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 { AnimationType } from "../builders/MartialArtsConstants.js";
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import "../builders/MartialArtsAnimationBuilder.js";
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import { BACKWARD_RETREAT_ANIMATION, FORWARD_DASH_ANIMATION, IDLE_STANCE_ANIMATION, SIDE_STEP_ANIMATION } from "../catalogs/AttackAnimations.js";
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import { BASIC_ANIMATIONS } from "../catalogs/BasicAnimations.js";
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import { COMBO_ANIMATIONS } from "../catalogs/ComboAnimations.js";
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import { DARKOPS_ANIMATIONS } from "../catalogs/DarkOpsAnimations.js";
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import { GAM_FLOW_DEFENSE, GAN_COUNTER_FORTRESS, GAN_IMMOVABLE_BLOCK, GEON_COUNTER_STRIKE, GEON_HIGH_BLOCK, GON_GROUNDING_DEFENSE, GON_TAKEDOWN_COUNTER, JIN_EXPLOSIVE_BLOCK, JIN_SHOCKING_COUNTER, LI_NERVE_STRIKE_COUNTER, LI_PRECISION_PARRY, SON_CONTINUOUS_DEFLECTION, SON_PRESSURE_COUNTER, TAE_SWEEP_DEFENSE } from "../catalogs/DefensiveAnimations.js";
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import { BRACHIAL_ELBOW_ANIMATION, CLINCH_KNEE_ANIMATION, ELBOW_KNEE_ANIMATIONS, ELBOW_UPPERCUT_ANIMATION, FEMORAL_KNEE_ANIMATION, FLYING_KNEE_ANIMATION, KIDNEY_KNEE_ANIMATION, KNEE_KICK_ANIMATION, SPINAL_ELBOW_ANIMATION, SPINNING_BACK_ELBOW_ANIMATION, SPINNING_ELBOW_ANIMATION, TEMPLE_ELBOW_ANIMATION } from "../catalogs/ElbowKneeAnimations.js";
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import { ARM_BAR_ANIMATION, BLOCK_ANIMATION, BODY_LOCK_THROW_ANIMATION, CAROTID_CHOKE_ANIMATION, COUNTER_ATTACK_ANIMATION, COUNTER_STRIKE_ANIMATION, EARTH_EMBRACE_ANIMATION, ELBOW_LOCK_ANIMATION, FINGER_LOCK_ANIMATION, FLOWING_ARM_BAR_ANIMATION, GRAPPLE_ANIMATION, GRAPPLING_ANIMATIONS, HIGH_BLOCK_ANIMATION, HIP_THROW_ANIMATION, JOINT_LOCK_DEFENSE_ANIMATION, LEG_REAP_ANIMATION, LOW_BLOCK_ANIMATION, MOUNTAIN_LOCK_ANIMATION, PARRY_COUNTER_ANIMATION, REAR_NAKED_CHOKE_ANIMATION, REDIRECT_THROW_ANIMATION, SHOULDER_LOCK_ANIMATION, SHOULDER_MANIPULATION_ANIMATION, SLAM_ANIMATION, SMALL_CIRCLE_LOCK_ANIMATION, SUPLEX_ANIMATION, SWEEP_DEFENSE_ANIMATION, TAKEDOWN_ANIMATION, THROW_ANIMATION, WRIST_LOCK_ANIMATION } from "../catalogs/GrapplingAnimations.js";
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import { AXE_KICK_ANIMATION, BACK_KICK_ANIMATION, CRESCENT_KICK_ANIMATION, FLYING_KICK_ANIMATION, JUMPING_KICK_ANIMATION, KICK_ANIMATIONS, LOW_KICK_ANIMATION, PUSH_KICK_ANIMATION, SIDE_KICK_ANIMATION, SPINNING_HEEL_KICK_ANIMATION, SPINNING_HOOK_KICK_ANIMATION, SWEEP_ANIMATION, TORNADO_KICK_ANIMATION } from "../catalogs/KickAnimations.js";
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import { MOVEMENT_ANIMATIONS } from "../catalogs/MovementAnimations.js";
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import { BACKFIST_ANIMATION, HAMMER_FIST_ANIMATION, HOOK_ANIMATION, OVERHAND_ANIMATION, PALM_STRIKE_ANIMATION, PUNCH_ANIMATIONS, UPPERCUT_ANIMATION } from "../catalogs/PunchAnimations.js";
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import { JIN_TECHNIQUE_ANIMATIONS } from "../catalogs/JinTechniqueAnimations.js";
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import { JIN_ANIMATIONS } from "../catalogs/JinStanceAnimations.js";
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import { STANCE_ANIMATIONS } from "../catalogs/StanceAnimations.js";
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import { ALL_ATTACK_ANIMATIONS } from "../catalogs/StanceAttackAnimations.js";
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import { TRIGRAM_IDLE_ANIMATIONS_BY_NAME } from "../catalogs/StanceIdleAnimations.js";
|
|
18
|
+
import { STANCE_LOCOMOTION_ANIMATIONS } from "../catalogs/StanceLocomotionAnimations.js";
|
|
19
|
+
import { GAM_WATER_FLOW_COUNTER_ANIMATION } from "../catalogs/GamTechniqueAnimations.js";
|
|
20
|
+
import { GAN_ROCK_DEFENSE_ANIMATION, GAN_TECHNIQUE_ANIMATIONS } from "../catalogs/GanTechniqueAnimations.js";
|
|
21
|
+
import { GAN_STANCE_ANIMATIONS } from "../catalogs/GanStanceAnimations.js";
|
|
22
|
+
import { GEON_ANIMATIONS } from "../catalogs/GeonStanceAnimations.js";
|
|
23
|
+
import { SON_TECHNIQUE_ANIMATIONS } from "../catalogs/SonTechniqueAnimations.js";
|
|
24
|
+
import { SON_STANCE_ANIMATIONS } from "../catalogs/SonStanceAnimations.js";
|
|
25
|
+
import { TAE_ARM_BAR, TAE_ELBOW_CONTROL, TAE_FINGER_LOCK, TAE_FLOWING_COUNTER, TAE_FLOWING_STRIKES, TAE_SHOULDER_LOCK, TAE_SMALL_CIRCLE, TAE_WRIST_LOCK_SEQUENCE } from "../catalogs/TaeJointLockAnimations.js";
|
|
26
|
+
import { TAE_STANCE_ANIMATIONS } from "../catalogs/TaeStanceAnimations.js";
|
|
27
|
+
import "./TechniqueAnimationMapping.js";
|
|
28
|
+
import { CROSS_ANIMATION_ENHANCED, FRONT_KICK_ANIMATION_ENHANCED, JAB_ANIMATION_ENHANCED, ROUNDHOUSE_KICK_ANIMATION_ENHANCED } from "../catalogs/EnhancedAttackAnimations.js";
|
|
29
|
+
import { ELBOW_STRIKE_ANIMATION_ENHANCED, ELBOW_UPPERCUT_ANIMATION_ENHANCED, KNEE_STRIKE_ANIMATION_ENHANCED } from "../catalogs/EnhancedElbowKneeAnimations.js";
|
|
30
|
+
import { GAM_FLOWING_BLOCK, GAM_FLOWING_RIVER_STRIKE, GAM_REDIRECTION_COUNTER, GAM_TIDAL_WAVE_PALM, GAM_WHIRLPOOL_COUNTER } from "../catalogs/GamRedirectionAnimations.js";
|
|
31
|
+
import { EAR_STRIKE_ANIMATION, EYE_GOUGE_ANIMATION, FLOWING_CROSS_ANIMATION, FLOWING_PUSH_ANIMATION, HEAVEN_STRIKE_ANIMATION, LIGHTNING_STRIKE_ANIMATION, LIVER_DISRUPTION_ANIMATION, NERVE_PARALYSIS_ANIMATION, NERVE_STRIKE_ANIMATION, PRESSURE_POINT_STRIKE_ANIMATION, RAPID_BARRAGE_ANIMATION, RHYTHMIC_STRIKES_ANIMATION, SOLAR_PLEXUS_STRIKE_ANIMATION, SPEAR_HAND_STRIKE_ANIMATION, SPECIALIZED_PUNCH_ANIMATIONS, THROAT_STRIKE_ANIMATION } from "../catalogs/SpecializedPunchAnimations.js";
|
|
32
|
+
new Map([
|
|
33
|
+
[AnimationType.FRONT_KICK, FRONT_KICK_ANIMATION_ENHANCED],
|
|
34
|
+
[AnimationType.ROUNDHOUSE_KICK, ROUNDHOUSE_KICK_ANIMATION_ENHANCED],
|
|
35
|
+
[AnimationType.SIDE_KICK, SIDE_KICK_ANIMATION],
|
|
36
|
+
[AnimationType.AXE_KICK, AXE_KICK_ANIMATION],
|
|
37
|
+
[AnimationType.BACK_KICK, BACK_KICK_ANIMATION],
|
|
38
|
+
[AnimationType.TORNADO_KICK, TORNADO_KICK_ANIMATION],
|
|
39
|
+
[AnimationType.JUMPING_KICK, JUMPING_KICK_ANIMATION],
|
|
40
|
+
[AnimationType.LOW_KICK, LOW_KICK_ANIMATION],
|
|
41
|
+
[AnimationType.CRESCENT_KICK, CRESCENT_KICK_ANIMATION],
|
|
42
|
+
[AnimationType.PUSH_KICK, PUSH_KICK_ANIMATION],
|
|
43
|
+
[AnimationType.SPINNING_HEEL_KICK, SPINNING_HEEL_KICK_ANIMATION],
|
|
44
|
+
[AnimationType.SPINNING_HOOK, SPINNING_HOOK_KICK_ANIMATION],
|
|
45
|
+
[AnimationType.FLYING_KICK, FLYING_KICK_ANIMATION],
|
|
46
|
+
[AnimationType.JAB, JAB_ANIMATION_ENHANCED],
|
|
47
|
+
[AnimationType.CROSS, CROSS_ANIMATION_ENHANCED],
|
|
48
|
+
[AnimationType.HOOK, HOOK_ANIMATION],
|
|
49
|
+
[AnimationType.UPPERCUT, UPPERCUT_ANIMATION],
|
|
50
|
+
[AnimationType.OVERHAND, OVERHAND_ANIMATION],
|
|
51
|
+
[AnimationType.PALM_STRIKE, PALM_STRIKE_ANIMATION],
|
|
52
|
+
[AnimationType.BACKFIST, BACKFIST_ANIMATION],
|
|
53
|
+
[AnimationType.HAMMER_FIST, HAMMER_FIST_ANIMATION],
|
|
54
|
+
[AnimationType.SPEAR_HAND_STRIKE, SPEAR_HAND_STRIKE_ANIMATION],
|
|
55
|
+
[AnimationType.NERVE_STRIKE, NERVE_STRIKE_ANIMATION],
|
|
56
|
+
[AnimationType.PRESSURE_POINT_STRIKE, PRESSURE_POINT_STRIKE_ANIMATION],
|
|
57
|
+
[AnimationType.LIGHTNING_STRIKE, LIGHTNING_STRIKE_ANIMATION],
|
|
58
|
+
[AnimationType.HEAVEN_STRIKE, HEAVEN_STRIKE_ANIMATION],
|
|
59
|
+
[AnimationType.FLOWING_CROSS, FLOWING_CROSS_ANIMATION],
|
|
60
|
+
[AnimationType.RAPID_BARRAGE, RAPID_BARRAGE_ANIMATION],
|
|
61
|
+
[AnimationType.RHYTHMIC_STRIKES, RHYTHMIC_STRIKES_ANIMATION],
|
|
62
|
+
[AnimationType.FLOWING_PUSH, FLOWING_PUSH_ANIMATION],
|
|
63
|
+
[AnimationType.SOLAR_PLEXUS_STRIKE, SOLAR_PLEXUS_STRIKE_ANIMATION],
|
|
64
|
+
[AnimationType.THROAT_STRIKE, THROAT_STRIKE_ANIMATION],
|
|
65
|
+
[AnimationType.EYE_GOUGE, EYE_GOUGE_ANIMATION],
|
|
66
|
+
[AnimationType.NERVE_PARALYSIS, NERVE_PARALYSIS_ANIMATION],
|
|
67
|
+
[AnimationType.LIVER_DISRUPTION, LIVER_DISRUPTION_ANIMATION],
|
|
68
|
+
[AnimationType.EAR_STRIKE, EAR_STRIKE_ANIMATION],
|
|
69
|
+
[AnimationType.GEON_HEAVEN_STRIKE, HEAVEN_STRIKE_ANIMATION],
|
|
70
|
+
[AnimationType.GEON_ROUNDHOUSE, ROUNDHOUSE_KICK_ANIMATION_ENHANCED],
|
|
71
|
+
[AnimationType.CRUSHING_ELBOW, ELBOW_STRIKE_ANIMATION_ENHANCED],
|
|
72
|
+
[AnimationType.GEON_COUNTER, GEON_COUNTER_STRIKE],
|
|
73
|
+
[AnimationType.HIGH_BLOCK, GEON_HIGH_BLOCK],
|
|
74
|
+
[AnimationType.PHOENIX_EYE_STRIKE, NERVE_STRIKE_ANIMATION],
|
|
75
|
+
[AnimationType.NERVE_STRIKE_COUNTER, LI_NERVE_STRIKE_COUNTER],
|
|
76
|
+
[AnimationType.PRECISION_PARRY, LI_PRECISION_PARRY],
|
|
77
|
+
[AnimationType.LI_SOLAR_PLEXUS, SOLAR_PLEXUS_STRIKE_ANIMATION],
|
|
78
|
+
[AnimationType.SOLAR_PLEXUS_SPEAR, SPEAR_HAND_STRIKE_ANIMATION],
|
|
79
|
+
[AnimationType.WRIST_LOCK_STRIKE, WRIST_LOCK_ANIMATION],
|
|
80
|
+
[AnimationType.WRIST_LOCK, TAE_WRIST_LOCK_SEQUENCE],
|
|
81
|
+
[AnimationType.SPIRAL_SHOULDER_THROW, HIP_THROW_ANIMATION],
|
|
82
|
+
[AnimationType.JOINT_LOCK_DEFENSE, TAE_FLOWING_COUNTER],
|
|
83
|
+
[AnimationType.SWEEP_DEFENSE, TAE_SWEEP_DEFENSE],
|
|
84
|
+
[AnimationType.WRIST_TWIST_COUNTER, TAE_FLOWING_COUNTER],
|
|
85
|
+
[AnimationType.FLOWING_CROSS, TAE_FLOWING_STRIKES],
|
|
86
|
+
[AnimationType.SMALL_CIRCLE_LOCK, TAE_SMALL_CIRCLE],
|
|
87
|
+
[AnimationType.FINGER_LOCK, TAE_FINGER_LOCK],
|
|
88
|
+
[AnimationType.ELBOW_LOCK, TAE_ELBOW_CONTROL],
|
|
89
|
+
[AnimationType.ELBOW_HYPEREXTEND, TAE_ELBOW_CONTROL],
|
|
90
|
+
[AnimationType.SHOULDER_MANIPULATION, TAE_SHOULDER_LOCK],
|
|
91
|
+
[AnimationType.ARM_BAR, TAE_ARM_BAR],
|
|
92
|
+
[AnimationType.FLOWING_ARM_BAR, TAE_ARM_BAR],
|
|
93
|
+
[AnimationType.EXPLOSIVE_KNEE, KNEE_STRIKE_ANIMATION_ENHANCED],
|
|
94
|
+
[AnimationType.LIGHTNING_STRAIGHT, JAB_ANIMATION_ENHANCED],
|
|
95
|
+
[AnimationType.SHOCKING_COUNTER, JIN_SHOCKING_COUNTER],
|
|
96
|
+
[AnimationType.SHOCKING_HAMMER_FIST, HAMMER_FIST_ANIMATION],
|
|
97
|
+
[AnimationType.EXPLOSIVE_BLOCK, JIN_EXPLOSIVE_BLOCK],
|
|
98
|
+
[AnimationType.CONTINUOUS_DEFLECTION, SON_CONTINUOUS_DEFLECTION],
|
|
99
|
+
[AnimationType.PRESSURE_COUNTER, SON_PRESSURE_COUNTER],
|
|
100
|
+
[AnimationType.RAPID_FOOTWORK, FLOWING_PUSH_ANIMATION],
|
|
101
|
+
[AnimationType.PENETRATING_PALM_RUSH, FLOWING_PUSH_ANIMATION],
|
|
102
|
+
[AnimationType.PRESSURE_POINT_CHAIN, RAPID_BARRAGE_ANIMATION],
|
|
103
|
+
[AnimationType.WATER_COUNTER, GAM_REDIRECTION_COUNTER],
|
|
104
|
+
[AnimationType.CIRCULAR_PARRY, GAM_FLOWING_BLOCK],
|
|
105
|
+
[AnimationType.FLOW_DEFENSE, GAM_FLOWING_BLOCK],
|
|
106
|
+
[AnimationType.FLOWING_RIVER_STRIKE, GAM_FLOWING_RIVER_STRIKE],
|
|
107
|
+
[AnimationType.REDIRECTION_COUNTER, GAM_REDIRECTION_COUNTER],
|
|
108
|
+
[AnimationType.TIDAL_WAVE_PALM, GAM_TIDAL_WAVE_PALM],
|
|
109
|
+
[AnimationType.WHIRLPOOL_COUNTER, GAM_WHIRLPOOL_COUNTER],
|
|
110
|
+
[AnimationType.ROCK_COUNTER, GAN_COUNTER_FORTRESS],
|
|
111
|
+
[AnimationType.ROCK_DEFENSE, GAN_IMMOVABLE_BLOCK],
|
|
112
|
+
[AnimationType.AVALANCHE_HAMMER, HAMMER_FIST_ANIMATION],
|
|
113
|
+
[AnimationType.COUNTER_FORTRESS, GAN_COUNTER_FORTRESS],
|
|
114
|
+
[AnimationType.FORTRESS_COUNTER_STRIKE, COUNTER_STRIKE_ANIMATION],
|
|
115
|
+
[AnimationType.STONE_WALL_THRUST, PUSH_KICK_ANIMATION],
|
|
116
|
+
[AnimationType.TAKEDOWN, TAKEDOWN_ANIMATION],
|
|
117
|
+
[AnimationType.JOINT_LOCK, JOINT_LOCK_DEFENSE_ANIMATION],
|
|
118
|
+
[AnimationType.HIP_WHEEL_THROW, HIP_THROW_ANIMATION],
|
|
119
|
+
[AnimationType.SSIREUM_THROW, BODY_LOCK_THROW_ANIMATION],
|
|
120
|
+
[AnimationType.SACRIFICE_THROW, SUPLEX_ANIMATION],
|
|
121
|
+
[AnimationType.CLINCH, CLINCH_KNEE_ANIMATION],
|
|
122
|
+
[AnimationType.PARRY, PARRY_COUNTER_ANIMATION],
|
|
123
|
+
[AnimationType.SIDESTEP, SIDE_STEP_ANIMATION],
|
|
124
|
+
[AnimationType.PIVOT, SIDE_STEP_ANIMATION],
|
|
125
|
+
[AnimationType.STEP_FORWARD, FORWARD_DASH_ANIMATION],
|
|
126
|
+
[AnimationType.STEP_BACK, BACKWARD_RETREAT_ANIMATION],
|
|
127
|
+
[AnimationType.FORWARD_DASH, FORWARD_DASH_ANIMATION],
|
|
128
|
+
[AnimationType.BACKWARD_RETREAT, BACKWARD_RETREAT_ANIMATION],
|
|
129
|
+
[AnimationType.WALK, FORWARD_DASH_ANIMATION],
|
|
130
|
+
[AnimationType.RECOVERY, IDLE_STANCE_ANIMATION],
|
|
131
|
+
[AnimationType.STANCE, IDLE_STANCE_ANIMATION],
|
|
132
|
+
[AnimationType.IDLE, IDLE_STANCE_ANIMATION],
|
|
133
|
+
[AnimationType.DUCK, IDLE_STANCE_ANIMATION],
|
|
134
|
+
[AnimationType.LEAN, IDLE_STANCE_ANIMATION],
|
|
135
|
+
[AnimationType.BLOCK, BLOCK_ANIMATION],
|
|
136
|
+
[AnimationType.BLOCK_HIGH, HIGH_BLOCK_ANIMATION],
|
|
137
|
+
[AnimationType.BLOCK_LOW, LOW_BLOCK_ANIMATION],
|
|
138
|
+
[AnimationType.FLOWING_BLOCK, GAM_FLOWING_BLOCK],
|
|
139
|
+
[AnimationType.IRON_BLOCK, GAN_IMMOVABLE_BLOCK],
|
|
140
|
+
[AnimationType.IMMOVABLE_BLOCK, GAN_IMMOVABLE_BLOCK],
|
|
141
|
+
[AnimationType.THUNDEROUS_UPPERCUT, ELBOW_UPPERCUT_ANIMATION],
|
|
142
|
+
[AnimationType.GROUNDING_DEFENSE, GON_GROUNDING_DEFENSE],
|
|
143
|
+
[AnimationType.TAKEDOWN_COUNTER, GON_TAKEDOWN_COUNTER],
|
|
144
|
+
[AnimationType.EARTHQUAKE_STOMP, AXE_KICK_ANIMATION],
|
|
145
|
+
[AnimationType.GROUND_SWEEP_STRIKE, SWEEP_ANIMATION],
|
|
146
|
+
[AnimationType.ROOTING_TAKEDOWN, TAKEDOWN_ANIMATION],
|
|
147
|
+
[AnimationType.TAKEDOWN_COUNTER, GON_TAKEDOWN_COUNTER],
|
|
148
|
+
[AnimationType.ANKLE_PICK, TAKEDOWN_ANIMATION],
|
|
149
|
+
[AnimationType.BODY_LOCK_SLAM, BODY_LOCK_THROW_ANIMATION],
|
|
150
|
+
[AnimationType.TEMPLE_STRIKE, TEMPLE_ELBOW_ANIMATION],
|
|
151
|
+
[AnimationType.BRACHIAL_PLEXUS, BRACHIAL_ELBOW_ANIMATION],
|
|
152
|
+
[AnimationType.ACHILLES_ATTACK, LEG_REAP_ANIMATION],
|
|
153
|
+
[AnimationType.CERVICAL_TWIST, REAR_NAKED_CHOKE_ANIMATION],
|
|
154
|
+
[AnimationType.ELBOW_HYPEREXTEND, ARM_BAR_ANIMATION],
|
|
155
|
+
[AnimationType.FEMORAL_NERVE, FEMORAL_KNEE_ANIMATION],
|
|
156
|
+
[AnimationType.LARYNX_CRUSH, THROAT_STRIKE_ANIMATION],
|
|
157
|
+
[AnimationType.JAW_DISLOCATION, HOOK_ANIMATION],
|
|
158
|
+
[AnimationType.FINGER_BREAK, FINGER_LOCK_ANIMATION],
|
|
159
|
+
[AnimationType.GUILLOTINE_CHOKE, CAROTID_CHOKE_ANIMATION],
|
|
160
|
+
[AnimationType.JUGULAR_STRIKE, THROAT_STRIKE_ANIMATION],
|
|
161
|
+
[AnimationType.KNEECAP_STRIKE, LOW_KICK_ANIMATION],
|
|
162
|
+
[AnimationType.OCCIPITAL_STRIKE, HAMMER_FIST_ANIMATION],
|
|
163
|
+
[AnimationType.SCIATIC_NERVE_STRIKE, KNEE_STRIKE_ANIMATION_ENHANCED],
|
|
164
|
+
[AnimationType.SILENT_TAKEDOWN, REAR_NAKED_CHOKE_ANIMATION],
|
|
165
|
+
[AnimationType.SLEEPER_HOLD, REAR_NAKED_CHOKE_ANIMATION],
|
|
166
|
+
[AnimationType.TRIANGLE_CHOKE, LEG_REAP_ANIMATION],
|
|
167
|
+
[AnimationType.SPLEEN_RUPTURE, KNEE_STRIKE_ANIMATION_ENHANCED],
|
|
168
|
+
[AnimationType.DRAGON_FIST, HEAVEN_STRIKE_ANIMATION],
|
|
169
|
+
[AnimationType.THUNDER_STRIKE, HEAVEN_STRIKE_ANIMATION],
|
|
170
|
+
[AnimationType.MOUNTAIN_BREAKER, HAMMER_FIST_ANIMATION],
|
|
171
|
+
[AnimationType.IRON_DEFENSE, GEON_HIGH_BLOCK],
|
|
172
|
+
[AnimationType.DEADLY_PRECISION, NERVE_STRIKE_ANIMATION],
|
|
173
|
+
[AnimationType.SHADOW_NERVE_STRIKE, NERVE_STRIKE_ANIMATION],
|
|
174
|
+
[AnimationType.SHADOW_STRIKE, CROSS_ANIMATION_ENHANCED],
|
|
175
|
+
[AnimationType.SILENT_DEATH, HEAVEN_STRIKE_ANIMATION],
|
|
176
|
+
[AnimationType.CYBER_OVERDRIVE, RAPID_BARRAGE_ANIMATION],
|
|
177
|
+
[AnimationType.DATA_STRIKE, NERVE_STRIKE_ANIMATION],
|
|
178
|
+
[AnimationType.ELECTRIC_SHOCK, PALM_STRIKE_ANIMATION],
|
|
179
|
+
[AnimationType.SYSTEM_CRASH, HEAVEN_STRIKE_ANIMATION],
|
|
180
|
+
[AnimationType.TACTICAL_STRIKE, JAB_ANIMATION_ENHANCED],
|
|
181
|
+
[AnimationType.INTELLIGENCE_STRIKE, NERVE_STRIKE_ANIMATION],
|
|
182
|
+
[AnimationType.COUNTER_INTELLIGENCE, PARRY_COUNTER_ANIMATION],
|
|
183
|
+
[AnimationType.PSYCHOLOGICAL_WARFARE, IDLE_STANCE_ANIMATION],
|
|
184
|
+
[AnimationType.RUTHLESS_ASSAULT, RAPID_BARRAGE_ANIMATION],
|
|
185
|
+
[AnimationType.STREET_BRAWL, OVERHAND_ANIMATION],
|
|
186
|
+
[AnimationType.IMPROVISED_WEAPON, HAMMER_FIST_ANIMATION],
|
|
187
|
+
[AnimationType.BRUTAL_TAKEDOWN, BODY_LOCK_THROW_ANIMATION],
|
|
188
|
+
[AnimationType.IDLE_STANCE, IDLE_STANCE_ANIMATION],
|
|
189
|
+
[AnimationType.SIDE_STEP, SIDE_STEP_ANIMATION],
|
|
190
|
+
[AnimationType.ELBOW_STRIKE, ELBOW_STRIKE_ANIMATION_ENHANCED],
|
|
191
|
+
[AnimationType.ELBOW_UPPERCUT, ELBOW_UPPERCUT_ANIMATION_ENHANCED],
|
|
192
|
+
[AnimationType.SPINNING_ELBOW, SPINNING_ELBOW_ANIMATION],
|
|
193
|
+
[AnimationType.KNEE_STRIKE, KNEE_STRIKE_ANIMATION_ENHANCED],
|
|
194
|
+
[AnimationType.FLYING_KNEE, FLYING_KNEE_ANIMATION],
|
|
195
|
+
[AnimationType.KNEE_KICK, KNEE_KICK_ANIMATION],
|
|
196
|
+
[AnimationType.CLINCH_KNEE, CLINCH_KNEE_ANIMATION],
|
|
197
|
+
[AnimationType.TEMPLE_ELBOW, TEMPLE_ELBOW_ANIMATION],
|
|
198
|
+
[AnimationType.SPINNING_BACK_ELBOW, SPINNING_BACK_ELBOW_ANIMATION],
|
|
199
|
+
[AnimationType.SPINAL_ELBOW, SPINAL_ELBOW_ANIMATION],
|
|
200
|
+
[AnimationType.BRACHIAL_ELBOW, BRACHIAL_ELBOW_ANIMATION],
|
|
201
|
+
[AnimationType.KIDNEY_KNEE, KIDNEY_KNEE_ANIMATION],
|
|
202
|
+
[AnimationType.FEMORAL_KNEE, FEMORAL_KNEE_ANIMATION],
|
|
203
|
+
[AnimationType.THROW, THROW_ANIMATION],
|
|
204
|
+
[AnimationType.GRAPPLE, GRAPPLE_ANIMATION],
|
|
205
|
+
[AnimationType.SWEEP, SWEEP_ANIMATION],
|
|
206
|
+
[AnimationType.SLAM, SLAM_ANIMATION],
|
|
207
|
+
[AnimationType.WRIST_LOCK, WRIST_LOCK_ANIMATION],
|
|
208
|
+
[AnimationType.ARM_BAR, ARM_BAR_ANIMATION],
|
|
209
|
+
[AnimationType.SHOULDER_LOCK, SHOULDER_LOCK_ANIMATION],
|
|
210
|
+
[AnimationType.HIP_THROW, HIP_THROW_ANIMATION],
|
|
211
|
+
[AnimationType.LEG_REAP, LEG_REAP_ANIMATION],
|
|
212
|
+
[AnimationType.SMALL_CIRCLE_LOCK, SMALL_CIRCLE_LOCK_ANIMATION],
|
|
213
|
+
[AnimationType.FINGER_LOCK, FINGER_LOCK_ANIMATION],
|
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214
|
+
[AnimationType.ELBOW_LOCK, ELBOW_LOCK_ANIMATION],
|
|
215
|
+
[AnimationType.SHOULDER_MANIPULATION, SHOULDER_MANIPULATION_ANIMATION],
|
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216
|
+
[AnimationType.FLOWING_ARM_BAR, FLOWING_ARM_BAR_ANIMATION],
|
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217
|
+
[AnimationType.MOUNTAIN_LOCK, MOUNTAIN_LOCK_ANIMATION],
|
|
218
|
+
[AnimationType.EARTH_EMBRACE, EARTH_EMBRACE_ANIMATION],
|
|
219
|
+
[AnimationType.CAROTID_CHOKE, CAROTID_CHOKE_ANIMATION],
|
|
220
|
+
[AnimationType.REAR_NAKED_CHOKE, REAR_NAKED_CHOKE_ANIMATION],
|
|
221
|
+
[AnimationType.REDIRECT_THROW, REDIRECT_THROW_ANIMATION],
|
|
222
|
+
[AnimationType.COUNTER_ATTACK, COUNTER_ATTACK_ANIMATION],
|
|
223
|
+
[AnimationType.COUNTER_STRIKE, COUNTER_STRIKE_ANIMATION],
|
|
224
|
+
[AnimationType.PARRY_COUNTER, PARRY_COUNTER_ANIMATION],
|
|
225
|
+
[AnimationType.BLOCK, BLOCK_ANIMATION],
|
|
226
|
+
[AnimationType.BLOCK_HIGH, HIGH_BLOCK_ANIMATION],
|
|
227
|
+
[AnimationType.BLOCK_LOW, LOW_BLOCK_ANIMATION],
|
|
228
|
+
[AnimationType.JOINT_LOCK_DEFENSE, JOINT_LOCK_DEFENSE_ANIMATION],
|
|
229
|
+
[AnimationType.SWEEP_DEFENSE, SWEEP_DEFENSE_ANIMATION]
|
|
230
|
+
]);
|
|
231
|
+
/**
|
|
232
|
+
* All animations combined into a single map by name
|
|
233
|
+
* 이름별 전체 애니메이션 맵
|
|
234
|
+
*/
|
|
235
|
+
var ALL_ANIMATIONS = new Map([
|
|
236
|
+
...KICK_ANIMATIONS,
|
|
237
|
+
...PUNCH_ANIMATIONS,
|
|
238
|
+
...SPECIALIZED_PUNCH_ANIMATIONS,
|
|
239
|
+
...ELBOW_KNEE_ANIMATIONS,
|
|
240
|
+
...GRAPPLING_ANIMATIONS,
|
|
241
|
+
...STANCE_ANIMATIONS,
|
|
242
|
+
...DARKOPS_ANIMATIONS,
|
|
243
|
+
...COMBO_ANIMATIONS,
|
|
244
|
+
...MOVEMENT_ANIMATIONS,
|
|
245
|
+
...ALL_ATTACK_ANIMATIONS,
|
|
246
|
+
...BASIC_ANIMATIONS,
|
|
247
|
+
...STANCE_LOCOMOTION_ANIMATIONS,
|
|
248
|
+
...TRIGRAM_IDLE_ANIMATIONS_BY_NAME,
|
|
249
|
+
...GEON_ANIMATIONS,
|
|
250
|
+
...TAE_STANCE_ANIMATIONS,
|
|
251
|
+
...JIN_ANIMATIONS,
|
|
252
|
+
...JIN_TECHNIQUE_ANIMATIONS,
|
|
253
|
+
...SON_STANCE_ANIMATIONS,
|
|
254
|
+
...SON_TECHNIQUE_ANIMATIONS,
|
|
255
|
+
...GAN_STANCE_ANIMATIONS,
|
|
256
|
+
...GAN_TECHNIQUE_ANIMATIONS,
|
|
257
|
+
["idle_stance", IDLE_STANCE_ANIMATION],
|
|
258
|
+
["forward_dash", FORWARD_DASH_ANIMATION],
|
|
259
|
+
["backward_retreat", BACKWARD_RETREAT_ANIMATION],
|
|
260
|
+
["side_step", SIDE_STEP_ANIMATION]
|
|
261
|
+
]);
|
|
262
|
+
new Map([
|
|
263
|
+
["amsalja_silent_death", SPEAR_HAND_STRIKE_ANIMATION],
|
|
264
|
+
["darkops_ear_strike", EAR_STRIKE_ANIMATION],
|
|
265
|
+
["darkops_eye_gouge", EYE_GOUGE_ANIMATION],
|
|
266
|
+
["darkops_finger_break", FINGER_LOCK_ANIMATION],
|
|
267
|
+
["darkops_kidney_strike", KIDNEY_KNEE_ANIMATION],
|
|
268
|
+
["darkops_larynx_crush", THROAT_STRIKE_ANIMATION],
|
|
269
|
+
["darkops_sleeper_hold", REAR_NAKED_CHOKE_ANIMATION],
|
|
270
|
+
["darkops_spinal_strike", SPINAL_ELBOW_ANIMATION],
|
|
271
|
+
["gam_circular_parry", STANCE_ANIMATIONS.get("gam_circular_parry")],
|
|
272
|
+
["gam_flow_defense", GAM_FLOW_DEFENSE],
|
|
273
|
+
["gam_flowing_block", GAM_FLOWING_BLOCK],
|
|
274
|
+
["gam_hip_throw", HIP_THROW_ANIMATION],
|
|
275
|
+
["gam_redirect_throw", REDIRECT_THROW_ANIMATION],
|
|
276
|
+
["gam_water_counter", GAM_WATER_FLOW_COUNTER_ANIMATION],
|
|
277
|
+
["gan_counter_strike", GAN_COUNTER_FORTRESS],
|
|
278
|
+
["gan_immovable_stance", STANCE_ANIMATIONS.get("gan_immovable_stance")],
|
|
279
|
+
["gan_iron_block", GAN_IMMOVABLE_BLOCK],
|
|
280
|
+
["gan_rock_defense", GAN_ROCK_DEFENSE_ANIMATION],
|
|
281
|
+
["geon_axe_kick", AXE_KICK_ANIMATION],
|
|
282
|
+
["geon_counter_strike", GEON_COUNTER_STRIKE],
|
|
283
|
+
["geon_crushing_elbow", ELBOW_STRIKE_ANIMATION_ENHANCED],
|
|
284
|
+
["geon_elbow_smash", ELBOW_STRIKE_ANIMATION_ENHANCED],
|
|
285
|
+
["geon_frontal_kick", FRONT_KICK_ANIMATION_ENHANCED],
|
|
286
|
+
["geon_heaven_strike", HEAVEN_STRIKE_ANIMATION],
|
|
287
|
+
["geon_heavenly_fist", JAB_ANIMATION_ENHANCED],
|
|
288
|
+
["geon_high_block", GEON_HIGH_BLOCK],
|
|
289
|
+
["geon_palm_strike", PALM_STRIKE_ANIMATION],
|
|
290
|
+
["gon_ankle_pick", SWEEP_ANIMATION],
|
|
291
|
+
["gon_earth_embrace", EARTH_EMBRACE_ANIMATION],
|
|
292
|
+
["gon_ground_pound", SLAM_ANIMATION],
|
|
293
|
+
["gon_leg_sweep", SWEEP_ANIMATION],
|
|
294
|
+
["gon_ssireum_throw", HIP_THROW_ANIMATION],
|
|
295
|
+
["hacker_data_strike", PALM_STRIKE_ANIMATION],
|
|
296
|
+
["hacker_system_crash", HAMMER_FIST_ANIMATION],
|
|
297
|
+
["jin_back_kick", BACK_KICK_ANIMATION],
|
|
298
|
+
["jin_explosive_knee", KNEE_STRIKE_ANIMATION_ENHANCED],
|
|
299
|
+
["jin_flying_sidekick", FLYING_KICK_ANIMATION],
|
|
300
|
+
["jin_knee_strike", KNEE_STRIKE_ANIMATION_ENHANCED],
|
|
301
|
+
["jin_tornado_kick", TORNADO_KICK_ANIMATION],
|
|
302
|
+
["jojik_street_brawl", HOOK_ANIMATION],
|
|
303
|
+
["li_flame_spear", SPEAR_HAND_STRIKE_ANIMATION],
|
|
304
|
+
["li_nerve_strike", NERVE_STRIKE_ANIMATION],
|
|
305
|
+
["li_precision_parry", LI_PRECISION_PARRY],
|
|
306
|
+
["li_sidekick", SIDE_KICK_ANIMATION],
|
|
307
|
+
["li_temple_strike", TEMPLE_ELBOW_ANIMATION],
|
|
308
|
+
["musa_dragon_fist", CROSS_ANIMATION_ENHANCED],
|
|
309
|
+
["musa_iron_defense", HIGH_BLOCK_ANIMATION],
|
|
310
|
+
["musa_thunder_strike", UPPERCUT_ANIMATION],
|
|
311
|
+
["son_flowing_push", FLOWING_PUSH_ANIMATION],
|
|
312
|
+
["son_rapid_footwork", SIDE_STEP_ANIMATION],
|
|
313
|
+
["son_sweeping_low_kick", LOW_KICK_ANIMATION],
|
|
314
|
+
["tae_arm_bar", ARM_BAR_ANIMATION],
|
|
315
|
+
["tae_elbow_lock", ELBOW_LOCK_ANIMATION],
|
|
316
|
+
["tae_finger_lock", FINGER_LOCK_ANIMATION],
|
|
317
|
+
["tae_flowing_strikes", FLOWING_CROSS_ANIMATION],
|
|
318
|
+
["tae_sweep_defense", SWEEP_DEFENSE_ANIMATION],
|
|
319
|
+
["tae_wrist_lock", WRIST_LOCK_ANIMATION]
|
|
320
|
+
]);
|
|
321
|
+
/**
|
|
322
|
+
* Get animation by name (legacy support)
|
|
323
|
+
*
|
|
324
|
+
* @param name - Animation name (e.g., "front_kick")
|
|
325
|
+
* @returns Skeletal animation or undefined
|
|
326
|
+
*
|
|
327
|
+
* @korean 이름으로애니메이션조회
|
|
328
|
+
*/
|
|
329
|
+
function getAnimationByName(name) {
|
|
330
|
+
return ALL_ANIMATIONS.get(name);
|
|
331
|
+
}
|
|
332
|
+
/**
|
|
333
|
+
* Get animation by name - unified lookup across all animation registries
|
|
334
|
+
*
|
|
335
|
+
* Searches ALL_ANIMATIONS which includes:
|
|
336
|
+
* - BASIC_ANIMATIONS (idle, walk, run, fall)
|
|
337
|
+
* - KICK_ANIMATIONS, PUNCH_ANIMATIONS, etc.
|
|
338
|
+
* - STANCE_ANIMATIONS, MOVEMENT_ANIMATIONS
|
|
339
|
+
* - ALL_ATTACK_ANIMATIONS (stance-specific attacks)
|
|
340
|
+
*
|
|
341
|
+
* @param name - Animation name (e.g., "idle", "front_kick", "walk")
|
|
342
|
+
* @returns Skeletal animation or undefined
|
|
343
|
+
*
|
|
344
|
+
* @korean 애니메이션가져오기
|
|
345
|
+
*/
|
|
346
|
+
function getAnimation(name) {
|
|
347
|
+
return ALL_ANIMATIONS.get(name);
|
|
348
|
+
}
|
|
349
|
+
/**
|
|
350
|
+
* Regex fallback patterns for technique-to-animation mapping
|
|
351
|
+
* Used when technique ID is not found in ALL_ANIMATIONS
|
|
352
|
+
*
|
|
353
|
+
* NOTE: Order matters - more specific patterns must come first
|
|
354
|
+
*
|
|
355
|
+
* @korean 기술애니메이션폴백매핑
|
|
356
|
+
*/
|
|
357
|
+
var TECHNIQUE_ANIMATION_FALLBACK = [
|
|
358
|
+
[/axe.?kick|내려차기|naeryeo/i, "axe_kick"],
|
|
359
|
+
[/back.?kick|뒤차기|dwi.?chagi/i, "back_kick"],
|
|
360
|
+
[/tornado|회오리|hoe.?ori/i, "tornado_kick"],
|
|
361
|
+
[/jump|뛰어|ttwi|flying/i, "jumping_kick"],
|
|
362
|
+
[/sweep|쓸기|걸기|품밟기|dari.?geolgi/i, "sweep"],
|
|
363
|
+
[/side.?kick|옆차기|yeop.?chagi/i, "side_kick"],
|
|
364
|
+
[/low.?kick|하단차기|낮은차기|thigh.?kick|leg.?kick/i, "low_kick"],
|
|
365
|
+
[/front.?kick|앞차기|snap.?kick|ap.?chagi/i, "front_kick"],
|
|
366
|
+
[/roundhouse|돌려차기|dolryeo/i, "roundhouse_kick"],
|
|
367
|
+
[/knee|무릎|mureup/i, "knee_strike"],
|
|
368
|
+
[/elbow|팔꿈치|팔굽|palkkumchi/i, "elbow_strike"],
|
|
369
|
+
[/slam|내던지기|smash/i, "slam"],
|
|
370
|
+
[/throw|던지기|deonjigi|ground.?pound/i, "throw"],
|
|
371
|
+
[/arm.?bar|팔꺾기|팔관절기|juji.?gatame/i, "arm_bar"],
|
|
372
|
+
[/wrist.?lock|손목꺾기|손목관절기|kote.?gaeshi/i, "wrist_lock"],
|
|
373
|
+
[/lock|grapple|꺾기|잡기|embrace|kkeokgi|japgi|submission/i, "grapple"],
|
|
374
|
+
[/counter.?strike|반격타격|카운터스트라이크/i, "counter_strike"],
|
|
375
|
+
[/counter|반격|bangyeok|parry|redirect/i, "counter_attack"],
|
|
376
|
+
[/block|막기|makgi|defense|방어/i, "block"],
|
|
377
|
+
[/hook|후크|횡타|갈고리/i, "hook"],
|
|
378
|
+
[/palm|장권|jang.?gwon/i, "palm_strike"],
|
|
379
|
+
[/cross|십자|교차/i, "cross"],
|
|
380
|
+
[/uppercut|upper|올려|치올/i, "uppercut"],
|
|
381
|
+
[/jab|잽|직권|찌르기|punch|주먹|권/i, "jab"],
|
|
382
|
+
[/strike|타격|격|chigi/i, "jab"]
|
|
383
|
+
];
|
|
384
|
+
/**
|
|
385
|
+
* Get animation name for a technique
|
|
386
|
+
*
|
|
387
|
+
* PRIORITY ORDER:
|
|
388
|
+
* 1. Direct lookup in ALL_ANIMATIONS by technique ID (stance-specific)
|
|
389
|
+
* 2. Regex pattern matching for generic techniques
|
|
390
|
+
* 3. Fallback to "jab"
|
|
391
|
+
*
|
|
392
|
+
* This ensures stance-specific animations like "geon_heaven_strike"
|
|
393
|
+
* are used when available, while still supporting generic technique names.
|
|
394
|
+
*
|
|
395
|
+
* @param techniqueNameOrId - Technique name, ID, or Korean name
|
|
396
|
+
* @returns Animation name from ALL_ANIMATIONS
|
|
397
|
+
*
|
|
398
|
+
* @example
|
|
399
|
+
* ```typescript
|
|
400
|
+
* getAnimationForTechnique("geon_heaven_strike") // "geon_heaven_strike" (exact match)
|
|
401
|
+
* getAnimationForTechnique("tae_wrist_lock") // "tae_wrist_lock" (exact match)
|
|
402
|
+
* getAnimationForTechnique("roundhouse_kick") // "roundhouse_kick" (regex match)
|
|
403
|
+
* getAnimationForTechnique("앞차기") // "front_kick" (regex match)
|
|
404
|
+
* ```
|
|
405
|
+
*
|
|
406
|
+
* @korean 기술에맞는애니메이션가져오기
|
|
407
|
+
*/
|
|
408
|
+
function getAnimationForTechnique(techniqueNameOrId) {
|
|
409
|
+
if (ALL_ANIMATIONS.has(techniqueNameOrId)) return techniqueNameOrId;
|
|
410
|
+
for (const [pattern, animationName] of TECHNIQUE_ANIMATION_FALLBACK) if (pattern.test(techniqueNameOrId)) return animationName;
|
|
411
|
+
return "jab";
|
|
412
|
+
}
|
|
413
|
+
//#endregion
|
|
414
|
+
export { ALL_ANIMATIONS, getAnimation, getAnimationByName, getAnimationForTechnique };
|
|
415
|
+
|
|
416
|
+
//# sourceMappingURL=AnimationRegistry.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"AnimationRegistry.js","names":[],"sources":["../../../../src/systems/animation/core/AnimationRegistry.ts"],"sourcesContent":["/**\n * Animation Registry\n *\n * Central registry for all martial arts animations.\n * Combines all animation modules and provides unified access.\n *\n * 무술 애니메이션 레지스트리 - 모든 애니메이션 통합 관리\n *\n * **RECOVERY PHASE INTEGRATION (복귀 단계 통합)**\n *\n * Enhanced animations with realistic recovery phases are now the default for:\n * - JAB_ANIMATION → JAB_ANIMATION_ENHANCED (200ms recovery)\n * - CROSS_ANIMATION → CROSS_ANIMATION_ENHANCED (220ms recovery)\n * - FRONT_KICK_ANIMATION → FRONT_KICK_ANIMATION_ENHANCED (170ms recovery)\n * - ROUNDHOUSE_KICK_ANIMATION → ROUNDHOUSE_KICK_ANIMATION_ENHANCED (180ms recovery)\n * - ELBOW_STRIKE_ANIMATION → ELBOW_STRIKE_ANIMATION_ENHANCED (160ms recovery)\n * - ELBOW_UPPERCUT_ANIMATION → ELBOW_UPPERCUT_ANIMATION_ENHANCED (170ms recovery)\n * - KNEE_STRIKE_ANIMATION → KNEE_STRIKE_ANIMATION_ENHANCED (190ms recovery)\n *\n * Enhanced animations follow Korean martial arts principles (복귀/Bokgwi):\n * - 균형회복 (Gyunhyeong Hoebog) - Balance restoration\n * - 자세복귀 (Jase Bokgwi) - Stance return\n * - 호흡조절 (Hoheup Jojoel) - Breath control during recovery\n * - 근육이완 (Geunryuk Ihwan) - Muscle relaxation after tension\n *\n * All code using ANIMATION_REGISTRY or getAnimationForTechnique() will\n * automatically use enhanced versions with no code changes required.\n *\n * @module systems/animation/AnimationRegistry\n * @korean 애니메이션레지스트리\n */\n\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport { AnimationType } from \"../builders/MartialArtsAnimationBuilder\";\nimport {\n BACKWARD_RETREAT_ANIMATION,\n FORWARD_DASH_ANIMATION,\n IDLE_STANCE_ANIMATION,\n SIDE_STEP_ANIMATION,\n} from \"../catalogs/AttackAnimations\";\nimport { BASIC_ANIMATIONS } from \"../catalogs/BasicAnimations\";\nimport { COMBO_ANIMATIONS } from \"../catalogs/ComboAnimations\";\nimport { DARKOPS_ANIMATIONS } from \"../catalogs/DarkOpsAnimations\";\nimport {\n GAM_FLOW_DEFENSE,\n GAN_COUNTER_FORTRESS,\n GAN_IMMOVABLE_BLOCK,\n GEON_COUNTER_STRIKE,\n GEON_HIGH_BLOCK,\n GON_GROUNDING_DEFENSE,\n GON_TAKEDOWN_COUNTER,\n JIN_EXPLOSIVE_BLOCK,\n JIN_SHOCKING_COUNTER,\n LI_NERVE_STRIKE_COUNTER,\n LI_PRECISION_PARRY,\n SON_CONTINUOUS_DEFLECTION,\n SON_PRESSURE_COUNTER,\n TAE_SWEEP_DEFENSE,\n} from \"../catalogs/DefensiveAnimations\";\nimport {\n BRACHIAL_ELBOW_ANIMATION,\n CLINCH_KNEE_ANIMATION,\n ELBOW_KNEE_ANIMATIONS,\n ELBOW_STRIKE_ANIMATION,\n ELBOW_UPPERCUT_ANIMATION,\n FEMORAL_KNEE_ANIMATION,\n FLYING_KNEE_ANIMATION,\n KIDNEY_KNEE_ANIMATION,\n KNEE_KICK_ANIMATION,\n KNEE_STRIKE_ANIMATION,\n SPINAL_ELBOW_ANIMATION,\n SPINNING_BACK_ELBOW_ANIMATION,\n SPINNING_ELBOW_ANIMATION,\n TEMPLE_ELBOW_ANIMATION,\n} from \"../catalogs/ElbowKneeAnimations\";\nimport {\n ARM_BAR_ANIMATION,\n BLOCK_ANIMATION,\n BODY_LOCK_THROW_ANIMATION,\n CAROTID_CHOKE_ANIMATION,\n COUNTER_ATTACK_ANIMATION,\n COUNTER_STRIKE_ANIMATION,\n EARTH_EMBRACE_ANIMATION,\n ELBOW_LOCK_ANIMATION,\n FINGER_LOCK_ANIMATION,\n FLOWING_ARM_BAR_ANIMATION,\n GRAPPLE_ANIMATION,\n GRAPPLING_ANIMATIONS,\n HIGH_BLOCK_ANIMATION,\n HIP_THROW_ANIMATION,\n JOINT_LOCK_DEFENSE_ANIMATION,\n LEG_REAP_ANIMATION,\n LOW_BLOCK_ANIMATION,\n MOUNTAIN_LOCK_ANIMATION,\n PARRY_COUNTER_ANIMATION,\n REAR_NAKED_CHOKE_ANIMATION,\n REDIRECT_THROW_ANIMATION,\n SHOULDER_LOCK_ANIMATION,\n SHOULDER_MANIPULATION_ANIMATION,\n SLAM_ANIMATION,\n SMALL_CIRCLE_LOCK_ANIMATION,\n SUPLEX_ANIMATION,\n SWEEP_DEFENSE_ANIMATION,\n TAKEDOWN_ANIMATION,\n THROW_ANIMATION,\n WRIST_LOCK_ANIMATION,\n} from \"../catalogs/GrapplingAnimations\";\nimport {\n AXE_KICK_ANIMATION,\n BACK_KICK_ANIMATION,\n CRESCENT_KICK_ANIMATION,\n FLYING_KICK_ANIMATION,\n FRONT_KICK_ANIMATION,\n JUMPING_KICK_ANIMATION,\n KICK_ANIMATIONS,\n LOW_KICK_ANIMATION,\n PUSH_KICK_ANIMATION,\n ROUNDHOUSE_KICK_ANIMATION,\n SIDE_KICK_ANIMATION,\n SPINNING_HEEL_KICK_ANIMATION,\n SPINNING_HOOK_KICK_ANIMATION,\n SWEEP_ANIMATION,\n TORNADO_KICK_ANIMATION,\n} from \"../catalogs/KickAnimations\";\nimport { MOVEMENT_ANIMATIONS } from \"../catalogs/MovementAnimations\";\nimport {\n BACKFIST_ANIMATION,\n CROSS_ANIMATION,\n HAMMER_FIST_ANIMATION,\n HOOK_ANIMATION,\n JAB_ANIMATION,\n OVERHAND_ANIMATION,\n PALM_STRIKE_ANIMATION,\n PUNCH_ANIMATIONS,\n UPPERCUT_ANIMATION,\n} from \"../catalogs/PunchAnimations\";\n\nimport { STANCE_ANIMATIONS } from \"../catalogs/StanceAnimations\";\nimport { ALL_ATTACK_ANIMATIONS } from \"../catalogs/StanceAttackAnimations\";\nimport { TRIGRAM_IDLE_ANIMATIONS_BY_NAME } from \"../catalogs/StanceIdleAnimations\";\nimport { STANCE_LOCOMOTION_ANIMATIONS } from \"../catalogs/StanceLocomotionAnimations\";\n\n// Trigram-specific stance and technique animation maps\nimport { GAM_WATER_FLOW_COUNTER_ANIMATION } from \"../catalogs/GamTechniqueAnimations\";\nimport { GAN_ROCK_DEFENSE_ANIMATION } from \"../catalogs/GanTechniqueAnimations\";\nimport { GAN_STANCE_ANIMATIONS } from \"../catalogs/GanStanceAnimations\";\nimport { GAN_TECHNIQUE_ANIMATIONS } from \"../catalogs/GanTechniqueAnimations\";\nimport { GEON_ANIMATIONS } from \"../catalogs/GeonStanceAnimations\";\nimport { JIN_ANIMATIONS } from \"../catalogs/JinStanceAnimations\";\nimport { JIN_TECHNIQUE_ANIMATIONS } from \"../catalogs/JinTechniqueAnimations\";\nimport { SON_STANCE_ANIMATIONS } from \"../catalogs/SonStanceAnimations\";\nimport { SON_TECHNIQUE_ANIMATIONS } from \"../catalogs/SonTechniqueAnimations\";\nimport { TAE_STANCE_ANIMATIONS } from \"../catalogs/TaeStanceAnimations\";\nimport {\n getAnimationForTechniqueOrDefault,\n getAnimationForTechnique as getTechniqueAnimationConfig,\n hasAnimationMapping,\n type AnimationConfig,\n} from \"./TechniqueAnimationMapping\";\n\n// Enhanced animations with recovery phases (복귀 애니메이션 강화)\nimport {\n CROSS_ANIMATION_ENHANCED,\n FRONT_KICK_ANIMATION_ENHANCED,\n JAB_ANIMATION_ENHANCED,\n ROUNDHOUSE_KICK_ANIMATION_ENHANCED,\n} from \"../catalogs/EnhancedAttackAnimations\";\nimport {\n ELBOW_STRIKE_ANIMATION_ENHANCED,\n ELBOW_UPPERCUT_ANIMATION_ENHANCED,\n KNEE_STRIKE_ANIMATION_ENHANCED,\n} from \"../catalogs/EnhancedElbowKneeAnimations\";\n\nimport {\n TAE_ARM_BAR,\n TAE_ELBOW_CONTROL,\n TAE_FINGER_LOCK,\n TAE_FLOWING_COUNTER,\n TAE_FLOWING_STRIKES,\n TAE_SHOULDER_LOCK,\n TAE_SMALL_CIRCLE,\n TAE_WRIST_LOCK_SEQUENCE,\n} from \"../catalogs/TaeJointLockAnimations\";\n\n// TODO: Register Tae stance animations when trigram-specific idle/movement system is implemented\n// import {\n// TAE_IDLE_FLOWING,\n// TAE_CIRCULAR_SIDESTEP,\n// TAE_DIAGONAL_CIRCULAR_APPROACH,\n// TAE_FLEXIBLE_GUARD_TRANSITION,\n// } from \"../catalogs/TaeStanceAnimations\";\n\nimport {\n GAM_FLOWING_BLOCK,\n GAM_FLOWING_RIVER_STRIKE,\n GAM_REDIRECTION_COUNTER,\n GAM_TIDAL_WAVE_PALM,\n GAM_WHIRLPOOL_COUNTER,\n} from \"../catalogs/GamRedirectionAnimations\";\n\n// Specialized punch variant animations (특수 주먹 변형 애니메이션)\nimport {\n EAR_STRIKE_ANIMATION,\n EYE_GOUGE_ANIMATION,\n FLOWING_CROSS_ANIMATION,\n FLOWING_PUSH_ANIMATION,\n HEAVEN_STRIKE_ANIMATION,\n LIGHTNING_STRIKE_ANIMATION,\n LIVER_DISRUPTION_ANIMATION,\n NERVE_PARALYSIS_ANIMATION,\n NERVE_STRIKE_ANIMATION,\n PRESSURE_POINT_STRIKE_ANIMATION,\n RAPID_BARRAGE_ANIMATION,\n RHYTHMIC_STRIKES_ANIMATION,\n SOLAR_PLEXUS_STRIKE_ANIMATION,\n SPEAR_HAND_STRIKE_ANIMATION as SPEAR_HAND_ANIMATION,\n SPECIALIZED_PUNCH_ANIMATIONS,\n THROAT_STRIKE_ANIMATION,\n} from \"../catalogs/SpecializedPunchAnimations\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// MASTER ANIMATION REGISTRY\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Master registry of all animations by AnimationType\n * 애니메이션 타입별 마스터 레지스트리\n */\nexport const ANIMATION_REGISTRY: ReadonlyMap<AnimationType, SkeletalAnimation> =\n new Map([\n // Kicks (발차기) - Using enhanced versions with recovery phases\n [AnimationType.FRONT_KICK, FRONT_KICK_ANIMATION_ENHANCED],\n [AnimationType.ROUNDHOUSE_KICK, ROUNDHOUSE_KICK_ANIMATION_ENHANCED],\n [AnimationType.SIDE_KICK, SIDE_KICK_ANIMATION],\n [AnimationType.AXE_KICK, AXE_KICK_ANIMATION],\n [AnimationType.BACK_KICK, BACK_KICK_ANIMATION],\n [AnimationType.TORNADO_KICK, TORNADO_KICK_ANIMATION],\n [AnimationType.JUMPING_KICK, JUMPING_KICK_ANIMATION],\n [AnimationType.LOW_KICK, LOW_KICK_ANIMATION],\n [AnimationType.CRESCENT_KICK, CRESCENT_KICK_ANIMATION],\n [AnimationType.PUSH_KICK, PUSH_KICK_ANIMATION],\n [AnimationType.SPINNING_HEEL_KICK, SPINNING_HEEL_KICK_ANIMATION],\n [AnimationType.SPINNING_HOOK, SPINNING_HOOK_KICK_ANIMATION],\n [AnimationType.FLYING_KICK, FLYING_KICK_ANIMATION],\n\n // Punches (주먹) - Using enhanced versions with recovery phases\n [AnimationType.JAB, JAB_ANIMATION_ENHANCED],\n [AnimationType.CROSS, CROSS_ANIMATION_ENHANCED],\n [AnimationType.HOOK, HOOK_ANIMATION],\n [AnimationType.UPPERCUT, UPPERCUT_ANIMATION],\n [AnimationType.OVERHAND, OVERHAND_ANIMATION],\n [AnimationType.PALM_STRIKE, PALM_STRIKE_ANIMATION],\n [AnimationType.BACKFIST, BACKFIST_ANIMATION],\n [AnimationType.HAMMER_FIST, HAMMER_FIST_ANIMATION],\n\n // Specialized Punch Variants (특수 주먹 변형)\n [AnimationType.SPEAR_HAND_STRIKE, SPEAR_HAND_ANIMATION],\n [AnimationType.NERVE_STRIKE, NERVE_STRIKE_ANIMATION],\n [AnimationType.PRESSURE_POINT_STRIKE, PRESSURE_POINT_STRIKE_ANIMATION],\n [AnimationType.LIGHTNING_STRIKE, LIGHTNING_STRIKE_ANIMATION],\n [AnimationType.HEAVEN_STRIKE, HEAVEN_STRIKE_ANIMATION],\n [AnimationType.FLOWING_CROSS, FLOWING_CROSS_ANIMATION],\n [AnimationType.RAPID_BARRAGE, RAPID_BARRAGE_ANIMATION],\n [AnimationType.RHYTHMIC_STRIKES, RHYTHMIC_STRIKES_ANIMATION],\n [AnimationType.FLOWING_PUSH, FLOWING_PUSH_ANIMATION],\n [AnimationType.SOLAR_PLEXUS_STRIKE, SOLAR_PLEXUS_STRIKE_ANIMATION],\n [AnimationType.THROAT_STRIKE, THROAT_STRIKE_ANIMATION],\n [AnimationType.EYE_GOUGE, EYE_GOUGE_ANIMATION],\n [AnimationType.NERVE_PARALYSIS, NERVE_PARALYSIS_ANIMATION],\n [AnimationType.LIVER_DISRUPTION, LIVER_DISRUPTION_ANIMATION],\n [AnimationType.EAR_STRIKE, EAR_STRIKE_ANIMATION],\n\n // ═══ TRIGRAM SPECIFIC ALIASES (괘별 기술 매핑) ═══\n // Geon (건)\n [AnimationType.GEON_HEAVEN_STRIKE, HEAVEN_STRIKE_ANIMATION],\n [AnimationType.GEON_ROUNDHOUSE, ROUNDHOUSE_KICK_ANIMATION_ENHANCED],\n [AnimationType.CRUSHING_ELBOW, ELBOW_STRIKE_ANIMATION_ENHANCED],\n [AnimationType.GEON_COUNTER, GEON_COUNTER_STRIKE],\n [AnimationType.HIGH_BLOCK, GEON_HIGH_BLOCK],\n\n // Li (리)\n [AnimationType.PHOENIX_EYE_STRIKE, NERVE_STRIKE_ANIMATION],\n [AnimationType.NERVE_STRIKE_COUNTER, LI_NERVE_STRIKE_COUNTER],\n [AnimationType.PRECISION_PARRY, LI_PRECISION_PARRY],\n [AnimationType.LI_SOLAR_PLEXUS, SOLAR_PLEXUS_STRIKE_ANIMATION],\n [AnimationType.SOLAR_PLEXUS_SPEAR, SPEAR_HAND_ANIMATION],\n\n // Tae (태) - Lake: Joint Manipulation\n [AnimationType.WRIST_LOCK_STRIKE, WRIST_LOCK_ANIMATION],\n [AnimationType.WRIST_LOCK, TAE_WRIST_LOCK_SEQUENCE], // Enhanced Hapkido wrist lock\n [AnimationType.SPIRAL_SHOULDER_THROW, HIP_THROW_ANIMATION],\n [AnimationType.JOINT_LOCK_DEFENSE, TAE_FLOWING_COUNTER],\n [AnimationType.SWEEP_DEFENSE, TAE_SWEEP_DEFENSE],\n [AnimationType.WRIST_TWIST_COUNTER, TAE_FLOWING_COUNTER],\n [AnimationType.FLOWING_CROSS, TAE_FLOWING_STRIKES], // Continuous palm strikes\n [AnimationType.SMALL_CIRCLE_LOCK, TAE_SMALL_CIRCLE], // Advanced dual joint control\n [AnimationType.FINGER_LOCK, TAE_FINGER_LOCK],\n [AnimationType.ELBOW_LOCK, TAE_ELBOW_CONTROL], // Enhanced two-handed control\n [AnimationType.ELBOW_HYPEREXTEND, TAE_ELBOW_CONTROL],\n [AnimationType.SHOULDER_MANIPULATION, TAE_SHOULDER_LOCK], // Enhanced shoulder lock\n [AnimationType.ARM_BAR, TAE_ARM_BAR], // Most powerful submission\n [AnimationType.FLOWING_ARM_BAR, TAE_ARM_BAR], // Alias for flowing arm bar\n\n // Jin (진)\n [AnimationType.EXPLOSIVE_KNEE, KNEE_STRIKE_ANIMATION_ENHANCED],\n [AnimationType.LIGHTNING_STRAIGHT, JAB_ANIMATION_ENHANCED],\n [AnimationType.SHOCKING_COUNTER, JIN_SHOCKING_COUNTER],\n [AnimationType.SHOCKING_HAMMER_FIST, HAMMER_FIST_ANIMATION],\n [AnimationType.EXPLOSIVE_BLOCK, JIN_EXPLOSIVE_BLOCK],\n\n // Son (손)\n [AnimationType.CONTINUOUS_DEFLECTION, SON_CONTINUOUS_DEFLECTION],\n [AnimationType.PRESSURE_COUNTER, SON_PRESSURE_COUNTER],\n [AnimationType.RAPID_FOOTWORK, FLOWING_PUSH_ANIMATION], // Placeholder until dedicated footwork\n [AnimationType.PENETRATING_PALM_RUSH, FLOWING_PUSH_ANIMATION],\n [AnimationType.PRESSURE_POINT_CHAIN, RAPID_BARRAGE_ANIMATION],\n\n // Gam (감)\n [AnimationType.WATER_COUNTER, GAM_REDIRECTION_COUNTER],\n [AnimationType.CIRCULAR_PARRY, GAM_FLOWING_BLOCK], // Updated to Flowing Block\n [AnimationType.FLOW_DEFENSE, GAM_FLOWING_BLOCK], // Updated to Flowing Block\n [AnimationType.FLOWING_RIVER_STRIKE, GAM_FLOWING_RIVER_STRIKE],\n [AnimationType.REDIRECTION_COUNTER, GAM_REDIRECTION_COUNTER],\n [AnimationType.TIDAL_WAVE_PALM, GAM_TIDAL_WAVE_PALM],\n [AnimationType.WHIRLPOOL_COUNTER, GAM_WHIRLPOOL_COUNTER],\n\n // Gan (간)\n [AnimationType.ROCK_COUNTER, GAN_COUNTER_FORTRESS],\n [AnimationType.ROCK_DEFENSE, GAN_IMMOVABLE_BLOCK],\n [AnimationType.AVALANCHE_HAMMER, HAMMER_FIST_ANIMATION],\n [AnimationType.COUNTER_FORTRESS, GAN_COUNTER_FORTRESS],\n [AnimationType.FORTRESS_COUNTER_STRIKE, COUNTER_STRIKE_ANIMATION],\n [AnimationType.STONE_WALL_THRUST, PUSH_KICK_ANIMATION],\n\n // General Grappling\n [AnimationType.TAKEDOWN, TAKEDOWN_ANIMATION],\n [AnimationType.JOINT_LOCK, JOINT_LOCK_DEFENSE_ANIMATION],\n [AnimationType.HIP_WHEEL_THROW, HIP_THROW_ANIMATION],\n [AnimationType.SSIREUM_THROW, BODY_LOCK_THROW_ANIMATION], // Korean wrestling style\n [AnimationType.SACRIFICE_THROW, SUPLEX_ANIMATION], // Close match\n [AnimationType.CLINCH, CLINCH_KNEE_ANIMATION],\n [AnimationType.PARRY, PARRY_COUNTER_ANIMATION],\n\n // Movement/Basic\n [AnimationType.SIDESTEP, SIDE_STEP_ANIMATION],\n [AnimationType.PIVOT, SIDE_STEP_ANIMATION], // Reusing side step\n [AnimationType.STEP_FORWARD, FORWARD_DASH_ANIMATION],\n [AnimationType.STEP_BACK, BACKWARD_RETREAT_ANIMATION],\n [AnimationType.FORWARD_DASH, FORWARD_DASH_ANIMATION],\n [AnimationType.BACKWARD_RETREAT, BACKWARD_RETREAT_ANIMATION],\n [AnimationType.WALK, FORWARD_DASH_ANIMATION], // Placeholder\n [AnimationType.RECOVERY, IDLE_STANCE_ANIMATION],\n [AnimationType.STANCE, IDLE_STANCE_ANIMATION],\n [AnimationType.IDLE, IDLE_STANCE_ANIMATION],\n [AnimationType.DUCK, IDLE_STANCE_ANIMATION], // Placeholder\n [AnimationType.LEAN, IDLE_STANCE_ANIMATION], // Placeholder\n\n // Defense Aliases\n [AnimationType.BLOCK, BLOCK_ANIMATION],\n [AnimationType.BLOCK_HIGH, HIGH_BLOCK_ANIMATION],\n [AnimationType.BLOCK_LOW, LOW_BLOCK_ANIMATION],\n [AnimationType.FLOWING_BLOCK, GAM_FLOWING_BLOCK],\n [AnimationType.IRON_BLOCK, GAN_IMMOVABLE_BLOCK],\n [AnimationType.IMMOVABLE_BLOCK, GAN_IMMOVABLE_BLOCK],\n [AnimationType.THUNDEROUS_UPPERCUT, ELBOW_UPPERCUT_ANIMATION],\n\n // Gon (곤)\n [AnimationType.GROUNDING_DEFENSE, GON_GROUNDING_DEFENSE],\n [AnimationType.TAKEDOWN_COUNTER, GON_TAKEDOWN_COUNTER],\n [AnimationType.EARTHQUAKE_STOMP, AXE_KICK_ANIMATION],\n [AnimationType.GROUND_SWEEP_STRIKE, SWEEP_ANIMATION],\n [AnimationType.ROOTING_TAKEDOWN, TAKEDOWN_ANIMATION],\n [AnimationType.TAKEDOWN_COUNTER, GON_TAKEDOWN_COUNTER],\n [AnimationType.ANKLE_PICK, TAKEDOWN_ANIMATION],\n [AnimationType.BODY_LOCK_SLAM, BODY_LOCK_THROW_ANIMATION],\n\n // Dark Ops (암살자)\n [AnimationType.TEMPLE_STRIKE, TEMPLE_ELBOW_ANIMATION],\n [AnimationType.BRACHIAL_PLEXUS, BRACHIAL_ELBOW_ANIMATION],\n [AnimationType.ACHILLES_ATTACK, LEG_REAP_ANIMATION],\n [AnimationType.CERVICAL_TWIST, REAR_NAKED_CHOKE_ANIMATION],\n [AnimationType.ELBOW_HYPEREXTEND, ARM_BAR_ANIMATION],\n [AnimationType.FEMORAL_NERVE, FEMORAL_KNEE_ANIMATION],\n [AnimationType.LARYNX_CRUSH, THROAT_STRIKE_ANIMATION],\n [AnimationType.JAW_DISLOCATION, HOOK_ANIMATION],\n [AnimationType.FINGER_BREAK, FINGER_LOCK_ANIMATION],\n [AnimationType.GUILLOTINE_CHOKE, CAROTID_CHOKE_ANIMATION],\n [AnimationType.JUGULAR_STRIKE, THROAT_STRIKE_ANIMATION],\n [AnimationType.KNEECAP_STRIKE, LOW_KICK_ANIMATION],\n [AnimationType.OCCIPITAL_STRIKE, HAMMER_FIST_ANIMATION],\n [AnimationType.SCIATIC_NERVE_STRIKE, KNEE_STRIKE_ANIMATION_ENHANCED],\n [AnimationType.SILENT_TAKEDOWN, REAR_NAKED_CHOKE_ANIMATION],\n [AnimationType.SLEEPER_HOLD, REAR_NAKED_CHOKE_ANIMATION],\n [AnimationType.TRIANGLE_CHOKE, LEG_REAP_ANIMATION], // Uses legs\n [AnimationType.SPLEEN_RUPTURE, KNEE_STRIKE_ANIMATION_ENHANCED],\n\n // Musa (무사)\n [AnimationType.DRAGON_FIST, HEAVEN_STRIKE_ANIMATION],\n [AnimationType.THUNDER_STRIKE, HEAVEN_STRIKE_ANIMATION],\n [AnimationType.MOUNTAIN_BREAKER, HAMMER_FIST_ANIMATION],\n [AnimationType.IRON_DEFENSE, GEON_HIGH_BLOCK],\n\n // Amsalja (암살자)\n [AnimationType.DEADLY_PRECISION, NERVE_STRIKE_ANIMATION],\n [AnimationType.SHADOW_NERVE_STRIKE, NERVE_STRIKE_ANIMATION],\n [AnimationType.SHADOW_STRIKE, CROSS_ANIMATION_ENHANCED],\n [AnimationType.SILENT_DEATH, HEAVEN_STRIKE_ANIMATION], // Finisher\n\n // Hacker (해커)\n [AnimationType.CYBER_OVERDRIVE, RAPID_BARRAGE_ANIMATION],\n [AnimationType.DATA_STRIKE, NERVE_STRIKE_ANIMATION],\n [AnimationType.ELECTRIC_SHOCK, PALM_STRIKE_ANIMATION],\n [AnimationType.SYSTEM_CRASH, HEAVEN_STRIKE_ANIMATION],\n\n // Jeongbo (정보요원)\n [AnimationType.TACTICAL_STRIKE, JAB_ANIMATION_ENHANCED],\n [AnimationType.INTELLIGENCE_STRIKE, NERVE_STRIKE_ANIMATION],\n [AnimationType.COUNTER_INTELLIGENCE, PARRY_COUNTER_ANIMATION],\n [AnimationType.PSYCHOLOGICAL_WARFARE, IDLE_STANCE_ANIMATION],\n\n // Jojik (조직폭력배)\n [AnimationType.RUTHLESS_ASSAULT, RAPID_BARRAGE_ANIMATION],\n [AnimationType.STREET_BRAWL, OVERHAND_ANIMATION],\n [AnimationType.IMPROVISED_WEAPON, HAMMER_FIST_ANIMATION],\n [AnimationType.BRUTAL_TAKEDOWN, BODY_LOCK_THROW_ANIMATION],\n\n // Misc\n [AnimationType.IDLE_STANCE, IDLE_STANCE_ANIMATION],\n\n // Movement Aliases\n [AnimationType.SIDE_STEP, SIDE_STEP_ANIMATION],\n\n // [AnimationType.FLOWING_PUSH, FLOWING_PUSH_ANIMATION],\n // [AnimationType.THROAT_STRIKE, THROAT_STRIKE_ANIMATION],\n // [AnimationType.EYE_GOUGE, EYE_GOUGE_ANIMATION],\n // [AnimationType.NERVE_PARALYSIS, NERVE_PARALYSIS_ANIMATION],\n // [AnimationType.LIVER_DISRUPTION, LIVER_DISRUPTION_ANIMATION],\n // [AnimationType.EAR_STRIKE, EAR_STRIKE_ANIMATION],\n\n // Elbow/Knee (팔꿈치/무릎) - Using enhanced versions with recovery phases\n [AnimationType.ELBOW_STRIKE, ELBOW_STRIKE_ANIMATION_ENHANCED],\n [AnimationType.ELBOW_UPPERCUT, ELBOW_UPPERCUT_ANIMATION_ENHANCED],\n [AnimationType.SPINNING_ELBOW, SPINNING_ELBOW_ANIMATION],\n [AnimationType.KNEE_STRIKE, KNEE_STRIKE_ANIMATION_ENHANCED],\n [AnimationType.FLYING_KNEE, FLYING_KNEE_ANIMATION],\n [AnimationType.KNEE_KICK, KNEE_KICK_ANIMATION],\n [AnimationType.CLINCH_KNEE, CLINCH_KNEE_ANIMATION],\n [AnimationType.TEMPLE_ELBOW, TEMPLE_ELBOW_ANIMATION],\n [AnimationType.SPINNING_BACK_ELBOW, SPINNING_BACK_ELBOW_ANIMATION],\n [AnimationType.SPINAL_ELBOW, SPINAL_ELBOW_ANIMATION],\n [AnimationType.BRACHIAL_ELBOW, BRACHIAL_ELBOW_ANIMATION],\n [AnimationType.KIDNEY_KNEE, KIDNEY_KNEE_ANIMATION],\n [AnimationType.FEMORAL_KNEE, FEMORAL_KNEE_ANIMATION],\n\n // Grappling (잡기)\n [AnimationType.THROW, THROW_ANIMATION],\n [AnimationType.GRAPPLE, GRAPPLE_ANIMATION],\n [AnimationType.SWEEP, SWEEP_ANIMATION],\n [AnimationType.SLAM, SLAM_ANIMATION],\n [AnimationType.WRIST_LOCK, WRIST_LOCK_ANIMATION],\n [AnimationType.ARM_BAR, ARM_BAR_ANIMATION],\n [AnimationType.SHOULDER_LOCK, SHOULDER_LOCK_ANIMATION],\n [AnimationType.HIP_THROW, HIP_THROW_ANIMATION],\n [AnimationType.LEG_REAP, LEG_REAP_ANIMATION],\n [AnimationType.SMALL_CIRCLE_LOCK, SMALL_CIRCLE_LOCK_ANIMATION],\n [AnimationType.FINGER_LOCK, FINGER_LOCK_ANIMATION],\n [AnimationType.ELBOW_LOCK, ELBOW_LOCK_ANIMATION],\n [AnimationType.SHOULDER_MANIPULATION, SHOULDER_MANIPULATION_ANIMATION],\n [AnimationType.FLOWING_ARM_BAR, FLOWING_ARM_BAR_ANIMATION],\n [AnimationType.MOUNTAIN_LOCK, MOUNTAIN_LOCK_ANIMATION],\n [AnimationType.EARTH_EMBRACE, EARTH_EMBRACE_ANIMATION],\n [AnimationType.CAROTID_CHOKE, CAROTID_CHOKE_ANIMATION],\n [AnimationType.REAR_NAKED_CHOKE, REAR_NAKED_CHOKE_ANIMATION],\n [AnimationType.REDIRECT_THROW, REDIRECT_THROW_ANIMATION],\n\n // Counters (반격)\n [AnimationType.COUNTER_ATTACK, COUNTER_ATTACK_ANIMATION],\n [AnimationType.COUNTER_STRIKE, COUNTER_STRIKE_ANIMATION],\n [AnimationType.PARRY_COUNTER, PARRY_COUNTER_ANIMATION],\n\n // Defense (방어)\n [AnimationType.BLOCK, BLOCK_ANIMATION],\n [AnimationType.BLOCK_HIGH, HIGH_BLOCK_ANIMATION],\n [AnimationType.BLOCK_LOW, LOW_BLOCK_ANIMATION],\n [AnimationType.JOINT_LOCK_DEFENSE, JOINT_LOCK_DEFENSE_ANIMATION],\n [AnimationType.SWEEP_DEFENSE, SWEEP_DEFENSE_ANIMATION],\n ]);\n\n/**\n * All animations combined into a single map by name\n * 이름별 전체 애니메이션 맵\n */\nexport const ALL_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> = new Map([\n ...KICK_ANIMATIONS,\n ...PUNCH_ANIMATIONS,\n ...SPECIALIZED_PUNCH_ANIMATIONS, // Add specialized punch variants\n ...ELBOW_KNEE_ANIMATIONS,\n ...GRAPPLING_ANIMATIONS,\n ...STANCE_ANIMATIONS,\n ...DARKOPS_ANIMATIONS,\n ...COMBO_ANIMATIONS,\n ...MOVEMENT_ANIMATIONS,\n ...ALL_ATTACK_ANIMATIONS, // Stance-specific attack animations (24 unique)\n ...BASIC_ANIMATIONS, // Idle, Walk, Run, Fall animations\n ...STANCE_LOCOMOTION_ANIMATIONS, // Stance-specific walk/run animations (16 unique)\n // Trigram idle animations with breathing/weight shifts (overrides static stance poses)\n // Must come after STANCE_ANIMATIONS to properly override stance_geon, stance_tae, etc.\n ...TRIGRAM_IDLE_ANIMATIONS_BY_NAME,\n\n // ═══ Trigram-specific stance and technique animations (팔괘 자세/기술 애니메이션) ═══\n // Each trigram has unique movement patterns and combat techniques\n ...GEON_ANIMATIONS, // ☰ Heaven: Direct force, power strikes\n ...TAE_STANCE_ANIMATIONS, // ☱ Lake: Fluid joint manipulation\n ...JIN_ANIMATIONS, // ☳ Thunder: Explosive power\n ...JIN_TECHNIQUE_ANIMATIONS, // ☳ Thunder techniques\n ...SON_STANCE_ANIMATIONS, // ☴ Wind: Continuous pressure\n ...SON_TECHNIQUE_ANIMATIONS, // ☴ Wind techniques\n ...GAN_STANCE_ANIMATIONS, // ☶ Mountain: Defensive mastery\n ...GAN_TECHNIQUE_ANIMATIONS, // ☶ Mountain techniques\n // Additional animations from AttackAnimations not in other maps\n [\"idle_stance\", IDLE_STANCE_ANIMATION],\n [\"forward_dash\", FORWARD_DASH_ANIMATION],\n [\"backward_retreat\", BACKWARD_RETREAT_ANIMATION],\n [\"side_step\", SIDE_STEP_ANIMATION],\n]);\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ANIMATION ID-BASED REGISTRY (animationId → SkeletalAnimation)\n// Direct 1-1 mapping for technique animations using new architecture\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Animation ID Registry - Direct mapping from technique animationId to SkeletalAnimation\n *\n * This provides 1-1 mapping between technique IDs and animations, using the new\n * animationId field instead of the legacy AnimationType enum.\n *\n * 기술 ID에서 애니메이션으로의 직접 매핑 (1-1 관계)\n *\n * @see TechniqueAnimationMapping.ts for legacy technique → AnimationType mappings\n * @korean 애니메이션ID레지스트리\n */\nexport const ANIMATION_ID_REGISTRY: ReadonlyMap<string, SkeletalAnimation> =\n new Map([\n // Complete mapping for all 57 techniques using existing animations\n [\"amsalja_silent_death\", SPEAR_HAND_ANIMATION],\n [\"darkops_ear_strike\", EAR_STRIKE_ANIMATION],\n [\"darkops_eye_gouge\", EYE_GOUGE_ANIMATION],\n [\"darkops_finger_break\", FINGER_LOCK_ANIMATION],\n [\"darkops_kidney_strike\", KIDNEY_KNEE_ANIMATION],\n [\"darkops_larynx_crush\", THROAT_STRIKE_ANIMATION],\n [\"darkops_sleeper_hold\", REAR_NAKED_CHOKE_ANIMATION],\n [\"darkops_spinal_strike\", SPINAL_ELBOW_ANIMATION],\n // eslint-disable-next-line @typescript-eslint/no-non-null-assertion -- animation guaranteed to exist in registry\n [\"gam_circular_parry\", STANCE_ANIMATIONS.get(\"gam_circular_parry\")!], // Use dedicated circular parry animation\n [\"gam_flow_defense\", GAM_FLOW_DEFENSE],\n [\"gam_flowing_block\", GAM_FLOWING_BLOCK],\n [\"gam_hip_throw\", HIP_THROW_ANIMATION],\n [\"gam_redirect_throw\", REDIRECT_THROW_ANIMATION],\n [\"gam_water_counter\", GAM_WATER_FLOW_COUNTER_ANIMATION],\n [\"gan_counter_strike\", GAN_COUNTER_FORTRESS],\n // eslint-disable-next-line @typescript-eslint/no-non-null-assertion -- animation guaranteed to exist in registry\n [\"gan_immovable_stance\", STANCE_ANIMATIONS.get(\"gan_immovable_stance\")!], // Use dedicated immovable stance animation\n [\"gan_iron_block\", GAN_IMMOVABLE_BLOCK],\n [\"gan_rock_defense\", GAN_ROCK_DEFENSE_ANIMATION],\n [\"geon_axe_kick\", AXE_KICK_ANIMATION],\n [\"geon_counter_strike\", GEON_COUNTER_STRIKE],\n [\"geon_crushing_elbow\", ELBOW_STRIKE_ANIMATION_ENHANCED],\n [\"geon_elbow_smash\", ELBOW_STRIKE_ANIMATION_ENHANCED],\n [\"geon_frontal_kick\", FRONT_KICK_ANIMATION_ENHANCED],\n [\"geon_heaven_strike\", HEAVEN_STRIKE_ANIMATION],\n [\"geon_heavenly_fist\", JAB_ANIMATION_ENHANCED],\n [\"geon_high_block\", GEON_HIGH_BLOCK],\n [\"geon_palm_strike\", PALM_STRIKE_ANIMATION],\n [\"gon_ankle_pick\", SWEEP_ANIMATION],\n [\"gon_earth_embrace\", EARTH_EMBRACE_ANIMATION],\n [\"gon_ground_pound\", SLAM_ANIMATION],\n [\"gon_leg_sweep\", SWEEP_ANIMATION],\n [\"gon_ssireum_throw\", HIP_THROW_ANIMATION],\n [\"hacker_data_strike\", PALM_STRIKE_ANIMATION],\n [\"hacker_system_crash\", HAMMER_FIST_ANIMATION],\n [\"jin_back_kick\", BACK_KICK_ANIMATION],\n [\"jin_explosive_knee\", KNEE_STRIKE_ANIMATION_ENHANCED],\n [\"jin_flying_sidekick\", FLYING_KICK_ANIMATION],\n [\"jin_knee_strike\", KNEE_STRIKE_ANIMATION_ENHANCED],\n [\"jin_tornado_kick\", TORNADO_KICK_ANIMATION],\n [\"jojik_street_brawl\", HOOK_ANIMATION],\n [\"li_flame_spear\", SPEAR_HAND_ANIMATION],\n [\"li_nerve_strike\", NERVE_STRIKE_ANIMATION],\n [\"li_precision_parry\", LI_PRECISION_PARRY],\n [\"li_sidekick\", SIDE_KICK_ANIMATION],\n [\"li_temple_strike\", TEMPLE_ELBOW_ANIMATION],\n [\"musa_dragon_fist\", CROSS_ANIMATION_ENHANCED],\n [\"musa_iron_defense\", HIGH_BLOCK_ANIMATION],\n [\"musa_thunder_strike\", UPPERCUT_ANIMATION],\n [\"son_flowing_push\", FLOWING_PUSH_ANIMATION],\n [\"son_rapid_footwork\", SIDE_STEP_ANIMATION],\n [\"son_sweeping_low_kick\", LOW_KICK_ANIMATION],\n [\"tae_arm_bar\", ARM_BAR_ANIMATION],\n [\"tae_elbow_lock\", ELBOW_LOCK_ANIMATION],\n [\"tae_finger_lock\", FINGER_LOCK_ANIMATION],\n [\"tae_flowing_strikes\", FLOWING_CROSS_ANIMATION],\n [\"tae_sweep_defense\", SWEEP_DEFENSE_ANIMATION],\n [\"tae_wrist_lock\", WRIST_LOCK_ANIMATION],\n ]);\n\n/**\n * Category-based default animations for fallback\n *\n * When an animationId is not found, fallback to category default.\n *\n * 카테고리별 기본 애니메이션 (fallback용)\n */\nexport const CATEGORY_DEFAULT_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> =\n new Map([\n [\"punch\", JAB_ANIMATION_ENHANCED],\n [\"kick\", FRONT_KICK_ANIMATION_ENHANCED],\n [\"strike\", PALM_STRIKE_ANIMATION],\n [\"joint_lock\", WRIST_LOCK_ANIMATION],\n [\"throw\", HIP_THROW_ANIMATION],\n [\"defensive\", BLOCK_ANIMATION],\n [\"elbow_strike\", ELBOW_STRIKE_ANIMATION_ENHANCED],\n [\"counter\", COUNTER_STRIKE_ANIMATION],\n [\"jumping_kick\", JUMPING_KICK_ANIMATION],\n [\"grapple\", GRAPPLE_ANIMATION],\n [\"sweep\", SWEEP_ANIMATION],\n [\"knee_strike\", KNEE_STRIKE_ANIMATION_ENHANCED],\n [\"footwork\", SIDE_STEP_ANIMATION],\n [\"stance\", IDLE_STANCE_ANIMATION],\n [\"takedown\", SLAM_ANIMATION],\n ]);\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ANIMATION LOOKUP FUNCTIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Get animation by AnimationType\n *\n * @param type - Animation type enum value\n * @returns Skeletal animation or undefined\n *\n * @korean 애니메이션타입으로조회\n */\nexport function getAnimationByType(\n type: AnimationType,\n): SkeletalAnimation | undefined {\n return ANIMATION_REGISTRY.get(type);\n}\n\n/**\n * Get animation by AnimationType with fallback\n *\n * @param type - Animation type enum value\n * @param fallback - Fallback animation type\n * @returns Skeletal animation (never undefined)\n *\n * @korean 애니메이션타입으로조회_기본값\n */\nexport function getAnimationByTypeOrDefault(\n type: AnimationType,\n fallback: AnimationType = AnimationType.JAB,\n): SkeletalAnimation {\n const animation =\n ANIMATION_REGISTRY.get(type) ?? ANIMATION_REGISTRY.get(fallback);\n\n if (!animation) {\n throw new Error(`Missing animation for ${type} with fallback ${fallback}`);\n }\n\n return animation;\n}\n\n/**\n * Get animation for a technique by technique ID (using AnimationType mapping)\n *\n * Uses the TechniqueAnimationMapping to find the correct animation\n * for any technique in the game.\n *\n * @param techniqueId - Technique identifier (e.g., \"geon_frontal_kick\")\n * @returns Skeletal animation or undefined\n *\n * @korean 기술ID로애니메이션조회\n */\nexport function getAnimationForTechniqueId(\n techniqueId: string,\n): SkeletalAnimation | undefined {\n const config = getTechniqueAnimationConfig(techniqueId);\n if (!config) return undefined;\n return ANIMATION_REGISTRY.get(config.type);\n}\n\n/**\n * Get animation for a technique with fallback\n *\n * @param techniqueId - Technique identifier\n * @param fallbackType - Fallback animation type\n * @returns Animation with speed modifier\n *\n * @korean 기술ID로애니메이션조회_기본값\n */\nexport function getAnimationForTechniqueIdWithConfig(\n techniqueId: string,\n fallbackType: AnimationType = AnimationType.JAB,\n): { animation: SkeletalAnimation; speed: number } {\n const config = getAnimationForTechniqueOrDefault(techniqueId, fallbackType);\n const animation =\n ANIMATION_REGISTRY.get(config.type) ?? ANIMATION_REGISTRY.get(fallbackType);\n\n if (!animation) {\n throw new Error(\n `Missing animation for ${config.type} with fallback ${fallbackType}`,\n );\n }\n return { animation, speed: config.speed };\n}\n\n// ═══════════════════════════════════════════════════════════════════════════\n// NEW ARCHITECTURE: ID-Based Animation Lookup Functions\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Get animation by animationId (new architecture)\n *\n * Direct 1-1 lookup using the new animationId field from technique.\n * This is the preferred method for the new animation architecture.\n *\n * @param animationId - Technique's animationId (e.g., \"geon_heaven_strike\")\n * @returns SkeletalAnimation or undefined if not found\n *\n * @korean 애니메이션ID로조회\n */\nexport function getAnimationById(\n animationId: string,\n): SkeletalAnimation | undefined {\n return ANIMATION_ID_REGISTRY.get(animationId);\n}\n\n/**\n * Get animation by ID with category-based fallback\n *\n * Implements a 3-tier fallback system:\n * 1. Try direct ID lookup in ANIMATION_ID_REGISTRY\n * 2. If not found, use category default from CATEGORY_DEFAULT_ANIMATIONS\n * 3. If no category, use IDLE_STANCE as ultimate fallback\n *\n * This function never returns undefined, making it safe for use in game logic.\n *\n * @param animationId - Technique's animationId\n * @param animationCategory - Technique's animationCategory for fallback\n * @returns SkeletalAnimation (never undefined)\n *\n * @korean 애니메이션ID로조회_카테고리대체\n */\nexport function getAnimationByIdWithFallback(\n animationId: string | undefined,\n animationCategory?: string,\n): SkeletalAnimation {\n // Try direct ID lookup\n if (animationId) {\n const animation = ANIMATION_ID_REGISTRY.get(animationId);\n if (animation) return animation;\n }\n\n // Fallback to category default\n if (animationCategory) {\n const categoryDefault = CATEGORY_DEFAULT_ANIMATIONS.get(animationCategory);\n if (categoryDefault) return categoryDefault;\n }\n\n // Ultimate fallback\n return IDLE_STANCE_ANIMATION;\n}\n\n/**\n * Check if animation ID exists in registry\n *\n * @param animationId - Animation ID to check\n * @returns true if animation exists in ANIMATION_ID_REGISTRY\n *\n * @korean 애니메이션ID존재확인\n */\nexport function hasAnimationId(animationId: string): boolean {\n return ANIMATION_ID_REGISTRY.has(animationId);\n}\n\n/**\n * Get category default animation\n *\n * Returns the default animation for a given category, useful for fallback logic.\n *\n * @param category - Animation category (e.g., \"punch\", \"kick\")\n * @returns SkeletalAnimation or undefined if category not found\n *\n * @korean 카테고리기본애니메이션조회\n */\nexport function getCategoryDefaultAnimation(\n category: string,\n): SkeletalAnimation | undefined {\n return CATEGORY_DEFAULT_ANIMATIONS.get(category);\n}\n\n/**\n * Get animation by name (legacy support)\n *\n * @param name - Animation name (e.g., \"front_kick\")\n * @returns Skeletal animation or undefined\n *\n * @korean 이름으로애니메이션조회\n */\nexport function getAnimationByName(\n name: string,\n): SkeletalAnimation | undefined {\n return ALL_ANIMATIONS.get(name);\n}\n\n/**\n * Get animation by name - unified lookup across all animation registries\n *\n * Searches ALL_ANIMATIONS which includes:\n * - BASIC_ANIMATIONS (idle, walk, run, fall)\n * - KICK_ANIMATIONS, PUNCH_ANIMATIONS, etc.\n * - STANCE_ANIMATIONS, MOVEMENT_ANIMATIONS\n * - ALL_ATTACK_ANIMATIONS (stance-specific attacks)\n *\n * @param name - Animation name (e.g., \"idle\", \"front_kick\", \"walk\")\n * @returns Skeletal animation or undefined\n *\n * @korean 애니메이션가져오기\n */\nexport function getAnimation(name: string): SkeletalAnimation | undefined {\n return ALL_ANIMATIONS.get(name);\n}\n\n// ═══════════════════════════════════════════════════════════════════════════\n// TECHNIQUE TO ANIMATION LOOKUP\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Regex fallback patterns for technique-to-animation mapping\n * Used when technique ID is not found in ALL_ANIMATIONS\n *\n * NOTE: Order matters - more specific patterns must come first\n *\n * @korean 기술애니메이션폴백매핑\n */\nconst TECHNIQUE_ANIMATION_FALLBACK: ReadonlyArray<readonly [RegExp, string]> = [\n // Kicks (차기) - more specific patterns first\n [/axe.?kick|내려차기|naeryeo/i, \"axe_kick\"],\n [/back.?kick|뒤차기|dwi.?chagi/i, \"back_kick\"],\n [/tornado|회오리|hoe.?ori/i, \"tornado_kick\"],\n [/jump|뛰어|ttwi|flying/i, \"jumping_kick\"],\n [/sweep|쓸기|걸기|품밟기|dari.?geolgi/i, \"sweep\"],\n [/side.?kick|옆차기|yeop.?chagi/i, \"side_kick\"],\n [/low.?kick|하단차기|낮은차기|thigh.?kick|leg.?kick/i, \"low_kick\"],\n [/front.?kick|앞차기|snap.?kick|ap.?chagi/i, \"front_kick\"],\n [/roundhouse|돌려차기|dolryeo/i, \"roundhouse_kick\"],\n // Knee strikes (무릎)\n [/knee|무릎|mureup/i, \"knee_strike\"],\n // Elbow strikes (팔꿈치)\n [/elbow|팔꿈치|팔굽|palkkumchi/i, \"elbow_strike\"],\n // Throws & Slams (던지기/내던지기)\n [/slam|내던지기|smash/i, \"slam\"],\n [/throw|던지기|deonjigi|ground.?pound/i, \"throw\"],\n // Grapple/Lock (꺾기/잡기) - specific locks first\n [/arm.?bar|팔꺾기|팔관절기|juji.?gatame/i, \"arm_bar\"],\n [/wrist.?lock|손목꺾기|손목관절기|kote.?gaeshi/i, \"wrist_lock\"],\n [/lock|grapple|꺾기|잡기|embrace|kkeokgi|japgi|submission/i, \"grapple\"],\n // Counter attacks (반격)\n [/counter.?strike|반격타격|카운터스트라이크/i, \"counter_strike\"],\n [/counter|반격|bangyeok|parry|redirect/i, \"counter_attack\"],\n // Blocks (막기)\n [/block|막기|makgi|defense|방어/i, \"block\"],\n // Punches (주먹) - check after specific patterns\n [/hook|후크|횡타|갈고리/i, \"hook\"],\n [/palm|장권|jang.?gwon/i, \"palm_strike\"],\n [/cross|십자|교차/i, \"cross\"],\n [/uppercut|upper|올려|치올/i, \"uppercut\"],\n [/jab|잽|직권|찌르기|punch|주먹|권/i, \"jab\"],\n // Generic strikes last\n [/strike|타격|격|chigi/i, \"jab\"],\n] as const;\n\n/**\n * Get animation name for a technique\n *\n * PRIORITY ORDER:\n * 1. Direct lookup in ALL_ANIMATIONS by technique ID (stance-specific)\n * 2. Regex pattern matching for generic techniques\n * 3. Fallback to \"jab\"\n *\n * This ensures stance-specific animations like \"geon_heaven_strike\"\n * are used when available, while still supporting generic technique names.\n *\n * @param techniqueNameOrId - Technique name, ID, or Korean name\n * @returns Animation name from ALL_ANIMATIONS\n *\n * @example\n * ```typescript\n * getAnimationForTechnique(\"geon_heaven_strike\") // \"geon_heaven_strike\" (exact match)\n * getAnimationForTechnique(\"tae_wrist_lock\") // \"tae_wrist_lock\" (exact match)\n * getAnimationForTechnique(\"roundhouse_kick\") // \"roundhouse_kick\" (regex match)\n * getAnimationForTechnique(\"앞차기\") // \"front_kick\" (regex match)\n * ```\n *\n * @korean 기술에맞는애니메이션가져오기\n */\nexport function getAnimationForTechnique(techniqueNameOrId: string): string {\n // 1. First check if technique ID exists directly in ALL_ANIMATIONS\n // This handles stance-specific animations like \"geon_heaven_strike\"\n if (ALL_ANIMATIONS.has(techniqueNameOrId)) {\n return techniqueNameOrId;\n }\n\n // 2. Try regex pattern matching for generic technique names\n for (const [pattern, animationName] of TECHNIQUE_ANIMATION_FALLBACK) {\n if (pattern.test(techniqueNameOrId)) {\n return animationName;\n }\n }\n\n // 3. Ultimate fallback to jab\n return \"jab\";\n}\n\n// ═══════════════════════════════════════════════════════════════════════════\n// RE-EXPORTS\n// ═══════════════════════════════════════════════════════════════════════════\n\n// Re-export all individual animations for direct access\nexport {\n ARM_BAR_ANIMATION,\n AXE_KICK_ANIMATION,\n BACK_KICK_ANIMATION,\n BLOCK_ANIMATION,\n COUNTER_ATTACK_ANIMATION,\n COUNTER_STRIKE_ANIMATION,\n CROSS_ANIMATION,\n // Elbow/Knee\n ELBOW_STRIKE_ANIMATION,\n ELBOW_UPPERCUT_ANIMATION,\n // Kicks\n FRONT_KICK_ANIMATION,\n GRAPPLE_ANIMATION,\n HOOK_ANIMATION,\n // Punches\n JAB_ANIMATION,\n JUMPING_KICK_ANIMATION,\n KNEE_STRIKE_ANIMATION,\n LOW_KICK_ANIMATION,\n PALM_STRIKE_ANIMATION,\n ROUNDHOUSE_KICK_ANIMATION,\n SIDE_KICK_ANIMATION,\n SLAM_ANIMATION,\n SWEEP_ANIMATION,\n // Grappling\n THROW_ANIMATION,\n TORNADO_KICK_ANIMATION,\n WRIST_LOCK_ANIMATION,\n};\n\n// Re-export category maps\nexport {\n COMBO_ANIMATIONS,\n DARKOPS_ANIMATIONS,\n ELBOW_KNEE_ANIMATIONS,\n GRAPPLING_ANIMATIONS,\n KICK_ANIMATIONS,\n MOVEMENT_ANIMATIONS,\n PUNCH_ANIMATIONS,\n STANCE_ANIMATIONS,\n};\n\n// Re-export animation types and mapping\nexport { AnimationType } from \"../builders/MartialArtsAnimationBuilder\";\nexport { hasAnimationMapping };\nexport type { AnimationConfig 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