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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+ {"version":3,"file":"StanceAttackAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/StanceAttackAnimations.ts"],"sourcesContent":["/**\n * Stance-specific attack animations for Eight Trigram combat system\n *\n * Implements 24 unique attack animations (3 per stance) based on Korean martial arts\n * and I Ching philosophy. Each stance has 3 attack variations that reflect its\n * fundamental nature and combat characteristics.\n *\n * Coverage:\n * - 8 stances × 3 attack moves = 24 attack animations\n * - Bone-breaking strikes, joint manipulations, nerve strikes, and more\n * - Integration with existing AnimationStateMachine\n *\n * @module systems/animation/StanceAttackAnimations\n * @category Animation\n * @korean 자세공격애니메이션\n */\n\nimport { TrigramStance } from \"@/types/common\";\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport { BoneName } from \"@/types/skeletal\";\nimport * as THREE from \"three\";\n\n// =============================================================================\n// ☰ GEON (Heaven) - Direct Force Attack Animations\n// =============================================================================\n\n/**\n * ☰ 건 (Geon) - Heaven Attack 1: Bone-Breaking Strike (뼈부러뜨리기 1)\n *\n * Powerful overhead descending strike targeting collarbone or shoulder.\n * Direct downward force with full body weight transfer.\n *\n * Enhanced with PR #1132 mobility improvements:\n * - Hip rotation (골반회전) for power generation (30% damage bonus)\n * - Segmented spine rotation (척추분절회전) for realistic torso twist\n * - Shoulder elevation (어깨들어올림) for overhead mechanics\n *\n * Duration: 350ms\n *\n * @korean 건뼈부러뜨리기1\n */\nexport const GEON_BONE_BREAKING_STRIKE_1: SkeletalAnimation = {\n name: \"geon_bone_breaking_strike_1\",\n koreanName: \"건 뼈부러뜨리기 1\",\n duration: 0.35,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"ease-out\",\n boneRotations: new Map([\n // Upper body coiled back, preparing for strike\n [BoneName.SHOULDER_R, new THREE.Euler(-1.2, -0.3, -0.5, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, \"XYZ\")],\n // Spine segments - wind-up phase with torso rotation\n [BoneName.SPINE_UPPER, new THREE.Euler(0, -0.4, 0.1, \"XYZ\")], // Twist back\n [BoneName.SPINE_MIDDLE, new THREE.Euler(0, -0.3, 0, \"XYZ\")], // Mid-spine twist\n [BoneName.SPINE_LOWER, new THREE.Euler(0, -0.2, -0.1, \"XYZ\")], // Lower twist\n // Hip and pelvis - load phase\n [BoneName.PELVIS, new THREE.Euler(-0.1, -0.3, 0, \"XYZ\")], // Hip rotation back\n [BoneName.HIP_R, new THREE.Euler(0, -0.2, 0, \"XYZ\")], // Right hip engaged\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.18,\n easing: \"linear\",\n boneRotations: new Map([\n // Strike impact - maximum power delivery\n [BoneName.SHOULDER_R, new THREE.Euler(0.8, -0.2, 0.7, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.1, \"XYZ\")],\n // Spine segments - explosive forward rotation\n [BoneName.SPINE_UPPER, new THREE.Euler(0.2, 0.5, -0.1, \"XYZ\")], // Forward twist peak\n [BoneName.SPINE_MIDDLE, new THREE.Euler(0.15, 0.4, 0, \"XYZ\")], // Mid-spine follows\n [BoneName.SPINE_LOWER, new THREE.Euler(0.1, 0.3, 0.05, \"XYZ\")], // Lower drives\n // Hip and pelvis - power generation phase (30% bonus)\n [BoneName.PELVIS, new THREE.Euler(0.1, 0.5, 0, \"XYZ\")], // Hip explosion forward\n [BoneName.HIP_R, new THREE.Euler(0, 0.3, 0, \"XYZ\")], // Right hip drives\n [BoneName.HIP_L, new THREE.Euler(0, 0.1, 0, \"XYZ\")], // Left hip supports\n ]),\n bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 1.0)]]),\n },\n {\n time: 0.35,\n easing: \"ease-in\",\n boneRotations: new Map([\n // Recovery to guard position\n [BoneName.SHOULDER_R, new THREE.Euler(-0.2, -0.3, -0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, \"XYZ\")],\n // Spine segments - return to neutral\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.SPINE_MIDDLE, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n // Hip and pelvis - reset\n [BoneName.PELVIS, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.HIP_R, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.HIP_L, new THREE.Euler(0, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]]),\n },\n ],\n};\n\n/**\n * ☰ 건 (Geon) - Heaven Attack 2: Thunderous Uppercut (천둥어퍼컷)\n *\n * Rising strike targeting jaw or solar plexus with explosive upward force.\n * Uses leg drive and hip rotation for maximum power.\n *\n * Enhanced with PR #1132 mobility improvements:\n * - Strong hip rotation (골반회전) for upward power generation\n * - Knee drive (무릎밀어올림) for explosive leg power\n * - Spinal extension (척추확장) for upward trajectory\n *\n * Duration: 300ms\n *\n * @korean 건천둥어퍼컷\n */\nexport const GEON_THUNDEROUS_UPPERCUT: SkeletalAnimation = {\n name: \"geon_thunderous_uppercut\",\n koreanName: \"건 천둥어퍼컷\",\n duration: 0.3,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"ease-out\",\n boneRotations: new Map([\n // Arms chambered low, coiled for upward strike\n [BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.5, 0.8, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.4, \"XYZ\")],\n // Legs bent, loading power\n [BoneName.KNEE_L, new THREE.Euler(-0.8, 0, 0, \"XYZ\")], // Deep crouch\n [BoneName.KNEE_R, new THREE.Euler(-0.8, 0, 0, \"XYZ\")], // Deep crouch\n [BoneName.HIP_L, new THREE.Euler(-0.2, 0, 0, \"XYZ\")], // Hip flexed\n [BoneName.HIP_R, new THREE.Euler(-0.2, 0, 0, \"XYZ\")], // Hip flexed\n // Spine segments - slightly forward lean for loading\n [BoneName.SPINE_LOWER, new THREE.Euler(-0.15, -0.2, 0, \"XYZ\")], // Lower lean\n [BoneName.SPINE_MIDDLE, new THREE.Euler(-0.1, -0.1, 0, \"XYZ\")], // Mid lean\n [BoneName.SPINE_UPPER, new THREE.Euler(-0.05, 0, 0, \"XYZ\")], // Upper ready\n [BoneName.PELVIS, new THREE.Euler(-0.2, -0.3, 0, \"XYZ\")], // Pelvis loaded\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.15,\n easing: \"linear\",\n boneRotations: new Map([\n // Strike rising - explosive upward motion\n [BoneName.SHOULDER_L, new THREE.Euler(-0.8, 0.3, 0.5, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.3, \"XYZ\")],\n // Legs exploding upward - knee drive mechanics\n [BoneName.KNEE_L, new THREE.Euler(-0.1, 0, 0, \"XYZ\")], // Extending\n [BoneName.KNEE_R, new THREE.Euler(-0.1, 0, 0, \"XYZ\")], // Extending\n [BoneName.HIP_L, new THREE.Euler(0.1, 0.2, 0, \"XYZ\")], // Hip extension\n [BoneName.HIP_R, new THREE.Euler(0.1, 0.2, 0, \"XYZ\")], // Hip extension\n // Spine segments - explosive extension upward\n [BoneName.SPINE_LOWER, new THREE.Euler(-0.2, 0.4, 0, \"XYZ\")], // Drive upward\n [BoneName.SPINE_MIDDLE, new THREE.Euler(-0.15, 0.3, 0, \"XYZ\")], // Follow through\n [BoneName.SPINE_UPPER, new THREE.Euler(-0.1, 0.2, 0, \"XYZ\")], // Upper rises\n [BoneName.PELVIS, new THREE.Euler(0, 0.5, 0, \"XYZ\")], // Pelvis rotates up\n ]),\n bonePositions: new Map([\n [BoneName.HAND_L, new THREE.Vector3(0, 0.6, 0.5)],\n ]),\n },\n {\n time: 0.3,\n easing: \"ease-in\",\n boneRotations: new Map([\n // Recovery to guard\n [BoneName.SHOULDER_L, new THREE.Euler(-0.4, 0.2, 0.3, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, \"XYZ\")],\n // Legs stabilize\n [BoneName.KNEE_L, new THREE.Euler(-0.3, 0, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-0.3, 0, 0, \"XYZ\")],\n [BoneName.HIP_L, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.HIP_R, new THREE.Euler(0, 0, 0, \"XYZ\")],\n // Spine segments - return to neutral\n [BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.SPINE_MIDDLE, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n ],\n};\n\n/**\n * ☰ 건 (Geon) - Heaven Attack 3: Crushing Elbow (파괴팔꿈치)\n *\n * Horizontal elbow strike with full torso rotation.\n * Targets temple, jaw, or ribs with overwhelming force.\n *\n * Duration: 280ms\n *\n * @korean 건파괴팔꿈치\n */\nexport const GEON_CRUSHING_ELBOW: SkeletalAnimation = {\n name: \"geon_crushing_elbow\",\n koreanName: \"건 파괴팔꿈치\",\n duration: 0.28,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.4, -0.9, -0.6, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 2.0, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, -0.8, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.14,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.3, 0.5, 0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 2.1, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0.9, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, 0.6, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([\n [BoneName.ELBOW_R, new THREE.Vector3(0, 0, 0.7)],\n ]),\n },\n {\n time: 0.28,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.4, -0.9, -0.6, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.8, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.ELBOW_R, new THREE.Vector3(0, 0, 0)]]),\n },\n ],\n};\n\n// =============================================================================\n// ☱ TAE (Lake) - Fluid Joint Manipulation Attacks\n// =============================================================================\n\n/**\n * ☱ 태 (Tae) - Lake Attack 1: Wrist Lock Strike (손목꺾기타격)\n *\n * Circular grabbing motion targeting opponent's wrist for control.\n * Fluid transition from strike to lock.\n *\n * Duration: 320ms\n *\n * @korean 태손목꺾기타격\n */\nexport const TAE_WRIST_LOCK_STRIKE: SkeletalAnimation = {\n name: \"tae_wrist_lock_strike\",\n koreanName: \"태 손목꺾기타격\",\n duration: 0.32,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SHOULDER_L, new THREE.Euler(-0.2, 0.7, 0.5, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.8, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.16,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_L, new THREE.Euler(-0.3, 1.0, 0.8, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.4, \"XYZ\")],\n [BoneName.WRIST_L, new THREE.Euler(0.4, 0.6, 0, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0.4, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0.8)]]),\n },\n {\n time: 0.32,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_L, new THREE.Euler(-0.2, 0.7, 0.5, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.0, \"XYZ\")],\n [BoneName.WRIST_L, new THREE.Euler(0.6, 0.8, 0, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]]),\n },\n ],\n};\n\n/**\n * ☱ 태 (Tae) - Lake Attack 2: Flowing Arm Bar (유수팔걸이)\n *\n * Circular arm control transitioning into hyperextension.\n * Uses opponent's resistance against them.\n *\n * Duration: 380ms\n *\n * @korean 태유수팔걸이\n */\nexport const TAE_FLOWING_ARM_BAR: SkeletalAnimation = {\n name: \"tae_flowing_arm_bar\",\n koreanName: \"태 유수팔걸이\",\n duration: 0.38,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.5, -0.7, -0.4, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.6, \"XYZ\")],\n [BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.5, 0.6, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.7, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.19,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.2, 0.8, 0.7, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.3, \"XYZ\")],\n [BoneName.SHOULDER_L, new THREE.Euler(-0.4, 0.9, 0.8, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.5, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0.5, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([\n [BoneName.HAND_R, new THREE.Vector3(0, 0, 0.7)],\n [BoneName.HAND_L, new THREE.Vector3(0, 0, 0.7)],\n ]),\n },\n {\n time: 0.38,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.5, -0.7, -0.4, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.8, \"XYZ\")],\n [BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.5, 0.6, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.9, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([\n [BoneName.HAND_R, new THREE.Vector3(0, 0, 0)],\n [BoneName.HAND_L, new THREE.Vector3(0, 0, 0)],\n ]),\n },\n ],\n};\n\n/**\n * ☱ 태 (Tae) - Lake Attack 3: Spiral Shoulder Throw (회오리어깨던지기)\n *\n * Rotating throw using circular hip and shoulder movement.\n * Fluid transition from contact to off-balance.\n *\n * Duration: 400ms\n *\n * @korean 태회오리어깨던지기\n */\nexport const TAE_SPIRAL_SHOULDER_THROW: SkeletalAnimation = {\n name: \"tae_spiral_shoulder_throw\",\n koreanName: \"태 회오리어깨던지기\",\n duration: 0.4,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.3, -0.5, -0.4, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, -0.3, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.15,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(0.2, 0.8, 0.6, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.5, \"XYZ\")],\n [BoneName.SPINE_LOWER, new THREE.Euler(0.2, 0.6, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0.1, 0.7, 0, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-0.8, 0, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-0.8, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0.6)]]),\n },\n {\n time: 0.28,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(0.5, 1.2, 0.9, \"XYZ\")],\n [BoneName.SPINE_LOWER, new THREE.Euler(0.3, 1.0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0.15, 1.1, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.4,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.3, -0.5, -0.4, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.0, \"XYZ\")],\n [BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-0.4, 0, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-0.4, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]]),\n },\n ],\n};\n\n// =============================================================================\n// ☲ LI (Fire) - Precise Nerve Strike Attacks\n// =============================================================================\n\n/**\n * ☲ 리 (Li) - Fire Attack 1: Burning Finger Strike (화염지창 1)\n *\n * Precise fingertip strike targeting pressure points on neck or temple.\n * Lightning-fast extension with pinpoint accuracy.\n *\n * Duration: 250ms\n *\n * @korean 리화염지창1\n */\nexport const LI_BURNING_FINGER_STRIKE_1: SkeletalAnimation = {\n name: \"li_burning_finger_strike_1\",\n koreanName: \"리 화염지창 1\",\n duration: 0.25,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.4, -0.6, -0.5, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.12,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.2, -0.2, 0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.1, \"XYZ\")],\n [BoneName.WRIST_R, new THREE.Euler(0.1, -0.3, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([\n [BoneName.HAND_R, new THREE.Vector3(0, 0, 0.85)],\n ]),\n },\n {\n time: 0.25,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.4, -0.6, -0.5, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, \"XYZ\")],\n [BoneName.WRIST_R, new THREE.Euler(0.1, -0.1, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]]),\n },\n ],\n};\n\n/**\n * ☲ 리 (Li) - Fire Attack 2: Solar Plexus Spear (태양신경총창)\n *\n * Precise thrust targeting solar plexus with rigid fingers.\n * Targets nerve cluster for breath disruption.\n *\n * Duration: 260ms\n *\n * @korean 리태양신경총창\n */\nexport const LI_SOLAR_PLEXUS_SPEAR: SkeletalAnimation = {\n name: \"li_solar_plexus_spear\",\n koreanName: \"리 태양신경총창\",\n duration: 0.26,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.7, 0.6, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.4, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, -0.2, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.13,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SHOULDER_L, new THREE.Euler(-0.1, 0.3, 0.2, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.2, \"XYZ\")],\n [BoneName.WRIST_L, new THREE.Euler(0.15, 0.25, 0, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0.2, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0.9)]]),\n },\n {\n time: 0.26,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.7, 0.6, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, \"XYZ\")],\n [BoneName.WRIST_L, new THREE.Euler(0.15, 0.2, 0, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]]),\n },\n ],\n};\n\n/**\n * ☲ 리 (Li) - Fire Attack 3: Phoenix Eye Strike (봉안권)\n *\n * Single-knuckle punch targeting vital points on face or throat.\n * Concentrated force through one extended knuckle.\n *\n * Duration: 240ms\n *\n * @korean 리봉안권\n */\nexport const LI_PHOENIX_EYE_STRIKE: SkeletalAnimation = {\n name: \"li_phoenix_eye_strike\",\n koreanName: \"리 봉안권\",\n duration: 0.24,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.2, -0.4, -0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.11,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.1, 0, 0.4, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.15, \"XYZ\")],\n [BoneName.WRIST_R, new THREE.Euler(0.2, -0.15, 0, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0.25, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0.8)]]),\n },\n {\n time: 0.24,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.2, -0.4, -0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.1, \"XYZ\")],\n [BoneName.WRIST_R, new THREE.Euler(0.2, -0.1, 0, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]]),\n },\n ],\n};\n\n// =============================================================================\n// ☳ JIN (Thunder) - Explosive Power Attacks\n// =============================================================================\n\n/**\n * ☳ 진 (Jin) - Thunder Attack 1: Lightning Straight (벽력일섬)\n *\n * Explosive straight punch with sudden full-body burst.\n * Maximum speed and shocking impact.\n *\n * Duration: 200ms\n *\n * @korean 진벽력일섬\n */\nexport const JIN_LIGHTNING_STRAIGHT: SkeletalAnimation = {\n name: \"jin_lightning_straight\",\n koreanName: \"진 벽력일섬\",\n duration: 0.2,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.2, -0.5, -0.4, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0.3, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.08,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.1, -0.1, -0.5, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.05, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, -0.4, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, -0.3, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 1.0)]]),\n },\n {\n time: 0.2,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.2, -0.5, -0.4, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]]),\n },\n ],\n};\n\n/**\n * ☳ 진 (Jin) - Thunder Attack 2: Shocking Hammer Fist (충격망치)\n *\n * Downward hammer strike with explosive drop of body weight.\n * Creates stunning impact.\n *\n * Duration: 220ms\n *\n * @korean 진충격망치\n */\nexport const JIN_SHOCKING_HAMMER_FIST: SkeletalAnimation = {\n name: \"jin_shocking_hammer_fist\",\n koreanName: \"진 충격망치\",\n duration: 0.22,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-1.4, -0.2, -0.6, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.6, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.09,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(0.6, -0.1, 0.6, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.2, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0.15, 0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0.1, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0.9)]]),\n },\n {\n time: 0.22,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.2, -0.3, -0.4, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.4, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]]),\n },\n ],\n};\n\n/**\n * ☳ 진 (Jin) - Thunder Attack 3: Explosive Knee (폭발무릎)\n *\n * Sudden knee strike with full leg drive and hip thrust.\n * Targets midsection with shocking power.\n *\n * Duration: 280ms\n *\n * @korean 진폭발무릎\n */\nexport const JIN_EXPLOSIVE_KNEE: SkeletalAnimation = {\n name: \"jin_explosive_knee\",\n koreanName: \"진 폭발무릎\",\n duration: 0.28,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.KNEE_R, new THREE.Euler(-0.4, 0, 0, \"XYZ\")],\n [BoneName.HIP_R, new THREE.Euler(-0.2, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.05,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.KNEE_R, new THREE.Euler(-1.8, 0, 0, \"XYZ\")],\n [BoneName.HIP_R, new THREE.Euler(0.5, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.12,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.KNEE_R, new THREE.Euler(-2.2, 0, 0, \"XYZ\")],\n [BoneName.HIP_R, new THREE.Euler(0.7, 0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(-0.2, 0, 0, \"XYZ\")],\n [BoneName.SPINE_LOWER, new THREE.Euler(0.15, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.KNEE_R, new THREE.Vector3(0, 0, 0.8)]]),\n },\n {\n time: 0.28,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.KNEE_R, new THREE.Euler(-0.4, 0, 0, \"XYZ\")],\n [BoneName.HIP_R, new THREE.Euler(-0.2, 0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.KNEE_R, new THREE.Vector3(0, 0, 0)]]),\n },\n ],\n};\n\n// =============================================================================\n// ☴ SON (Wind) - Continuous Pressure Attacks\n// =============================================================================\n\n/**\n * ☴ 손 (Son) - Wind Attack 1: Whirlwind Combo (선풍연격 1)\n *\n * Rapid alternating hand strikes maintaining constant pressure.\n * Continuous flowing motion without pause.\n *\n * Duration: 400ms\n *\n * @korean 손선풍연격1\n */\nexport const SON_WHIRLWIND_COMBO_1: SkeletalAnimation = {\n name: \"son_whirlwind_combo_1\",\n koreanName: \"손 선풍연격 1\",\n duration: 0.4,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.2, -0.3, -0.2, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.13,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.1, 0, 0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.2, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0.2, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0.7)]]),\n },\n {\n time: 0.26,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SHOULDER_L, new THREE.Euler(-0.1, 0, -0.3, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.2, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, -0.2, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([\n [BoneName.HAND_R, new THREE.Vector3(0, 0, 0)],\n [BoneName.HAND_L, new THREE.Vector3(0, 0, 0.7)],\n ]),\n },\n {\n time: 0.4,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_L, new THREE.Euler(-0.2, 0.3, 0.2, \"XYZ\")],\n [BoneName.SHOULDER_R, new THREE.Euler(-0.2, -0.3, -0.2, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]]),\n },\n ],\n};\n\n/**\n * ☴ 손 (Son) - Wind Attack 2: Pressure Point Chain (연속급소타격)\n *\n * Sequential pressure point strikes flowing from one target to next.\n * Maintains momentum through circular motion.\n *\n * Duration: 380ms\n *\n * @korean 손연속급소타격\n */\nexport const SON_PRESSURE_POINT_CHAIN: SkeletalAnimation = {\n name: \"son_pressure_point_chain\",\n koreanName: \"손 연속급소타격\",\n duration: 0.38,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.5, 0.5, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.3, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.12,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_L, new THREE.Euler(-0.2, 0.2, 0.3, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.3, \"XYZ\")],\n [BoneName.WRIST_L, new THREE.Euler(0.15, 0.2, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0.6)]]),\n },\n {\n time: 0.24,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.2, -0.2, -0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.3, \"XYZ\")],\n [BoneName.WRIST_R, new THREE.Euler(0.15, -0.2, 0, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0.3, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([\n [BoneName.HAND_L, new THREE.Vector3(0, 0, 0)],\n [BoneName.HAND_R, new THREE.Vector3(0, 0, 0.6)],\n ]),\n },\n {\n time: 0.38,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.5, 0.5, \"XYZ\")],\n [BoneName.SHOULDER_R, new THREE.Euler(-0.3, -0.5, -0.5, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]]),\n },\n ],\n};\n\n/**\n * ☴ 손 (Son) - Wind Attack 3: Penetrating Palm Rush (관통장타)\n *\n * Multiple palm strikes driving forward with relentless pressure.\n * Each strike flows into the next without stopping.\n *\n * Duration: 420ms\n *\n * @korean 손관통장타\n */\nexport const SON_PENETRATING_PALM_RUSH: SkeletalAnimation = {\n name: \"son_penetrating_palm_rush\",\n koreanName: \"손 관통장타\",\n duration: 0.42,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.1, -0.4, -0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.0, \"XYZ\")],\n [BoneName.WRIST_R, new THREE.Euler(-0.2, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.14,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.05, 0, 0.2, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.3, \"XYZ\")],\n [BoneName.WRIST_R, new THREE.Euler(-0.3, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([\n [BoneName.HAND_R, new THREE.Vector3(0, 0, 0.65)],\n ]),\n },\n {\n time: 0.28,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_L, new THREE.Euler(-0.05, 0, -0.2, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.3, \"XYZ\")],\n [BoneName.WRIST_L, new THREE.Euler(-0.3, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([\n [BoneName.HAND_R, new THREE.Vector3(0, 0, 0)],\n [BoneName.HAND_L, new THREE.Vector3(0, 0, 0.65)],\n ]),\n },\n {\n time: 0.42,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_L, new THREE.Euler(-0.1, 0.4, 0.3, \"XYZ\")],\n [BoneName.SHOULDER_R, new THREE.Euler(-0.1, -0.4, -0.3, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.0, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]]),\n },\n ],\n};\n\n// =============================================================================\n// ☵ GAM (Water) - Flow-Counter Attacks\n// =============================================================================\n\n/**\n * ☵ 감 (Gam) - Water Attack 1: Flowing River Strike (유수타격)\n *\n * Circular strike that follows and redirects opponent's energy.\n * Adapts mid-motion to openings.\n *\n * Duration: 340ms\n *\n * @korean 감유수타격\n */\nexport const GAM_FLOWING_RIVER_STRIKE: SkeletalAnimation = {\n name: \"gam_flowing_river_strike\",\n koreanName: \"감 유수타격\",\n duration: 0.34,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SHOULDER_L, new THREE.Euler(-0.2, 0.7, 0.6, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.9, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, -0.3, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.17,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_L, new THREE.Euler(-0.1, 0.9, 0.7, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.4, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0.4, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, 0.3, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([\n [BoneName.HAND_L, new THREE.Vector3(0, 0, 0.75)],\n ]),\n },\n {\n time: 0.34,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_L, new THREE.Euler(-0.2, 0.7, 0.6, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.0, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]]),\n },\n ],\n};\n\n/**\n * ☵ 감 (Gam) - Water Attack 2: Tidal Wave Palm (파도장타)\n *\n * Sweeping palm strike that flows around defenses.\n * Uses circular motion to bypass guards.\n *\n * Duration: 360ms\n *\n * @korean 감파도장타\n */\nexport const GAM_TIDAL_WAVE_PALM: SkeletalAnimation = {\n name: \"gam_tidal_wave_palm\",\n koreanName: \"감 파도장타\",\n duration: 0.36,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(0.1, -0.8, -0.7, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.8, \"XYZ\")],\n [BoneName.WRIST_R, new THREE.Euler(-0.25, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.18,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.2, 0.5, 0.5, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.4, \"XYZ\")],\n [BoneName.WRIST_R, new THREE.Euler(-0.35, 0, 0, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0.4, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0.7)]]),\n },\n {\n time: 0.36,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(0.1, -0.8, -0.7, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.9, \"XYZ\")],\n [BoneName.WRIST_R, new THREE.Euler(-0.25, 0, 0, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]]),\n },\n ],\n};\n\n/**\n * ☵ 감 (Gam) - Water Attack 3: Whirlpool Counter (소용돌이반격)\n *\n * Spinning strike that uses opponent's momentum against them.\n * Full body rotation for maximum redirection.\n *\n * Duration: 380ms\n *\n * @korean 감소용돌이반격\n */\nexport const GAM_WHIRLPOOL_COUNTER: SkeletalAnimation = {\n name: \"gam_whirlpool_counter\",\n koreanName: \"감 소용돌이반격\",\n duration: 0.38,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.6, 0.5, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.8, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, -0.5, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, -0.4, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.19,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_L, new THREE.Euler(-0.2, 1.0, 0.8, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.5, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0.8, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, 0.6, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0.8)]]),\n },\n {\n time: 0.38,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.6, 0.5, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.9, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]]),\n },\n ],\n};\n\n// =============================================================================\n// ☶ GAN (Mountain) - Defensive Counter Attacks\n// =============================================================================\n\n/**\n * ☶ 간 (Gan) - Mountain Attack 1: Fortress Counter Strike (요새반격타)\n *\n * Solid counter punch from defensive stance with immovable base.\n * Power generated from stable mountain stance.\n *\n * Duration: 300ms\n *\n * @korean 간요새반격타\n */\nexport const GAN_FORTRESS_COUNTER_STRIKE: SkeletalAnimation = {\n name: \"gan_fortress_counter_strike\",\n koreanName: \"간 요새반격타\",\n duration: 0.3,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.5, -0.4, -0.5, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.4, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-0.5, 0, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-0.5, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.15,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.1, 0, 0.4, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.2, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0.3, 0, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-0.5, 0, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-0.5, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([\n [BoneName.HAND_R, new THREE.Vector3(0, 0, 0.85)],\n ]),\n },\n {\n time: 0.3,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.5, -0.4, -0.5, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-0.5, 0, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-0.5, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]]),\n },\n ],\n};\n\n/**\n * ☶ 간 (Gan) - Mountain Attack 2: Avalanche Hammer (눈사태망치)\n *\n * Powerful overhead strike from high guard position.\n * Uses gravity and body weight like falling rocks.\n *\n * Duration: 350ms\n *\n * @korean 간눈사태망치\n */\nexport const GAN_AVALANCHE_HAMMER: SkeletalAnimation = {\n name: \"gan_avalanche_hammer\",\n koreanName: \"간 눈사태망치\",\n duration: 0.35,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SHOULDER_L, new THREE.Euler(-1.3, 0.3, 0.7, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.5, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.18,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_L, new THREE.Euler(0.7, 0.2, 0.6, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.2, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0.2, 0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0.15, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0.9)]]),\n },\n {\n time: 0.35,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.3, 0.5, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.3, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]]),\n },\n ],\n};\n\n/**\n * ☶ 간 (Gan) - Mountain Attack 3: Stone Wall Thrust (석벽관통)\n *\n * Immovable forward thrust with locked elbow and shoulder.\n * Unyielding linear force from stable base.\n *\n * Duration: 320ms\n *\n * @korean 간석벽관통\n */\nexport const GAN_STONE_WALL_THRUST: SkeletalAnimation = {\n name: \"gan_stone_wall_thrust\",\n koreanName: \"간 석벽관통\",\n duration: 0.32,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.3, -0.5, -0.4, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-0.6, 0, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-0.6, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.16,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.15, -0.1, 0.2, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.1, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0.2, 0, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-0.6, 0, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-0.6, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([\n [BoneName.HAND_R, new THREE.Vector3(0, 0, 0.85)],\n ]),\n },\n {\n time: 0.32,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.3, -0.5, -0.4, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-0.6, 0, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-0.6, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]]),\n },\n ],\n};\n\n// =============================================================================\n// ☷ GON (Earth) - Grounding/Takedown Attacks\n// =============================================================================\n\n/**\n * ☷ 곤 (Gon) - Earth Attack 1: Ground Sweep Strike (접지쓸기)\n *\n * Low sweeping leg attack targeting opponent's base.\n * Uses grounded center of gravity for stability.\n *\n * Duration: 380ms\n *\n * @korean 곤접지쓸기\n */\nexport const GON_GROUND_SWEEP_STRIKE: SkeletalAnimation = {\n name: \"gon_ground_sweep_strike\",\n koreanName: \"곤 접지쓸기\",\n duration: 0.38,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.HIP_R, new THREE.Euler(-0.3, 0, -0.3, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-0.9, 0, 0, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-1.2, 0, 0, \"XYZ\")],\n [BoneName.SPINE_LOWER, new THREE.Euler(0.2, -0.3, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.19,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.HIP_R, new THREE.Euler(-0.1, 0, 0.5, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-0.3, 0, 0, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-1.2, 0, 0, \"XYZ\")],\n [BoneName.SPINE_LOWER, new THREE.Euler(0.2, 0.4, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, 0.3, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.FOOT_R, new THREE.Vector3(0, 0, 0.8)]]),\n },\n {\n time: 0.38,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.HIP_R, new THREE.Euler(-0.3, 0, -0.3, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-0.9, 0, 0, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-1.2, 0, 0, \"XYZ\")],\n [BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.FOOT_R, new THREE.Vector3(0, 0, 0)]]),\n },\n ],\n};\n\n/**\n * ☷ 곤 (Gon) - Earth Attack 2: Earthquake Stomp (지진발구르기)\n *\n * Powerful downward stomp targeting opponent's foot or knee.\n * Uses full body weight dropped through leg.\n *\n * Duration: 320ms\n *\n * @korean 곤지진발구르기\n */\nexport const GON_EARTHQUAKE_STOMP: SkeletalAnimation = {\n name: \"gon_earthquake_stomp\",\n koreanName: \"곤 지진발구르기\",\n duration: 0.32,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.HIP_L, new THREE.Euler(0.8, 0, 0, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-1.6, 0, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-1.0, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.16,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.HIP_L, new THREE.Euler(-0.5, 0, 0, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-0.2, 0, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-1.0, 0, 0, \"XYZ\")],\n [BoneName.SPINE_LOWER, new THREE.Euler(-0.15, 0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(-0.1, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.FOOT_L, new THREE.Vector3(0, 0, 0.7)]]),\n },\n {\n time: 0.32,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.HIP_L, new THREE.Euler(-0.3, 0, 0, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-0.9, 0, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-1.0, 0, 0, \"XYZ\")],\n [BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.FOOT_L, new THREE.Vector3(0, 0, 0)]]),\n },\n ],\n};\n\n/**\n * ☷ 곤 (Gon) - Earth Attack 3: Rooting Takedown (뿌리내림꺾기)\n *\n * Low grabbing motion transitioning to ground takedown.\n * Uses low center of gravity to pull opponent down.\n *\n * Duration: 450ms\n *\n * @korean 곤뿌리내림꺾기\n */\nexport const GON_ROOTING_TAKEDOWN: SkeletalAnimation = {\n name: \"gon_rooting_takedown\",\n koreanName: \"곤 뿌리내림꺾기\",\n duration: 0.45,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(0.3, -0.5, -0.6, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.9, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-1.1, 0, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-1.1, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.18,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(0.5, 0.3, 0.4, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.5, \"XYZ\")],\n [BoneName.SPINE_LOWER, new THREE.Euler(0.3, 0.2, 0, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-1.2, 0, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-1.2, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0.7)]]),\n },\n {\n time: 0.32,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(0.6, 0.5, 0.6, \"XYZ\")],\n [BoneName.SHOULDER_L, new THREE.Euler(0.6, -0.5, -0.6, \"XYZ\")],\n [BoneName.SPINE_LOWER, new THREE.Euler(0.4, 0.3, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0.2, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.38,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(0.8, 0.3, 0.4, \"XYZ\")],\n [BoneName.SHOULDER_L, new THREE.Euler(0.8, -0.3, -0.4, \"XYZ\")],\n [BoneName.SPINE_LOWER, new THREE.Euler(0.6, 0.2, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0.3, 0, 0, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-1.5, 0, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-1.5, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([\n [BoneName.PELVIS, new THREE.Vector3(0, -0.3, 0.3)],\n ]),\n },\n {\n time: 0.45,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(0.3, -0.5, -0.6, \"XYZ\")],\n [BoneName.SHOULDER_L, new THREE.Euler(0.3, 0.5, 0.6, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.9, \"XYZ\")],\n [BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-1.1, 0, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-1.1, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]]),\n },\n ],\n};\n\n// =============================================================================\n// Extended Trigram Attacks - 2 Additional Per Stance (확장팔괘공격)\n// =============================================================================\n\n// ☰ GEON Extended Attacks\n/**\n * ☰ 건 (Geon) - Heaven Attack 4: Descending Hammer (천둥망치)\n *\n * Overhead hammer fist strike with full body weight.\n * Targets crown, collarbone, or shoulder with devastating force.\n *\n * @korean 건천둥망치\n */\nexport const GEON_DESCENDING_HAMMER: SkeletalAnimation = {\n name: \"geon_descending_hammer\",\n koreanName: \"건 천둥망치\",\n duration: 0.4,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-1.5, 0, -0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.8, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(-0.2, 0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(-0.1, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.2,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(0.9, 0, 0.5, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.2, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0.3, 0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0.15, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([\n [BoneName.HAND_R, new THREE.Vector3(0, -0.3, 0.8)],\n ]),\n },\n {\n time: 0.4,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.3, 0, -0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n ],\n};\n\n/**\n * ☰ 건 (Geon) - Heaven Attack 5: Splitting Palm (천지분리장)\n *\n * Powerful downward palm strike splitting through defenses.\n * Uses both hands in coordinated descending motion.\n *\n * @korean 건천지분리장\n */\nexport const GEON_SPLITTING_PALM: SkeletalAnimation = {\n name: \"geon_splitting_palm\",\n koreanName: \"건 천지분리장\",\n duration: 0.38,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-1.2, -0.2, -0.4, \"XYZ\")],\n [BoneName.SHOULDER_L, new THREE.Euler(-1.2, 0.2, 0.4, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.5, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.5, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.18,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(0.5, 0, 0.3, \"XYZ\")],\n [BoneName.SHOULDER_L, new THREE.Euler(0.5, 0, -0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.2, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.2, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0.2, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([\n [BoneName.HAND_R, new THREE.Vector3(0.2, 0, 0.9)],\n [BoneName.HAND_L, new THREE.Vector3(-0.2, 0, 0.9)],\n ]),\n },\n {\n time: 0.38,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.3, -0.3, -0.3, \"XYZ\")],\n [BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.3, 0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n ],\n};\n\n// ☱ TAE Extended Attacks\n/**\n * ☱ 태 (Tae) - Lake Attack 4: Rippling Elbow (물결팔꿈치)\n *\n * Flowing elbow strike following circular motion.\n * Water-like adaptation to opponent's position.\n *\n * @korean 태물결팔꿈치\n */\nexport const TAE_RIPPLING_ELBOW: SkeletalAnimation = {\n name: \"tae_rippling_elbow\",\n koreanName: \"태 물결팔꿈치\",\n duration: 0.35,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.5, -0.8, -0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 2.0, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, -0.3, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.15,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(0.3, 0.5, 0.5, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 2.2, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0.4, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, 0.3, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.35,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.3, -0.4, -0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n ],\n};\n\n/**\n * ☱ 태 (Tae) - Lake Attack 5: Finger Lock Twist (손가락잠금비틀기)\n *\n * Quick finger grab transitioning to painful twist.\n * Targets small joints for control.\n *\n * @korean 태손가락잠금비틀기\n */\nexport const TAE_FINGER_LOCK_TWIST: SkeletalAnimation = {\n name: \"tae_finger_lock_twist\",\n koreanName: \"태 손가락잠금비틀기\",\n duration: 0.4,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(0.2, 0, -0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.0, \"XYZ\")],\n [BoneName.WRIST_R, new THREE.Euler(0, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0.4)]]),\n },\n {\n time: 0.15,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(0.3, 0.2, 0, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, \"XYZ\")],\n [BoneName.WRIST_R, new THREE.Euler(0.5, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0.5)]]),\n },\n {\n time: 0.28,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(0.4, 0.5, 0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, \"XYZ\")],\n [BoneName.WRIST_R, new THREE.Euler(1.2, 0.3, 0, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0.2, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.4,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.2, -0.3, -0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, \"XYZ\")],\n [BoneName.WRIST_R, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n ],\n};\n\n// ☲ LI Extended Attacks\n/**\n * ☲ 리 (Li) - Fire Attack 4: Temple Spike (관자놀이찌르기)\n *\n * Precise strike to temple pressure point.\n * Targets temporal artery for knockout.\n *\n * @korean 리관자놀이찌르기\n */\nexport const LI_TEMPLE_SPIKE: SkeletalAnimation = {\n name: \"li_temple_spike\",\n koreanName: \"리 관자놀이찌르기\",\n duration: 0.28,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.3, -0.5, -0.4, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.4, \"XYZ\")],\n [BoneName.WRIST_R, new THREE.Euler(-0.3, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.12,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(0.4, 0.3, 0.2, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.4, \"XYZ\")],\n [BoneName.WRIST_R, new THREE.Euler(0.5, 0, 0, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0.2, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([\n [BoneName.HAND_R, new THREE.Vector3(0.3, 0.4, 0.7)],\n ]),\n },\n {\n time: 0.28,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.3, -0.4, -0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, \"XYZ\")],\n [BoneName.WRIST_R, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n ],\n};\n\n/**\n * ☲ 리 (Li) - Fire Attack 5: Blazing Nerve Chain (연속혈도타격)\n *\n * Rapid consecutive strikes to multiple nerve points.\n * Fire-like speed targeting meridian lines.\n *\n * @korean 리연속혈도타격\n */\nexport const LI_BLAZING_NERVE_CHAIN: SkeletalAnimation = {\n name: \"li_blazing_nerve_chain\",\n koreanName: \"리 연속혈도타격\",\n duration: 0.35,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.2, -0.3, -0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.08,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(0.3, 0, 0.2, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.5, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0.6)]]),\n },\n {\n time: 0.16,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_L, new THREE.Euler(0.3, 0, -0.2, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.5, \"XYZ\")],\n [BoneName.SHOULDER_R, new THREE.Euler(-0.2, -0.2, -0.2, \"XYZ\")],\n ]),\n bonePositions: new Map([\n [BoneName.HAND_L, new THREE.Vector3(0, 0.2, 0.6)],\n ]),\n },\n {\n time: 0.24,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(0.4, 0.2, 0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.4, \"XYZ\")],\n [BoneName.SHOULDER_L, new THREE.Euler(-0.2, 0.2, 0.2, \"XYZ\")],\n ]),\n bonePositions: new Map([\n [BoneName.HAND_R, new THREE.Vector3(0, 0.4, 0.7)],\n ]),\n },\n {\n time: 0.35,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.3, -0.3, -0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, \"XYZ\")],\n [BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.3, 0.3, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n ],\n};\n\n// ☳ JIN Extended Attacks\n/**\n * ☳ 진 (Jin) - Thunder Attack 4: Thunder Clap Palm (뇌명장)\n *\n * Explosive double palm strike like thunderclap.\n * Creates shockwave-like impact.\n *\n * @korean 진뇌명장\n */\nexport const JIN_THUNDER_CLAP_PALM: SkeletalAnimation = {\n name: \"jin_thunder_clap_palm\",\n koreanName: \"진 뇌명장\",\n duration: 0.32,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.5, -0.8, -0.4, \"XYZ\")],\n [BoneName.SHOULDER_L, new THREE.Euler(-0.5, 0.8, 0.4, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.8, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.8, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(-0.1, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.15,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(0.3, 0.2, 0.3, \"XYZ\")],\n [BoneName.SHOULDER_L, new THREE.Euler(0.3, -0.2, -0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.3, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.3, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0.2, 0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0.1, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([\n [BoneName.HAND_R, new THREE.Vector3(0.1, 0, 0.8)],\n [BoneName.HAND_L, new THREE.Vector3(-0.1, 0, 0.8)],\n ]),\n },\n {\n time: 0.32,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.3, -0.4, -0.3, \"XYZ\")],\n [BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.4, 0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n ],\n};\n\n/**\n * ☳ 진 (Jin) - Thunder Attack 5: Shocking Low Kick (벽력하단차기)\n *\n * Explosive low kick targeting knee or thigh.\n * Sudden burst of power to destabilize opponent.\n *\n * @korean 진벽력하단차기\n */\nexport const JIN_SHOCKING_LOW_KICK: SkeletalAnimation = {\n name: \"jin_shocking_low_kick\",\n koreanName: \"진 벽력하단차기\",\n duration: 0.3,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.HIP_R, new THREE.Euler(-0.3, 0, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-0.8, 0, 0, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-0.3, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.12,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.HIP_R, new THREE.Euler(0.6, 0.5, 0.3, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-0.2, 0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, 0.3, 0, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-0.5, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([\n [BoneName.FOOT_R, new THREE.Vector3(0.3, 0, 0.7)],\n ]),\n },\n {\n time: 0.3,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.HIP_R, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-0.3, 0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-0.3, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n ],\n};\n\n// ☴ SON Extended Attacks\n/**\n * ☴ 손 (Son) - Wind Attack 4: Gale Force Rush (폭풍돌진)\n *\n * Continuous forward pressure with rapid strikes.\n * Wind-like persistence overwhelming defense.\n *\n * @korean 손폭풍돌진\n */\nexport const SON_GALE_FORCE_RUSH: SkeletalAnimation = {\n name: \"son_gale_force_rush\",\n koreanName: \"손 폭풍돌진\",\n duration: 0.45,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.3, -0.3, -0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0.1, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, 0.1)]]),\n },\n {\n time: 0.1,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(0.3, 0, 0.2, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.4, \"XYZ\")],\n ]),\n bonePositions: new Map([\n [BoneName.HAND_R, new THREE.Vector3(0, 0, 0.6)],\n [BoneName.PELVIS, new THREE.Vector3(0, 0, 0.2)],\n ]),\n },\n {\n time: 0.2,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_L, new THREE.Euler(0.3, 0, -0.2, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.4, \"XYZ\")],\n [BoneName.SHOULDER_R, new THREE.Euler(-0.2, -0.2, -0.2, \"XYZ\")],\n ]),\n bonePositions: new Map([\n [BoneName.HAND_L, new THREE.Vector3(0, 0, 0.6)],\n [BoneName.PELVIS, new THREE.Vector3(0, 0, 0.3)],\n ]),\n },\n {\n time: 0.3,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(0.4, 0.2, 0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.3, \"XYZ\")],\n [BoneName.SHOULDER_L, new THREE.Euler(-0.2, 0.2, 0.2, \"XYZ\")],\n ]),\n bonePositions: new Map([\n [BoneName.HAND_R, new THREE.Vector3(0, 0, 0.7)],\n [BoneName.PELVIS, new THREE.Vector3(0, 0, 0.4)],\n ]),\n },\n {\n time: 0.45,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.3, -0.3, -0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, \"XYZ\")],\n [BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.3, 0.3, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, 0)]]),\n },\n ],\n};\n\n/**\n * ☴ 손 (Son) - Wind Attack 5: Cutting Wind Palm (절풍장)\n *\n * Sharp horizontal palm slice like cutting wind.\n * Targets throat or brachial plexus.\n *\n * @korean 손절풍장\n */\nexport const SON_CUTTING_WIND_PALM: SkeletalAnimation = {\n name: \"son_cutting_wind_palm\",\n koreanName: \"손 절풍장\",\n duration: 0.3,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.3, -0.8, -0.4, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.6, \"XYZ\")],\n [BoneName.WRIST_R, new THREE.Euler(0, -0.5, 0, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, -0.3, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.12,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(0.2, 0.6, 0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.3, \"XYZ\")],\n [BoneName.WRIST_R, new THREE.Euler(0, 0.3, 0, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0.4, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, 0.3, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([\n [BoneName.HAND_R, new THREE.Vector3(0.4, 0.3, 0.6)],\n ]),\n },\n {\n time: 0.3,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.3, -0.4, -0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, \"XYZ\")],\n [BoneName.WRIST_R, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n ],\n};\n\n// ☵ GAM Extended Attacks\n/**\n * ☵ 감 (Gam) - Water Attack 4: Undertow Pull (역류당기기)\n *\n * Grabbing motion pulling opponent off balance.\n * Uses water-like redirection of force.\n *\n * @korean 감역류당기기\n */\nexport const GAM_UNDERTOW_PULL: SkeletalAnimation = {\n name: \"gam_undertow_pull\",\n koreanName: \"감 역류당기기\",\n duration: 0.4,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(0.3, 0, -0.2, \"XYZ\")],\n [BoneName.SHOULDER_L, new THREE.Euler(0.3, 0, 0.2, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.8, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.8, \"XYZ\")],\n ]),\n bonePositions: new Map([\n [BoneName.HAND_R, new THREE.Vector3(0.1, 0, 0.5)],\n [BoneName.HAND_L, new THREE.Vector3(-0.1, 0, 0.5)],\n ]),\n },\n {\n time: 0.18,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.4, -0.3, -0.4, \"XYZ\")],\n [BoneName.SHOULDER_L, new THREE.Euler(-0.4, 0.3, 0.4, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.5, \"XYZ\")],\n [BoneName.SPINE_LOWER, new THREE.Euler(-0.2, 0, 0, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-0.5, 0, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-0.5, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.4,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.3, -0.3, -0.3, \"XYZ\")],\n [BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.3, 0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, \"XYZ\")],\n [BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-0.2, 0, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-0.2, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n ],\n};\n\n/**\n * ☵ 감 (Gam) - Water Attack 5: Splash Knee (파도무릎)\n *\n * Rising knee strike with wave-like motion.\n * Flows through opponent's guard.\n *\n * @korean 감파도무릎\n */\nexport const GAM_SPLASH_KNEE: SkeletalAnimation = {\n name: \"gam_splash_knee\",\n koreanName: \"감 파도무릎\",\n duration: 0.35,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.HIP_R, new THREE.Euler(-0.2, 0.3, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-0.6, 0, 0, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0.2, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.07,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.HIP_R, new THREE.Euler(0.3, 0.3, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-1.2, 0, 0, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0.2, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.15,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.HIP_R, new THREE.Euler(0.8, 0.2, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-1.4, 0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0.15, 0.2, 0, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, -0.2, 0, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-0.4, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([\n [BoneName.FOOT_R, new THREE.Vector3(0.2, 0.4, 0.5)],\n ]),\n },\n {\n time: 0.35,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.HIP_R, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-0.3, 0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-0.2, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n ],\n};\n\n// ☶ GAN Extended Attacks\n/**\n * ☶ 간 (Gan) - Mountain Attack 4: Iron Wall Block Strike (철벽반격)\n *\n * Heavy block transitioning to counter punch.\n * Immovable defense becoming offense.\n *\n * @korean 간철벽반격\n */\nexport const GAN_IRON_WALL_BLOCK_STRIKE: SkeletalAnimation = {\n name: \"gan_iron_wall_block_strike\",\n koreanName: \"간 철벽반격\",\n duration: 0.4,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SHOULDER_L, new THREE.Euler(-0.5, 0.6, 0.8, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.8, \"XYZ\")],\n [BoneName.SHOULDER_R, new THREE.Euler(-0.3, -0.3, -0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.4, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-0.5, 0, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-0.5, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.18,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.3, 0.4, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.4, \"XYZ\")],\n [BoneName.SHOULDER_R, new THREE.Euler(0.5, 0, 0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.3, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0.3, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, 0.2, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0.9)]]),\n },\n {\n time: 0.4,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.3, 0.3, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, \"XYZ\")],\n [BoneName.SHOULDER_R, new THREE.Euler(-0.3, -0.3, -0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-0.5, 0, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-0.5, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n ],\n};\n\n/**\n * ☶ 간 (Gan) - Mountain Attack 5: Boulder Drop Elbow (낙석팔꿈치)\n *\n * Heavy descending elbow strike.\n * Mountain's weight crashing down.\n *\n * @korean 간낙석팔꿈치\n */\nexport const GAN_BOULDER_DROP_ELBOW: SkeletalAnimation = {\n name: \"gan_boulder_drop_elbow\",\n koreanName: \"간 낙석팔꿈치\",\n duration: 0.35,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-1.2, 0, -0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 2.2, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-0.6, 0, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-0.6, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.15,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(0.6, 0, 0.4, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 2.0, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0.2, 0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0.1, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n {\n time: 0.35,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.3, 0, -0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.PELVIS, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-0.5, 0, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-0.5, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map(),\n },\n ],\n};\n\n// ☷ GON Extended Attacks\n/**\n * ☷ 곤 (Gon) - Earth Attack 4: Quicksand Grab (유사잡기)\n *\n * Low grabbing attack pulling opponent into ground.\n * Earth swallowing motion.\n *\n * @korean 곤유사잡기\n */\nexport const GON_QUICKSAND_GRAB: SkeletalAnimation = {\n name: \"gon_quicksand_grab\",\n koreanName: \"곤 유사잡기\",\n duration: 0.45,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(0.4, 0, -0.2, \"XYZ\")],\n [BoneName.SHOULDER_L, new THREE.Euler(0.4, 0, 0.2, \"XYZ\")],\n [BoneName.SPINE_LOWER, new THREE.Euler(0.3, 0, 0, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-1.2, 0, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-1.2, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([\n [BoneName.PELVIS, new THREE.Vector3(0, -0.3, 0)],\n ]),\n },\n {\n time: 0.2,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(0.6, 0.3, 0.3, \"XYZ\")],\n [BoneName.SHOULDER_L, new THREE.Euler(0.6, -0.3, -0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.0, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.0, \"XYZ\")],\n [BoneName.SPINE_LOWER, new THREE.Euler(0.4, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([\n [BoneName.HAND_R, new THREE.Vector3(0.2, -0.2, 0.6)],\n [BoneName.HAND_L, new THREE.Vector3(-0.2, -0.2, 0.6)],\n [BoneName.PELVIS, new THREE.Vector3(0, -0.4, 0)],\n ]),\n },\n {\n time: 0.35,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(-0.3, -0.4, -0.3, \"XYZ\")],\n [BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.4, 0.3, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.5, \"XYZ\")],\n [BoneName.SPINE_LOWER, new THREE.Euler(0.2, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([\n [BoneName.PELVIS, new THREE.Vector3(0, -0.2, 0)],\n ]),\n },\n {\n time: 0.45,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SHOULDER_R, new THREE.Euler(0.3, -0.5, -0.6, \"XYZ\")],\n [BoneName.SHOULDER_L, new THREE.Euler(0.3, 0.5, 0.6, \"XYZ\")],\n [BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.9, \"XYZ\")],\n [BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.9, \"XYZ\")],\n [BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-1.1, 0, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-1.1, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, 0)]]),\n },\n ],\n};\n\n/**\n * ☷ 곤 (Gon) - Earth Attack 5: Tectonic Slam (지각충돌)\n *\n * Full body slam using low center of gravity.\n * Earth plate collision force.\n *\n * @korean 곤지각충돌\n */\nexport const GON_TECTONIC_SLAM: SkeletalAnimation = {\n name: \"gon_tectonic_slam\",\n koreanName: \"곤 지각충돌\",\n duration: 0.5,\n loop: false,\n type: \"attack\",\n keyframes: [\n {\n time: 0.0,\n easing: \"ease-out\",\n boneRotations: new Map([\n [BoneName.SPINE_LOWER, new THREE.Euler(0.2, 0, 0, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-1.0, 0, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-1.0, 0, 0, \"XYZ\")],\n [BoneName.SHOULDER_R, new THREE.Euler(-0.4, -0.5, -0.5, \"XYZ\")],\n [BoneName.SHOULDER_L, new THREE.Euler(-0.4, 0.5, 0.5, \"XYZ\")],\n ]),\n bonePositions: new Map([\n [BoneName.PELVIS, new THREE.Vector3(0, -0.2, 0)],\n ]),\n },\n {\n time: 0.2,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SPINE_LOWER, new THREE.Euler(0.4, 0.3, 0, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0.3, 0.2, 0, \"XYZ\")],\n [BoneName.SHOULDER_R, new THREE.Euler(0.5, 0.3, 0.4, \"XYZ\")],\n [BoneName.SHOULDER_L, new THREE.Euler(0.5, -0.3, -0.4, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-0.8, 0, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-1.2, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([\n [BoneName.PELVIS, new THREE.Vector3(0, -0.1, 0.5)],\n ]),\n },\n {\n time: 0.35,\n easing: \"linear\",\n boneRotations: new Map([\n [BoneName.SPINE_LOWER, new THREE.Euler(0.5, 0.4, 0, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0.4, 0.3, 0, \"XYZ\")],\n [BoneName.SHOULDER_R, new THREE.Euler(0.6, 0.5, 0.5, \"XYZ\")],\n [BoneName.SHOULDER_L, new THREE.Euler(0.6, -0.5, -0.5, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, 0.8)]]),\n },\n {\n time: 0.5,\n easing: \"ease-in\",\n boneRotations: new Map([\n [BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, \"XYZ\")],\n [BoneName.SHOULDER_R, new THREE.Euler(0.3, -0.5, -0.6, \"XYZ\")],\n [BoneName.SHOULDER_L, new THREE.Euler(0.3, 0.5, 0.6, \"XYZ\")],\n [BoneName.KNEE_L, new THREE.Euler(-1.1, 0, 0, \"XYZ\")],\n [BoneName.KNEE_R, new THREE.Euler(-1.1, 0, 0, \"XYZ\")],\n ]),\n bonePositions: new Map([[BoneName.PELVIS, new THREE.Vector3(0, 0, 0)]]),\n },\n ],\n};\n\n// =============================================================================\n// Exports and Helper Functions\n// =============================================================================\n\n/**\n * Map of all attack animations by stance\n *\n * Each stance has 5 unique attack animations that reflect its philosophy:\n * - GEON: Bone-breaking strikes with overwhelming force\n * - TAE: Fluid joint manipulation with circular motion\n * - LI: Precise nerve strikes targeting vital points\n * - JIN: Explosive power techniques with sudden bursts\n * - SON: Continuous pressure combo attacks\n * - GAM: Flow-counter attacks that redirect force\n * - GAN: Defensive counter-attacks from solid stance\n * - GON: Grounding/takedown attacks with low center\n *\n * @korean 자세별공격애니메이션\n */\nexport const ATTACK_ANIMATIONS_BY_STANCE: ReadonlyMap<\n TrigramStance,\n readonly SkeletalAnimation[]\n> = new Map([\n [\n TrigramStance.GEON,\n [\n GEON_BONE_BREAKING_STRIKE_1,\n GEON_THUNDEROUS_UPPERCUT,\n GEON_CRUSHING_ELBOW,\n GEON_DESCENDING_HAMMER,\n GEON_SPLITTING_PALM,\n ] as const,\n ],\n [\n TrigramStance.TAE,\n [\n TAE_WRIST_LOCK_STRIKE,\n TAE_FLOWING_ARM_BAR,\n TAE_SPIRAL_SHOULDER_THROW,\n TAE_RIPPLING_ELBOW,\n TAE_FINGER_LOCK_TWIST,\n ] as const,\n ],\n [\n TrigramStance.LI,\n [\n LI_BURNING_FINGER_STRIKE_1,\n LI_SOLAR_PLEXUS_SPEAR,\n LI_PHOENIX_EYE_STRIKE,\n LI_TEMPLE_SPIKE,\n LI_BLAZING_NERVE_CHAIN,\n ] as const,\n ],\n [\n TrigramStance.JIN,\n [\n JIN_LIGHTNING_STRAIGHT,\n JIN_SHOCKING_HAMMER_FIST,\n JIN_EXPLOSIVE_KNEE,\n JIN_THUNDER_CLAP_PALM,\n JIN_SHOCKING_LOW_KICK,\n ] as const,\n ],\n [\n TrigramStance.SON,\n [\n SON_WHIRLWIND_COMBO_1,\n SON_PRESSURE_POINT_CHAIN,\n SON_PENETRATING_PALM_RUSH,\n SON_GALE_FORCE_RUSH,\n SON_CUTTING_WIND_PALM,\n ] as const,\n ],\n [\n TrigramStance.GAM,\n [\n GAM_FLOWING_RIVER_STRIKE,\n GAM_TIDAL_WAVE_PALM,\n GAM_WHIRLPOOL_COUNTER,\n GAM_UNDERTOW_PULL,\n GAM_SPLASH_KNEE,\n ] as const,\n ],\n [\n TrigramStance.GAN,\n [\n GAN_FORTRESS_COUNTER_STRIKE,\n GAN_AVALANCHE_HAMMER,\n GAN_STONE_WALL_THRUST,\n GAN_IRON_WALL_BLOCK_STRIKE,\n GAN_BOULDER_DROP_ELBOW,\n ] as const,\n ],\n [\n TrigramStance.GON,\n [\n GON_GROUND_SWEEP_STRIKE,\n GON_EARTHQUAKE_STOMP,\n GON_ROOTING_TAKEDOWN,\n GON_QUICKSAND_GRAB,\n GON_TECTONIC_SLAM,\n ] as const,\n ],\n]);\n\n/**\n * All attack animations in a single map for easy lookup\n *\n * @korean 모든공격애니메이션\n */\nexport const ALL_ATTACK_ANIMATIONS = new Map<string, SkeletalAnimation>([\n // GEON (Heaven)\n [\"geon_bone_breaking_strike_1\", GEON_BONE_BREAKING_STRIKE_1],\n [\"geon_thunderous_uppercut\", GEON_THUNDEROUS_UPPERCUT],\n [\"geon_crushing_elbow\", GEON_CRUSHING_ELBOW],\n [\"geon_descending_hammer\", GEON_DESCENDING_HAMMER],\n [\"geon_splitting_palm\", GEON_SPLITTING_PALM],\n // TAE (Lake)\n [\"tae_wrist_lock_strike\", TAE_WRIST_LOCK_STRIKE],\n [\"tae_flowing_arm_bar\", TAE_FLOWING_ARM_BAR],\n [\"tae_spiral_shoulder_throw\", TAE_SPIRAL_SHOULDER_THROW],\n [\"tae_rippling_elbow\", TAE_RIPPLING_ELBOW],\n [\"tae_finger_lock_twist\", TAE_FINGER_LOCK_TWIST],\n // LI (Fire)\n [\"li_burning_finger_strike_1\", LI_BURNING_FINGER_STRIKE_1],\n [\"li_solar_plexus_spear\", LI_SOLAR_PLEXUS_SPEAR],\n [\"li_phoenix_eye_strike\", LI_PHOENIX_EYE_STRIKE],\n [\"li_temple_spike\", LI_TEMPLE_SPIKE],\n [\"li_blazing_nerve_chain\", LI_BLAZING_NERVE_CHAIN],\n // JIN (Thunder)\n [\"jin_lightning_straight\", JIN_LIGHTNING_STRAIGHT],\n [\"jin_shocking_hammer_fist\", JIN_SHOCKING_HAMMER_FIST],\n [\"jin_explosive_knee\", JIN_EXPLOSIVE_KNEE],\n [\"jin_thunder_clap_palm\", JIN_THUNDER_CLAP_PALM],\n [\"jin_shocking_low_kick\", JIN_SHOCKING_LOW_KICK],\n // SON (Wind)\n [\"son_whirlwind_combo_1\", SON_WHIRLWIND_COMBO_1],\n [\"son_pressure_point_chain\", SON_PRESSURE_POINT_CHAIN],\n [\"son_penetrating_palm_rush\", SON_PENETRATING_PALM_RUSH],\n [\"son_gale_force_rush\", SON_GALE_FORCE_RUSH],\n [\"son_cutting_wind_palm\", SON_CUTTING_WIND_PALM],\n // GAM (Water)\n [\"gam_flowing_river_strike\", GAM_FLOWING_RIVER_STRIKE],\n [\"gam_tidal_wave_palm\", GAM_TIDAL_WAVE_PALM],\n [\"gam_whirlpool_counter\", GAM_WHIRLPOOL_COUNTER],\n [\"gam_undertow_pull\", GAM_UNDERTOW_PULL],\n [\"gam_splash_knee\", GAM_SPLASH_KNEE],\n // GAN (Mountain)\n [\"gan_fortress_counter_strike\", GAN_FORTRESS_COUNTER_STRIKE],\n [\"gan_avalanche_hammer\", GAN_AVALANCHE_HAMMER],\n [\"gan_stone_wall_thrust\", GAN_STONE_WALL_THRUST],\n [\"gan_iron_wall_block_strike\", GAN_IRON_WALL_BLOCK_STRIKE],\n [\"gan_boulder_drop_elbow\", GAN_BOULDER_DROP_ELBOW],\n // GON (Earth)\n [\"gon_ground_sweep_strike\", GON_GROUND_SWEEP_STRIKE],\n [\"gon_earthquake_stomp\", GON_EARTHQUAKE_STOMP],\n [\"gon_rooting_takedown\", GON_ROOTING_TAKEDOWN],\n [\"gon_quicksand_grab\", GON_QUICKSAND_GRAB],\n [\"gon_tectonic_slam\", GON_TECTONIC_SLAM],\n]);\n\n/**\n * Get attack animations for a specific stance\n *\n * @param stance - Trigram stance\n * @returns Array of 5 attack animations for the stance\n *\n * @example\n * ```typescript\n * const geonAttacks = getAttackAnimationsForStance(TrigramStance.GEON);\n * console.log(geonAttacks[0].koreanName); // \"건 뼈부러뜨리기 1\"\n * ```\n *\n * @korean 자세공격애니메이션가져오기\n */\nexport function getAttackAnimationsForStance(\n stance: TrigramStance,\n): readonly SkeletalAnimation[] {\n return ATTACK_ANIMATIONS_BY_STANCE.get(stance) ?? [];\n}\n\n/**\n * Get an attack animation by name\n *\n * @param name - Animation name\n * @returns Skeletal animation or undefined\n *\n * @korean 공격애니메이션가져오기\n */\nexport function getAttackAnimation(\n name: string,\n): SkeletalAnimation | undefined {\n return 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