blacktrigram 0.7.2
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/LICENSE +201 -0
- package/README.md +866 -0
- package/SECURITY.md +124 -0
- package/lib/App.d.ts +4 -0
- package/lib/App.d.ts.map +1 -0
- package/lib/App2.js +386 -0
- package/lib/App2.js.map +1 -0
- package/lib/_virtual/_rolldown/runtime.js +13 -0
- package/lib/assets/index.css +1146 -0
- package/lib/audio/AudioAssetLoader.d.ts +101 -0
- package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
- package/lib/audio/AudioAssetLoader.js +245 -0
- package/lib/audio/AudioAssetLoader.js.map +1 -0
- package/lib/audio/AudioAssetRegistry.d.ts +126 -0
- package/lib/audio/AudioAssetRegistry.d.ts.map +1 -0
- package/lib/audio/AudioAssetRegistry.js +970 -0
- package/lib/audio/AudioAssetRegistry.js.map +1 -0
- package/lib/audio/AudioCache.d.ts +135 -0
- package/lib/audio/AudioCache.d.ts.map +1 -0
- package/lib/audio/AudioCache.js +211 -0
- package/lib/audio/AudioCache.js.map +1 -0
- package/lib/audio/AudioManager.d.ts +162 -0
- package/lib/audio/AudioManager.d.ts.map +1 -0
- package/lib/audio/AudioManager.js +508 -0
- package/lib/audio/AudioManager.js.map +1 -0
- package/lib/audio/AudioMonitor.d.ts +122 -0
- package/lib/audio/AudioMonitor.d.ts.map +1 -0
- package/lib/audio/AudioMonitor.js +215 -0
- package/lib/audio/AudioMonitor.js.map +1 -0
- package/lib/audio/AudioPool.d.ts +108 -0
- package/lib/audio/AudioPool.d.ts.map +1 -0
- package/lib/audio/AudioPool.js +206 -0
- package/lib/audio/AudioPool.js.map +1 -0
- package/lib/audio/AudioProvider.d.ts +28 -0
- package/lib/audio/AudioProvider.d.ts.map +1 -0
- package/lib/audio/AudioProvider.js +135 -0
- package/lib/audio/AudioProvider.js.map +1 -0
- package/lib/audio/AudioUtils.d.ts +77 -0
- package/lib/audio/AudioUtils.d.ts.map +1 -0
- package/lib/audio/AudioUtils.js +164 -0
- package/lib/audio/AudioUtils.js.map +1 -0
- package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
- package/lib/audio/BoneImpactAudioMap.d.ts.map +1 -0
- package/lib/audio/BoneImpactAudioMap.js +133 -0
- package/lib/audio/BoneImpactAudioMap.js.map +1 -0
- package/lib/audio/VariantSelector.d.ts +69 -0
- package/lib/audio/VariantSelector.d.ts.map +1 -0
- package/lib/audio/VariantSelector.js +177 -0
- package/lib/audio/VariantSelector.js.map +1 -0
- package/lib/audio/index.d.ts +13 -0
- package/lib/audio/index.d.ts.map +1 -0
- package/lib/audio/index.js +41 -0
- package/lib/audio/index.js.map +1 -0
- package/lib/audio/types.d.ts +220 -0
- package/lib/audio/types.d.ts.map +1 -0
- package/lib/audio/types.js +12 -0
- package/lib/audio/types.js.map +1 -0
- package/lib/components/effects/WindParticles3D.d.ts +83 -0
- package/lib/components/effects/WindParticles3D.d.ts.map +1 -0
- package/lib/components/effects/index.d.ts +6 -0
- package/lib/components/effects/index.d.ts.map +1 -0
- package/lib/components/index.d.ts +5 -0
- package/lib/components/index.d.ts.map +1 -0
- package/lib/components/index.js +74 -0
- package/lib/components/index.js.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -0
- package/lib/components/screens/combat/CombatScreen3D.js +1912 -0
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts +39 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js +52 -0
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts +35 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js +78 -0
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts +23 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js +214 -0
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts +54 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js +357 -0
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts +32 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js +254 -0
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts +63 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js +108 -0
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts +42 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.d.ts.map +1 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js +259 -0
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
- package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts +108 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js +232 -0
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js +87 -0
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js +278 -0
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js +248 -0
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
- package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js +184 -0
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js +66 -0
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
- package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
- package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
- package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js +261 -0
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
- package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
- package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
- package/lib/components/screens/combat/components/effects/PainVignette.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js +65 -0
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js +103 -0
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js +296 -0
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts +64 -0
- package/lib/components/screens/combat/components/effects/WaterRipple3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts +72 -0
- package/lib/components/screens/combat/components/effects/WaterWave3D.d.ts.map +1 -0
- package/lib/components/screens/combat/components/effects/index.d.ts +121 -0
- package/lib/components/screens/combat/components/effects/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts +31 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js +242 -0
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts +74 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js +275 -0
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts +25 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js +61 -0
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts +43 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js +139 -0
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts +50 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +155 -0
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js +103 -0
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts +54 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js +101 -0
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts +47 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js +141 -0
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts +25 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js +129 -0
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts +48 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js +131 -0
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts +82 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js +73 -0
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts +80 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js +79 -0
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -0
- package/lib/components/screens/combat/components/hud/index.d.ts +22 -0
- package/lib/components/screens/combat/components/hud/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/hud/index.js +4 -0
- package/lib/components/screens/combat/components/index.d.ts +47 -0
- package/lib/components/screens/combat/components/index.d.ts.map +1 -0
- package/lib/components/screens/combat/components/index.js +23 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts +52 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js +113 -0
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts +49 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js +150 -0
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts +44 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js +83 -0
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts +83 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.d.ts.map +1 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js +161 -0
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts +38 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +37 -0
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts +37 -0
- package/lib/components/screens/combat/helpers/combatHelpers.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js +33 -0
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -0
- package/lib/components/screens/combat/helpers/index.d.ts +8 -0
- package/lib/components/screens/combat/helpers/index.d.ts.map +1 -0
- package/lib/components/screens/combat/helpers/index.js +2 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts +108 -0
- package/lib/components/screens/combat/hooks/useAICombat.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useAICombat.js +806 -0
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts +106 -0
- package/lib/components/screens/combat/hooks/useCombatActions.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatActions.js +766 -0
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- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts +85 -0
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.d.ts.map +1 -0
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- package/lib/components/screens/combat/hooks/useCombatAudio.d.ts +40 -0
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- package/lib/components/screens/combat/hooks/useCombatLayout.d.ts +61 -0
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- package/lib/components/screens/combat/hooks/useCombatState.d.ts +75 -0
- package/lib/components/screens/combat/hooks/useCombatState.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/useCombatState.js +182 -0
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts +36 -0
- package/lib/components/screens/combat/hooks/useGrapplingAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts +63 -0
- package/lib/components/screens/combat/hooks/usePreloadCombatAudio.d.ts.map +1 -0
- package/lib/components/screens/combat/index.d.ts +4 -0
- package/lib/components/screens/combat/index.d.ts.map +1 -0
- package/lib/components/screens/combat/index.js +25 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts +12 -0
- package/lib/components/screens/controls/ControlsScreen3D.d.ts.map +1 -0
- package/lib/components/screens/controls/ControlsScreen3D.js +1248 -0
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -0
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.d.ts +35 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.d.ts +31 -0
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- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js +100 -0
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import { AnimationPriority, STEP_PRIORITY } from "./types.js";
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//#region src/systems/animation/core/AnimationPriority.ts
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/**
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* Animation priority system for Black Trigram
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*
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* Determines which animations can interrupt others based on priority levels.
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*
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* Priority order: recovery > fall > ko > hit > attack > defend > stance_change > movement > idle
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*
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* Enhanced with:
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* - Animation queue system for pending animations
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* - Interruptibility windows (frame-based interrupt control)
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* - Korean terminology for all priority levels and conflicts
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*
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* @module systems/animation/AnimationPriority
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* @category Animation
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* @korean 애니메이션우선순위
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*/
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/**
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* Map animation states to their priority levels
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*
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* Stance guard animations have same priority as idle (0) since they are
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* also idle states, just stance-specific.
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* Tactical steps have priority 5 (same as attacks) to ensure commitment.
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*
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* @korean 애니메이션우선순위맵
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*/
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var ANIMATION_PRIORITY_MAP = {
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idle: AnimationPriority.IDLE,
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walk: AnimationPriority.WALK,
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run: AnimationPriority.RUN,
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stance_change: AnimationPriority.STANCE_CHANGE,
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stance_side_switch: AnimationPriority.STANCE_CHANGE,
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defend: AnimationPriority.DEFEND,
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defend_block_success: AnimationPriority.HIT,
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defend_parry: AnimationPriority.KO,
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defend_guard_break: AnimationPriority.FALL,
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defend_recovery: AnimationPriority.RUN,
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attack: AnimationPriority.ATTACK,
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hit: AnimationPriority.HIT,
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ko: AnimationPriority.KO,
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stance_guard_geon: AnimationPriority.IDLE,
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stance_guard_tae: AnimationPriority.IDLE,
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stance_guard_li: AnimationPriority.IDLE,
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stance_guard_jin: AnimationPriority.IDLE,
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stance_guard_son: AnimationPriority.IDLE,
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stance_guard_gam: AnimationPriority.IDLE,
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stance_guard_gan: AnimationPriority.IDLE,
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stance_guard_gon: AnimationPriority.IDLE,
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step_forward: STEP_PRIORITY,
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step_back: STEP_PRIORITY,
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step_left: STEP_PRIORITY,
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|
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 };
|
|
348
|
+
|
|
349
|
+
//# sourceMappingURL=AnimationPriority.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"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 - Current frame index\n * @param windows - Array of interruptibility windows\n * @returns Active window or null\n * \n * @korean 현재프레임중단가능구간\n */\nexport function getInterruptibilityWindow(\n currentFrame: number,\n windows: readonly InterruptibilityWindow[]\n): InterruptibilityWindow | null {\n return windows.find(\n w => currentFrame >= w.startFrame && currentFrame <= w.endFrame\n ) ?? null;\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA8BA,IAAa,yBAAoE;CAC/E,MAAM,kBAAkB;CACxB,MAAM,kBAAkB;CACxB,KAAK,kBAAkB;CACvB,eAAe,kBAAkB;CACjC,oBAAoB,kBAAkB;CACtC,QAAQ,kBAAkB;CAE1B,sBAAsB,kBAAkB;CACxC,cAAc,kBAAkB;CAChC,oBAAoB,kBAAkB;CACtC,iBAAiB,kBAAkB;CACnC,QAAQ,kBAAkB;CAC1B,KAAK,kBAAkB;CACvB,IAAI,kBAAkB;CAEtB,mBAAmB,kBAAkB;CACrC,kBAAkB,kBAAkB;CACpC,iBAAiB,kBAAkB;CACnC,kBAAkB,kBAAkB;CACpC,kBAAkB,kBAAkB;CACpC,kBAAkB,kBAAkB;CACpC,kBAAkB,kBAAkB;CACpC,kBAAkB,kBAAkB;CAEpC,cAAc;CACd,WAAW;CACX,WAAW;CACX,YAAY;CACZ,mBAAmB;CACnB,oBAAoB;CACpB,gBAAgB;CAChB,iBAAiB;CAEjB,cAAc,kBAAkB;CAChC,eAAe,kBAAkB;CACjC,gBAAgB,kBAAkB;CAClC,iBAAiB,kBAAkB;CAEnC,cAAc,kBAAkB;CAChC,eAAe,kBAAkB;CACjC,kBAAkB,kBAAkB;CACpC,mBAAmB,kBAAkB;CAErC,WAAW;CACX,YAAY;CAEZ,wBAAwB;CACxB,yBAAyB;CACzB,qBAAqB;CACrB,sBAAsB;CACtB,wBAAwB,kBAAkB;CAC1C,qBAAqB,kBAAkB;CACvC,qBAAqB,kBAAkB;CACvC,sBAAsB,kBAAkB;CACxC,kBAAkB,kBAAkB;CAEpC,wBAAwB,kBAAkB;CAC1C,yBAAyB,kBAAkB;CAC3C,eAAe,kBAAkB;CACjC,oBAAoB,kBAAkB;CAEtC,eAAe,kBAAkB;CACjC,iBAAiB,kBAAkB;CACnC,kBAAkB,kBAAkB;CACpC,gBAAgB,kBAAkB;CACnC;;;;;;;;;;;;;;;;;;;;;;;AAwBD,SAAgB,aACd,SACA,WACA,sBACS;CACT,MAAM,kBAAkB,uBAAuB;CAC/C,MAAM,oBAAoB,uBAAuB;AAGjD,KAAI,oBAAoB,kBACtB,QAAO;AAIT,KAAI,CAAC,qBACH,QAAO,oBAAoB;AAI7B,QAAO,qBAAqB;;AAuD3B,kBAAkB,MAKlB,kBAAkB,MAKlB,kBAAkB,KAKlB,kBAAkB,eAKlB,kBAAkB,QAKlB,kBAAkB,QAKlB,kBAAkB,KAKlB,kBAAkB,IAKlB,kBAAkB,MAKlB,kBAAkB;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA6GrB,SAAgB,gBACd,SACA,WACA,WAAuC,aACd;AAEzB,KAAI,UAAU,UAAU,CAAC,QAAQ,OAC/B,QAAO;AAET,KAAI,QAAQ,UAAU,CAAC,UAAU,OAC/B,QAAO;AAMT,SAAQ,UAAR;EACE,KAAK,YAEH,QAAO,QAAQ,aAAa,UAAU,YAAY,YAAY;EAEhE,KAAK,cAEH,QAAO,QAAQ,SAAS,UAAU,QAAQ,YAAY;EAExD,KAAK,UAEH,QAAO;EAET,KAAK,YAEH,QAAO;EAET,QAEE,QAAO,QAAQ,aAAa,UAAU,YAAY,YAAY;;;;;;;;;;;;;;;;;;AAqBpE,IAAa,iBAAb,MAA4B;CAC1B,QAAoC,EAAE;CACtC;CACA;;;;;;;;;CAUA,YACE,UAAkB,GAClB,mBAA+C,aAC/C;AACA,OAAK,UAAU;AACf,OAAK,mBAAmB;;;;;;;;;;;;;;;CAgB1B,QAAQ,SAAoC;AAE1C,MAAI,KAAK,MAAM,UAAU,KAAK,SAAS;GAErC,MAAM,qBAAqB,KAAK,MAAM,KAAK,MAAM,SAAS;AAE1D,OAAI,QAAQ,WAAW,mBAAmB,SAExC,MAAK,MAAM,KAAK;OAEhB,QAAO;;EAOX,IAAI,MAAM;EACV,IAAI,OAAO,KAAK,MAAM;AAGtB,SAAO,MAAM,MAAM;GACjB,MAAM,MAAO,MAAM,QAAS;AAG5B,OAFoB,KAAK,MAAM,KAAK,WAElB,QAAQ,SAExB,QAAO;OAGP,OAAM,MAAM;;AAKhB,OAAK,MAAM,OAAO,KAAK,GAAG,QAAQ;AAElC,SAAO;;;;;;;;;;;;;;CAeT,UAAmC;AACjC,MAAI,KAAK,MAAM,WAAW,EACxB,QAAO;EAIT,MAAM,kBAAkB,KAAK,MAAM,GAAG;EACtC,MAAM,0BAA0B,KAAK,MAAM,QACzC,MAAK,EAAE,aAAa,gBACrB;EAED,IAAI;AAEJ,MAAI,wBAAwB,WAAW,EACrC,mBAAkB,wBAAwB;MAG1C,mBAAkB,wBAAwB,QAAQ,SAAS,SAAS;AAElE,UADe,gBAAgB,SAAS,MAAM,KAAK,iBAAiB,KAClD,YAAY,UAAU;IACxC;EAIJ,MAAM,QAAQ,KAAK,MAAM,QAAQ,gBAAgB;AACjD,OAAK,MAAM,OAAO,OAAO,EAAE;AAE3B,SAAO;;;;;;;;;;;CAYT,OAAgC;AAC9B,SAAO,KAAK,MAAM,SAAS,IAAI,KAAK,MAAM,KAAK;;;;;;;;;CAUjD,QAAc;AACZ,OAAK,QAAQ,EAAE;;;;;;;;;;;CAYjB,OAAe;AACb,SAAO,KAAK,MAAM;;;;;;;;;;;CAYpB,UAAmB;AACjB,SAAO,KAAK,MAAM,WAAW;;;;;;;;;;;CAY/B,SAAkB;AAChB,SAAO,KAAK,MAAM,UAAU,KAAK;;;;;;;;;;;CAYnC,SAAsC;AACpC,SAAO,CAAC,GAAG,KAAK,MAAM;;;;;;;;;;;CAYxB,aAAqB;AACnB,SAAO,KAAK;;;;;;;;;;;;;CAcd,oBAAoB,UAA4C;AAC9D,OAAK,mBAAmB"}
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/**
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* 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
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*
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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:
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* - JAB_ANIMATION → JAB_ANIMATION_ENHANCED (200ms recovery)
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* - 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)
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*
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* Enhanced animations follow Korean martial arts principles (복귀/Bokgwi):
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* - 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
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* 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
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*/
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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";
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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";
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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";
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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
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*/
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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
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*
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* This provides 1-1 mapping between technique IDs and animations, using the new
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* animationId field instead of the legacy AnimationType enum.
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*
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* 기술 ID에서 애니메이션으로의 직접 매핑 (1-1 관계)
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*
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* @see TechniqueAnimationMapping.ts for legacy technique → AnimationType mappings
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* @korean 애니메이션ID레지스트리
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*/
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export declare const ANIMATION_ID_REGISTRY: ReadonlyMap<string, SkeletalAnimation>;
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/**
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* Category-based default animations for fallback
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*
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* When an animationId is not found, fallback to category default.
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*
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* 카테고리별 기본 애니메이션 (fallback용)
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*/
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export declare const CATEGORY_DEFAULT_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation>;
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/**
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* Get animation by AnimationType
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*
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* @param type - Animation type enum value
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* @returns Skeletal animation or undefined
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*
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* @korean 애니메이션타입으로조회
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*/
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export declare function getAnimationByType(type: AnimationType): SkeletalAnimation | undefined;
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/**
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* Get animation by AnimationType with fallback
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*
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* @param type - Animation type enum value
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* @param fallback - Fallback animation type
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* @returns Skeletal animation (never undefined)
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*
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* @korean 애니메이션타입으로조회_기본값
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*/
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export declare function getAnimationByTypeOrDefault(type: AnimationType, fallback?: AnimationType): SkeletalAnimation;
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/**
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* Get animation for a technique by technique ID (using AnimationType mapping)
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*
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* Uses the TechniqueAnimationMapping to find the correct animation
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* for any technique in the game.
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*
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* @param techniqueId - Technique identifier (e.g., "geon_frontal_kick")
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* @returns Skeletal animation or undefined
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*
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* @korean 기술ID로애니메이션조회
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*/
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export declare function getAnimationForTechniqueId(techniqueId: string): SkeletalAnimation | undefined;
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/**
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* Get animation for a technique with fallback
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*
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* @param techniqueId - Technique identifier
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* @param fallbackType - Fallback animation type
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* @returns Animation with speed modifier
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*
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* @korean 기술ID로애니메이션조회_기본값
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*/
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export declare function getAnimationForTechniqueIdWithConfig(techniqueId: string, fallbackType?: AnimationType): {
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animation: SkeletalAnimation;
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speed: number;
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};
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/**
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* Get animation by animationId (new architecture)
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*
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* Direct 1-1 lookup using the new animationId field from technique.
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* This is the preferred method for the new animation architecture.
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*
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* @param animationId - Technique's animationId (e.g., "geon_heaven_strike")
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* @returns SkeletalAnimation or undefined if not found
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*
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* @korean 애니메이션ID로조회
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*/
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export declare function getAnimationById(animationId: string): SkeletalAnimation | undefined;
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/**
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* Get animation by ID with category-based fallback
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*
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* Implements a 3-tier fallback system:
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* 1. Try direct ID lookup in ANIMATION_ID_REGISTRY
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* 2. If not found, use category default from CATEGORY_DEFAULT_ANIMATIONS
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* 3. If no category, use IDLE_STANCE as ultimate fallback
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*
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* This function never returns undefined, making it safe for use in game logic.
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*
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* @param animationId - Technique's animationId
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* @param animationCategory - Technique's animationCategory for fallback
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* @returns SkeletalAnimation (never undefined)
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*
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* @korean 애니메이션ID로조회_카테고리대체
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*/
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export declare function getAnimationByIdWithFallback(animationId: string | undefined, animationCategory?: string): SkeletalAnimation;
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/**
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* Check if animation ID exists in registry
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*
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* @param animationId - Animation ID to check
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* @returns true if animation exists in ANIMATION_ID_REGISTRY
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*
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* @korean 애니메이션ID존재확인
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*/
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export declare function hasAnimationId(animationId: string): boolean;
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/**
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* Get category default animation
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*
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* Returns the default animation for a given category, useful for fallback logic.
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*
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* @param category - Animation category (e.g., "punch", "kick")
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* @returns SkeletalAnimation or undefined if category not found
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*
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* @korean 카테고리기본애니메이션조회
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*/
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export declare function getCategoryDefaultAnimation(category: string): SkeletalAnimation | undefined;
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/**
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* Get animation by name (legacy support)
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*
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+
* @param name - Animation name (e.g., "front_kick")
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170
|
+
* @returns Skeletal animation or undefined
|
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171
|
+
*
|
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172
|
+
* @korean 이름으로애니메이션조회
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173
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+
*/
|
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174
|
+
export declare function getAnimationByName(name: string): SkeletalAnimation | undefined;
|
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175
|
+
/**
|
|
176
|
+
* Get animation by name - unified lookup across all animation registries
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|
177
|
+
*
|
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178
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+
* Searches ALL_ANIMATIONS which includes:
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179
|
+
* - BASIC_ANIMATIONS (idle, walk, run, fall)
|
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180
|
+
* - KICK_ANIMATIONS, PUNCH_ANIMATIONS, etc.
|
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181
|
+
* - STANCE_ANIMATIONS, MOVEMENT_ANIMATIONS
|
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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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|