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/TechniqueAnimationMapper.ts
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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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* @category Animation System
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* @korean 기술애니메이션매퍼
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*/
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/**
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* Comprehensive Technique Animation Mapping System
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*
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* **Korean**: 포괄적 기술 애니메이션 매핑 시스템
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*
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* Maps all 1024 technique configuration combinations
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* to appropriate animations with O(1) lookup performance.
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*
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* ## Architecture
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*
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* 1. Exact match
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*
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*
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* Each trigram stance influences animation selection:
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* - **☰ 건 (Geon)**: Direct, forceful animations
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* @korean 기술애니메이션매퍼
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*/
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/**
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* Maps AttackAnimationType to existing skeletal animation names
|
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53
|
+
*
|
|
54
|
+
* Links the new enum-based system to existing animation implementation.
|
|
55
|
+
* New animations will be added to AttackAnimations.ts as needed.
|
|
56
|
+
*
|
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57
|
+
* @korean 애니메이션타입맵
|
|
58
|
+
*/
|
|
59
|
+
var ANIMATION_TYPE_TO_NAME_MAP = {
|
|
60
|
+
[AttackAnimationType.PUNCH_HIGH]: "jab",
|
|
61
|
+
[AttackAnimationType.PUNCH_MID]: "cross",
|
|
62
|
+
[AttackAnimationType.PUNCH_LOW]: "jab",
|
|
63
|
+
[AttackAnimationType.KICK_FRONT]: "front_kick",
|
|
64
|
+
[AttackAnimationType.KICK_SIDE]: "side_kick",
|
|
65
|
+
[AttackAnimationType.KICK_ROUNDHOUSE]: "roundhouse_kick",
|
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66
|
+
[AttackAnimationType.ELBOW_STRIKE]: "elbow_strike",
|
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67
|
+
[AttackAnimationType.ELBOW_UPPERCUT]: "elbow_uppercut",
|
|
68
|
+
[AttackAnimationType.KNEE_STRIKE]: "knee_strike",
|
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69
|
+
[AttackAnimationType.KNEE_CLINCH]: "knee_strike",
|
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70
|
+
[AttackAnimationType.PRESSURE_POINT]: "jab",
|
|
71
|
+
[AttackAnimationType.PRESSURE_POINT_RAPID]: "jab"
|
|
72
|
+
};
|
|
73
|
+
/**
|
|
74
|
+
* Get skeletal animation name for an attack animation type
|
|
75
|
+
*
|
|
76
|
+
* @param animationType - Attack animation type enum
|
|
77
|
+
* @returns Name of skeletal animation from ATTACK_ANIMATIONS map
|
|
78
|
+
*
|
|
79
|
+
* @public
|
|
80
|
+
* @korean 애니메이션타입에서이름가져오기
|
|
81
|
+
*/
|
|
82
|
+
function getAnimationNameForType(animationType) {
|
|
83
|
+
return ANIMATION_TYPE_TO_NAME_MAP[animationType];
|
|
84
|
+
}
|
|
85
|
+
/**
|
|
86
|
+
* Determines appropriate animation type from technique characteristics
|
|
87
|
+
*
|
|
88
|
+
* Uses technique name, damage type, and keywords to automatically
|
|
89
|
+
* select the best-matching attack animation type.
|
|
90
|
+
*
|
|
91
|
+
* @param techniqueName - English or Korean technique name
|
|
92
|
+
* @param techniqueId - Technique ID
|
|
93
|
+
* @param damageType - Type of damage dealt
|
|
94
|
+
* @returns Best-matching attack animation type
|
|
95
|
+
*
|
|
96
|
+
* @public
|
|
97
|
+
* @korean 기술에서애니메이션타입결정
|
|
98
|
+
*/
|
|
99
|
+
function determineAnimationTypeForTechnique(techniqueName, techniqueId, damageType) {
|
|
100
|
+
const searchText = `${techniqueName} ${techniqueId}`.toLowerCase();
|
|
101
|
+
if (searchText.includes("pressure") || searchText.includes("precise") || searchText.includes("nerve") || searchText.includes("vital") || searchText.includes("급소") || searchText.includes("신경") || damageType === "nerve" || damageType === "pressure") {
|
|
102
|
+
if (searchText.includes("rapid") || searchText.includes("multiple") || searchText.includes("연속")) return AttackAnimationType.PRESSURE_POINT_RAPID;
|
|
103
|
+
return AttackAnimationType.PRESSURE_POINT;
|
|
104
|
+
}
|
|
105
|
+
if (searchText.includes("kick") || searchText.includes("차기") || searchText.includes("발")) {
|
|
106
|
+
if (searchText.includes("roundhouse") || searchText.includes("round") || searchText.includes("돌려") || searchText.includes("회전")) return AttackAnimationType.KICK_ROUNDHOUSE;
|
|
107
|
+
if (searchText.includes("side") || searchText.includes("옆") || searchText.includes("측면")) return AttackAnimationType.KICK_SIDE;
|
|
108
|
+
return AttackAnimationType.KICK_FRONT;
|
|
109
|
+
}
|
|
110
|
+
if (searchText.includes("elbow") || searchText.includes("팔꿈치") || searchText.includes("팔굽")) {
|
|
111
|
+
if (searchText.includes("uppercut") || searchText.includes("올려") || searchText.includes("치켜")) return AttackAnimationType.ELBOW_UPPERCUT;
|
|
112
|
+
return AttackAnimationType.ELBOW_STRIKE;
|
|
113
|
+
}
|
|
114
|
+
if (searchText.includes("knee") || searchText.includes("무릎") || searchText.includes("슬")) {
|
|
115
|
+
if (searchText.includes("clinch") || searchText.includes("grab") || searchText.includes("잡고")) return AttackAnimationType.KNEE_CLINCH;
|
|
116
|
+
return AttackAnimationType.KNEE_STRIKE;
|
|
117
|
+
}
|
|
118
|
+
if (searchText.includes("punch") || searchText.includes("strike") || searchText.includes("주먹") || searchText.includes("권") || searchText.includes("격")) {
|
|
119
|
+
if (searchText.includes("head") || searchText.includes("high") || searchText.includes("temple") || searchText.includes("jaw") || searchText.includes("머리") || searchText.includes("관자") || searchText.includes("턱")) return AttackAnimationType.PUNCH_HIGH;
|
|
120
|
+
if (searchText.includes("low") || searchText.includes("body") || searchText.includes("ribs") || searchText.includes("아래") || searchText.includes("복부") || searchText.includes("늑골")) return AttackAnimationType.PUNCH_LOW;
|
|
121
|
+
return AttackAnimationType.PUNCH_MID;
|
|
122
|
+
}
|
|
123
|
+
return AttackAnimationType.PUNCH_MID;
|
|
124
|
+
}
|
|
125
|
+
/**
|
|
126
|
+
* Calculates animation speed modifier based on technique power level
|
|
127
|
+
*
|
|
128
|
+
* Implements the rule:
|
|
129
|
+
* - Light techniques (damage <20): 1.2x speed
|
|
130
|
+
* - Normal techniques (damage 20-35): 1.0x speed
|
|
131
|
+
* - Heavy techniques (damage >35): 0.8x speed
|
|
132
|
+
*
|
|
133
|
+
* @param damage - Base damage of the technique
|
|
134
|
+
* @returns Speed modifier (0.8 - 1.2)
|
|
135
|
+
*
|
|
136
|
+
* @public
|
|
137
|
+
* @korean 기술위력에서속도배율계산
|
|
138
|
+
*/
|
|
139
|
+
function calculateSpeedModifierForDamage(damage) {
|
|
140
|
+
if (damage < 20) return 1.2;
|
|
141
|
+
else if (damage > 35) return .8;
|
|
142
|
+
return 1;
|
|
143
|
+
}
|
|
144
|
+
/**
|
|
145
|
+
* Get animation duration adjusted by speed modifier
|
|
146
|
+
*
|
|
147
|
+
* @param baseAnimationName - Name of base animation
|
|
148
|
+
* @param speedModifier - Speed multiplier (0.8 - 1.2)
|
|
149
|
+
* @returns Adjusted duration in milliseconds
|
|
150
|
+
*
|
|
151
|
+
* @public
|
|
152
|
+
* @korean 조정된애니메이션지속시간
|
|
153
|
+
*/
|
|
154
|
+
function getAdjustedAnimationDuration(baseAnimationName, speedModifier) {
|
|
155
|
+
const animation = ATTACK_ANIMATIONS.get(baseAnimationName);
|
|
156
|
+
if (!animation) {
|
|
157
|
+
console.warn("Animation not found:", baseAnimationName);
|
|
158
|
+
return 200;
|
|
159
|
+
}
|
|
160
|
+
const baseDurationMs = animation.duration * 1e3;
|
|
161
|
+
return Math.round(baseDurationMs / speedModifier);
|
|
162
|
+
}
|
|
163
|
+
/**
|
|
164
|
+
* Body part Korean terminology for animation names
|
|
165
|
+
*
|
|
166
|
+
* **Korean**: 신체 부위 한글 용어
|
|
167
|
+
*/
|
|
168
|
+
var BODY_PART_KOREAN = {
|
|
169
|
+
[BodyPart.HEAD]: "두부",
|
|
170
|
+
[BodyPart.NECK]: "경부",
|
|
171
|
+
[BodyPart.TORSO_UPPER]: "상체",
|
|
172
|
+
[BodyPart.TORSO_LOWER]: "하체",
|
|
173
|
+
[BodyPart.ARM_LEFT]: "좌팔",
|
|
174
|
+
[BodyPart.ARM_RIGHT]: "우팔",
|
|
175
|
+
[BodyPart.LEG_LEFT]: "좌각",
|
|
176
|
+
[BodyPart.LEG_RIGHT]: "우각"
|
|
177
|
+
};
|
|
178
|
+
/**
|
|
179
|
+
* Body part English terminology for animation names
|
|
180
|
+
*/
|
|
181
|
+
var BODY_PART_ENGLISH = {
|
|
182
|
+
[BodyPart.HEAD]: "Head",
|
|
183
|
+
[BodyPart.NECK]: "Neck",
|
|
184
|
+
[BodyPart.TORSO_UPPER]: "Upper Torso",
|
|
185
|
+
[BodyPart.TORSO_LOWER]: "Lower Torso",
|
|
186
|
+
[BodyPart.ARM_LEFT]: "Left Arm",
|
|
187
|
+
[BodyPart.ARM_RIGHT]: "Right Arm",
|
|
188
|
+
[BodyPart.LEG_LEFT]: "Left Leg",
|
|
189
|
+
[BodyPart.LEG_RIGHT]: "Right Leg"
|
|
190
|
+
};
|
|
191
|
+
/**
|
|
192
|
+
* Technique type Korean terminology
|
|
193
|
+
*
|
|
194
|
+
* **Korean**: 기술 유형 한글 용어
|
|
195
|
+
*/
|
|
196
|
+
var TECHNIQUE_TYPE_KOREAN = {
|
|
197
|
+
strike: "타격",
|
|
198
|
+
joint: "관절",
|
|
199
|
+
throw: "던지기",
|
|
200
|
+
pressure_point: "급소"
|
|
201
|
+
};
|
|
202
|
+
/**
|
|
203
|
+
* Technique type English terminology
|
|
204
|
+
*/
|
|
205
|
+
var TECHNIQUE_TYPE_ENGLISH = {
|
|
206
|
+
strike: "Strike",
|
|
207
|
+
joint: "Joint Lock",
|
|
208
|
+
throw: "Throw",
|
|
209
|
+
pressure_point: "Pressure Point"
|
|
210
|
+
};
|
|
211
|
+
/**
|
|
212
|
+
* Stance Korean names
|
|
213
|
+
*/
|
|
214
|
+
var STANCE_KOREAN = {
|
|
215
|
+
[TrigramStance.GEON]: "건괘",
|
|
216
|
+
[TrigramStance.TAE]: "태괘",
|
|
217
|
+
[TrigramStance.LI]: "리괘",
|
|
218
|
+
[TrigramStance.JIN]: "진괘",
|
|
219
|
+
[TrigramStance.SON]: "손괘",
|
|
220
|
+
[TrigramStance.GAM]: "감괘",
|
|
221
|
+
[TrigramStance.GAN]: "간괘",
|
|
222
|
+
[TrigramStance.GON]: "곤괘"
|
|
223
|
+
};
|
|
224
|
+
/**
|
|
225
|
+
* Stance English names
|
|
226
|
+
*/
|
|
227
|
+
var STANCE_ENGLISH = {
|
|
228
|
+
[TrigramStance.GEON]: "Heaven",
|
|
229
|
+
[TrigramStance.TAE]: "Lake",
|
|
230
|
+
[TrigramStance.LI]: "Fire",
|
|
231
|
+
[TrigramStance.JIN]: "Thunder",
|
|
232
|
+
[TrigramStance.SON]: "Wind",
|
|
233
|
+
[TrigramStance.GAM]: "Water",
|
|
234
|
+
[TrigramStance.GAN]: "Mountain",
|
|
235
|
+
[TrigramStance.GON]: "Earth"
|
|
236
|
+
};
|
|
237
|
+
/**
|
|
238
|
+
* Stance animation characteristics by trigram
|
|
239
|
+
*
|
|
240
|
+
* **Korean**: 팔괘 자세별 애니메이션 특성
|
|
241
|
+
*
|
|
242
|
+
* Each stance has unique timing characteristics reflecting its philosophy:
|
|
243
|
+
* - ☰ 건 (Geon/Heaven): Direct, powerful - standard timing with technique variations
|
|
244
|
+
* - ☱ 태 (Tae/Lake): Fluid, flowing - faster recovery
|
|
245
|
+
* - ☲ 리 (Li/Fire): Precise, rapid - fastest overall
|
|
246
|
+
* - ☳ 진 (Jin/Thunder): Explosive - fast attack, longer recovery
|
|
247
|
+
* - ☴ 손 (Son/Wind): Continuous - slightly fast, mobile
|
|
248
|
+
* - ☵ 감 (Gam/Water): Adaptive - slightly slower, standard recovery
|
|
249
|
+
* - ☶ 간 (Gan/Mountain): Defensive - slowest, longest recovery
|
|
250
|
+
* - ☷ 곤 (Gon/Earth): Grounding - standard with throw specialization
|
|
251
|
+
*/
|
|
252
|
+
var STANCE_ANIMATION_CONFIG = {
|
|
253
|
+
[TrigramStance.GEON]: {
|
|
254
|
+
durationMultiplier: 1,
|
|
255
|
+
impactFrameOffset: 0,
|
|
256
|
+
recoveryFrameOffset: 0,
|
|
257
|
+
techniqueOverrides: {
|
|
258
|
+
joint: { durationMultiplier: 1.2 },
|
|
259
|
+
throw: {
|
|
260
|
+
durationMultiplier: 1.5,
|
|
261
|
+
impactFrameOffset: 4,
|
|
262
|
+
recoveryFrameOffset: 5
|
|
263
|
+
},
|
|
264
|
+
pressure_point: {
|
|
265
|
+
durationMultiplier: .8,
|
|
266
|
+
impactFrameOffset: -2
|
|
267
|
+
}
|
|
268
|
+
}
|
|
269
|
+
},
|
|
270
|
+
[TrigramStance.TAE]: {
|
|
271
|
+
durationMultiplier: 1,
|
|
272
|
+
impactFrameOffset: 0,
|
|
273
|
+
recoveryFrameOffset: -2,
|
|
274
|
+
techniqueOverrides: { joint: { durationMultiplier: 1.3 } }
|
|
275
|
+
},
|
|
276
|
+
[TrigramStance.LI]: {
|
|
277
|
+
durationMultiplier: .85,
|
|
278
|
+
impactFrameOffset: -1,
|
|
279
|
+
recoveryFrameOffset: -3
|
|
280
|
+
},
|
|
281
|
+
[TrigramStance.JIN]: {
|
|
282
|
+
durationMultiplier: .9,
|
|
283
|
+
impactFrameOffset: 0,
|
|
284
|
+
recoveryFrameOffset: 2
|
|
285
|
+
},
|
|
286
|
+
[TrigramStance.SON]: {
|
|
287
|
+
durationMultiplier: .95,
|
|
288
|
+
impactFrameOffset: 0,
|
|
289
|
+
recoveryFrameOffset: -1
|
|
290
|
+
},
|
|
291
|
+
[TrigramStance.GAM]: {
|
|
292
|
+
durationMultiplier: 1.1,
|
|
293
|
+
impactFrameOffset: 1,
|
|
294
|
+
recoveryFrameOffset: 0
|
|
295
|
+
},
|
|
296
|
+
[TrigramStance.GAN]: {
|
|
297
|
+
durationMultiplier: 1.2,
|
|
298
|
+
impactFrameOffset: 2,
|
|
299
|
+
recoveryFrameOffset: 3
|
|
300
|
+
},
|
|
301
|
+
[TrigramStance.GON]: {
|
|
302
|
+
durationMultiplier: 1,
|
|
303
|
+
impactFrameOffset: 0,
|
|
304
|
+
recoveryFrameOffset: 0,
|
|
305
|
+
techniqueOverrides: { throw: {
|
|
306
|
+
durationMultiplier: 1.6,
|
|
307
|
+
impactFrameOffset: 3,
|
|
308
|
+
recoveryFrameOffset: 4
|
|
309
|
+
} }
|
|
310
|
+
}
|
|
311
|
+
};
|
|
312
|
+
/**
|
|
313
|
+
* Comprehensive Technique Animation Mapper Class
|
|
314
|
+
*
|
|
315
|
+
* **Korean**: 기술 애니메이션 매퍼 클래스
|
|
316
|
+
*
|
|
317
|
+
* Provides O(1) lookup for all 1024 technique-stance combinations
|
|
318
|
+
* with intelligent fallback system and build-time validation.
|
|
319
|
+
*
|
|
320
|
+
* @class
|
|
321
|
+
* @public
|
|
322
|
+
*/
|
|
323
|
+
var TechniqueAnimationMapper = class {
|
|
324
|
+
/** Primary animation mapping table */
|
|
325
|
+
animationMap;
|
|
326
|
+
/** Fallback animations by technique type */
|
|
327
|
+
fallbackMap;
|
|
328
|
+
/** Cache for generated combinations (validation) */
|
|
329
|
+
allCombinationsCache;
|
|
330
|
+
constructor() {
|
|
331
|
+
this.animationMap = /* @__PURE__ */ new Map();
|
|
332
|
+
this.fallbackMap = this.initializeFallbacks();
|
|
333
|
+
this.initializeCompleteMapping();
|
|
334
|
+
}
|
|
335
|
+
/**
|
|
336
|
+
* Get animation for specific technique
|
|
337
|
+
*
|
|
338
|
+
* **Korean**: 특정 기술의 애니메이션 가져오기
|
|
339
|
+
*
|
|
340
|
+
* Uses 3-tier lookup strategy:
|
|
341
|
+
* 1. Exact match (stance + type + part + intensity)
|
|
342
|
+
* 2. Intensity-agnostic (stance + type + part + medium intensity)
|
|
343
|
+
* 3. Technique type fallback (generic animation for technique type)
|
|
344
|
+
*
|
|
345
|
+
* @param key - Technique animation key
|
|
346
|
+
* @returns Technique animation configuration
|
|
347
|
+
*
|
|
348
|
+
* @public
|
|
349
|
+
* @korean 애니메이션가져오기
|
|
350
|
+
*/
|
|
351
|
+
getAnimation(key) {
|
|
352
|
+
const lookupKey = this.createLookupKey(key);
|
|
353
|
+
const exactMatch = this.animationMap.get(lookupKey);
|
|
354
|
+
if (exactMatch) return exactMatch;
|
|
355
|
+
const genericKey = this.createLookupKey({
|
|
356
|
+
...key,
|
|
357
|
+
intensity: "medium"
|
|
358
|
+
});
|
|
359
|
+
const genericMatch = this.animationMap.get(genericKey);
|
|
360
|
+
if (genericMatch) return this.adjustForIntensity(genericMatch, key.intensity);
|
|
361
|
+
return this.getFallbackAnimation(key);
|
|
362
|
+
}
|
|
363
|
+
/**
|
|
364
|
+
* Create composite lookup key from technique animation key
|
|
365
|
+
*
|
|
366
|
+
* **Korean**: 복합 조회 키 생성
|
|
367
|
+
*
|
|
368
|
+
* Format: "stance-type-part-intensity"
|
|
369
|
+
* Example: "geon-strike-head-heavy"
|
|
370
|
+
*
|
|
371
|
+
* @param key - Technique animation key
|
|
372
|
+
* @returns Composite lookup string
|
|
373
|
+
*
|
|
374
|
+
* @private
|
|
375
|
+
*/
|
|
376
|
+
createLookupKey(key) {
|
|
377
|
+
return `${key.stance}-${key.techniqueType}-${key.bodyPart}-${key.intensity}`;
|
|
378
|
+
}
|
|
379
|
+
/**
|
|
380
|
+
* Initialize fallback animations by technique type
|
|
381
|
+
*
|
|
382
|
+
* **Korean**: 기술 유형별 대체 애니메이션 초기화
|
|
383
|
+
*
|
|
384
|
+
* @private
|
|
385
|
+
*/
|
|
386
|
+
initializeFallbacks() {
|
|
387
|
+
return new Map([
|
|
388
|
+
["strike", AnimationState.ATTACK],
|
|
389
|
+
["joint", AnimationState.ATTACK],
|
|
390
|
+
["throw", AnimationState.ATTACK],
|
|
391
|
+
["pressure_point", AnimationState.ATTACK]
|
|
392
|
+
]);
|
|
393
|
+
}
|
|
394
|
+
/**
|
|
395
|
+
* Initialize complete mapping table
|
|
396
|
+
*
|
|
397
|
+
* **Korean**: 전체 매핑 테이블 초기화
|
|
398
|
+
*
|
|
399
|
+
* Maps all 1024 combinations organized by:
|
|
400
|
+
* - 8 stances
|
|
401
|
+
* - 4 technique types
|
|
402
|
+
* - 8 body parts
|
|
403
|
+
* - 4 intensity levels
|
|
404
|
+
*
|
|
405
|
+
* Uses data-driven STANCE_ANIMATION_CONFIG to eliminate code duplication.
|
|
406
|
+
*
|
|
407
|
+
* @private
|
|
408
|
+
*/
|
|
409
|
+
initializeCompleteMapping() {
|
|
410
|
+
const bodyParts = Object.values(BodyPart);
|
|
411
|
+
const intensities = [
|
|
412
|
+
"light",
|
|
413
|
+
"medium",
|
|
414
|
+
"heavy",
|
|
415
|
+
"critical"
|
|
416
|
+
];
|
|
417
|
+
const techniqueTypes = [
|
|
418
|
+
"strike",
|
|
419
|
+
"joint",
|
|
420
|
+
"throw",
|
|
421
|
+
"pressure_point"
|
|
422
|
+
];
|
|
423
|
+
Object.values(TrigramStance).forEach((stance) => {
|
|
424
|
+
const config = STANCE_ANIMATION_CONFIG[stance];
|
|
425
|
+
bodyParts.forEach((bodyPart) => {
|
|
426
|
+
intensities.forEach((intensity) => {
|
|
427
|
+
techniqueTypes.forEach((techniqueType) => {
|
|
428
|
+
const override = config.techniqueOverrides?.[techniqueType];
|
|
429
|
+
const durationMult = override?.durationMultiplier ?? config.durationMultiplier;
|
|
430
|
+
const impactOffset = override?.impactFrameOffset ?? config.impactFrameOffset;
|
|
431
|
+
const recoveryOffset = override?.recoveryFrameOffset ?? config.recoveryFrameOffset;
|
|
432
|
+
this.mapTechnique({
|
|
433
|
+
stance,
|
|
434
|
+
techniqueType,
|
|
435
|
+
bodyPart,
|
|
436
|
+
intensity
|
|
437
|
+
}, {
|
|
438
|
+
animationState: AnimationState.ATTACK,
|
|
439
|
+
duration: this.getDurationForIntensity(intensity) * durationMult,
|
|
440
|
+
impactFrame: this.getImpactFrameForIntensity(intensity) + impactOffset,
|
|
441
|
+
recoveryFrames: this.getRecoveryFramesForIntensity(intensity) + recoveryOffset,
|
|
442
|
+
priority: AnimationPriority.ATTACK,
|
|
443
|
+
koreanName: this.generateKoreanName(stance, techniqueType, bodyPart, intensity),
|
|
444
|
+
englishName: this.generateEnglishName(stance, techniqueType, bodyPart, intensity)
|
|
445
|
+
});
|
|
446
|
+
});
|
|
447
|
+
});
|
|
448
|
+
});
|
|
449
|
+
});
|
|
450
|
+
}
|
|
451
|
+
/**
|
|
452
|
+
* Add single technique mapping to the map with automatic rotation calculation
|
|
453
|
+
*
|
|
454
|
+
* **Korean**: 단일 기술 매핑 추가
|
|
455
|
+
*
|
|
456
|
+
* @private
|
|
457
|
+
*/
|
|
458
|
+
mapTechnique(key, animation) {
|
|
459
|
+
const torsoRotation = animation.torsoRotation ?? this.getTorsoRotationForStanceTechnique(key.stance, key.techniqueType);
|
|
460
|
+
const hipEngagement = animation.hipEngagement ?? this.getHipEngagementForStanceTechnique(key.stance, key.techniqueType, key.intensity);
|
|
461
|
+
const powerModifier = animation.powerModifier ?? this.calculatePowerModifier(hipEngagement, key.techniqueType);
|
|
462
|
+
const completeAnimation = {
|
|
463
|
+
...animation,
|
|
464
|
+
torsoRotation,
|
|
465
|
+
hipEngagement,
|
|
466
|
+
powerModifier
|
|
467
|
+
};
|
|
468
|
+
const lookupKey = this.createLookupKey(key);
|
|
469
|
+
this.animationMap.set(lookupKey, completeAnimation);
|
|
470
|
+
}
|
|
471
|
+
/**
|
|
472
|
+
* Get duration based on intensity level
|
|
473
|
+
*
|
|
474
|
+
* **Korean**: 강도 레벨에 따른 지속시간 가져오기
|
|
475
|
+
*
|
|
476
|
+
* @private
|
|
477
|
+
*/
|
|
478
|
+
getDurationForIntensity(intensity) {
|
|
479
|
+
const baseDuration = .6;
|
|
480
|
+
switch (intensity) {
|
|
481
|
+
case "light": return baseDuration * .7;
|
|
482
|
+
case "medium": return baseDuration;
|
|
483
|
+
case "heavy": return baseDuration * 1.3;
|
|
484
|
+
case "critical": return baseDuration * 1.6;
|
|
485
|
+
}
|
|
486
|
+
}
|
|
487
|
+
/**
|
|
488
|
+
* Get impact frame based on intensity level
|
|
489
|
+
*
|
|
490
|
+
* **Korean**: 강도 레벨에 따른 충격 프레임 가져오기
|
|
491
|
+
*
|
|
492
|
+
* @private
|
|
493
|
+
*/
|
|
494
|
+
getImpactFrameForIntensity(intensity) {
|
|
495
|
+
switch (intensity) {
|
|
496
|
+
case "light": return 8;
|
|
497
|
+
case "medium": return 10;
|
|
498
|
+
case "heavy": return 14;
|
|
499
|
+
case "critical": return 18;
|
|
500
|
+
}
|
|
501
|
+
}
|
|
502
|
+
/**
|
|
503
|
+
* Get recovery frames based on intensity level
|
|
504
|
+
*
|
|
505
|
+
* **Korean**: 강도 레벨에 따른 회복 프레임 가져오기
|
|
506
|
+
*
|
|
507
|
+
* @private
|
|
508
|
+
*/
|
|
509
|
+
getRecoveryFramesForIntensity(intensity) {
|
|
510
|
+
switch (intensity) {
|
|
511
|
+
case "light": return 8;
|
|
512
|
+
case "medium": return 12;
|
|
513
|
+
case "heavy": return 18;
|
|
514
|
+
case "critical": return 24;
|
|
515
|
+
}
|
|
516
|
+
}
|
|
517
|
+
/**
|
|
518
|
+
* Calculate torso rotation for stance-technique combination
|
|
519
|
+
*
|
|
520
|
+
* **Korean**: 자세-기술 조합의 허리 회전 계산
|
|
521
|
+
*
|
|
522
|
+
* Returns rotation in radians (-π/2 to π/2)
|
|
523
|
+
*
|
|
524
|
+
* @private
|
|
525
|
+
*/
|
|
526
|
+
getTorsoRotationForStanceTechnique(stance, techniqueType) {
|
|
527
|
+
const baseRotation = {
|
|
528
|
+
[TrigramStance.GEON]: Math.PI / 6,
|
|
529
|
+
[TrigramStance.TAE]: Math.PI / 18,
|
|
530
|
+
[TrigramStance.LI]: Math.PI / 9,
|
|
531
|
+
[TrigramStance.JIN]: Math.PI / 4,
|
|
532
|
+
[TrigramStance.SON]: Math.PI / 12,
|
|
533
|
+
[TrigramStance.GAM]: Math.PI / 8,
|
|
534
|
+
[TrigramStance.GAN]: Math.PI / 36,
|
|
535
|
+
[TrigramStance.GON]: Math.PI / 3
|
|
536
|
+
}[stance] ?? 0;
|
|
537
|
+
const multiplier = {
|
|
538
|
+
strike: 1.2,
|
|
539
|
+
joint: .7,
|
|
540
|
+
throw: 1.5,
|
|
541
|
+
pressure_point: .8
|
|
542
|
+
}[techniqueType] ?? 1;
|
|
543
|
+
return Math.min(Math.PI / 2, baseRotation * multiplier);
|
|
544
|
+
}
|
|
545
|
+
/**
|
|
546
|
+
* Calculate hip engagement for stance-technique combination
|
|
547
|
+
*
|
|
548
|
+
* **Korean**: 자세-기술 조합의 골반 참여도 계산
|
|
549
|
+
*
|
|
550
|
+
* Returns engagement factor (0-1)
|
|
551
|
+
*
|
|
552
|
+
* @private
|
|
553
|
+
*/
|
|
554
|
+
getHipEngagementForStanceTechnique(stance, techniqueType, intensity) {
|
|
555
|
+
const engagement = ({
|
|
556
|
+
[TrigramStance.GEON]: .9,
|
|
557
|
+
[TrigramStance.TAE]: .5,
|
|
558
|
+
[TrigramStance.LI]: .7,
|
|
559
|
+
[TrigramStance.JIN]: 1,
|
|
560
|
+
[TrigramStance.SON]: .6,
|
|
561
|
+
[TrigramStance.GAM]: .7,
|
|
562
|
+
[TrigramStance.GAN]: .3,
|
|
563
|
+
[TrigramStance.GON]: .95
|
|
564
|
+
}[stance] ?? .6) * {
|
|
565
|
+
strike: 1,
|
|
566
|
+
joint: .6,
|
|
567
|
+
throw: 1.1,
|
|
568
|
+
pressure_point: .7
|
|
569
|
+
}[techniqueType] * {
|
|
570
|
+
light: .7,
|
|
571
|
+
medium: .9,
|
|
572
|
+
heavy: 1,
|
|
573
|
+
critical: 1.1
|
|
574
|
+
}[intensity];
|
|
575
|
+
return Math.min(1, Math.max(0, engagement));
|
|
576
|
+
}
|
|
577
|
+
/**
|
|
578
|
+
* Calculate power modifier from hip engagement
|
|
579
|
+
*
|
|
580
|
+
* **Korean**: 골반 참여도로부터 파워 배율 계산
|
|
581
|
+
*
|
|
582
|
+
* Based on PR #1132 calculateHipRotationPowerModifier system
|
|
583
|
+
*
|
|
584
|
+
* @private
|
|
585
|
+
*/
|
|
586
|
+
calculatePowerModifier(hipEngagement, techniqueType) {
|
|
587
|
+
return 1 + hipEngagement * ({
|
|
588
|
+
strike: .3,
|
|
589
|
+
joint: .1,
|
|
590
|
+
throw: .2,
|
|
591
|
+
pressure_point: .25
|
|
592
|
+
}[techniqueType] ?? .2);
|
|
593
|
+
}
|
|
594
|
+
/**
|
|
595
|
+
* Generate Korean technique name
|
|
596
|
+
*
|
|
597
|
+
* **Korean**: 한글 기술 이름 생성
|
|
598
|
+
*
|
|
599
|
+
* Format: "스탠스 신체부위 강도 기술유형"
|
|
600
|
+
* Example: "건괘 두부 강 타격"
|
|
601
|
+
*
|
|
602
|
+
* @private
|
|
603
|
+
*/
|
|
604
|
+
generateKoreanName(stance, techniqueType, bodyPart, intensity) {
|
|
605
|
+
const stanceName = STANCE_KOREAN[stance] ?? stance;
|
|
606
|
+
const bodyPartName = BODY_PART_KOREAN[bodyPart] ?? bodyPart;
|
|
607
|
+
const techniqueName = TECHNIQUE_TYPE_KOREAN[techniqueType] ?? techniqueType;
|
|
608
|
+
return `${stanceName} ${bodyPartName} ${this.getIntensityKorean(intensity)} ${techniqueName}`;
|
|
609
|
+
}
|
|
610
|
+
/**
|
|
611
|
+
* Generate English technique name
|
|
612
|
+
*
|
|
613
|
+
* Format: "Stance BodyPart Intensity TechniqueType"
|
|
614
|
+
* Example: "Heaven Head Heavy Strike"
|
|
615
|
+
*
|
|
616
|
+
* @private
|
|
617
|
+
*/
|
|
618
|
+
generateEnglishName(stance, techniqueType, bodyPart, intensity) {
|
|
619
|
+
const stanceName = STANCE_ENGLISH[stance] ?? stance;
|
|
620
|
+
const bodyPartName = BODY_PART_ENGLISH[bodyPart] ?? bodyPart;
|
|
621
|
+
const techniqueName = TECHNIQUE_TYPE_ENGLISH[techniqueType] ?? techniqueType;
|
|
622
|
+
return `${stanceName} ${bodyPartName} ${intensity.charAt(0).toUpperCase() + intensity.slice(1)} ${techniqueName}`;
|
|
623
|
+
}
|
|
624
|
+
/**
|
|
625
|
+
* Get Korean intensity name
|
|
626
|
+
*
|
|
627
|
+
* @private
|
|
628
|
+
*/
|
|
629
|
+
getIntensityKorean(intensity) {
|
|
630
|
+
switch (intensity) {
|
|
631
|
+
case "light": return "경";
|
|
632
|
+
case "medium": return "중";
|
|
633
|
+
case "heavy": return "강";
|
|
634
|
+
case "critical": return "극";
|
|
635
|
+
}
|
|
636
|
+
}
|
|
637
|
+
/**
|
|
638
|
+
* Adjust animation for different intensity
|
|
639
|
+
*
|
|
640
|
+
* **Korean**: 강도에 따른 애니메이션 조정
|
|
641
|
+
*
|
|
642
|
+
* @private
|
|
643
|
+
*/
|
|
644
|
+
adjustForIntensity(animation, intensity) {
|
|
645
|
+
const durationMultiplier = this.getDurationMultiplierForIntensity(intensity);
|
|
646
|
+
return {
|
|
647
|
+
...animation,
|
|
648
|
+
duration: animation.duration * durationMultiplier,
|
|
649
|
+
impactFrame: Math.round(animation.impactFrame * durationMultiplier),
|
|
650
|
+
recoveryFrames: Math.round(animation.recoveryFrames * durationMultiplier)
|
|
651
|
+
};
|
|
652
|
+
}
|
|
653
|
+
/**
|
|
654
|
+
* Get duration multiplier for intensity
|
|
655
|
+
*
|
|
656
|
+
* @private
|
|
657
|
+
*/
|
|
658
|
+
getDurationMultiplierForIntensity(intensity) {
|
|
659
|
+
switch (intensity) {
|
|
660
|
+
case "light": return .7;
|
|
661
|
+
case "medium": return 1;
|
|
662
|
+
case "heavy": return 1.3;
|
|
663
|
+
case "critical": return 1.6;
|
|
664
|
+
}
|
|
665
|
+
}
|
|
666
|
+
/**
|
|
667
|
+
* Get fallback animation when no exact match
|
|
668
|
+
*
|
|
669
|
+
* **Korean**: 일치하는 항목이 없을 때 대체 애니메이션 가져오기
|
|
670
|
+
*
|
|
671
|
+
* @private
|
|
672
|
+
*/
|
|
673
|
+
getFallbackAnimation(key) {
|
|
674
|
+
return {
|
|
675
|
+
animationState: this.fallbackMap.get(key.techniqueType) ?? AnimationState.ATTACK,
|
|
676
|
+
duration: this.getDurationForIntensity(key.intensity),
|
|
677
|
+
impactFrame: this.getImpactFrameForIntensity(key.intensity),
|
|
678
|
+
recoveryFrames: this.getRecoveryFramesForIntensity(key.intensity),
|
|
679
|
+
priority: AnimationPriority.ATTACK,
|
|
680
|
+
koreanName: "일반 기술",
|
|
681
|
+
englishName: "Generic Technique"
|
|
682
|
+
};
|
|
683
|
+
}
|
|
684
|
+
/**
|
|
685
|
+
* Generate all possible technique combinations
|
|
686
|
+
*
|
|
687
|
+
* **Korean**: 모든 가능한 기술 조합 생성
|
|
688
|
+
*
|
|
689
|
+
* @private
|
|
690
|
+
*/
|
|
691
|
+
generateAllCombinations() {
|
|
692
|
+
if (this.allCombinationsCache) return this.allCombinationsCache;
|
|
693
|
+
const stances = Object.values(TrigramStance);
|
|
694
|
+
const techniqueTypes = [
|
|
695
|
+
"strike",
|
|
696
|
+
"joint",
|
|
697
|
+
"throw",
|
|
698
|
+
"pressure_point"
|
|
699
|
+
];
|
|
700
|
+
const bodyParts = Object.values(BodyPart);
|
|
701
|
+
const intensities = [
|
|
702
|
+
"light",
|
|
703
|
+
"medium",
|
|
704
|
+
"heavy",
|
|
705
|
+
"critical"
|
|
706
|
+
];
|
|
707
|
+
const combinations = [];
|
|
708
|
+
stances.forEach((stance) => {
|
|
709
|
+
techniqueTypes.forEach((techniqueType) => {
|
|
710
|
+
bodyParts.forEach((bodyPart) => {
|
|
711
|
+
intensities.forEach((intensity) => {
|
|
712
|
+
combinations.push({
|
|
713
|
+
stance,
|
|
714
|
+
techniqueType,
|
|
715
|
+
bodyPart,
|
|
716
|
+
intensity
|
|
717
|
+
});
|
|
718
|
+
});
|
|
719
|
+
});
|
|
720
|
+
});
|
|
721
|
+
});
|
|
722
|
+
this.allCombinationsCache = combinations;
|
|
723
|
+
return combinations;
|
|
724
|
+
}
|
|
725
|
+
/**
|
|
726
|
+
* Validate mapping completeness at build time
|
|
727
|
+
*
|
|
728
|
+
* **Korean**: 빌드 시간에 매핑 완전성 검증
|
|
729
|
+
*
|
|
730
|
+
* Reports coverage percentage and lists missing mappings.
|
|
731
|
+
* Expected: 8 stances × 4 technique types × 8 body parts × 4 intensities = 1024 combinations
|
|
732
|
+
*
|
|
733
|
+
* @returns Validation result with coverage and missing mappings
|
|
734
|
+
*
|
|
735
|
+
* @public
|
|
736
|
+
* @korean 완전성검증
|
|
737
|
+
*/
|
|
738
|
+
validateCompleteness() {
|
|
739
|
+
const allCombinations = this.generateAllCombinations();
|
|
740
|
+
const missing = [];
|
|
741
|
+
allCombinations.forEach((combo) => {
|
|
742
|
+
const key = this.createLookupKey(combo);
|
|
743
|
+
if (!this.animationMap.has(key)) missing.push(combo);
|
|
744
|
+
});
|
|
745
|
+
const mapped = allCombinations.length - missing.length;
|
|
746
|
+
return {
|
|
747
|
+
coverage: mapped / allCombinations.length * 100,
|
|
748
|
+
total: allCombinations.length,
|
|
749
|
+
mapped,
|
|
750
|
+
missing
|
|
751
|
+
};
|
|
752
|
+
}
|
|
753
|
+
/**
|
|
754
|
+
* Get total number of mapped combinations
|
|
755
|
+
*
|
|
756
|
+
* **Korean**: 매핑된 조합의 총 개수 가져오기
|
|
757
|
+
*
|
|
758
|
+
* @returns Number of mapped combinations
|
|
759
|
+
*
|
|
760
|
+
* @public
|
|
761
|
+
*/
|
|
762
|
+
getMappedCount() {
|
|
763
|
+
return this.animationMap.size;
|
|
764
|
+
}
|
|
765
|
+
};
|
|
766
|
+
new TechniqueAnimationMapper();
|
|
767
|
+
//#endregion
|
|
768
|
+
export { TechniqueAnimationMapper, calculateSpeedModifierForDamage, determineAnimationTypeForTechnique, getAdjustedAnimationDuration, getAnimationNameForType };
|
|
769
|
+
|
|
770
|
+
//# sourceMappingURL=TechniqueAnimationMapper.js.map
|