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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//#region src/systems/animation/core/RecoveryPhaseEnhancer.ts
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/**
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* Recovery Phase Enhancement for Black Trigram Animations
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*
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* Implements realistic recovery animations following Korean martial arts principles:
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* - 호흡조절 (Hoheup Jojoel) - Breath control during recovery
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*
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* @module systems/animation/RecoveryPhaseEnhancer
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*/
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/**
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*
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var DEFAULT_RECOVERY_CONFIG = {
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duration: .22,
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intermediateReturnPercent: .8,
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peakMuscleTension: 1,
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intermediateMuscleTension: .4,
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finalMuscleTension: .1,
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useEaseOut: true
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};
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/**
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* Add realistic recovery phase to technique animation
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*
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*
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* Enhances technique animations with proper recovery phases following
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*
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* The recovery phase consists of two keyframes:
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* 1. **Intermediate recovery** (60% of recovery duration):
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* - Uses ease-out for gradual deceleration
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* // Add default 220ms recovery to front kick
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* const kickWithRecovery = addRecoveryPhase(FRONT_KICK_ANIMATION);
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*
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* // Add custom 180ms recovery with faster muscle release
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* const quickRecovery = addRecoveryPhase(JAB_ANIMATION, {
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* duration: 0.18,
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* intermediateMuscleTension: 0.3,
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* });
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* ```
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*
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* @korean 복귀단계추가
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function addRecoveryPhase(animation, config = {}) {
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const finalConfig = {
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...DEFAULT_RECOVERY_CONFIG,
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...config
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};
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if (animation.keyframes.length < 2) {
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return animation;
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}
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const lastKeyframe = animation.keyframes[animation.keyframes.length - 1];
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const recoveryStartTime = lastKeyframe.time;
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const intermediateTime = recoveryStartTime + finalConfig.duration * .6;
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const finalTime = recoveryStartTime + finalConfig.duration;
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const intermediateFrame = {
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time: intermediateTime,
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easing: finalConfig.useEaseOut ? "ease-out" : "linear",
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boneRotations: /* @__PURE__ */ new Map(),
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bonePositions: /* @__PURE__ */ new Map()
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};
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peakKeyframe.boneRotations.forEach((rotation, bone) => {
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const intermediate = new THREE.Euler(rotation.x * (1 - finalConfig.intermediateReturnPercent), rotation.y * (1 - finalConfig.intermediateReturnPercent), rotation.z * (1 - finalConfig.intermediateReturnPercent), rotation.order);
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intermediateFrame.boneRotations.set(bone, intermediate);
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});
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if (peakKeyframe.bonePositions) peakKeyframe.bonePositions.forEach((position, bone) => {
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const returnPercent = finalConfig.intermediateReturnPercent;
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const intermediate = new THREE.Vector3(position.x * (1 - returnPercent), position.y * (1 - returnPercent), position.z * (1 - returnPercent));
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intermediateFrame.bonePositions.set(bone, intermediate);
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});
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const finalFrame = {
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time: finalTime,
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easing: finalConfig.useEaseOut ? "ease-out" : "linear",
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boneRotations: /* @__PURE__ */ new Map(),
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bonePositions: /* @__PURE__ */ new Map()
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};
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peakKeyframe.boneRotations.forEach((rotation, bone) => {
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finalFrame.boneRotations.set(bone, new THREE.Euler(0, 0, 0, rotation.order));
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});
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if (peakKeyframe.bonePositions) peakKeyframe.bonePositions.forEach((_, bone) => {
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finalFrame.bonePositions.set(bone, new THREE.Vector3(0, 0, 0));
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});
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return {
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...animation,
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duration: finalTime,
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keyframes: [
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...animation.keyframes,
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intermediateFrame,
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finalFrame
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]
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};
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}
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//#endregion
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export { addRecoveryPhase };
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//# sourceMappingURL=RecoveryPhaseEnhancer.js.map
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{"version":3,"file":"RecoveryPhaseEnhancer.js","names":[],"sources":["../../../../src/systems/animation/core/RecoveryPhaseEnhancer.ts"],"sourcesContent":["/**\n * Recovery Phase Enhancement for Black Trigram Animations\n *\n * Implements realistic recovery animations following Korean martial arts principles:\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 * @module systems/animation/RecoveryPhaseEnhancer\n * @category Animation System\n * @korean 복귀애니메이션강화\n */\n\nimport * as THREE from \"three\";\nimport type {\n AnimationKeyframe,\n SkeletalAnimation,\n} from \"@/types/skeletal\";\n\n/**\n * Recovery phase configuration options\n *\n * **Korean**: 복귀 설정\n *\n * @public\n * @category Animation\n * @korean 복귀설정\n */\nexport interface RecoveryPhaseConfig {\n /**\n * Duration of recovery phase in seconds (default: 0.2s = 200ms)\n * Recommended range: 0.15 - 0.25 seconds\n * **Korean**: 복귀 시간\n */\n readonly duration?: number;\n\n /**\n * Percentage of return in intermediate keyframe (default: 0.8 = 80%)\n * **Korean**: 중간 복귀 비율\n */\n readonly intermediateReturnPercent?: number;\n\n /**\n * Initial muscle tension level at peak technique (default: 1.0 = 100%)\n * **Korean**: 최대 근육 긴장도\n */\n readonly peakMuscleTension?: number;\n\n /**\n * Muscle tension at intermediate recovery (default: 0.4 = 40%)\n * **Korean**: 중간 근육 긴장도\n */\n readonly intermediateMuscleTension?: number;\n\n /**\n * Final muscle tension in relaxed state (default: 0.1 = 10%)\n * **Korean**: 최종 근육 긴장도\n */\n readonly finalMuscleTension?: number;\n\n /**\n * Whether to use ease-out interpolation (default: true)\n * **Korean**: 부드러운 감속 사용\n */\n readonly useEaseOut?: boolean;\n}\n\n/**\n * Default recovery phase configuration\n * Based on Korean martial arts recovery principles\n *\n * **Korean**: 기본 복귀 설정\n */\nconst DEFAULT_RECOVERY_CONFIG: Required<RecoveryPhaseConfig> = {\n duration: 0.22, // 220ms - optimal for realistic recovery\n intermediateReturnPercent: 0.8, // 80% back to neutral\n peakMuscleTension: 1.0, // 100% tension at technique peak\n intermediateMuscleTension: 0.4, // 40% tension during recovery\n finalMuscleTension: 0.1, // 10% relaxed state\n useEaseOut: true,\n};\n\n/**\n * Add realistic recovery phase to technique animation\n *\n * **Korean**: 기술 애니메이션에 복귀 단계 추가\n *\n * Enhances technique animations with proper recovery phases following\n * Korean martial arts principles of 복귀 (Bokgwi - recovery/return).\n *\n * The recovery phase consists of two keyframes:\n * 1. **Intermediate recovery** (60% of recovery duration):\n * - Returns 80% toward neutral position\n * - Reduces muscle tension to 40%\n * - Uses ease-out for gradual deceleration\n *\n * 2. **Final recovery** (100% of recovery duration):\n * - Fully returns to neutral stance\n * - Relaxes muscle tension to 10%\n * - Completes breath cycle\n *\n * @param animation - Base technique animation\n * @param config - Recovery phase configuration options\n * @returns Enhanced animation with recovery phase\n *\n * @example\n * ```typescript\n * // Add default 220ms recovery to front kick\n * const kickWithRecovery = addRecoveryPhase(FRONT_KICK_ANIMATION);\n *\n * // Add custom 180ms recovery with faster muscle release\n * const quickRecovery = addRecoveryPhase(JAB_ANIMATION, {\n * duration: 0.18,\n * intermediateMuscleTension: 0.3,\n * finalMuscleTension: 0.05,\n * });\n * ```\n *\n * @korean 복귀단계추가\n */\nexport function addRecoveryPhase(\n animation: SkeletalAnimation,\n config: RecoveryPhaseConfig = {}\n): SkeletalAnimation {\n // Merge with defaults\n const finalConfig: Required<RecoveryPhaseConfig> = {\n ...DEFAULT_RECOVERY_CONFIG,\n ...config,\n };\n\n // Validate animation has at least 2 keyframes\n if (animation.keyframes.length < 2) {\n // In production, this would use proper logging system\n // For now, using console.warn is acceptable for development\n // Suppress console output during tests to avoid cluttering test output\n // Note: In test environments, proper assertions should validate this condition\n if (process.env.NODE_ENV !== \"test\") {\n console.warn(\n `Animation \"${animation.name}\" has fewer than 2 keyframes. Recovery phase not added.`\n );\n }\n return animation;\n }\n\n const lastKeyframe = animation.keyframes[animation.keyframes.length - 1];\n const peakKeyframe = animation.keyframes[animation.keyframes.length - 2];\n\n // Calculate recovery timing\n const recoveryStartTime = lastKeyframe.time;\n const intermediateTime = recoveryStartTime + finalConfig.duration * 0.6;\n const finalTime = recoveryStartTime + finalConfig.duration;\n\n // Create intermediate recovery keyframe (80% back to neutral)\n const intermediateFrame: AnimationKeyframe = {\n time: intermediateTime,\n easing: finalConfig.useEaseOut ? \"ease-out\" : \"linear\",\n boneRotations: new Map(),\n bonePositions: new Map(),\n };\n\n // Interpolate bone rotations 80% toward neutral\n peakKeyframe.boneRotations.forEach((rotation, bone) => {\n const intermediate = new THREE.Euler(\n rotation.x * (1 - finalConfig.intermediateReturnPercent),\n rotation.y * (1 - finalConfig.intermediateReturnPercent),\n rotation.z * (1 - finalConfig.intermediateReturnPercent),\n rotation.order\n );\n intermediateFrame.boneRotations.set(bone, intermediate);\n });\n\n // Interpolate bone positions 80% toward rest\n if (peakKeyframe.bonePositions) {\n peakKeyframe.bonePositions.forEach((position, bone) => {\n // Manual interpolation instead of Vector3.lerp() because bonePositions map\n // may contain objects that aren't true THREE.Vector3 instances with prototype methods.\n // This approach ensures compatibility with any object having x, y, z properties.\n const returnPercent = finalConfig.intermediateReturnPercent;\n const intermediate = new THREE.Vector3(\n position.x * (1 - returnPercent),\n position.y * (1 - returnPercent),\n position.z * (1 - returnPercent)\n );\n intermediateFrame.bonePositions.set(bone, intermediate);\n });\n }\n\n // Create final recovery frame (100% neutral)\n const finalFrame: AnimationKeyframe = {\n time: finalTime,\n easing: finalConfig.useEaseOut ? \"ease-out\" : \"linear\",\n boneRotations: new Map(),\n bonePositions: new Map(),\n };\n\n // All bones return to neutral (0 rotation)\n peakKeyframe.boneRotations.forEach((rotation, bone) => {\n finalFrame.boneRotations.set(\n bone,\n new THREE.Euler(0, 0, 0, rotation.order)\n );\n });\n\n // All positions return to rest\n if (peakKeyframe.bonePositions) {\n peakKeyframe.bonePositions.forEach((_, bone) => {\n finalFrame.bonePositions.set(bone, new THREE.Vector3(0, 0, 0));\n });\n }\n\n // Build enhanced animation\n return {\n ...animation,\n duration: finalTime,\n keyframes: [...animation.keyframes, intermediateFrame, finalFrame],\n };\n}\n\n/**\n * Create technique animation with recovery phase\n *\n * **Korean**: 복귀 단계를 포함한 기술 애니메이션 생성\n *\n * Convenience function that wraps animation creation with automatic recovery phase.\n * Use this when creating new technique animations from scratch.\n *\n * @param baseAnimation - Base animation without recovery\n * @param config - Recovery configuration\n * @returns Complete animation with recovery phase\n *\n * @example\n * ```typescript\n * // Create front kick with recovery\n * const frontKick = createTechniqueWithRecovery(\n * baseFrontKickAnimation,\n * { duration: 0.22 }\n * );\n * ```\n *\n * @korean 복귀단계기술생성\n */\nexport function createTechniqueWithRecovery(\n baseAnimation: SkeletalAnimation,\n config: RecoveryPhaseConfig = {}\n): SkeletalAnimation {\n return addRecoveryPhase(baseAnimation, config);\n}\n\n/**\n * Validate recovery phase quality\n *\n * **Korean**: 복귀 단계 품질 검증\n *\n * Checks if an animation has proper recovery phase characteristics:\n * - Has at least 2 recovery keyframes\n * - Recovery duration between 150-250ms\n * - Uses ease-out interpolation\n * - Returns to neutral position\n *\n * @param animation - Animation to validate\n * @returns Validation result with details\n *\n * @korean 복귀품질검증\n */\nexport interface RecoveryValidationResult {\n /** Whether animation has valid recovery phase */\n readonly isValid: boolean;\n /** Validation issues found */\n readonly issues: string[];\n /** Recovery duration in milliseconds */\n readonly recoveryDuration: number;\n /** Number of recovery keyframes */\n readonly recoveryKeyframes: number;\n}\n\n/**\n * Validate recovery phase in animation\n *\n * @param animation - Animation to validate\n * @returns Validation result\n *\n * @korean 복귀검증\n */\nexport function validateRecoveryPhase(\n animation: SkeletalAnimation\n): RecoveryValidationResult {\n const issues: string[] = [];\n\n if (animation.keyframes.length < 3) {\n issues.push(\n \"Animation has fewer than 3 keyframes (needs at least 3 for recovery)\"\n );\n return {\n isValid: false,\n issues,\n recoveryDuration: 0,\n recoveryKeyframes: 0,\n };\n }\n\n // Recovery phase is from the third-to-last keyframe (peak) to last keyframe (final recovery)\n // This is because addRecoveryPhase adds TWO keyframes: intermediate and final\n const lastKeyframe = animation.keyframes[animation.keyframes.length - 1];\n const thirdLastKeyframe = animation.keyframes[animation.keyframes.length - 3];\n\n const recoveryDuration = (lastKeyframe.time - thirdLastKeyframe.time) * 1000; // ms\n\n // Validate duration\n if (recoveryDuration < 150) {\n issues.push(\n `Recovery duration too short: ${recoveryDuration.toFixed(\n 0\n )}ms (minimum: 150ms)`\n );\n }\n if (recoveryDuration > 250) {\n issues.push(\n `Recovery duration too long: ${recoveryDuration.toFixed(\n 0\n )}ms (maximum: 250ms)`\n );\n }\n\n // Validate easing - both ease-out and ease-in are acceptable for recovery\n // ease-out is preferred but ease-in can also work for final deceleration\n const acceptableEasings = [\"ease-out\", \"ease-in\"];\n if (!acceptableEasings.includes(lastKeyframe.easing ?? \"\")) {\n issues.push(\n `Last keyframe should use ease-out or ease-in interpolation, found: ${lastKeyframe.easing}`\n );\n }\n\n // Validate return to neutral\n let hasNonZeroRotation = false;\n lastKeyframe.boneRotations.forEach((rotation) => {\n if (\n Math.abs(rotation.x) > 0.01 ||\n Math.abs(rotation.y) > 0.01 ||\n Math.abs(rotation.z) > 0.01\n ) {\n hasNonZeroRotation = true;\n }\n });\n\n if (hasNonZeroRotation) {\n issues.push(\"Final keyframe should return to neutral position (0, 0, 0)\");\n }\n\n return {\n isValid: issues.length === 0,\n issues,\n recoveryDuration,\n recoveryKeyframes: 2,\n };\n}\n\n/**\n * Calculate muscle tension at specific time in animation\n *\n * **Korean**: 애니메이션 시간별 근육 긴장도 계산\n *\n * Interpolates muscle tension based on animation progress and recovery phase.\n * Tension peaks during technique execution and gradually releases during recovery.\n *\n * @param animation - Animation with recovery phase\n * @param currentTime - Current time in animation (seconds)\n * @param config - Recovery configuration used\n * @returns Muscle tension value (0.0 to 1.0)\n *\n * @korean 근육긴장도계산\n */\nexport function calculateMuscleTension(\n animation: SkeletalAnimation,\n currentTime: number,\n config: RecoveryPhaseConfig = {}\n): number {\n const finalConfig = { ...DEFAULT_RECOVERY_CONFIG, ...config };\n\n if (animation.keyframes.length < 2) {\n return finalConfig.finalMuscleTension;\n }\n\n // Recovery phase starts at the third-to-last keyframe (after peak)\n const lastKeyframe = animation.keyframes[animation.keyframes.length - 1];\n const recoveryStartTime =\n animation.keyframes.length >= 3\n ? animation.keyframes[animation.keyframes.length - 3].time\n : animation.keyframes[animation.keyframes.length - 2].time;\n\n // Before recovery: peak tension\n if (currentTime < recoveryStartTime) {\n return finalConfig.peakMuscleTension;\n }\n\n // During recovery: interpolate from peak to relaxed\n const recoveryProgress =\n (currentTime - recoveryStartTime) / (lastKeyframe.time - recoveryStartTime);\n const clampedProgress = Math.max(0, Math.min(1, recoveryProgress));\n\n // Use ease-out curve for natural muscle release\n const easedProgress = 1 - Math.pow(1 - clampedProgress, 2);\n\n // Interpolate tension\n if (easedProgress < 0.6) {\n // First 60%: peak -> intermediate\n const t = easedProgress / 0.6;\n return (\n finalConfig.peakMuscleTension +\n (finalConfig.intermediateMuscleTension - finalConfig.peakMuscleTension) *\n t\n );\n } else {\n // Last 40%: intermediate -> final\n const t = (easedProgress - 0.6) / 0.4;\n return (\n finalConfig.intermediateMuscleTension +\n (finalConfig.finalMuscleTension - finalConfig.intermediateMuscleTension) *\n t\n );\n }\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;AA0EA,IAAM,0BAAyD;CAC7D,UAAU;CACV,2BAA2B;CAC3B,mBAAmB;CACnB,2BAA2B;CAC3B,oBAAoB;CACpB,YAAY;CACb;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAwCD,SAAgB,iBACd,WACA,SAA8B,EAAE,EACb;CAEnB,MAAM,cAA6C;EACjD,GAAG;EACH,GAAG;EACJ;AAGD,KAAI,UAAU,UAAU,SAAS,GAAG;AAKlC,MAAA,QAAA,IAAA,aAA6B,OAC3B,SAAQ,KACN,cAAc,UAAU,KAAK,yDAC9B;AAEH,SAAO;;CAGT,MAAM,eAAe,UAAU,UAAU,UAAU,UAAU,SAAS;CACtE,MAAM,eAAe,UAAU,UAAU,UAAU,UAAU,SAAS;CAGtE,MAAM,oBAAoB,aAAa;CACvC,MAAM,mBAAmB,oBAAoB,YAAY,WAAW;CACpE,MAAM,YAAY,oBAAoB,YAAY;CAGlD,MAAM,oBAAuC;EAC3C,MAAM;EACN,QAAQ,YAAY,aAAa,aAAa;EAC9C,+BAAe,IAAI,KAAK;EACxB,+BAAe,IAAI,KAAK;EACzB;AAGD,cAAa,cAAc,SAAS,UAAU,SAAS;EACrD,MAAM,eAAe,IAAI,MAAM,MAC7B,SAAS,KAAK,IAAI,YAAY,4BAC9B,SAAS,KAAK,IAAI,YAAY,4BAC9B,SAAS,KAAK,IAAI,YAAY,4BAC9B,SAAS,MACV;AACD,oBAAkB,cAAc,IAAI,MAAM,aAAa;GACvD;AAGF,KAAI,aAAa,cACf,cAAa,cAAc,SAAS,UAAU,SAAS;EAIrD,MAAM,gBAAgB,YAAY;EAClC,MAAM,eAAe,IAAI,MAAM,QAC7B,SAAS,KAAK,IAAI,gBAClB,SAAS,KAAK,IAAI,gBAClB,SAAS,KAAK,IAAI,eACnB;AACD,oBAAkB,cAAc,IAAI,MAAM,aAAa;GACvD;CAIJ,MAAM,aAAgC;EACpC,MAAM;EACN,QAAQ,YAAY,aAAa,aAAa;EAC9C,+BAAe,IAAI,KAAK;EACxB,+BAAe,IAAI,KAAK;EACzB;AAGD,cAAa,cAAc,SAAS,UAAU,SAAS;AACrD,aAAW,cAAc,IACvB,MACA,IAAI,MAAM,MAAM,GAAG,GAAG,GAAG,SAAS,MAAM,CACzC;GACD;AAGF,KAAI,aAAa,cACf,cAAa,cAAc,SAAS,GAAG,SAAS;AAC9C,aAAW,cAAc,IAAI,MAAM,IAAI,MAAM,QAAQ,GAAG,GAAG,EAAE,CAAC;GAC9D;AAIJ,QAAO;EACL,GAAG;EACH,UAAU;EACV,WAAW;GAAC,GAAG,UAAU;GAAW;GAAmB;GAAW;EACnE"}
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/**
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* Technique Animation Mapper
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*
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* Maps 70 Korean techniques to appropriate attack animation types.
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* Implements the technique-to-animation link system for authentic martial arts animations.
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*
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* @module systems/animation/TechniqueAnimationMapper
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* @category Animation System
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* @korean 기술애니메이션매퍼
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*/
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import { AttackAnimationType } from "../../../types/skeletal";
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/**
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* Get skeletal animation name for an attack animation type
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*
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* @param animationType - Attack animation type enum
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* @returns Name of skeletal animation from ATTACK_ANIMATIONS map
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*
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* @public
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* @korean 애니메이션타입에서이름가져오기
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*/
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export declare function getAnimationNameForType(animationType: AttackAnimationType): string;
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/**
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* Check if an animation type has a defined animation
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*
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* @param animationType - Attack animation type enum
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* @returns True if animation exists in ATTACK_ANIMATIONS map
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*
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* @public
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* @korean 애니메이션존재확인
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*/
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export declare function hasAnimationForType(animationType: AttackAnimationType): boolean;
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/**
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* Determines appropriate animation type from technique characteristics
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*
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* Uses technique name, damage type, and keywords to automatically
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* select the best-matching attack animation type.
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*
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* @param techniqueName - English or Korean technique name
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* @param techniqueId - Technique ID
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* @param damageType - Type of damage dealt
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* @returns Best-matching attack animation type
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*
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* @public
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* @korean 기술에서애니메이션타입결정
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*/
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export declare function determineAnimationTypeForTechnique(techniqueName: string, techniqueId: string, damageType?: string): AttackAnimationType;
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/**
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* Calculates animation speed modifier based on technique power level
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*
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* Implements the rule:
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51
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* - Light techniques (damage <20): 1.2x speed
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* - Normal techniques (damage 20-35): 1.0x speed
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* - Heavy techniques (damage >35): 0.8x speed
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*
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* @param damage - Base damage of the technique
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* @returns Speed modifier (0.8 - 1.2)
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*
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* @public
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* @korean 기술위력에서속도배율계산
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*/
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export declare function calculateSpeedModifierForDamage(damage: number): number;
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/**
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* Get animation duration adjusted by speed modifier
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*
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* @param baseAnimationName - Name of base animation
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* @param speedModifier - Speed multiplier (0.8 - 1.2)
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* @returns Adjusted duration in milliseconds
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*
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* @public
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* @korean 조정된애니메이션지속시간
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71
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*/
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72
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export declare function getAdjustedAnimationDuration(baseAnimationName: string, speedModifier: number): number;
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73
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import { MappingValidationResult, TechniqueAnimation, TechniqueAnimationKey } from "./types";
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74
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/**
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75
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* Comprehensive Technique Animation Mapper Class
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*
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77
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* **Korean**: 기술 애니메이션 매퍼 클래스
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78
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*
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* Provides O(1) lookup for all 1024 technique-stance combinations
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* with intelligent fallback system and build-time validation.
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81
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*
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* @class
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* @public
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84
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*/
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85
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export declare class TechniqueAnimationMapper {
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86
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/** Primary animation mapping table */
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87
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private readonly animationMap;
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88
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/** Fallback animations by technique type */
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89
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+
private readonly fallbackMap;
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90
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/** Cache for generated combinations (validation) */
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91
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private allCombinationsCache?;
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constructor();
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93
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/**
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94
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* Get animation for specific technique
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95
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+
*
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96
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* **Korean**: 특정 기술의 애니메이션 가져오기
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97
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*
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98
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* Uses 3-tier lookup strategy:
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99
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* 1. Exact match (stance + type + part + intensity)
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100
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* 2. Intensity-agnostic (stance + type + part + medium intensity)
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101
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* 3. Technique type fallback (generic animation for technique type)
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*
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* @param key - Technique animation key
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* @returns Technique animation configuration
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105
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+
*
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106
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+
* @public
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107
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* @korean 애니메이션가져오기
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108
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+
*/
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109
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+
getAnimation(key: TechniqueAnimationKey): TechniqueAnimation;
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110
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+
/**
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111
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+
* Create composite lookup key from technique animation key
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112
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+
*
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113
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+
* **Korean**: 복합 조회 키 생성
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114
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+
*
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115
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+
* Format: "stance-type-part-intensity"
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116
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+
* Example: "geon-strike-head-heavy"
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117
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+
*
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118
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+
* @param key - Technique animation key
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119
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+
* @returns Composite lookup string
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120
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+
*
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121
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+
* @private
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122
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+
*/
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123
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+
private createLookupKey;
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124
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+
/**
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125
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+
* Initialize fallback animations by technique type
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126
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+
*
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127
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+
* **Korean**: 기술 유형별 대체 애니메이션 초기화
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128
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+
*
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129
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+
* @private
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130
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+
*/
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131
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+
private initializeFallbacks;
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132
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+
/**
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133
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+
* Initialize complete mapping table
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134
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+
*
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135
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+
* **Korean**: 전체 매핑 테이블 초기화
|
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136
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+
*
|
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137
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+
* Maps all 1024 combinations organized by:
|
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138
|
+
* - 8 stances
|
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139
|
+
* - 4 technique types
|
|
140
|
+
* - 8 body parts
|
|
141
|
+
* - 4 intensity levels
|
|
142
|
+
*
|
|
143
|
+
* Uses data-driven STANCE_ANIMATION_CONFIG to eliminate code duplication.
|
|
144
|
+
*
|
|
145
|
+
* @private
|
|
146
|
+
*/
|
|
147
|
+
private initializeCompleteMapping;
|
|
148
|
+
/**
|
|
149
|
+
* Add single technique mapping to the map with automatic rotation calculation
|
|
150
|
+
*
|
|
151
|
+
* **Korean**: 단일 기술 매핑 추가
|
|
152
|
+
*
|
|
153
|
+
* @private
|
|
154
|
+
*/
|
|
155
|
+
private mapTechnique;
|
|
156
|
+
/**
|
|
157
|
+
* Get duration based on intensity level
|
|
158
|
+
*
|
|
159
|
+
* **Korean**: 강도 레벨에 따른 지속시간 가져오기
|
|
160
|
+
*
|
|
161
|
+
* @private
|
|
162
|
+
*/
|
|
163
|
+
private getDurationForIntensity;
|
|
164
|
+
/**
|
|
165
|
+
* Get impact frame based on intensity level
|
|
166
|
+
*
|
|
167
|
+
* **Korean**: 강도 레벨에 따른 충격 프레임 가져오기
|
|
168
|
+
*
|
|
169
|
+
* @private
|
|
170
|
+
*/
|
|
171
|
+
private getImpactFrameForIntensity;
|
|
172
|
+
/**
|
|
173
|
+
* Get recovery frames based on intensity level
|
|
174
|
+
*
|
|
175
|
+
* **Korean**: 강도 레벨에 따른 회복 프레임 가져오기
|
|
176
|
+
*
|
|
177
|
+
* @private
|
|
178
|
+
*/
|
|
179
|
+
private getRecoveryFramesForIntensity;
|
|
180
|
+
/**
|
|
181
|
+
* Calculate torso rotation for stance-technique combination
|
|
182
|
+
*
|
|
183
|
+
* **Korean**: 자세-기술 조합의 허리 회전 계산
|
|
184
|
+
*
|
|
185
|
+
* Returns rotation in radians (-π/2 to π/2)
|
|
186
|
+
*
|
|
187
|
+
* @private
|
|
188
|
+
*/
|
|
189
|
+
private getTorsoRotationForStanceTechnique;
|
|
190
|
+
/**
|
|
191
|
+
* Calculate hip engagement for stance-technique combination
|
|
192
|
+
*
|
|
193
|
+
* **Korean**: 자세-기술 조합의 골반 참여도 계산
|
|
194
|
+
*
|
|
195
|
+
* Returns engagement factor (0-1)
|
|
196
|
+
*
|
|
197
|
+
* @private
|
|
198
|
+
*/
|
|
199
|
+
private getHipEngagementForStanceTechnique;
|
|
200
|
+
/**
|
|
201
|
+
* Calculate power modifier from hip engagement
|
|
202
|
+
*
|
|
203
|
+
* **Korean**: 골반 참여도로부터 파워 배율 계산
|
|
204
|
+
*
|
|
205
|
+
* Based on PR #1132 calculateHipRotationPowerModifier system
|
|
206
|
+
*
|
|
207
|
+
* @private
|
|
208
|
+
*/
|
|
209
|
+
private calculatePowerModifier;
|
|
210
|
+
/**
|
|
211
|
+
* Generate Korean technique name
|
|
212
|
+
*
|
|
213
|
+
* **Korean**: 한글 기술 이름 생성
|
|
214
|
+
*
|
|
215
|
+
* Format: "스탠스 신체부위 강도 기술유형"
|
|
216
|
+
* Example: "건괘 두부 강 타격"
|
|
217
|
+
*
|
|
218
|
+
* @private
|
|
219
|
+
*/
|
|
220
|
+
private generateKoreanName;
|
|
221
|
+
/**
|
|
222
|
+
* Generate English technique name
|
|
223
|
+
*
|
|
224
|
+
* Format: "Stance BodyPart Intensity TechniqueType"
|
|
225
|
+
* Example: "Heaven Head Heavy Strike"
|
|
226
|
+
*
|
|
227
|
+
* @private
|
|
228
|
+
*/
|
|
229
|
+
private generateEnglishName;
|
|
230
|
+
/**
|
|
231
|
+
* Get Korean intensity name
|
|
232
|
+
*
|
|
233
|
+
* @private
|
|
234
|
+
*/
|
|
235
|
+
private getIntensityKorean;
|
|
236
|
+
/**
|
|
237
|
+
* Adjust animation for different intensity
|
|
238
|
+
*
|
|
239
|
+
* **Korean**: 강도에 따른 애니메이션 조정
|
|
240
|
+
*
|
|
241
|
+
* @private
|
|
242
|
+
*/
|
|
243
|
+
private adjustForIntensity;
|
|
244
|
+
/**
|
|
245
|
+
* Get duration multiplier for intensity
|
|
246
|
+
*
|
|
247
|
+
* @private
|
|
248
|
+
*/
|
|
249
|
+
private getDurationMultiplierForIntensity;
|
|
250
|
+
/**
|
|
251
|
+
* Get fallback animation when no exact match
|
|
252
|
+
*
|
|
253
|
+
* **Korean**: 일치하는 항목이 없을 때 대체 애니메이션 가져오기
|
|
254
|
+
*
|
|
255
|
+
* @private
|
|
256
|
+
*/
|
|
257
|
+
private getFallbackAnimation;
|
|
258
|
+
/**
|
|
259
|
+
* Generate all possible technique combinations
|
|
260
|
+
*
|
|
261
|
+
* **Korean**: 모든 가능한 기술 조합 생성
|
|
262
|
+
*
|
|
263
|
+
* @private
|
|
264
|
+
*/
|
|
265
|
+
private generateAllCombinations;
|
|
266
|
+
/**
|
|
267
|
+
* Validate mapping completeness at build time
|
|
268
|
+
*
|
|
269
|
+
* **Korean**: 빌드 시간에 매핑 완전성 검증
|
|
270
|
+
*
|
|
271
|
+
* Reports coverage percentage and lists missing mappings.
|
|
272
|
+
* Expected: 8 stances × 4 technique types × 8 body parts × 4 intensities = 1024 combinations
|
|
273
|
+
*
|
|
274
|
+
* @returns Validation result with coverage and missing mappings
|
|
275
|
+
*
|
|
276
|
+
* @public
|
|
277
|
+
* @korean 완전성검증
|
|
278
|
+
*/
|
|
279
|
+
validateCompleteness(): MappingValidationResult;
|
|
280
|
+
/**
|
|
281
|
+
* Get total number of mapped combinations
|
|
282
|
+
*
|
|
283
|
+
* **Korean**: 매핑된 조합의 총 개수 가져오기
|
|
284
|
+
*
|
|
285
|
+
* @returns Number of mapped combinations
|
|
286
|
+
*
|
|
287
|
+
* @public
|
|
288
|
+
*/
|
|
289
|
+
getMappedCount(): number;
|
|
290
|
+
}
|
|
291
|
+
/**
|
|
292
|
+
* Singleton instance of TechniqueAnimationMapper
|
|
293
|
+
*
|
|
294
|
+
* **Korean**: 기술 애니메이션 매퍼 싱글톤 인스턴스
|
|
295
|
+
*
|
|
296
|
+
* Use this instance throughout the application for consistent
|
|
297
|
+
* technique animation mapping.
|
|
298
|
+
*
|
|
299
|
+
* @public
|
|
300
|
+
* @korean 싱글톤인스턴스
|
|
301
|
+
*/
|
|
302
|
+
export declare const techniqueAnimationMapper: TechniqueAnimationMapper;
|
|
303
|
+
//# sourceMappingURL=TechniqueAnimationMapper.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"TechniqueAnimationMapper.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/core/TechniqueAnimationMapper.ts"],"names":[],"mappings":"AAAA;;;;;;;;;GASG;AAEH,OAAO,EAAE,mBAAmB,EAAE,MAAM,kBAAkB,CAAC;AAmCvD;;;;;;;;GAQG;AACH,wBAAgB,uBAAuB,CACrC,aAAa,EAAE,mBAAmB,GACjC,MAAM,CAER;AAED;;;;;;;;GAQG;AACH,wBAAgB,mBAAmB,CACjC,aAAa,EAAE,mBAAmB,GACjC,OAAO,CAGT;AAED;;;;;;;;;;;;;GAaG;AACH,wBAAgB,kCAAkC,CAChD,aAAa,EAAE,MAAM,EACrB,WAAW,EAAE,MAAM,EACnB,UAAU,CAAC,EAAE,MAAM,GAClB,mBAAmB,CAuHrB;AAED;;;;;;;;;;;;;GAaG;AACH,wBAAgB,+BAA+B,CAAC,MAAM,EAAE,MAAM,GAAG,MAAM,CAOtE;AAED;;;;;;;;;GASG;AACH,wBAAgB,4BAA4B,CAC1C,iBAAiB,EAAE,MAAM,EACzB,aAAa,EAAE,MAAM,GACpB,MAAM,CAUR;AAsCD,OAAO,EAGL,uBAAuB,EACvB,kBAAkB,EAClB,qBAAqB,EAGtB,MAAM,SAAS,CAAC;AAgMjB;;;;;;;;;;GAUG;AACH,qBAAa,wBAAwB;IACnC,sCAAsC;IACtC,OAAO,CAAC,QAAQ,CAAC,YAAY,CAAkC;IAE/D,4CAA4C;IAC5C,OAAO,CAAC,QAAQ,CAAC,WAAW,CAA6C;IAEzE,oDAAoD;IACpD,OAAO,CAAC,oBAAoB,CAAC,CAAmC;;IAQhE;;;;;;;;;;;;;;;OAeG;IACI,YAAY,CAAC,GAAG,EAAE,qBAAqB,GAAG,kBAAkB;IAsBnE;;;;;;;;;;;;OAYG;IACH,OAAO,CAAC,eAAe;IAIvB;;;;;;OAMG;IACH,OAAO,CAAC,mBAAmB;IAS3B;;;;;;;;;;;;;;OAcG;IACH,OAAO,CAAC,yBAAyB;IA8DjC;;;;;;OAMG;IACH,OAAO,CAAC,YAAY;IA+BpB;;;;;;OAMG;IACH,OAAO,CAAC,uBAAuB;IAc/B;;;;;;OAMG;IACH,OAAO,CAAC,0BAA0B;IAalC;;;;;;OAMG;IACH,OAAO,CAAC,6BAA6B;IAarC;;;;;;;;OAQG;IACH,OAAO,CAAC,kCAAkC;IA8B1C;;;;;;;;OAQG;IACH,OAAO,CAAC,kCAAkC;IA2C1C;;;;;;;;OAQG;IACH,OAAO,CAAC,sBAAsB;IAgB9B;;;;;;;;;OASG;IACH,OAAO,CAAC,kBAAkB;IAc1B;;;;;;;OAOG;IACH,OAAO,CAAC,mBAAmB;IAgB3B;;;;OAIG;IACH,OAAO,CAAC,kBAAkB;IAa1B;;;;;;OAMG;IACH,OAAO,CAAC,kBAAkB;IAe1B;;;;OAIG;IACH,OAAO,CAAC,iCAAiC;IAezC;;;;;;OAMG;IACH,OAAO,CAAC,oBAAoB;IAe5B;;;;;;OAMG;IACH,OAAO,CAAC,uBAAuB;IAyC/B;;;;;;;;;;;;OAYG;IACI,oBAAoB,IAAI,uBAAuB;IAsBtD;;;;;;;;OAQG;IACI,cAAc,IAAI,MAAM;CAGhC;AAED;;;;;;;;;;GAUG;AACH,eAAO,MAAM,wBAAwB,0BAAiC,CAAC"}
|