blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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  1716. package/lib/utils/clothingColors.d.ts +120 -0
  1717. package/lib/utils/clothingColors.d.ts.map +1 -0
  1718. package/lib/utils/clothingMaterials.d.ts +65 -0
  1719. package/lib/utils/clothingMaterials.d.ts.map +1 -0
  1720. package/lib/utils/colorHelpers.d.ts +67 -0
  1721. package/lib/utils/colorHelpers.d.ts.map +1 -0
  1722. package/lib/utils/colorHelpers.js +81 -0
  1723. package/lib/utils/colorHelpers.js.map +1 -0
  1724. package/lib/utils/colorUtils.d.ts +113 -0
  1725. package/lib/utils/colorUtils.d.ts.map +1 -0
  1726. package/lib/utils/colorUtils.js +225 -0
  1727. package/lib/utils/colorUtils.js.map +1 -0
  1728. package/lib/utils/combatReadiness.d.ts +132 -0
  1729. package/lib/utils/combatReadiness.d.ts.map +1 -0
  1730. package/lib/utils/combatReadiness.js +176 -0
  1731. package/lib/utils/combatReadiness.js.map +1 -0
  1732. package/lib/utils/controlMapping.d.ts +171 -0
  1733. package/lib/utils/controlMapping.d.ts.map +1 -0
  1734. package/lib/utils/controlMapping.js +288 -0
  1735. package/lib/utils/controlMapping.js.map +1 -0
  1736. package/lib/utils/deviceDetection.d.ts +159 -0
  1737. package/lib/utils/deviceDetection.d.ts.map +1 -0
  1738. package/lib/utils/deviceDetection.js +337 -0
  1739. package/lib/utils/deviceDetection.js.map +1 -0
  1740. package/lib/utils/effectUtils.d.ts +63 -0
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  1742. package/lib/utils/effectUtils.js +737 -0
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  1744. package/lib/utils/eventConstants.d.ts +25 -0
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  1746. package/lib/utils/eventConstants.js +3 -0
  1747. package/lib/utils/eventConstants.js.map +1 -0
  1748. package/lib/utils/fabricTextures.d.ts +136 -0
  1749. package/lib/utils/fabricTextures.d.ts.map +1 -0
  1750. package/lib/utils/fabricTextures.js +301 -0
  1751. package/lib/utils/fabricTextures.js.map +1 -0
  1752. package/lib/utils/hapticFeedback.d.ts +224 -0
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  1754. package/lib/utils/hapticFeedback.js +143 -0
  1755. package/lib/utils/hapticFeedback.js.map +1 -0
  1756. package/lib/utils/haptics.d.ts +139 -0
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  1758. package/lib/utils/haptics.js +66 -0
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  1760. package/lib/utils/htmlOverlayHelpers.d.ts +168 -0
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  1764. package/lib/utils/index.d.ts +15 -0
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  1770. package/lib/utils/inputSystem.js +324 -0
  1771. package/lib/utils/inputSystem.js.map +1 -0
  1772. package/lib/utils/koreanThemeHelpers.d.ts +328 -0
  1773. package/lib/utils/koreanThemeHelpers.d.ts.map +1 -0
  1774. package/lib/utils/koreanThemeHelpers.js +348 -0
  1775. package/lib/utils/koreanThemeHelpers.js.map +1 -0
  1776. package/lib/utils/math.d.ts +80 -0
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  1778. package/lib/utils/math.js +70 -0
  1779. package/lib/utils/math.js.map +1 -0
  1780. package/lib/utils/mobileLayoutHelpers.d.ts +52 -0
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  1783. package/lib/utils/mobileLayoutHelpers.js.map +1 -0
  1784. package/lib/utils/mobileUIUtils.d.ts +266 -0
  1785. package/lib/utils/mobileUIUtils.d.ts.map +1 -0
  1786. package/lib/utils/mobileUIUtils.js +33 -0
  1787. package/lib/utils/mobileUIUtils.js.map +1 -0
  1788. package/lib/utils/objectPool.d.ts +92 -0
  1789. package/lib/utils/objectPool.d.ts.map +1 -0
  1790. package/lib/utils/particlePool.d.ts +138 -0
  1791. package/lib/utils/particlePool.d.ts.map +1 -0
  1792. package/lib/utils/performance/PerformanceMonitor.d.ts +93 -0
  1793. package/lib/utils/performance/PerformanceMonitor.d.ts.map +1 -0
  1794. package/lib/utils/performance/PerformanceMonitor.js +155 -0
  1795. package/lib/utils/performance/PerformanceMonitor.js.map +1 -0
  1796. package/lib/utils/performance/PerformanceOverlay3D.d.ts +20 -0
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  1800. package/lib/utils/performance/index.d.ts +12 -0
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  1810. package/lib/utils/performanceOptimization.js.map +1 -0
  1811. package/lib/utils/physicalAttributeValidation.d.ts +197 -0
  1812. package/lib/utils/physicalAttributeValidation.d.ts.map +1 -0
  1813. package/lib/utils/player3DHelpers.d.ts +82 -0
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  1817. package/lib/utils/playerUtils.d.ts +137 -0
  1818. package/lib/utils/playerUtils.d.ts.map +1 -0
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  1820. package/lib/utils/playerUtils.js.map +1 -0
  1821. package/lib/utils/responsiveLayout.d.ts +207 -0
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  1829. package/lib/utils/safeAreaUtils.d.ts +133 -0
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  1831. package/lib/utils/safeAreaUtils.js +65 -0
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  1833. package/lib/utils/sharedPhysicsConfig.d.ts +125 -0
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  1835. package/lib/utils/sharedPhysicsConfig.js +119 -0
  1836. package/lib/utils/sharedPhysicsConfig.js.map +1 -0
  1837. package/lib/utils/skeletonScaling.d.ts +285 -0
  1838. package/lib/utils/skeletonScaling.d.ts.map +1 -0
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  1840. package/lib/utils/skeletonScaling.js.map +1 -0
  1841. package/lib/utils/stanceHelpers.d.ts +85 -0
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  1844. package/lib/utils/stanceHelpers.js.map +1 -0
  1845. package/lib/utils/threeObjectPool.d.ts +323 -0
  1846. package/lib/utils/threeObjectPool.d.ts.map +1 -0
  1847. package/lib/utils/threeObjectPool.js +345 -0
  1848. package/lib/utils/threeObjectPool.js.map +1 -0
  1849. package/lib/utils/visualEffects.d.ts +358 -0
  1850. package/lib/utils/visualEffects.d.ts.map +1 -0
  1851. package/lib/utils/visualEffects.js +423 -0
  1852. package/lib/utils/visualEffects.js.map +1 -0
  1853. package/package.json +222 -0
@@ -0,0 +1,416 @@
1
+ import { AnimationType } from "../builders/MartialArtsConstants.js";
2
+ import "../builders/MartialArtsAnimationBuilder.js";
3
+ import { BACKWARD_RETREAT_ANIMATION, FORWARD_DASH_ANIMATION, IDLE_STANCE_ANIMATION, SIDE_STEP_ANIMATION } from "../catalogs/AttackAnimations.js";
4
+ import { BASIC_ANIMATIONS } from "../catalogs/BasicAnimations.js";
5
+ import { COMBO_ANIMATIONS } from "../catalogs/ComboAnimations.js";
6
+ import { DARKOPS_ANIMATIONS } from "../catalogs/DarkOpsAnimations.js";
7
+ 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";
8
+ 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";
9
+ 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";
10
+ 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";
11
+ import { MOVEMENT_ANIMATIONS } from "../catalogs/MovementAnimations.js";
12
+ import { BACKFIST_ANIMATION, HAMMER_FIST_ANIMATION, HOOK_ANIMATION, OVERHAND_ANIMATION, PALM_STRIKE_ANIMATION, PUNCH_ANIMATIONS, UPPERCUT_ANIMATION } from "../catalogs/PunchAnimations.js";
13
+ import { JIN_TECHNIQUE_ANIMATIONS } from "../catalogs/JinTechniqueAnimations.js";
14
+ import { JIN_ANIMATIONS } from "../catalogs/JinStanceAnimations.js";
15
+ import { STANCE_ANIMATIONS } from "../catalogs/StanceAnimations.js";
16
+ import { ALL_ATTACK_ANIMATIONS } from "../catalogs/StanceAttackAnimations.js";
17
+ 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],
214
+ [AnimationType.ELBOW_LOCK, ELBOW_LOCK_ANIMATION],
215
+ [AnimationType.SHOULDER_MANIPULATION, SHOULDER_MANIPULATION_ANIMATION],
216
+ [AnimationType.FLOWING_ARM_BAR, FLOWING_ARM_BAR_ANIMATION],
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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