blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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@@ -0,0 +1,349 @@
1
+ import { AnimationPriority, STEP_PRIORITY } from "./types.js";
2
+ //#region src/systems/animation/core/AnimationPriority.ts
3
+ /**
4
+ * Animation priority system for Black Trigram
5
+ *
6
+ * Determines which animations can interrupt others based on priority levels.
7
+ * Higher priority animations can interrupt lower priority ones.
8
+ *
9
+ * Priority order: recovery > fall > ko > hit > attack > defend > stance_change > movement > idle
10
+ *
11
+ * Enhanced with:
12
+ * - Deterministic conflict resolution for simultaneous equal-priority animations
13
+ * - Animation queue system for pending animations
14
+ * - Interruptibility windows (frame-based interrupt control)
15
+ * - Korean terminology for all priority levels and conflicts
16
+ *
17
+ * @module systems/animation/AnimationPriority
18
+ * @category Animation
19
+ * @korean 애니메이션우선순위
20
+ */
21
+ /**
22
+ * Map animation states to their priority levels
23
+ *
24
+ * Stance guard animations have same priority as idle (0) since they are
25
+ * also idle states, just stance-specific.
26
+ * Tactical steps have priority 5 (same as attacks) to ensure commitment.
27
+ *
28
+ * @korean 애니메이션우선순위맵
29
+ */
30
+ var ANIMATION_PRIORITY_MAP = {
31
+ idle: AnimationPriority.IDLE,
32
+ walk: AnimationPriority.WALK,
33
+ run: AnimationPriority.RUN,
34
+ stance_change: AnimationPriority.STANCE_CHANGE,
35
+ stance_side_switch: AnimationPriority.STANCE_CHANGE,
36
+ defend: AnimationPriority.DEFEND,
37
+ defend_block_success: AnimationPriority.HIT,
38
+ defend_parry: AnimationPriority.KO,
39
+ defend_guard_break: AnimationPriority.FALL,
40
+ defend_recovery: AnimationPriority.RUN,
41
+ attack: AnimationPriority.ATTACK,
42
+ hit: AnimationPriority.HIT,
43
+ ko: AnimationPriority.KO,
44
+ stance_guard_geon: AnimationPriority.IDLE,
45
+ stance_guard_tae: AnimationPriority.IDLE,
46
+ stance_guard_li: AnimationPriority.IDLE,
47
+ stance_guard_jin: AnimationPriority.IDLE,
48
+ stance_guard_son: AnimationPriority.IDLE,
49
+ stance_guard_gam: AnimationPriority.IDLE,
50
+ stance_guard_gan: AnimationPriority.IDLE,
51
+ stance_guard_gon: AnimationPriority.IDLE,
52
+ step_forward: STEP_PRIORITY,
53
+ step_back: STEP_PRIORITY,
54
+ step_left: STEP_PRIORITY,
55
+ step_right: STEP_PRIORITY,
56
+ step_forward_left: STEP_PRIORITY,
57
+ step_forward_right: STEP_PRIORITY,
58
+ step_back_left: STEP_PRIORITY,
59
+ step_back_right: STEP_PRIORITY,
60
+ fall_forward: AnimationPriority.FALL,
61
+ fall_backward: AnimationPriority.FALL,
62
+ fall_side_left: AnimationPriority.FALL,
63
+ fall_side_right: AnimationPriority.FALL,
64
+ ground_prone: AnimationPriority.IDLE,
65
+ ground_supine: AnimationPriority.IDLE,
66
+ ground_side_left: AnimationPriority.IDLE,
67
+ ground_side_right: AnimationPriority.IDLE,
68
+ turn_left: STEP_PRIORITY,
69
+ turn_right: STEP_PRIORITY,
70
+ footwork_circular_left: STEP_PRIORITY,
71
+ footwork_circular_right: STEP_PRIORITY,
72
+ footwork_pivot_left: STEP_PRIORITY,
73
+ footwork_pivot_right: STEP_PRIORITY,
74
+ footwork_slide_forward: AnimationPriority.DEFEND,
75
+ footwork_slide_back: AnimationPriority.DEFEND,
76
+ footwork_slide_left: AnimationPriority.DEFEND,
77
+ footwork_slide_right: AnimationPriority.DEFEND,
78
+ footwork_shuffle: AnimationPriority.STANCE_CHANGE,
79
+ recovery_prone_standup: AnimationPriority.RECOVERY,
80
+ recovery_supine_standup: AnimationPriority.RECOVERY,
81
+ recovery_roll: AnimationPriority.RECOVERY,
82
+ recovery_defensive: AnimationPriority.RECOVERY,
83
+ grapple_entry: AnimationPriority.ATTACK,
84
+ grapple_control: AnimationPriority.ATTACK,
85
+ grapple_struggle: AnimationPriority.HIT,
86
+ grapple_escape: AnimationPriority.HIT
87
+ };
88
+ /**
89
+ * Check if an animation can interrupt another based on priority
90
+ *
91
+ * @param current - Current animation state
92
+ * @param requested - Requested animation state
93
+ * @param currentInterruptible - Whether current animation is interruptible
94
+ * @returns Whether the requested animation can interrupt the current one
95
+ *
96
+ * @example
97
+ * ```typescript
98
+ * // Hit can interrupt attack
99
+ * canInterrupt("attack", "hit", true); // true
100
+ *
101
+ * // Attack cannot interrupt hit
102
+ * canInterrupt("hit", "attack", true); // false
103
+ *
104
+ * // Nothing can interrupt non-interruptible animations
105
+ * canInterrupt("attack", "hit", false); // false (unless same priority)
106
+ * ```
107
+ *
108
+ * @korean 중단가능여부확인
109
+ */
110
+ function canInterrupt(current, requested, currentInterruptible) {
111
+ const currentPriority = ANIMATION_PRIORITY_MAP[current];
112
+ const requestedPriority = ANIMATION_PRIORITY_MAP[requested];
113
+ if (currentPriority === requestedPriority) return true;
114
+ if (!currentInterruptible) return requestedPriority > currentPriority;
115
+ return requestedPriority >= currentPriority;
116
+ }
117
+ AnimationPriority.IDLE, AnimationPriority.WALK, AnimationPriority.RUN, AnimationPriority.STANCE_CHANGE, AnimationPriority.DEFEND, AnimationPriority.ATTACK, AnimationPriority.HIT, AnimationPriority.KO, AnimationPriority.FALL, AnimationPriority.RECOVERY;
118
+ /**
119
+ * Resolve conflict between two equal-priority animations
120
+ *
121
+ * **Korean**: 충돌 해결
122
+ *
123
+ * Uses the specified strategy to deterministically decide which animation
124
+ * should play when both have equal priority.
125
+ *
126
+ * @param current - Current animation request
127
+ * @param requested - Requested animation request
128
+ * @param strategy - Conflict resolution strategy
129
+ * @returns Which animation should play: 'current' or 'requested'
130
+ *
131
+ * @example
132
+ * ```typescript
133
+ * const current = {
134
+ * state: AnimationState.ATTACK,
135
+ * timestamp: 1000,
136
+ * priority: AnimationPriority.ATTACK,
137
+ * };
138
+ * const requested = {
139
+ * state: AnimationState.STEP_FORWARD,
140
+ * timestamp: 1001,
141
+ * priority: AnimationPriority.ATTACK,
142
+ * };
143
+ *
144
+ * // Timestamp strategy: current wins (1000 < 1001)
145
+ * resolveConflict(current, requested, "timestamp"); // "current"
146
+ *
147
+ * // Requested strategy: always take new animation
148
+ * resolveConflict(current, requested, "requested"); // "requested"
149
+ * ```
150
+ *
151
+ * @korean 충돌해결
152
+ */
153
+ function resolveConflict(current, requested, strategy = "timestamp") {
154
+ if (requested.forced && !current.forced) return "requested";
155
+ if (current.forced && !requested.forced) return "current";
156
+ switch (strategy) {
157
+ case "timestamp": return current.timestamp <= requested.timestamp ? "current" : "requested";
158
+ case "state_order": return current.state <= requested.state ? "current" : "requested";
159
+ case "current": return "current";
160
+ case "requested": return "requested";
161
+ default: return current.timestamp <= requested.timestamp ? "current" : "requested";
162
+ }
163
+ }
164
+ /**
165
+ * Animation queue for managing pending animations
166
+ *
167
+ * **Korean**: 애니메이션 대기열
168
+ *
169
+ * Stores pending animation requests that should play after the current
170
+ * animation completes. Useful for:
171
+ * - Buffering input during non-interruptible animations
172
+ * - Creating animation chains/combos
173
+ * - Handling rapid input sequences
174
+ *
175
+ * Queue is priority-ordered: highest priority animations are dequeued first.
176
+ *
177
+ * @korean 애니메이션대기열
178
+ */
179
+ var AnimationQueue = class {
180
+ queue = [];
181
+ maxSize;
182
+ conflictStrategy;
183
+ /**
184
+ * Create a new animation queue
185
+ *
186
+ * @param maxSize - Maximum queue size (default: 3)
187
+ * @param conflictStrategy - Strategy for resolving equal-priority conflicts
188
+ *
189
+ * @korean 생성자
190
+ */
191
+ constructor(maxSize = 3, conflictStrategy = "timestamp") {
192
+ this.maxSize = maxSize;
193
+ this.conflictStrategy = conflictStrategy;
194
+ }
195
+ /**
196
+ * Add animation request to queue
197
+ *
198
+ * **Korean**: 대기열에 추가
199
+ *
200
+ * Adds an animation request to the queue if space is available.
201
+ * Queue is kept sorted by priority (highest first).
202
+ *
203
+ * @param request - Animation request to enqueue
204
+ * @returns Whether request was successfully enqueued
205
+ *
206
+ * @korean 대기열추가
207
+ */
208
+ enqueue(request) {
209
+ if (this.queue.length >= this.maxSize) {
210
+ const lowestPriorityItem = this.queue[this.queue.length - 1];
211
+ if (request.priority > lowestPriorityItem.priority) this.queue.pop();
212
+ else return false;
213
+ }
214
+ let low = 0;
215
+ let high = this.queue.length;
216
+ while (low < high) {
217
+ const mid = low + high >> 1;
218
+ if (this.queue[mid].priority < request.priority) high = mid;
219
+ else low = mid + 1;
220
+ }
221
+ this.queue.splice(low, 0, request);
222
+ return true;
223
+ }
224
+ /**
225
+ * Remove and return highest priority request from queue
226
+ *
227
+ * **Korean**: 대기열에서 제거
228
+ *
229
+ * Dequeues the highest priority animation request.
230
+ * If multiple requests have equal priority, uses conflict resolution strategy.
231
+ *
232
+ * @returns Next animation request or null if queue is empty
233
+ *
234
+ * @korean 대기열제거
235
+ */
236
+ dequeue() {
237
+ if (this.queue.length === 0) return null;
238
+ const highestPriority = this.queue[0].priority;
239
+ const highestPriorityRequests = this.queue.filter((r) => r.priority === highestPriority);
240
+ let selectedRequest;
241
+ if (highestPriorityRequests.length === 1) selectedRequest = highestPriorityRequests[0];
242
+ else selectedRequest = highestPriorityRequests.reduce((current, next) => {
243
+ return resolveConflict(current, next, this.conflictStrategy) === "current" ? current : next;
244
+ });
245
+ const index = this.queue.indexOf(selectedRequest);
246
+ this.queue.splice(index, 1);
247
+ return selectedRequest;
248
+ }
249
+ /**
250
+ * Peek at next request without removing it
251
+ *
252
+ * **Korean**: 다음 요청 확인
253
+ *
254
+ * @returns Next animation request or null if queue is empty
255
+ *
256
+ * @korean 다음요청확인
257
+ */
258
+ peek() {
259
+ return this.queue.length > 0 ? this.queue[0] : null;
260
+ }
261
+ /**
262
+ * Clear all pending requests
263
+ *
264
+ * **Korean**: 대기열 초기화
265
+ *
266
+ * @korean 대기열초기화
267
+ */
268
+ clear() {
269
+ this.queue = [];
270
+ }
271
+ /**
272
+ * Get number of pending requests
273
+ *
274
+ * **Korean**: 대기열 크기
275
+ *
276
+ * @returns Number of pending requests
277
+ *
278
+ * @korean 대기열크기
279
+ */
280
+ size() {
281
+ return this.queue.length;
282
+ }
283
+ /**
284
+ * Check if queue is empty
285
+ *
286
+ * **Korean**: 대기열 비어있음
287
+ *
288
+ * @returns True if queue has no pending requests
289
+ *
290
+ * @korean 대기열비어있음
291
+ */
292
+ isEmpty() {
293
+ return this.queue.length === 0;
294
+ }
295
+ /**
296
+ * Check if queue is full
297
+ *
298
+ * **Korean**: 대기열 가득참
299
+ *
300
+ * @returns True if queue is at maximum capacity
301
+ *
302
+ * @korean 대기열가득찬
303
+ */
304
+ isFull() {
305
+ return this.queue.length >= this.maxSize;
306
+ }
307
+ /**
308
+ * Get all pending requests (read-only)
309
+ *
310
+ * **Korean**: 모든 대기 요청
311
+ *
312
+ * @returns Array of pending requests
313
+ *
314
+ * @korean 모든대기요청
315
+ */
316
+ getAll() {
317
+ return [...this.queue];
318
+ }
319
+ /**
320
+ * Get maximum queue size
321
+ *
322
+ * **Korean**: 최대 대기열 크기
323
+ *
324
+ * @returns Maximum queue capacity
325
+ *
326
+ * @korean 최대대기열크기
327
+ */
328
+ getMaxSize() {
329
+ return this.maxSize;
330
+ }
331
+ /**
332
+ * Set conflict resolution strategy
333
+ *
334
+ * **Korean**: 충돌 해결 전략 설정
335
+ *
336
+ * Updates the strategy used to resolve equal-priority conflicts.
337
+ *
338
+ * @param strategy - New conflict resolution strategy
339
+ *
340
+ * @korean 충돌해결전략설정
341
+ */
342
+ setConflictStrategy(strategy) {
343
+ this.conflictStrategy = strategy;
344
+ }
345
+ };
346
+ //#endregion
347
+ export { ANIMATION_PRIORITY_MAP, AnimationQueue, canInterrupt };
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+
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+ //# sourceMappingURL=AnimationPriority.js.map
@@ -0,0 +1 @@
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+ {"version":3,"file":"AnimationPriority.js","names":[],"sources":["../../../../src/systems/animation/core/AnimationPriority.ts"],"sourcesContent":["/**\n * Animation priority system for Black Trigram\n * \n * Determines which animations can interrupt others based on priority levels.\n * Higher priority animations can interrupt lower priority ones.\n * \n * Priority order: recovery > fall > ko > hit > attack > defend > stance_change > movement > idle\n * \n * Enhanced with:\n * - Deterministic conflict resolution for simultaneous equal-priority animations\n * - Animation queue system for pending animations\n * - Interruptibility windows (frame-based interrupt control)\n * - Korean terminology for all priority levels and conflicts\n * \n * @module systems/animation/AnimationPriority\n * @category Animation\n * @korean 애니메이션우선순위\n */\n\nimport { AnimationPriority, AnimationState, STEP_PRIORITY } from \"./types\";\n\n/**\n * Map animation states to their priority levels\n * \n * Stance guard animations have same priority as idle (0) since they are\n * also idle states, just stance-specific.\n * Tactical steps have priority 5 (same as attacks) to ensure commitment.\n * \n * @korean 애니메이션우선순위맵\n */\nexport const ANIMATION_PRIORITY_MAP: Record<AnimationState, AnimationPriority> = {\n idle: AnimationPriority.IDLE,\n walk: AnimationPriority.WALK,\n run: AnimationPriority.RUN,\n stance_change: AnimationPriority.STANCE_CHANGE,\n stance_side_switch: AnimationPriority.STANCE_CHANGE, // Same priority as stance_change\n defend: AnimationPriority.DEFEND,\n // Defensive animations (방어 애니메이션)\n defend_block_success: AnimationPriority.HIT, // Priority 6 - same as hit\n defend_parry: AnimationPriority.KO, // Priority 7 - higher than block\n defend_guard_break: AnimationPriority.FALL, // Priority 8 - highest (same as fall)\n defend_recovery: AnimationPriority.RUN, // Priority 2 - interruptible recovery\n attack: AnimationPriority.ATTACK,\n hit: AnimationPriority.HIT,\n ko: AnimationPriority.KO,\n // Stance-specific guard animations (팔괘 방어 자세)\n stance_guard_geon: AnimationPriority.IDLE,\n stance_guard_tae: AnimationPriority.IDLE,\n stance_guard_li: AnimationPriority.IDLE,\n stance_guard_jin: AnimationPriority.IDLE,\n stance_guard_son: AnimationPriority.IDLE,\n stance_guard_gam: AnimationPriority.IDLE,\n stance_guard_gan: AnimationPriority.IDLE,\n stance_guard_gon: AnimationPriority.IDLE,\n // Tactical step animations (전술적 발걸음) - non-interruptible\n step_forward: STEP_PRIORITY,\n step_back: STEP_PRIORITY,\n step_left: STEP_PRIORITY,\n step_right: STEP_PRIORITY,\n step_forward_left: STEP_PRIORITY,\n step_forward_right: STEP_PRIORITY,\n step_back_left: STEP_PRIORITY,\n step_back_right: STEP_PRIORITY,\n // Fall animations (낙법) - highest priority\n fall_forward: AnimationPriority.FALL,\n fall_backward: AnimationPriority.FALL,\n fall_side_left: AnimationPriority.FALL,\n fall_side_right: AnimationPriority.FALL,\n // Ground states (지면 자세) - idle priority\n ground_prone: AnimationPriority.IDLE,\n ground_supine: AnimationPriority.IDLE,\n ground_side_left: AnimationPriority.IDLE,\n ground_side_right: AnimationPriority.IDLE,\n // 180-degree turn animations (180도 회전) - same as steps (committed action)\n turn_left: STEP_PRIORITY,\n turn_right: STEP_PRIORITY,\n // Footwork patterns (보법) - Korean martial arts specialized footwork\n footwork_circular_left: STEP_PRIORITY,\n footwork_circular_right: STEP_PRIORITY,\n footwork_pivot_left: STEP_PRIORITY,\n footwork_pivot_right: STEP_PRIORITY,\n footwork_slide_forward: AnimationPriority.DEFEND,\n footwork_slide_back: AnimationPriority.DEFEND,\n footwork_slide_left: AnimationPriority.DEFEND,\n footwork_slide_right: AnimationPriority.DEFEND,\n footwork_shuffle: AnimationPriority.STANCE_CHANGE,\n // Recovery animations (기상 애니메이션) - highest priority (can interrupt anything)\n recovery_prone_standup: AnimationPriority.RECOVERY,\n recovery_supine_standup: AnimationPriority.RECOVERY,\n recovery_roll: AnimationPriority.RECOVERY,\n recovery_defensive: AnimationPriority.RECOVERY,\n // Grappling animations (잡기 애니메이션) - high priority like attacks/hits\n grapple_entry: AnimationPriority.ATTACK, // Priority 5 - same as attack\n grapple_control: AnimationPriority.ATTACK, // Priority 5 - maintain control\n grapple_struggle: AnimationPriority.HIT, // Priority 6 - struggling escape\n grapple_escape: AnimationPriority.HIT, // Priority 6 - successful escape\n};\n\n/**\n * Check if an animation can interrupt another based on priority\n * \n * @param current - Current animation state\n * @param requested - Requested animation state\n * @param currentInterruptible - Whether current animation is interruptible\n * @returns Whether the requested animation can interrupt the current one\n * \n * @example\n * ```typescript\n * // Hit can interrupt attack\n * canInterrupt(\"attack\", \"hit\", true); // true\n * \n * // Attack cannot interrupt hit\n * canInterrupt(\"hit\", \"attack\", true); // false\n * \n * // Nothing can interrupt non-interruptible animations\n * canInterrupt(\"attack\", \"hit\", false); // false (unless same priority)\n * ```\n * \n * @korean 중단가능여부확인\n */\nexport function canInterrupt(\n current: AnimationState,\n requested: AnimationState,\n currentInterruptible: boolean\n): boolean {\n const currentPriority = ANIMATION_PRIORITY_MAP[current];\n const requestedPriority = ANIMATION_PRIORITY_MAP[requested];\n\n // Same priority animations can always transition\n if (currentPriority === requestedPriority) {\n return true;\n }\n\n // Non-interruptible animations can only be interrupted by higher priority\n if (!currentInterruptible) {\n return requestedPriority > currentPriority;\n }\n\n // Interruptible animations can be interrupted by same or higher priority\n return requestedPriority >= currentPriority;\n}\n\n/**\n * Get the priority level for an animation state\n * \n * @param state - Animation state\n * @returns Priority level\n * \n * @korean 우선순위가져오기\n */\nexport function getPriority(state: AnimationState): AnimationPriority {\n return ANIMATION_PRIORITY_MAP[state];\n}\n\n/**\n * Compare two animation priorities\n * \n * @param state1 - First animation state\n * @param state2 - Second animation state\n * @returns Positive if state1 has higher priority, negative if state2 has higher priority, 0 if equal\n * \n * @korean 우선순위비교\n */\nexport function comparePriority(\n state1: AnimationState,\n state2: AnimationState\n): number {\n return ANIMATION_PRIORITY_MAP[state1] - ANIMATION_PRIORITY_MAP[state2];\n}\n\n// ===== Korean Priority Level Terminology (우선순위 등급 용어) =====\n\n/**\n * Korean names for each priority level\n * \n * Maps priority levels to their Korean martial arts terminology:\n * - IDLE (0): 대기 (Daegi) - Waiting/Ready state\n * - WALK (1): 보행 (Bohaeng) - Walking movement\n * - RUN (2): 질주 (Jilju) - Running movement\n * - STANCE_CHANGE (3): 자세전환 (Jase Jeonhwan) - Stance transition\n * - DEFEND (4): 방어 (Bangeo) - Defense action\n * - ATTACK (5): 공격 (Gonggyeok) - Attack action\n * - HIT (6): 피격 (Pigyeok) - Being hit\n * - KO (7): 기절 (Gijeol) - Knockout\n * - FALL (8): 낙법 (Nakbeop) - Falling technique\n * - RECOVERY (9): 기상 (Gisang) - Recovery/Getting up\n * \n * @korean 우선순위한글용어\n */\nexport const PRIORITY_LEVEL_KOREAN_NAMES: Record<AnimationPriority, {\n korean: string;\n romanized: string;\n english: string;\n}> = {\n [AnimationPriority.IDLE]: {\n korean: \"대기\",\n romanized: \"Daegi\",\n english: \"Ready State\",\n },\n [AnimationPriority.WALK]: {\n korean: \"보행\",\n romanized: \"Bohaeng\",\n english: \"Walking\",\n },\n [AnimationPriority.RUN]: {\n korean: \"질주\",\n romanized: \"Jilju\",\n english: \"Running\",\n },\n [AnimationPriority.STANCE_CHANGE]: {\n korean: \"자세전환\",\n romanized: \"Jase Jeonhwan\",\n english: \"Stance Change\",\n },\n [AnimationPriority.DEFEND]: {\n korean: \"방어\",\n romanized: \"Bangeo\",\n english: \"Defense\",\n },\n [AnimationPriority.ATTACK]: {\n korean: \"공격\",\n romanized: \"Gonggyeok\",\n english: \"Attack\",\n },\n [AnimationPriority.HIT]: {\n korean: \"피격\",\n romanized: \"Pigyeok\",\n english: \"Hit\",\n },\n [AnimationPriority.KO]: {\n korean: \"기절\",\n romanized: \"Gijeol\",\n english: \"Knockout\",\n },\n [AnimationPriority.FALL]: {\n korean: \"낙법\",\n romanized: \"Nakbeop\",\n english: \"Falling\",\n },\n [AnimationPriority.RECOVERY]: {\n korean: \"기상\",\n romanized: \"Gisang\",\n english: \"Recovery\",\n },\n};\n\n/**\n * Get Korean name for a priority level\n * \n * @param priority - Animation priority level\n * @returns Korean terminology object\n * \n * @korean 우선순위한글이름가져오기\n */\nexport function getPriorityKoreanName(priority: AnimationPriority): {\n korean: string;\n romanized: string;\n english: string;\n} {\n return PRIORITY_LEVEL_KOREAN_NAMES[priority];\n}\n\n// ===== Conflict Resolution (충돌 해결) =====\n\n/**\n * Conflict resolution strategy for equal-priority animations\n * \n * **Korean**: 충돌 해결 전략\n * \n * Determines how to handle when two animations of equal priority\n * are requested simultaneously:\n * \n * - `timestamp`: First animation requested wins (FIFO - 선입선출)\n * - `state_order`: Use AnimationState enum order as tiebreaker\n * - `current`: Keep current animation running\n * - `requested`: Always switch to requested animation\n * \n * @korean 충돌해결전략\n */\nexport type ConflictResolutionStrategy =\n | \"timestamp\" // 시간순서 (First requested wins)\n | \"state_order\" // 상태순서 (Enum order tiebreaker)\n | \"current\" // 현재유지 (Keep current)\n | \"requested\"; // 요청수락 (Accept requested)\n\n/**\n * Animation request with timestamp for conflict resolution\n * \n * **Korean**: 애니메이션 요청\n * \n * Tracks animation requests with timestamps to enable deterministic\n * conflict resolution when multiple equal-priority animations compete.\n * \n * @korean 애니메이션요청\n */\nexport interface AnimationRequest {\n /** Requested animation state */\n readonly state: AnimationState;\n /** Request timestamp in milliseconds (from performance.now()) */\n readonly timestamp: number;\n /** Request priority */\n readonly priority: AnimationPriority;\n /** \n * Whether this is a forced request (wins conflict resolution against non-forced requests)\n * \n * Note: This only affects conflict resolution between equal-priority animations in the queue.\n * It does not bypass priority checks or interrupt rules for the initial transition.\n * \n * @korean 강제요청\n */\n readonly forced?: boolean;\n}\n\n/**\n * Resolve conflict between two equal-priority animations\n * \n * **Korean**: 충돌 해결\n * \n * Uses the specified strategy to deterministically decide which animation\n * should play when both have equal priority.\n * \n * @param current - Current animation request\n * @param requested - Requested animation request\n * @param strategy - Conflict resolution strategy\n * @returns Which animation should play: 'current' or 'requested'\n * \n * @example\n * ```typescript\n * const current = {\n * state: AnimationState.ATTACK,\n * timestamp: 1000,\n * priority: AnimationPriority.ATTACK,\n * };\n * const requested = {\n * state: AnimationState.STEP_FORWARD,\n * timestamp: 1001,\n * priority: AnimationPriority.ATTACK,\n * };\n * \n * // Timestamp strategy: current wins (1000 < 1001)\n * resolveConflict(current, requested, \"timestamp\"); // \"current\"\n * \n * // Requested strategy: always take new animation\n * resolveConflict(current, requested, \"requested\"); // \"requested\"\n * ```\n * \n * @korean 충돌해결\n */\nexport function resolveConflict(\n current: AnimationRequest,\n requested: AnimationRequest,\n strategy: ConflictResolutionStrategy = \"timestamp\"\n): \"current\" | \"requested\" {\n // If only one is forced, forced wins\n if (requested.forced && !current.forced) {\n return \"requested\";\n }\n if (current.forced && !requested.forced) {\n return \"current\";\n }\n \n // If both are forced OR both are normal, use conflict resolution strategy\n\n // Apply conflict resolution strategy\n switch (strategy) {\n case \"timestamp\":\n // Earlier timestamp wins (FIFO)\n return current.timestamp <= requested.timestamp ? \"current\" : \"requested\";\n \n case \"state_order\":\n // Use enum value comparison as tiebreaker\n return current.state <= requested.state ? \"current\" : \"requested\";\n \n case \"current\":\n // Always keep current animation\n return \"current\";\n \n case \"requested\":\n // Always accept requested animation\n return \"requested\";\n \n default:\n // Default to timestamp strategy\n return current.timestamp <= requested.timestamp ? \"current\" : \"requested\";\n }\n}\n\n// ===== Animation Queue System (애니메이션 대기열) =====\n\n/**\n * Animation queue for managing pending animations\n * \n * **Korean**: 애니메이션 대기열\n * \n * Stores pending animation requests that should play after the current\n * animation completes. Useful for:\n * - Buffering input during non-interruptible animations\n * - Creating animation chains/combos\n * - Handling rapid input sequences\n * \n * Queue is priority-ordered: highest priority animations are dequeued first.\n * \n * @korean 애니메이션대기열\n */\nexport class AnimationQueue {\n private queue: AnimationRequest[] = [];\n private maxSize: number;\n private conflictStrategy: ConflictResolutionStrategy;\n\n /**\n * Create a new animation queue\n * \n * @param maxSize - Maximum queue size (default: 3)\n * @param conflictStrategy - Strategy for resolving equal-priority conflicts\n * \n * @korean 생성자\n */\n constructor(\n maxSize: number = 3,\n conflictStrategy: ConflictResolutionStrategy = \"timestamp\"\n ) {\n this.maxSize = maxSize;\n this.conflictStrategy = conflictStrategy;\n }\n\n /**\n * Add animation request to queue\n * \n * **Korean**: 대기열에 추가\n * \n * Adds an animation request to the queue if space is available.\n * Queue is kept sorted by priority (highest first).\n * \n * @param request - Animation request to enqueue\n * @returns Whether request was successfully enqueued\n * \n * @korean 대기열추가\n */\n enqueue(request: AnimationRequest): boolean {\n // Check if queue is full\n if (this.queue.length >= this.maxSize) {\n // Queue is sorted by priority (highest first), so last element is lowest priority\n const lowestPriorityItem = this.queue[this.queue.length - 1];\n \n if (request.priority > lowestPriorityItem.priority) {\n // Remove lowest priority item to make space\n this.queue.pop();\n } else {\n return false; // Queue full, request discarded\n }\n }\n\n // Insert request into queue while maintaining sort by priority (highest first).\n // Use binary search (O(log n)) to find insertion position, then splice (O(n)) to insert.\n // Overall: O(n) per insertion, avoiding an O(n log n) full sort of the entire queue.\n let low = 0;\n let high = this.queue.length;\n\n // Binary search to find insertion index\n while (low < high) {\n const mid = (low + high) >> 1;\n const midPriority = this.queue[mid].priority;\n\n if (midPriority < request.priority) {\n // New request has higher priority; search left half\n high = mid;\n } else {\n // New request has equal or lower priority; search right half\n low = mid + 1;\n }\n }\n\n // Insert at computed index to keep queue sorted (highest priority first)\n this.queue.splice(low, 0, request);\n \n return true;\n }\n\n /**\n * Remove and return highest priority request from queue\n * \n * **Korean**: 대기열에서 제거\n * \n * Dequeues the highest priority animation request.\n * If multiple requests have equal priority, uses conflict resolution strategy.\n * \n * @returns Next animation request or null if queue is empty\n * \n * @korean 대기열제거\n */\n dequeue(): AnimationRequest | null {\n if (this.queue.length === 0) {\n return null;\n }\n\n // Get all requests with highest priority\n const highestPriority = this.queue[0].priority;\n const highestPriorityRequests = this.queue.filter(\n r => r.priority === highestPriority\n );\n\n let selectedRequest: AnimationRequest;\n\n if (highestPriorityRequests.length === 1) {\n selectedRequest = highestPriorityRequests[0];\n } else {\n // Multiple equal-priority requests - use conflict resolution\n selectedRequest = highestPriorityRequests.reduce((current, next) => {\n const winner = resolveConflict(current, next, this.conflictStrategy);\n return winner === \"current\" ? current : next;\n });\n }\n\n // Remove selected request from queue\n const index = this.queue.indexOf(selectedRequest);\n this.queue.splice(index, 1);\n\n return selectedRequest;\n }\n\n /**\n * Peek at next request without removing it\n * \n * **Korean**: 다음 요청 확인\n * \n * @returns Next animation request or null if queue is empty\n * \n * @korean 다음요청확인\n */\n peek(): AnimationRequest | null {\n return this.queue.length > 0 ? this.queue[0] : null;\n }\n\n /**\n * Clear all pending requests\n * \n * **Korean**: 대기열 초기화\n * \n * @korean 대기열초기화\n */\n clear(): void {\n this.queue = [];\n }\n\n /**\n * Get number of pending requests\n * \n * **Korean**: 대기열 크기\n * \n * @returns Number of pending requests\n * \n * @korean 대기열크기\n */\n size(): number {\n return this.queue.length;\n }\n\n /**\n * Check if queue is empty\n * \n * **Korean**: 대기열 비어있음\n * \n * @returns True if queue has no pending requests\n * \n * @korean 대기열비어있음\n */\n isEmpty(): boolean {\n return this.queue.length === 0;\n }\n\n /**\n * Check if queue is full\n * \n * **Korean**: 대기열 가득참\n * \n * @returns True if queue is at maximum capacity\n * \n * @korean 대기열가득찬\n */\n isFull(): boolean {\n return this.queue.length >= this.maxSize;\n }\n\n /**\n * Get all pending requests (read-only)\n * \n * **Korean**: 모든 대기 요청\n * \n * @returns Array of pending requests\n * \n * @korean 모든대기요청\n */\n getAll(): readonly AnimationRequest[] {\n return [...this.queue];\n }\n\n /**\n * Get maximum queue size\n * \n * **Korean**: 최대 대기열 크기\n * \n * @returns Maximum queue capacity\n * \n * @korean 최대대기열크기\n */\n getMaxSize(): number {\n return this.maxSize;\n }\n\n /**\n * Set conflict resolution strategy\n * \n * **Korean**: 충돌 해결 전략 설정\n * \n * Updates the strategy used to resolve equal-priority conflicts.\n * \n * @param strategy - New conflict resolution strategy\n * \n * @korean 충돌해결전략설정\n */\n setConflictStrategy(strategy: ConflictResolutionStrategy): void {\n this.conflictStrategy = strategy;\n }\n}\n\n// ===== Interruptibility Windows (중단 가능 구간) =====\n\n/**\n * Interruptibility window definition\n * \n * **Korean**: 중단 가능 구간\n * \n * Defines specific frame ranges where an animation can be interrupted,\n * allowing for more nuanced control than simple boolean interruptibility.\n * \n * Example: Attack animation might be interruptible only in startup frames (0-3)\n * and recovery frames (10-12), but not during active frames (4-9).\n * \n * @korean 중단가능구간\n */\nexport interface InterruptibilityWindow {\n /** Starting frame (inclusive) */\n readonly startFrame: number;\n /** Ending frame (inclusive) */\n readonly endFrame: number;\n /** Minimum priority required to interrupt during this window */\n readonly minPriorityToInterrupt: AnimationPriority;\n}\n\n/**\n * Check if an animation can be interrupted at a specific frame\n * \n * **Korean**: 프레임별 중단 가능 여부\n * \n * Determines if an animation can be interrupted based on:\n * - Current frame index\n * - Interruptibility windows\n * - Requested animation priority\n * \n * @param currentFrame - Current frame index in animation\n * @param requestedPriority - Priority of animation trying to interrupt\n * @param windows - Array of interruptibility windows\n * @returns Whether animation can be interrupted at this frame\n * \n * @example\n * ```typescript\n * const attackWindows: InterruptibilityWindow[] = [\n * { startFrame: 0, endFrame: 3, minPriorityToInterrupt: AnimationPriority.ATTACK },\n * { startFrame: 10, endFrame: 12, minPriorityToInterrupt: AnimationPriority.DEFEND },\n * ];\n * \n * // Frame 2: interruptible by attacks or higher\n * canInterruptAtFrame(2, AnimationPriority.HIT, attackWindows); // true\n * canInterruptAtFrame(2, AnimationPriority.DEFEND, attackWindows); // false\n * \n * // Frame 5: not interruptible (no window)\n * canInterruptAtFrame(5, AnimationPriority.KO, attackWindows); // false\n * ```\n * \n * @korean 프레임별중단가능여부\n */\nexport function canInterruptAtFrame(\n currentFrame: number,\n requestedPriority: AnimationPriority,\n windows: readonly InterruptibilityWindow[]\n): boolean {\n // Find window that contains current frame\n const activeWindow = windows.find(\n w => currentFrame >= w.startFrame && currentFrame <= w.endFrame\n );\n\n // If no window contains this frame, cannot interrupt\n if (!activeWindow) {\n return false;\n }\n\n // Check if requested priority meets window's minimum\n return requestedPriority >= activeWindow.minPriorityToInterrupt;\n}\n\n/**\n * Get interruptibility window for current frame\n * \n * **Korean**: 현재 프레임 중단 가능 구간\n * \n * Returns the active interruptibility window for the given frame,\n * or null if frame is not in any window.\n * \n * @param currentFrame - 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@@ -0,0 +1,220 @@
1
+ /**
2
+ * Animation Registry
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+ *
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+ * Central registry for all martial arts animations.
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+ * Combines all animation modules and provides unified access.
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+ *
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+ * 무술 애니메이션 레지스트리 - 모든 애니메이션 통합 관리
8
+ *
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+ * **RECOVERY PHASE INTEGRATION (복귀 단계 통합)**
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+ *
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+ * Enhanced animations with realistic recovery phases are now the default for:
12
+ * - JAB_ANIMATION → JAB_ANIMATION_ENHANCED (200ms recovery)
13
+ * - CROSS_ANIMATION → CROSS_ANIMATION_ENHANCED (220ms recovery)
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+ * - FRONT_KICK_ANIMATION → FRONT_KICK_ANIMATION_ENHANCED (170ms recovery)
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+ * - ROUNDHOUSE_KICK_ANIMATION → ROUNDHOUSE_KICK_ANIMATION_ENHANCED (180ms recovery)
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+ * - ELBOW_STRIKE_ANIMATION → ELBOW_STRIKE_ANIMATION_ENHANCED (160ms recovery)
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+ * - ELBOW_UPPERCUT_ANIMATION → ELBOW_UPPERCUT_ANIMATION_ENHANCED (170ms recovery)
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+ * - KNEE_STRIKE_ANIMATION → KNEE_STRIKE_ANIMATION_ENHANCED (190ms recovery)
19
+ *
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+ * Enhanced animations follow Korean martial arts principles (복귀/Bokgwi):
21
+ * - 균형회복 (Gyunhyeong Hoebog) - Balance restoration
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+ * - 자세복귀 (Jase Bokgwi) - Stance return
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+ * - 호흡조절 (Hoheup Jojoel) - Breath control during recovery
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+ * - 근육이완 (Geunryuk Ihwan) - Muscle relaxation after tension
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+ *
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+ * All code using ANIMATION_REGISTRY or getAnimationForTechnique() will
27
+ * automatically use enhanced versions with no code changes required.
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+ *
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+ * @module systems/animation/AnimationRegistry
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+ * @korean 애니메이션레지스트리
31
+ */
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+ import type { SkeletalAnimation } from "../../../types/skeletal";
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+ import { AnimationType } from "../builders/MartialArtsAnimationBuilder";
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+ import { COMBO_ANIMATIONS } from "../catalogs/ComboAnimations";
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+ import { DARKOPS_ANIMATIONS } from "../catalogs/DarkOpsAnimations";
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+ import { ELBOW_KNEE_ANIMATIONS, ELBOW_STRIKE_ANIMATION, ELBOW_UPPERCUT_ANIMATION, KNEE_STRIKE_ANIMATION } from "../catalogs/ElbowKneeAnimations";
37
+ import { ARM_BAR_ANIMATION, BLOCK_ANIMATION, COUNTER_ATTACK_ANIMATION, COUNTER_STRIKE_ANIMATION, GRAPPLE_ANIMATION, GRAPPLING_ANIMATIONS, SLAM_ANIMATION, THROW_ANIMATION, WRIST_LOCK_ANIMATION } from "../catalogs/GrapplingAnimations";
38
+ import { AXE_KICK_ANIMATION, BACK_KICK_ANIMATION, FRONT_KICK_ANIMATION, JUMPING_KICK_ANIMATION, KICK_ANIMATIONS, LOW_KICK_ANIMATION, ROUNDHOUSE_KICK_ANIMATION, SIDE_KICK_ANIMATION, SWEEP_ANIMATION, TORNADO_KICK_ANIMATION } from "../catalogs/KickAnimations";
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+ import { MOVEMENT_ANIMATIONS } from "../catalogs/MovementAnimations";
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+ import { CROSS_ANIMATION, HOOK_ANIMATION, JAB_ANIMATION, PALM_STRIKE_ANIMATION, PUNCH_ANIMATIONS } from "../catalogs/PunchAnimations";
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+ import { STANCE_ANIMATIONS } from "../catalogs/StanceAnimations";
42
+ import { hasAnimationMapping, type AnimationConfig } from "./TechniqueAnimationMapping";
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+ /**
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+ * Master registry of all animations by AnimationType
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+ * 애니메이션 타입별 마스터 레지스트리
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+ */
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+ export declare const ANIMATION_REGISTRY: ReadonlyMap<AnimationType, SkeletalAnimation>;
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+ /**
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+ * All animations combined into a single map by name
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+ * 이름별 전체 애니메이션 맵
51
+ */
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+ export declare const ALL_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation>;
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+ /**
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+ * Animation ID Registry - Direct mapping from technique animationId to SkeletalAnimation
55
+ *
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+ * This provides 1-1 mapping between technique IDs and animations, using the new
57
+ * animationId field instead of the legacy AnimationType enum.
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+ *
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+ * 기술 ID에서 애니메이션으로의 직접 매핑 (1-1 관계)
60
+ *
61
+ * @see TechniqueAnimationMapping.ts for legacy technique → AnimationType mappings
62
+ * @korean 애니메이션ID레지스트리
63
+ */
64
+ export declare const ANIMATION_ID_REGISTRY: ReadonlyMap<string, SkeletalAnimation>;
65
+ /**
66
+ * Category-based default animations for fallback
67
+ *
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+ * When an animationId is not found, fallback to category default.
69
+ *
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+ * 카테고리별 기본 애니메이션 (fallback용)
71
+ */
72
+ export declare const CATEGORY_DEFAULT_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation>;
73
+ /**
74
+ * Get animation by AnimationType
75
+ *
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+ * @param type - Animation type enum value
77
+ * @returns Skeletal animation or undefined
78
+ *
79
+ * @korean 애니메이션타입으로조회
80
+ */
81
+ export declare function getAnimationByType(type: AnimationType): SkeletalAnimation | undefined;
82
+ /**
83
+ * Get animation by AnimationType with fallback
84
+ *
85
+ * @param type - Animation type enum value
86
+ * @param fallback - Fallback animation type
87
+ * @returns Skeletal animation (never undefined)
88
+ *
89
+ * @korean 애니메이션타입으로조회_기본값
90
+ */
91
+ export declare function getAnimationByTypeOrDefault(type: AnimationType, fallback?: AnimationType): SkeletalAnimation;
92
+ /**
93
+ * Get animation for a technique by technique ID (using AnimationType mapping)
94
+ *
95
+ * Uses the TechniqueAnimationMapping to find the correct animation
96
+ * for any technique in the game.
97
+ *
98
+ * @param techniqueId - Technique identifier (e.g., "geon_frontal_kick")
99
+ * @returns Skeletal animation or undefined
100
+ *
101
+ * @korean 기술ID로애니메이션조회
102
+ */
103
+ export declare function getAnimationForTechniqueId(techniqueId: string): SkeletalAnimation | undefined;
104
+ /**
105
+ * Get animation for a technique with fallback
106
+ *
107
+ * @param techniqueId - Technique identifier
108
+ * @param fallbackType - Fallback animation type
109
+ * @returns Animation with speed modifier
110
+ *
111
+ * @korean 기술ID로애니메이션조회_기본값
112
+ */
113
+ export declare function getAnimationForTechniqueIdWithConfig(techniqueId: string, fallbackType?: AnimationType): {
114
+ animation: SkeletalAnimation;
115
+ speed: number;
116
+ };
117
+ /**
118
+ * Get animation by animationId (new architecture)
119
+ *
120
+ * Direct 1-1 lookup using the new animationId field from technique.
121
+ * This is the preferred method for the new animation architecture.
122
+ *
123
+ * @param animationId - Technique's animationId (e.g., "geon_heaven_strike")
124
+ * @returns SkeletalAnimation or undefined if not found
125
+ *
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+ * @korean 애니메이션ID로조회
127
+ */
128
+ export declare function getAnimationById(animationId: string): SkeletalAnimation | undefined;
129
+ /**
130
+ * Get animation by ID with category-based fallback
131
+ *
132
+ * Implements a 3-tier fallback system:
133
+ * 1. Try direct ID lookup in ANIMATION_ID_REGISTRY
134
+ * 2. If not found, use category default from CATEGORY_DEFAULT_ANIMATIONS
135
+ * 3. If no category, use IDLE_STANCE as ultimate fallback
136
+ *
137
+ * This function never returns undefined, making it safe for use in game logic.
138
+ *
139
+ * @param animationId - Technique's animationId
140
+ * @param animationCategory - Technique's animationCategory for fallback
141
+ * @returns SkeletalAnimation (never undefined)
142
+ *
143
+ * @korean 애니메이션ID로조회_카테고리대체
144
+ */
145
+ export declare function getAnimationByIdWithFallback(animationId: string | undefined, animationCategory?: string): SkeletalAnimation;
146
+ /**
147
+ * Check if animation ID exists in registry
148
+ *
149
+ * @param animationId - Animation ID to check
150
+ * @returns true if animation exists in ANIMATION_ID_REGISTRY
151
+ *
152
+ * @korean 애니메이션ID존재확인
153
+ */
154
+ export declare function hasAnimationId(animationId: string): boolean;
155
+ /**
156
+ * Get category default animation
157
+ *
158
+ * Returns the default animation for a given category, useful for fallback logic.
159
+ *
160
+ * @param category - Animation category (e.g., "punch", "kick")
161
+ * @returns SkeletalAnimation or undefined if category not found
162
+ *
163
+ * @korean 카테고리기본애니메이션조회
164
+ */
165
+ export declare function getCategoryDefaultAnimation(category: string): SkeletalAnimation | undefined;
166
+ /**
167
+ * Get animation by name (legacy support)
168
+ *
169
+ * @param name - Animation name (e.g., "front_kick")
170
+ * @returns Skeletal animation or undefined
171
+ *
172
+ * @korean 이름으로애니메이션조회
173
+ */
174
+ export declare function getAnimationByName(name: string): SkeletalAnimation | undefined;
175
+ /**
176
+ * Get animation by name - unified lookup across all animation registries
177
+ *
178
+ * Searches ALL_ANIMATIONS which includes:
179
+ * - BASIC_ANIMATIONS (idle, walk, run, fall)
180
+ * - KICK_ANIMATIONS, PUNCH_ANIMATIONS, etc.
181
+ * - STANCE_ANIMATIONS, MOVEMENT_ANIMATIONS
182
+ * - ALL_ATTACK_ANIMATIONS (stance-specific attacks)
183
+ *
184
+ * @param name - Animation name (e.g., "idle", "front_kick", "walk")
185
+ * @returns Skeletal animation or undefined
186
+ *
187
+ * @korean 애니메이션가져오기
188
+ */
189
+ export declare function getAnimation(name: string): SkeletalAnimation | undefined;
190
+ /**
191
+ * Get animation name for a technique
192
+ *
193
+ * PRIORITY ORDER:
194
+ * 1. Direct lookup in ALL_ANIMATIONS by technique ID (stance-specific)
195
+ * 2. Regex pattern matching for generic techniques
196
+ * 3. Fallback to "jab"
197
+ *
198
+ * This ensures stance-specific animations like "geon_heaven_strike"
199
+ * are used when available, while still supporting generic technique names.
200
+ *
201
+ * @param techniqueNameOrId - Technique name, ID, or Korean name
202
+ * @returns Animation name from ALL_ANIMATIONS
203
+ *
204
+ * @example
205
+ * ```typescript
206
+ * getAnimationForTechnique("geon_heaven_strike") // "geon_heaven_strike" (exact match)
207
+ * getAnimationForTechnique("tae_wrist_lock") // "tae_wrist_lock" (exact match)
208
+ * getAnimationForTechnique("roundhouse_kick") // "roundhouse_kick" (regex match)
209
+ * getAnimationForTechnique("앞차기") // "front_kick" (regex match)
210
+ * ```
211
+ *
212
+ * @korean 기술에맞는애니메이션가져오기
213
+ */
214
+ export declare function getAnimationForTechnique(techniqueNameOrId: string): string;
215
+ export { ARM_BAR_ANIMATION, AXE_KICK_ANIMATION, BACK_KICK_ANIMATION, BLOCK_ANIMATION, COUNTER_ATTACK_ANIMATION, COUNTER_STRIKE_ANIMATION, CROSS_ANIMATION, ELBOW_STRIKE_ANIMATION, ELBOW_UPPERCUT_ANIMATION, FRONT_KICK_ANIMATION, GRAPPLE_ANIMATION, HOOK_ANIMATION, JAB_ANIMATION, JUMPING_KICK_ANIMATION, KNEE_STRIKE_ANIMATION, LOW_KICK_ANIMATION, PALM_STRIKE_ANIMATION, ROUNDHOUSE_KICK_ANIMATION, SIDE_KICK_ANIMATION, SLAM_ANIMATION, SWEEP_ANIMATION, THROW_ANIMATION, TORNADO_KICK_ANIMATION, WRIST_LOCK_ANIMATION, };
216
+ export { COMBO_ANIMATIONS, DARKOPS_ANIMATIONS, ELBOW_KNEE_ANIMATIONS, GRAPPLING_ANIMATIONS, KICK_ANIMATIONS, MOVEMENT_ANIMATIONS, PUNCH_ANIMATIONS, STANCE_ANIMATIONS, };
217
+ export { AnimationType } from "../builders/MartialArtsAnimationBuilder";
218
+ export { hasAnimationMapping };
219
+ export type { AnimationConfig };
220
+ //# sourceMappingURL=AnimationRegistry.d.ts.map
@@ -0,0 +1 @@
1
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