tae_arm_bar\", TAE_ARM_BAR_ANIMATION],\n\n // Li (๋ฆฌ) - Fire\n // Enhanced Li animations from LiStanceAnimations and LiTechniqueAnimations\n [\"li_idle_targeting\", LI_IDLE_TARGETING],\n [\"li_diagonal_dart_step\", LI_DIAGONAL_DART_STEP],\n [\"li_linear_pierce_step\", LI_LINEAR_PIERCE_STEP],\n [\"li_forward_targeting_guard\", LI_FORWARD_TARGETING_GUARD],\n [\"li_fire_spear\", LI_FIRE_SPEAR_ANIMATION],\n [\"li_nerve_strike_combo\", LI_NERVE_STRIKE_COMBO],\n // Original Li animations\n [\"li_flame_spear\", LI_FLAME_SPEAR_ANIMATION],\n [\"li_temple_strike\", LI_TEMPLE_STRIKE_ANIMATION],\n [\"li_nerve_strike\", LI_NERVE_STRIKE_ANIMATION],\n [\"li_sidekick\", LI_SIDEKICK_ANIMATION],\n [\"li_pressure_point\", LI_PRESSURE_POINT_ANIMATION],\n [\"li_solar_plexus_strike\", LI_SOLAR_PLEXUS_ANIMATION],\n\n // Jin (์ง) - Thunder\n [\"jin_idle_coiled\", JIN_IDLE_COILED],\n [\"jin_explosive_burst\", JIN_EXPLOSIVE_BURST],\n [\"jin_jumping_advance\", JIN_JUMPING_ADVANCE],\n [\"jin_thunder_flash\", JIN_THUNDER_FLASH_ANIMATION],\n [\"jin_jumping_knee_strike\", JIN_JUMPING_KNEE_STRIKE],\n [\"jin_lightning_flash\", JIN_LIGHTNING_FLASH_ANIMATION],\n [\"jin_jumping_front_kick\", JIN_JUMPING_FRONT_KICK_ANIMATION],\n [\"jin_tornado_kick\", JIN_TORNADO_KICK_ANIMATION],\n [\"jin_flying_sidekick\", JIN_FLYING_SIDEKICK_ANIMATION],\n [\"jin_back_kick\", JIN_BACK_KICK_ANIMATION],\n [\"jin_knee_strike\", JIN_KNEE_STRIKE_ANIMATION],\n\n // Son (์) - Wind\n [\"son_whirlwind_barrage\", SON_WHIRLWIND_BARRAGE_ANIMATION],\n [\"son_sweeping_low_kick\", SON_SWEEPING_LOW_KICK_ANIMATION],\n [\"son_rhythmic_strikes\", SON_RHYTHMIC_STRIKES_ANIMATION],\n [\"son_flowing_push\", SON_FLOWING_PUSH_ANIMATION],\n [\"son_spinning_elbow\", SON_SPINNING_ELBOW_ANIMATION],\n [\"son_rapid_footwork\", SON_RAPID_FOOTWORK_ANIMATION],\n\n // Gam (๊ฐ) - Water\n [\"gam_water_counter\", GAM_WATER_COUNTER_ANIMATION],\n [\"gam_redirect_throw\", GAM_REDIRECT_THROW_ANIMATION],\n [\"gam_flowing_block\", GAM_FLOWING_BLOCK_ANIMATION],\n [\"gam_circular_parry\", GAM_CIRCULAR_PARRY_ANIMATION],\n [\"gam_hip_throw\", GAM_HIP_THROW_ANIMATION],\n [\"gam_wrist_twist_counter\", GAM_WRIST_TWIST_COUNTER_ANIMATION],\n\n // Gan (๊ฐ) - Mountain\n [\"gan_rock_defense_legacy\", GAN_ROCK_DEFENSE_ANIMATION_LEGACY],\n [\"gan_immovable_stance\", GAN_IMMOVABLE_STANCE_ANIMATION],\n [\"gan_iron_block\", GAN_IRON_BLOCK_ANIMATION],\n [\"gan_counter_strike\", GAN_COUNTER_STRIKE_ANIMATION],\n [\"gan_mountain_stance_lock\", GAN_MOUNTAIN_STANCE_LOCK_ANIMATION],\n [\"gan_reversal_technique\", GAN_REVERSAL_TECHNIQUE_ANIMATION],\n\n // Gon (๊ณค) - Earth\n [\"gon_earth_embrace\", GON_EARTH_EMBRACE_ANIMATION],\n [\"gon_leg_sweep\", GON_LEG_SWEEP_ANIMATION],\n [\"gon_ssireum_throw\", GON_SSIREUM_THROW_ANIMATION],\n [\"gon_ground_pound\", GON_GROUND_POUND_ANIMATION],\n [\"gon_ankle_pick\", GON_ANKLE_PICK_ANIMATION],\n [\"gon_body_lock_takedown\", GON_BODY_LOCK_TAKEDOWN_ANIMATION],\n [\"gon_sacrifice_throw\", GON_SACRIFICE_THROW_ANIMATION],\n 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