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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{"version":3,"file":"TechniqueAnimationMapper.js","names":[],"sources":["../../../../src/systems/animation/core/TechniqueAnimationMapper.ts"],"sourcesContent":["/**\n * Technique Animation Mapper\n *\n * Maps 70 Korean techniques to appropriate attack animation types.\n * Implements the technique-to-animation link system for authentic martial arts animations.\n *\n * @module systems/animation/TechniqueAnimationMapper\n * @category Animation System\n * @korean 기술애니메이션매퍼\n */\n\nimport { AttackAnimationType } from \"@/types/skeletal\";\nimport { ATTACK_ANIMATIONS } from \"../catalogs/AttackAnimations\";\n\n/**\n * Maps AttackAnimationType to existing skeletal animation names\n *\n * Links the new enum-based system to existing animation implementation.\n * New animations will be added to AttackAnimations.ts as needed.\n *\n * @korean 애니메이션타입맵\n */\nconst ANIMATION_TYPE_TO_NAME_MAP: Record<AttackAnimationType, string> = {\n // Punch category (주먹 타격) - use existing animations\n [AttackAnimationType.PUNCH_HIGH]: \"jab\", // High punch to head\n [AttackAnimationType.PUNCH_MID]: \"cross\", // Mid-level cross punch\n [AttackAnimationType.PUNCH_LOW]: \"jab\", // Low punch to body (reuse jab for now)\n\n // Kick category (발차기) - use dedicated animations\n [AttackAnimationType.KICK_FRONT]: \"front_kick\", // Front kick (앞차기)\n [AttackAnimationType.KICK_SIDE]: \"side_kick\", // Side kick (옆차기) - NEW dedicated animation\n [AttackAnimationType.KICK_ROUNDHOUSE]: \"roundhouse_kick\", // Roundhouse kick (돌려차기)\n\n // Elbow category (팔꿈치 타격) - use dedicated elbow animations\n [AttackAnimationType.ELBOW_STRIKE]: \"elbow_strike\",\n [AttackAnimationType.ELBOW_UPPERCUT]: \"elbow_uppercut\", // NEW dedicated uppercut animation\n\n // Knee category (무릎 타격) - use dedicated knee animation\n [AttackAnimationType.KNEE_STRIKE]: \"knee_strike\",\n [AttackAnimationType.KNEE_CLINCH]: \"knee_strike\", // Reuse knee strike in clinch position\n\n // Pressure point category (급소 타격) - use precise jab motion\n [AttackAnimationType.PRESSURE_POINT]: \"jab\",\n [AttackAnimationType.PRESSURE_POINT_RAPID]: \"jab\",\n};\n\n/**\n * Get skeletal animation name for an attack animation type\n *\n * @param animationType - Attack animation type enum\n * @returns Name of skeletal animation from ATTACK_ANIMATIONS map\n *\n * @public\n * @korean 애니메이션타입에서이름가져오기\n */\nexport function getAnimationNameForType(\n animationType: AttackAnimationType,\n): string {\n return ANIMATION_TYPE_TO_NAME_MAP[animationType];\n}\n\n/**\n * Check if an animation type has a defined animation\n *\n * @param animationType - Attack animation type enum\n * @returns True if animation exists in ATTACK_ANIMATIONS map\n *\n * @public\n * @korean 애니메이션존재확인\n */\nexport function hasAnimationForType(\n animationType: AttackAnimationType,\n): boolean {\n const animationName = ANIMATION_TYPE_TO_NAME_MAP[animationType];\n return ATTACK_ANIMATIONS.has(animationName);\n}\n\n/**\n * Determines appropriate animation type from technique characteristics\n *\n * Uses technique name, damage type, and keywords to automatically\n * select the best-matching attack animation type.\n *\n * @param techniqueName - English or Korean technique name\n * @param techniqueId - Technique ID\n * @param damageType - Type of damage dealt\n * @returns Best-matching attack animation type\n *\n * @public\n * @korean 기술에서애니메이션타입결정\n */\nexport function determineAnimationTypeForTechnique(\n techniqueName: string,\n techniqueId: string,\n damageType?: string,\n): AttackAnimationType {\n const searchText = `${techniqueName} ${techniqueId}`.toLowerCase();\n\n // Pressure point / precise strikes (급소)\n if (\n searchText.includes(\"pressure\") ||\n searchText.includes(\"precise\") ||\n searchText.includes(\"nerve\") ||\n searchText.includes(\"vital\") ||\n searchText.includes(\"급소\") ||\n searchText.includes(\"신경\") ||\n damageType === \"nerve\" ||\n damageType === \"pressure\"\n ) {\n // Check for rapid/multi-hit variants\n if (\n searchText.includes(\"rapid\") ||\n searchText.includes(\"multiple\") ||\n searchText.includes(\"연속\")\n ) {\n return AttackAnimationType.PRESSURE_POINT_RAPID;\n }\n return AttackAnimationType.PRESSURE_POINT;\n }\n\n // Kicks (차기)\n if (\n searchText.includes(\"kick\") ||\n searchText.includes(\"차기\") ||\n searchText.includes(\"발\")\n ) {\n if (\n searchText.includes(\"roundhouse\") ||\n searchText.includes(\"round\") ||\n searchText.includes(\"돌려\") ||\n searchText.includes(\"회전\")\n ) {\n return AttackAnimationType.KICK_ROUNDHOUSE;\n }\n if (\n searchText.includes(\"side\") ||\n searchText.includes(\"옆\") ||\n searchText.includes(\"측면\")\n ) {\n return AttackAnimationType.KICK_SIDE;\n }\n // Default to front kick\n return AttackAnimationType.KICK_FRONT;\n }\n\n // Elbow strikes (팔꿈치)\n if (\n searchText.includes(\"elbow\") ||\n searchText.includes(\"팔꿈치\") ||\n searchText.includes(\"팔굽\")\n ) {\n if (\n searchText.includes(\"uppercut\") ||\n searchText.includes(\"올려\") ||\n searchText.includes(\"치켜\")\n ) {\n return AttackAnimationType.ELBOW_UPPERCUT;\n }\n return AttackAnimationType.ELBOW_STRIKE;\n }\n\n // Knee strikes (무릎)\n if (\n searchText.includes(\"knee\") ||\n searchText.includes(\"무릎\") ||\n searchText.includes(\"슬\")\n ) {\n if (\n searchText.includes(\"clinch\") ||\n searchText.includes(\"grab\") ||\n searchText.includes(\"잡고\")\n ) {\n return AttackAnimationType.KNEE_CLINCH;\n }\n return AttackAnimationType.KNEE_STRIKE;\n }\n\n // Punches (주먹) - check target height\n if (\n searchText.includes(\"punch\") ||\n searchText.includes(\"strike\") ||\n searchText.includes(\"주먹\") ||\n searchText.includes(\"권\") ||\n searchText.includes(\"격\")\n ) {\n // High attacks (head level)\n if (\n searchText.includes(\"head\") ||\n searchText.includes(\"high\") ||\n searchText.includes(\"temple\") ||\n searchText.includes(\"jaw\") ||\n searchText.includes(\"머리\") ||\n searchText.includes(\"관자\") ||\n searchText.includes(\"턱\")\n ) {\n return AttackAnimationType.PUNCH_HIGH;\n }\n // Low attacks (body level)\n if (\n searchText.includes(\"low\") ||\n searchText.includes(\"body\") ||\n searchText.includes(\"ribs\") ||\n searchText.includes(\"아래\") ||\n searchText.includes(\"복부\") ||\n searchText.includes(\"늑골\")\n ) {\n return AttackAnimationType.PUNCH_LOW;\n }\n // Default to mid-level punch\n return AttackAnimationType.PUNCH_MID;\n }\n\n // Default: mid-level punch for any unmatched technique\n return AttackAnimationType.PUNCH_MID;\n}\n\n/**\n * Calculates animation speed modifier based on technique power level\n *\n * Implements the rule:\n * - Light techniques (damage <20): 1.2x speed\n * - Normal techniques (damage 20-35): 1.0x speed\n * - Heavy techniques (damage >35): 0.8x speed\n *\n * @param damage - Base damage of the technique\n * @returns Speed modifier (0.8 - 1.2)\n *\n * @public\n * @korean 기술위력에서속도배율계산\n */\nexport function calculateSpeedModifierForDamage(damage: number): number {\n if (damage < 20) {\n return 1.2; // Light, fast techniques\n } else if (damage > 35) {\n return 0.8; // Heavy, powerful techniques\n }\n return 1.0; // Normal speed\n}\n\n/**\n * Get animation duration adjusted by speed modifier\n *\n * @param baseAnimationName - Name of base animation\n * @param speedModifier - Speed multiplier (0.8 - 1.2)\n * @returns Adjusted duration in milliseconds\n *\n * @public\n * @korean 조정된애니메이션지속시간\n */\nexport function getAdjustedAnimationDuration(\n baseAnimationName: string,\n speedModifier: number,\n): number {\n const animation = ATTACK_ANIMATIONS.get(baseAnimationName);\n if (!animation) {\n console.warn(\"Animation not found:\", baseAnimationName);\n return 200; // Default 200ms for missing animations\n }\n\n // Convert seconds to milliseconds and apply speed modifier\n const baseDurationMs = animation.duration * 1000;\n return Math.round(baseDurationMs / speedModifier);\n}\n\n/**\n * Comprehensive Technique Animation Mapping System\n *\n * **Korean**: 포괄적 기술 애니메이션 매핑 시스템\n *\n * Maps all 1024 technique configuration combinations\n * (8 stances × 4 technique types × 8 body parts × 4 intensities)\n * to appropriate animations with O(1) lookup performance.\n *\n * ## Architecture\n *\n * - **Primary Map**: Exact stance-type-part-intensity combinations\n * - **Fallback System**: 3-tier graceful degradation\n * 1. Exact match\n * 2. Intensity-agnostic match (same stance/type/part, medium intensity)\n * 3. Technique type generic (fallback to base technique animation)\n *\n * ## Korean Martial Arts Integration\n *\n * Each trigram stance influences animation selection:\n * - **☰ 건 (Geon)**: Direct, forceful animations\n * - **☱ 태 (Tae)**: Fluid, flowing animations\n * - **☲ 리 (Li)**: Precise, rapid animations\n * - **☳ 진 (Jin)**: Explosive, shocking animations\n * - **☴ 손 (Son)**: Continuous, pressuring animations\n * - **☵ 감 (Gam)**: Adaptive, countering animations\n * - **☶ 간 (Gan)**: Defensive, immovable animations\n * - **☷ 곤 (Gon)**: Grounding, takedown animations\n *\n * @module systems/animation/TechniqueAnimationMapper\n * @category Animation System\n * @korean 기술애니메이션매퍼\n */\n\nimport { TrigramStance } from \"@/types\";\nimport { BodyPart } from \"../../bodypart/types\";\nimport {\n AnimationPriority,\n AnimationState,\n MappingValidationResult,\n TechniqueAnimation,\n TechniqueAnimationKey,\n TechniqueIntensity,\n TechniqueTypeCategory,\n} from \"./types\";\n\n/**\n * Body part Korean terminology for animation names\n *\n * **Korean**: 신체 부위 한글 용어\n */\nconst BODY_PART_KOREAN: Record<string, string> = {\n [BodyPart.HEAD]: \"두부\",\n [BodyPart.NECK]: \"경부\",\n [BodyPart.TORSO_UPPER]: \"상체\",\n [BodyPart.TORSO_LOWER]: \"하체\",\n [BodyPart.ARM_LEFT]: \"좌팔\",\n [BodyPart.ARM_RIGHT]: \"우팔\",\n [BodyPart.LEG_LEFT]: \"좌각\",\n [BodyPart.LEG_RIGHT]: \"우각\",\n};\n\n/**\n * Body part English terminology for animation names\n */\nconst BODY_PART_ENGLISH: Record<string, string> = {\n [BodyPart.HEAD]: \"Head\",\n [BodyPart.NECK]: \"Neck\",\n [BodyPart.TORSO_UPPER]: \"Upper Torso\",\n [BodyPart.TORSO_LOWER]: \"Lower Torso\",\n [BodyPart.ARM_LEFT]: \"Left Arm\",\n [BodyPart.ARM_RIGHT]: \"Right Arm\",\n [BodyPart.LEG_LEFT]: \"Left Leg\",\n [BodyPart.LEG_RIGHT]: \"Right Leg\",\n};\n\n/**\n * Technique type Korean terminology\n *\n * **Korean**: 기술 유형 한글 용어\n */\nconst TECHNIQUE_TYPE_KOREAN: Record<TechniqueTypeCategory, string> = {\n strike: \"타격\",\n joint: \"관절\",\n throw: \"던지기\",\n pressure_point: \"급소\",\n};\n\n/**\n * Technique type English terminology\n */\nconst TECHNIQUE_TYPE_ENGLISH: Record<TechniqueTypeCategory, string> = {\n strike: \"Strike\",\n joint: \"Joint Lock\",\n throw: \"Throw\",\n pressure_point: \"Pressure Point\",\n};\n\n/**\n * Stance Korean names\n */\nconst STANCE_KOREAN: Record<string, string> = {\n [TrigramStance.GEON]: \"건괘\",\n [TrigramStance.TAE]: \"태괘\",\n [TrigramStance.LI]: \"리괘\",\n [TrigramStance.JIN]: \"진괘\",\n [TrigramStance.SON]: \"손괘\",\n [TrigramStance.GAM]: \"감괘\",\n [TrigramStance.GAN]: \"간괘\",\n [TrigramStance.GON]: \"곤괘\",\n};\n\n/**\n * Stance English names\n */\nconst STANCE_ENGLISH: Record<string, string> = {\n [TrigramStance.GEON]: \"Heaven\",\n [TrigramStance.TAE]: \"Lake\",\n [TrigramStance.LI]: \"Fire\",\n [TrigramStance.JIN]: \"Thunder\",\n [TrigramStance.SON]: \"Wind\",\n [TrigramStance.GAM]: \"Water\",\n [TrigramStance.GAN]: \"Mountain\",\n [TrigramStance.GON]: \"Earth\",\n};\n\n/**\n * Stance Animation Characteristics Configuration\n *\n * **Korean**: 자세 애니메이션 특성 설정\n *\n * Data-driven configuration for each stance's animation modifiers,\n * eliminating code duplication across stance mapping methods.\n *\n * @internal\n */\ninterface StanceAnimationConfig {\n /** Base duration multiplier (1.0 = normal) */\n readonly durationMultiplier: number;\n /** Impact frame offset from base */\n readonly impactFrameOffset: number;\n /** Recovery frames offset from base */\n readonly recoveryFrameOffset: number;\n /** Technique-specific overrides (optional) */\n readonly techniqueOverrides?: Partial<\n Record<\n TechniqueTypeCategory,\n {\n durationMultiplier?: number;\n impactFrameOffset?: number;\n recoveryFrameOffset?: number;\n }\n >\n >;\n}\n\n/**\n * Stance animation characteristics by trigram\n *\n * **Korean**: 팔괘 자세별 애니메이션 특성\n *\n * Each stance has unique timing characteristics reflecting its philosophy:\n * - ☰ 건 (Geon/Heaven): Direct, powerful - standard timing with technique variations\n * - ☱ 태 (Tae/Lake): Fluid, flowing - faster recovery\n * - ☲ 리 (Li/Fire): Precise, rapid - fastest overall\n * - ☳ 진 (Jin/Thunder): Explosive - fast attack, longer recovery\n * - ☴ 손 (Son/Wind): Continuous - slightly fast, mobile\n * - ☵ 감 (Gam/Water): Adaptive - slightly slower, standard recovery\n * - ☶ 간 (Gan/Mountain): Defensive - slowest, longest recovery\n * - ☷ 곤 (Gon/Earth): Grounding - standard with throw specialization\n */\nconst STANCE_ANIMATION_CONFIG: Record<TrigramStance, StanceAnimationConfig> = {\n [TrigramStance.GEON]: {\n durationMultiplier: 1.0,\n impactFrameOffset: 0,\n recoveryFrameOffset: 0,\n techniqueOverrides: {\n joint: { durationMultiplier: 1.2 },\n throw: {\n durationMultiplier: 1.5,\n impactFrameOffset: 4,\n recoveryFrameOffset: 5,\n },\n pressure_point: {\n durationMultiplier: 0.8,\n impactFrameOffset: -2,\n },\n },\n },\n [TrigramStance.TAE]: {\n durationMultiplier: 1.0,\n impactFrameOffset: 0,\n recoveryFrameOffset: -2,\n techniqueOverrides: {\n joint: { durationMultiplier: 1.3 },\n },\n },\n [TrigramStance.LI]: {\n durationMultiplier: 0.85,\n impactFrameOffset: -1,\n recoveryFrameOffset: -3,\n },\n [TrigramStance.JIN]: {\n durationMultiplier: 0.9,\n impactFrameOffset: 0,\n recoveryFrameOffset: 2,\n },\n [TrigramStance.SON]: {\n durationMultiplier: 0.95,\n impactFrameOffset: 0,\n recoveryFrameOffset: -1,\n },\n [TrigramStance.GAM]: {\n durationMultiplier: 1.1,\n impactFrameOffset: 1,\n recoveryFrameOffset: 0,\n },\n [TrigramStance.GAN]: {\n durationMultiplier: 1.2,\n impactFrameOffset: 2,\n recoveryFrameOffset: 3,\n },\n [TrigramStance.GON]: {\n durationMultiplier: 1.0,\n impactFrameOffset: 0,\n recoveryFrameOffset: 0,\n techniqueOverrides: {\n throw: {\n durationMultiplier: 1.6,\n impactFrameOffset: 3,\n recoveryFrameOffset: 4,\n },\n },\n },\n};\n\n/**\n * Comprehensive Technique Animation Mapper Class\n *\n * **Korean**: 기술 애니메이션 매퍼 클래스\n *\n * Provides O(1) lookup for all 1024 technique-stance combinations\n * with intelligent fallback system and build-time validation.\n *\n * @class\n * @public\n */\nexport class TechniqueAnimationMapper {\n /** Primary animation mapping table */\n private readonly animationMap: Map<string, TechniqueAnimation>;\n\n /** Fallback animations by technique type */\n private readonly fallbackMap: Map<TechniqueTypeCategory, AnimationState>;\n\n /** Cache for generated combinations (validation) */\n private allCombinationsCache?: readonly TechniqueAnimationKey[];\n\n constructor() {\n this.animationMap = new Map();\n this.fallbackMap = this.initializeFallbacks();\n this.initializeCompleteMapping();\n }\n\n /**\n * Get animation for specific technique\n *\n * **Korean**: 특정 기술의 애니메이션 가져오기\n *\n * Uses 3-tier lookup strategy:\n * 1. Exact match (stance + type + part + intensity)\n * 2. Intensity-agnostic (stance + type + part + medium intensity)\n * 3. Technique type fallback (generic animation for technique type)\n *\n * @param key - Technique animation key\n * @returns Technique animation configuration\n *\n * @public\n * @korean 애니메이션가져오기\n */\n public getAnimation(key: TechniqueAnimationKey): TechniqueAnimation {\n // Try exact match first\n const lookupKey = this.createLookupKey(key);\n const exactMatch = this.animationMap.get(lookupKey);\n if (exactMatch) {\n return exactMatch;\n }\n\n // Fallback: Try without intensity (use medium)\n const genericKey = this.createLookupKey({\n ...key,\n intensity: \"medium\",\n });\n const genericMatch = this.animationMap.get(genericKey);\n if (genericMatch) {\n return this.adjustForIntensity(genericMatch, key.intensity);\n }\n\n // Final fallback: Use technique type generic animation\n return this.getFallbackAnimation(key);\n }\n\n /**\n * Create composite lookup key from technique animation key\n *\n * **Korean**: 복합 조회 키 생성\n *\n * Format: \"stance-type-part-intensity\"\n * Example: \"geon-strike-head-heavy\"\n *\n * @param key - Technique animation key\n * @returns Composite lookup string\n *\n * @private\n */\n private createLookupKey(key: TechniqueAnimationKey): string {\n return `${key.stance}-${key.techniqueType}-${key.bodyPart}-${key.intensity}`;\n }\n\n /**\n * Initialize fallback animations by technique type\n *\n * **Korean**: 기술 유형별 대체 애니메이션 초기화\n *\n * @private\n */\n private initializeFallbacks(): Map<TechniqueTypeCategory, AnimationState> {\n return new Map([\n [\"strike\", AnimationState.ATTACK],\n [\"joint\", AnimationState.ATTACK],\n [\"throw\", AnimationState.ATTACK],\n [\"pressure_point\", AnimationState.ATTACK],\n ]);\n }\n\n /**\n * Initialize complete mapping table\n *\n * **Korean**: 전체 매핑 테이블 초기화\n *\n * Maps all 1024 combinations organized by:\n * - 8 stances\n * - 4 technique types\n * - 8 body parts\n * - 4 intensity levels\n *\n * Uses data-driven STANCE_ANIMATION_CONFIG to eliminate code duplication.\n *\n * @private\n */\n private initializeCompleteMapping(): void {\n const bodyParts = Object.values(BodyPart);\n const intensities: TechniqueIntensity[] = [\n \"light\",\n \"medium\",\n \"heavy\",\n \"critical\",\n ];\n const techniqueTypes: TechniqueTypeCategory[] = [\n \"strike\",\n \"joint\",\n \"throw\",\n \"pressure_point\",\n ];\n\n // Map all 8 trigram stances using configuration\n Object.values(TrigramStance).forEach((stance) => {\n const config = STANCE_ANIMATION_CONFIG[stance];\n\n bodyParts.forEach((bodyPart) => {\n intensities.forEach((intensity) => {\n techniqueTypes.forEach((techniqueType) => {\n // Get base values with technique-specific overrides\n const override = config.techniqueOverrides?.[techniqueType];\n const durationMult =\n override?.durationMultiplier ?? config.durationMultiplier;\n const impactOffset =\n override?.impactFrameOffset ?? config.impactFrameOffset;\n const recoveryOffset =\n override?.recoveryFrameOffset ?? config.recoveryFrameOffset;\n\n this.mapTechnique(\n { stance, techniqueType, bodyPart, intensity },\n {\n animationState: AnimationState.ATTACK,\n duration:\n this.getDurationForIntensity(intensity) * durationMult,\n impactFrame:\n this.getImpactFrameForIntensity(intensity) + impactOffset,\n recoveryFrames:\n this.getRecoveryFramesForIntensity(intensity) +\n recoveryOffset,\n priority: AnimationPriority.ATTACK,\n koreanName: this.generateKoreanName(\n stance,\n techniqueType,\n bodyPart,\n intensity,\n ),\n englishName: this.generateEnglishName(\n stance,\n techniqueType,\n bodyPart,\n intensity,\n ),\n },\n );\n });\n });\n });\n });\n }\n /**\n * Add single technique mapping to the map with automatic rotation calculation\n *\n * **Korean**: 단일 기술 매핑 추가\n *\n * @private\n */\n private mapTechnique(\n key: TechniqueAnimationKey,\n animation: TechniqueAnimation,\n ): void {\n // Calculate rotation properties if not provided\n const torsoRotation =\n animation.torsoRotation ??\n this.getTorsoRotationForStanceTechnique(key.stance, key.techniqueType);\n const hipEngagement =\n animation.hipEngagement ??\n this.getHipEngagementForStanceTechnique(\n key.stance,\n key.techniqueType,\n key.intensity,\n );\n const powerModifier =\n animation.powerModifier ??\n this.calculatePowerModifier(hipEngagement, key.techniqueType);\n\n // Create complete animation with rotation properties\n const completeAnimation: TechniqueAnimation = {\n ...animation,\n torsoRotation,\n hipEngagement,\n powerModifier,\n };\n\n const lookupKey = this.createLookupKey(key);\n this.animationMap.set(lookupKey, completeAnimation);\n }\n\n /**\n * Get duration based on intensity level\n *\n * **Korean**: 강도 레벨에 따른 지속시간 가져오기\n *\n * @private\n */\n private getDurationForIntensity(intensity: TechniqueIntensity): number {\n const baseDuration = 0.6; // 600ms base\n switch (intensity) {\n case \"light\":\n return baseDuration * 0.7; // 420ms\n case \"medium\":\n return baseDuration; // 600ms\n case \"heavy\":\n return baseDuration * 1.3; // 780ms\n case \"critical\":\n return baseDuration * 1.6; // 960ms\n }\n }\n\n /**\n * Get impact frame based on intensity level\n *\n * **Korean**: 강도 레벨에 따른 충격 프레임 가져오기\n *\n * @private\n */\n private getImpactFrameForIntensity(intensity: TechniqueIntensity): number {\n switch (intensity) {\n case \"light\":\n return 8; // Frame 8 at 60fps\n case \"medium\":\n return 10; // Frame 10\n case \"heavy\":\n return 14; // Frame 14\n case \"critical\":\n return 18; // Frame 18\n }\n }\n\n /**\n * Get recovery frames based on intensity level\n *\n * **Korean**: 강도 레벨에 따른 회복 프레임 가져오기\n *\n * @private\n */\n private getRecoveryFramesForIntensity(intensity: TechniqueIntensity): number {\n switch (intensity) {\n case \"light\":\n return 8; // 8 frames recovery\n case \"medium\":\n return 12; // 12 frames recovery\n case \"heavy\":\n return 18; // 18 frames recovery\n case \"critical\":\n return 24; // 24 frames recovery\n }\n }\n\n /**\n * Calculate torso rotation for stance-technique combination\n *\n * **Korean**: 자세-기술 조합의 허리 회전 계산\n *\n * Returns rotation in radians (-π/2 to π/2)\n *\n * @private\n */\n private getTorsoRotationForStanceTechnique(\n stance: string,\n techniqueType: TechniqueTypeCategory,\n ): number {\n // Stance-specific base rotations (in radians)\n const stanceRotations: Record<string, number> = {\n [TrigramStance.GEON]: Math.PI / 6, // 30° - Direct, moderate rotation\n [TrigramStance.TAE]: Math.PI / 18, // 10° - Minimal rotation, fluid\n [TrigramStance.LI]: Math.PI / 9, // 20° - Quick snap rotation\n [TrigramStance.JIN]: Math.PI / 4, // 45° - Wide explosive rotation\n [TrigramStance.SON]: Math.PI / 12, // 15° - Continuous adaptive flow\n [TrigramStance.GAM]: Math.PI / 8, // 22.5° - Circular wave motion\n [TrigramStance.GAN]: Math.PI / 36, // 5° - Stable, minimal rotation\n [TrigramStance.GON]: Math.PI / 3, // 60° - Deep grounded rotation\n };\n\n const baseRotation = stanceRotations[stance] ?? 0;\n\n // Technique type modifiers\n const techniqueMultipliers: Record<TechniqueTypeCategory, number> = {\n strike: 1.2, // 20% more rotation for strikes\n joint: 0.7, // 30% less for joint locks\n throw: 1.5, // 50% more for throws\n pressure_point: 0.8, // 20% less for precision strikes\n };\n\n const multiplier = techniqueMultipliers[techniqueType] ?? 1.0;\n return Math.min(Math.PI / 2, baseRotation * multiplier); // Clamp to ±90°\n }\n\n /**\n * Calculate hip engagement for stance-technique combination\n *\n * **Korean**: 자세-기술 조합의 골반 참여도 계산\n *\n * Returns engagement factor (0-1)\n *\n * @private\n */\n private getHipEngagementForStanceTechnique(\n stance: string,\n techniqueType: TechniqueTypeCategory,\n intensity: TechniqueIntensity,\n ): number {\n // Stance-specific base hip engagement\n const stanceEngagement: Record<string, number> = {\n [TrigramStance.GEON]: 0.9, // High engagement - direct force\n [TrigramStance.TAE]: 0.5, // Moderate - fluid movement\n [TrigramStance.LI]: 0.7, // Good - rapid techniques\n [TrigramStance.JIN]: 1.0, // Maximum - explosive power\n [TrigramStance.SON]: 0.6, // Moderate - continuous pressure\n [TrigramStance.GAM]: 0.7, // Good - adaptive flow\n [TrigramStance.GAN]: 0.3, // Low - stable defensive\n [TrigramStance.GON]: 0.95, // Very high - grounding techniques\n };\n\n const baseEngagement = stanceEngagement[stance] ?? 0.6;\n\n // Technique type modifiers\n const techniqueMultipliers: Record<TechniqueTypeCategory, number> = {\n strike: 1.0, // Full engagement for strikes\n joint: 0.6, // Lower for joint manipulation\n throw: 1.1, // Highest for throws\n pressure_point: 0.7, // Moderate for precision\n };\n\n // Intensity modifiers\n const intensityMultipliers: Record<TechniqueIntensity, number> = {\n light: 0.7,\n medium: 0.9,\n heavy: 1.0,\n critical: 1.1,\n };\n\n const engagement =\n baseEngagement *\n techniqueMultipliers[techniqueType] *\n intensityMultipliers[intensity];\n\n return Math.min(1.0, Math.max(0.0, engagement)); // Clamp to 0-1\n }\n\n /**\n * Calculate power modifier from hip engagement\n *\n * **Korean**: 골반 참여도로부터 파워 배율 계산\n *\n * Based on PR #1132 calculateHipRotationPowerModifier system\n *\n * @private\n */\n private calculatePowerModifier(\n hipEngagement: number,\n techniqueType: TechniqueTypeCategory,\n ): number {\n // Base power curve: 1.0 + (engagement * maxBonus)\n const maxBonusByType: Record<TechniqueTypeCategory, number> = {\n strike: 0.3, // 30% max bonus for strikes\n joint: 0.1, // 10% for joint locks\n throw: 0.2, // 20% for throws\n pressure_point: 0.25, // 25% for pressure points\n };\n\n const maxBonus = maxBonusByType[techniqueType] ?? 0.2;\n return 1.0 + hipEngagement * maxBonus;\n }\n\n /**\n * Generate Korean technique name\n *\n * **Korean**: 한글 기술 이름 생성\n *\n * Format: \"스탠스 신체부위 강도 기술유형\"\n * Example: \"건괘 두부 강 타격\"\n *\n * @private\n */\n private generateKoreanName(\n stance: string,\n techniqueType: TechniqueTypeCategory,\n bodyPart: string,\n intensity: TechniqueIntensity,\n ): string {\n const stanceName = STANCE_KOREAN[stance] ?? stance;\n const bodyPartName = BODY_PART_KOREAN[bodyPart] ?? bodyPart;\n const techniqueName = TECHNIQUE_TYPE_KOREAN[techniqueType] ?? techniqueType;\n const intensityName = this.getIntensityKorean(intensity);\n\n return `${stanceName} ${bodyPartName} ${intensityName} ${techniqueName}`;\n }\n\n /**\n * Generate English technique name\n *\n * Format: \"Stance BodyPart Intensity TechniqueType\"\n * Example: \"Heaven Head Heavy Strike\"\n *\n * @private\n */\n private generateEnglishName(\n stance: string,\n techniqueType: TechniqueTypeCategory,\n bodyPart: string,\n intensity: TechniqueIntensity,\n ): string {\n const stanceName = STANCE_ENGLISH[stance] ?? stance;\n const bodyPartName = BODY_PART_ENGLISH[bodyPart] ?? bodyPart;\n const techniqueName =\n TECHNIQUE_TYPE_ENGLISH[techniqueType] ?? techniqueType;\n const intensityName =\n intensity.charAt(0).toUpperCase() + intensity.slice(1);\n\n return `${stanceName} ${bodyPartName} ${intensityName} ${techniqueName}`;\n }\n\n /**\n * Get Korean intensity name\n *\n * @private\n */\n private getIntensityKorean(intensity: TechniqueIntensity): string {\n switch (intensity) {\n case \"light\":\n return \"경\";\n case \"medium\":\n return \"중\";\n case \"heavy\":\n return \"강\";\n case \"critical\":\n return \"극\";\n }\n }\n\n /**\n * Adjust animation for different intensity\n *\n * **Korean**: 강도에 따른 애니메이션 조정\n *\n * @private\n */\n private adjustForIntensity(\n animation: TechniqueAnimation,\n intensity: TechniqueIntensity,\n ): TechniqueAnimation {\n const durationMultiplier =\n this.getDurationMultiplierForIntensity(intensity);\n\n return {\n ...animation,\n duration: animation.duration * durationMultiplier,\n impactFrame: Math.round(animation.impactFrame * durationMultiplier),\n recoveryFrames: Math.round(animation.recoveryFrames * durationMultiplier),\n };\n }\n\n /**\n * Get duration multiplier for intensity\n *\n * @private\n */\n private getDurationMultiplierForIntensity(\n intensity: TechniqueIntensity,\n ): number {\n switch (intensity) {\n case \"light\":\n return 0.7;\n case \"medium\":\n return 1.0;\n case \"heavy\":\n return 1.3;\n case \"critical\":\n return 1.6;\n }\n }\n\n /**\n * Get fallback animation when no exact match\n *\n * **Korean**: 일치하는 항목이 없을 때 대체 애니메이션 가져오기\n *\n * @private\n */\n private getFallbackAnimation(key: TechniqueAnimationKey): TechniqueAnimation {\n const fallbackState =\n this.fallbackMap.get(key.techniqueType) ?? AnimationState.ATTACK;\n\n return {\n animationState: fallbackState,\n duration: this.getDurationForIntensity(key.intensity),\n impactFrame: this.getImpactFrameForIntensity(key.intensity),\n recoveryFrames: this.getRecoveryFramesForIntensity(key.intensity),\n priority: AnimationPriority.ATTACK,\n koreanName: \"일반 기술\",\n englishName: \"Generic Technique\",\n };\n }\n\n /**\n * Generate all possible technique combinations\n *\n * **Korean**: 모든 가능한 기술 조합 생성\n *\n * @private\n */\n private generateAllCombinations(): readonly TechniqueAnimationKey[] {\n if (this.allCombinationsCache) {\n return this.allCombinationsCache;\n }\n\n const stances = Object.values(TrigramStance);\n const techniqueTypes: TechniqueTypeCategory[] = [\n \"strike\",\n \"joint\",\n \"throw\",\n \"pressure_point\",\n ];\n const bodyParts = Object.values(BodyPart);\n const intensities: TechniqueIntensity[] = [\n \"light\",\n \"medium\",\n \"heavy\",\n \"critical\",\n ];\n\n const combinations: TechniqueAnimationKey[] = [];\n\n stances.forEach((stance) => {\n techniqueTypes.forEach((techniqueType) => {\n bodyParts.forEach((bodyPart) => {\n intensities.forEach((intensity) => {\n combinations.push({\n stance,\n techniqueType,\n bodyPart,\n intensity,\n });\n });\n });\n });\n });\n\n this.allCombinationsCache = combinations;\n return combinations;\n }\n\n /**\n * Validate mapping completeness at build time\n *\n * **Korean**: 빌드 시간에 매핑 완전성 검증\n *\n * Reports coverage percentage and lists missing mappings.\n * Expected: 8 stances × 4 technique types × 8 body parts × 4 intensities = 1024 combinations\n *\n * @returns Validation result with coverage and missing mappings\n *\n * @public\n * @korean 완전성검증\n */\n public validateCompleteness(): MappingValidationResult {\n const allCombinations = this.generateAllCombinations();\n const missing: TechniqueAnimationKey[] = [];\n\n allCombinations.forEach((combo) => {\n const key = this.createLookupKey(combo);\n if (!this.animationMap.has(key)) {\n missing.push(combo);\n }\n });\n\n const mapped = allCombinations.length - missing.length;\n const coverage = (mapped / allCombinations.length) * 100;\n\n return {\n coverage,\n total: allCombinations.length,\n mapped,\n missing,\n };\n }\n\n /**\n * Get total number of mapped combinations\n *\n * **Korean**: 매핑된 조합의 총 개수 가져오기\n *\n * @returns Number of mapped combinations\n *\n * @public\n */\n public getMappedCount(): number {\n return this.animationMap.size;\n }\n}\n\n/**\n * Singleton instance of TechniqueAnimationMapper\n *\n * **Korean**: 기술 애니메이션 매퍼 싱글톤 인스턴스\n *\n * Use this instance throughout the application for consistent\n * technique animation mapping.\n *\n * @public\n * @korean 싱글톤인스턴스\n */\nexport const techniqueAnimationMapper = new TechniqueAnimationMapper();\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAsBA,IAAM,6BAAkE;EAErE,oBAAoB,aAAa;EACjC,oBAAoB,YAAY;EAChC,oBAAoB,YAAY;EAGhC,oBAAoB,aAAa;EACjC,oBAAoB,YAAY;EAChC,oBAAoB,kBAAkB;EAGtC,oBAAoB,eAAe;EACnC,oBAAoB,iBAAiB;EAGrC,oBAAoB,cAAc;EAClC,oBAAoB,cAAc;EAGlC,oBAAoB,iBAAiB;EACrC,oBAAoB,uBAAuB;CAC7C;;;;;;;;;;AAWD,SAAgB,wBACd,eACQ;AACR,QAAO,2BAA2B;;;;;;;;;;;;;;;;AAiCpC,SAAgB,mCACd,eACA,aACA,YACqB;CACrB,MAAM,aAAa,GAAG,cAAc,GAAG,cAAc,aAAa;AAGlE,KACE,WAAW,SAAS,WAAW,IAC/B,WAAW,SAAS,UAAU,IAC9B,WAAW,SAAS,QAAQ,IAC5B,WAAW,SAAS,QAAQ,IAC5B,WAAW,SAAS,KAAK,IACzB,WAAW,SAAS,KAAK,IACzB,eAAe,WACf,eAAe,YACf;AAEA,MACE,WAAW,SAAS,QAAQ,IAC5B,WAAW,SAAS,WAAW,IAC/B,WAAW,SAAS,KAAK,CAEzB,QAAO,oBAAoB;AAE7B,SAAO,oBAAoB;;AAI7B,KACE,WAAW,SAAS,OAAO,IAC3B,WAAW,SAAS,KAAK,IACzB,WAAW,SAAS,IAAI,EACxB;AACA,MACE,WAAW,SAAS,aAAa,IACjC,WAAW,SAAS,QAAQ,IAC5B,WAAW,SAAS,KAAK,IACzB,WAAW,SAAS,KAAK,CAEzB,QAAO,oBAAoB;AAE7B,MACE,WAAW,SAAS,OAAO,IAC3B,WAAW,SAAS,IAAI,IACxB,WAAW,SAAS,KAAK,CAEzB,QAAO,oBAAoB;AAG7B,SAAO,oBAAoB;;AAI7B,KACE,WAAW,SAAS,QAAQ,IAC5B,WAAW,SAAS,MAAM,IAC1B,WAAW,SAAS,KAAK,EACzB;AACA,MACE,WAAW,SAAS,WAAW,IAC/B,WAAW,SAAS,KAAK,IACzB,WAAW,SAAS,KAAK,CAEzB,QAAO,oBAAoB;AAE7B,SAAO,oBAAoB;;AAI7B,KACE,WAAW,SAAS,OAAO,IAC3B,WAAW,SAAS,KAAK,IACzB,WAAW,SAAS,IAAI,EACxB;AACA,MACE,WAAW,SAAS,SAAS,IAC7B,WAAW,SAAS,OAAO,IAC3B,WAAW,SAAS,KAAK,CAEzB,QAAO,oBAAoB;AAE7B,SAAO,oBAAoB;;AAI7B,KACE,WAAW,SAAS,QAAQ,IAC5B,WAAW,SAAS,SAAS,IAC7B,WAAW,SAAS,KAAK,IACzB,WAAW,SAAS,IAAI,IACxB,WAAW,SAAS,IAAI,EACxB;AAEA,MACE,WAAW,SAAS,OAAO,IAC3B,WAAW,SAAS,OAAO,IAC3B,WAAW,SAAS,SAAS,IAC7B,WAAW,SAAS,MAAM,IAC1B,WAAW,SAAS,KAAK,IACzB,WAAW,SAAS,KAAK,IACzB,WAAW,SAAS,IAAI,CAExB,QAAO,oBAAoB;AAG7B,MACE,WAAW,SAAS,MAAM,IAC1B,WAAW,SAAS,OAAO,IAC3B,WAAW,SAAS,OAAO,IAC3B,WAAW,SAAS,KAAK,IACzB,WAAW,SAAS,KAAK,IACzB,WAAW,SAAS,KAAK,CAEzB,QAAO,oBAAoB;AAG7B,SAAO,oBAAoB;;AAI7B,QAAO,oBAAoB;;;;;;;;;;;;;;;;AAiB7B,SAAgB,gCAAgC,QAAwB;AACtE,KAAI,SAAS,GACX,QAAO;UACE,SAAS,GAClB,QAAO;AAET,QAAO;;;;;;;;;;;;AAaT,SAAgB,6BACd,mBACA,eACQ;CACR,MAAM,YAAY,kBAAkB,IAAI,kBAAkB;AAC1D,KAAI,CAAC,WAAW;AACd,UAAQ,KAAK,wBAAwB,kBAAkB;AACvD,SAAO;;CAIT,MAAM,iBAAiB,UAAU,WAAW;AAC5C,QAAO,KAAK,MAAM,iBAAiB,cAAc;;;;;;;AAsDnD,IAAM,mBAA2C;EAC9C,SAAS,OAAO;EAChB,SAAS,OAAO;EAChB,SAAS,cAAc;EACvB,SAAS,cAAc;EACvB,SAAS,WAAW;EACpB,SAAS,YAAY;EACrB,SAAS,WAAW;EACpB,SAAS,YAAY;CACvB;;;;AAKD,IAAM,oBAA4C;EAC/C,SAAS,OAAO;EAChB,SAAS,OAAO;EAChB,SAAS,cAAc;EACvB,SAAS,cAAc;EACvB,SAAS,WAAW;EACpB,SAAS,YAAY;EACrB,SAAS,WAAW;EACpB,SAAS,YAAY;CACvB;;;;;;AAOD,IAAM,wBAA+D;CACnE,QAAQ;CACR,OAAO;CACP,OAAO;CACP,gBAAgB;CACjB;;;;AAKD,IAAM,yBAAgE;CACpE,QAAQ;CACR,OAAO;CACP,OAAO;CACP,gBAAgB;CACjB;;;;AAKD,IAAM,gBAAwC;EAC3C,cAAc,OAAO;EACrB,cAAc,MAAM;EACpB,cAAc,KAAK;EACnB,cAAc,MAAM;EACpB,cAAc,MAAM;EACpB,cAAc,MAAM;EACpB,cAAc,MAAM;EACpB,cAAc,MAAM;CACtB;;;;AAKD,IAAM,iBAAyC;EAC5C,cAAc,OAAO;EACrB,cAAc,MAAM;EACpB,cAAc,KAAK;EACnB,cAAc,MAAM;EACpB,cAAc,MAAM;EACpB,cAAc,MAAM;EACpB,cAAc,MAAM;EACpB,cAAc,MAAM;CACtB;;;;;;;;;;;;;;;;AA+CD,IAAM,0BAAwE;EAC3E,cAAc,OAAO;EACpB,oBAAoB;EACpB,mBAAmB;EACnB,qBAAqB;EACrB,oBAAoB;GAClB,OAAO,EAAE,oBAAoB,KAAK;GAClC,OAAO;IACL,oBAAoB;IACpB,mBAAmB;IACnB,qBAAqB;IACtB;GACD,gBAAgB;IACd,oBAAoB;IACpB,mBAAmB;IACpB;GACF;EACF;EACA,cAAc,MAAM;EACnB,oBAAoB;EACpB,mBAAmB;EACnB,qBAAqB;EACrB,oBAAoB,EAClB,OAAO,EAAE,oBAAoB,KAAK,EACnC;EACF;EACA,cAAc,KAAK;EAClB,oBAAoB;EACpB,mBAAmB;EACnB,qBAAqB;EACtB;EACA,cAAc,MAAM;EACnB,oBAAoB;EACpB,mBAAmB;EACnB,qBAAqB;EACtB;EACA,cAAc,MAAM;EACnB,oBAAoB;EACpB,mBAAmB;EACnB,qBAAqB;EACtB;EACA,cAAc,MAAM;EACnB,oBAAoB;EACpB,mBAAmB;EACnB,qBAAqB;EACtB;EACA,cAAc,MAAM;EACnB,oBAAoB;EACpB,mBAAmB;EACnB,qBAAqB;EACtB;EACA,cAAc,MAAM;EACnB,oBAAoB;EACpB,mBAAmB;EACnB,qBAAqB;EACrB,oBAAoB,EAClB,OAAO;GACL,oBAAoB;GACpB,mBAAmB;GACnB,qBAAqB;GACtB,EACF;EACF;CACF;;;;;;;;;;;;AAaD,IAAa,2BAAb,MAAsC;;CAEpC;;CAGA;;CAGA;CAEA,cAAc;AACZ,OAAK,+BAAe,IAAI,KAAK;AAC7B,OAAK,cAAc,KAAK,qBAAqB;AAC7C,OAAK,2BAA2B;;;;;;;;;;;;;;;;;;CAmBlC,aAAoB,KAAgD;EAElE,MAAM,YAAY,KAAK,gBAAgB,IAAI;EAC3C,MAAM,aAAa,KAAK,aAAa,IAAI,UAAU;AACnD,MAAI,WACF,QAAO;EAIT,MAAM,aAAa,KAAK,gBAAgB;GACtC,GAAG;GACH,WAAW;GACZ,CAAC;EACF,MAAM,eAAe,KAAK,aAAa,IAAI,WAAW;AACtD,MAAI,aACF,QAAO,KAAK,mBAAmB,cAAc,IAAI,UAAU;AAI7D,SAAO,KAAK,qBAAqB,IAAI;;;;;;;;;;;;;;;CAgBvC,gBAAwB,KAAoC;AAC1D,SAAO,GAAG,IAAI,OAAO,GAAG,IAAI,cAAc,GAAG,IAAI,SAAS,GAAG,IAAI;;;;;;;;;CAUnE,sBAA0E;AACxE,SAAO,IAAI,IAAI;GACb,CAAC,UAAU,eAAe,OAAO;GACjC,CAAC,SAAS,eAAe,OAAO;GAChC,CAAC,SAAS,eAAe,OAAO;GAChC,CAAC,kBAAkB,eAAe,OAAO;GAC1C,CAAC;;;;;;;;;;;;;;;;;CAkBJ,4BAA0C;EACxC,MAAM,YAAY,OAAO,OAAO,SAAS;EACzC,MAAM,cAAoC;GACxC;GACA;GACA;GACA;GACD;EACD,MAAM,iBAA0C;GAC9C;GACA;GACA;GACA;GACD;AAGD,SAAO,OAAO,cAAc,CAAC,SAAS,WAAW;GAC/C,MAAM,SAAS,wBAAwB;AAEvC,aAAU,SAAS,aAAa;AAC9B,gBAAY,SAAS,cAAc;AACjC,oBAAe,SAAS,kBAAkB;MAExC,MAAM,WAAW,OAAO,qBAAqB;MAC7C,MAAM,eACJ,UAAU,sBAAsB,OAAO;MACzC,MAAM,eACJ,UAAU,qBAAqB,OAAO;MACxC,MAAM,iBACJ,UAAU,uBAAuB,OAAO;AAE1C,WAAK,aACH;OAAE;OAAQ;OAAe;OAAU;OAAW,EAC9C;OACE,gBAAgB,eAAe;OAC/B,UACE,KAAK,wBAAwB,UAAU,GAAG;OAC5C,aACE,KAAK,2BAA2B,UAAU,GAAG;OAC/C,gBACE,KAAK,8BAA8B,UAAU,GAC7C;OACF,UAAU,kBAAkB;OAC5B,YAAY,KAAK,mBACf,QACA,eACA,UACA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/**
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* Technique Animation Mapping
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*
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* Maps technique IDs directly to animation types for reliable lookup.
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* This file is the source of truth for technique-to-animation relationships.
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*
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* 기술과 애니메이션의 직접 매핑
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* 기술 ID에서 애니메이션 타입으로의 확실한 조회를 위한 매핑 파일
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*
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* @module systems/animation/TechniqueAnimationMapping
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* @korean 기술애니메이션매핑
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*/
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import { AnimationType } from "../builders/MartialArtsAnimationBuilder";
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/**
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* Speed modifier for animation playback
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* Higher values = faster animation
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*/
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export interface AnimationConfig {
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readonly type: AnimationType;
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readonly speed: number;
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}
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/**
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* Master technique-to-animation mapping
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*
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* Maps each technique ID to its animation configuration.
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* This is the canonical source of truth for animation selection.
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*
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* 기술 ID별 애니메이션 설정 마스터 매핑
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*
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* @korean 기술애니메이션매핑
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*/
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export declare const TECHNIQUE_ANIMATIONS: ReadonlyMap<string, AnimationConfig>;
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/**
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* Get animation configuration for a technique
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*
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* @param techniqueId - The technique identifier
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* @returns Animation configuration or undefined if not mapped
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*
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* @korean 기술별애니메이션설정조회
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*/
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export declare function getAnimationForTechnique(techniqueId: string): AnimationConfig | undefined;
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/**
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* Get animation configuration with fallback
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*
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* @param techniqueId - The technique identifier
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* @param fallbackType - Fallback animation type if not found
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* @returns Animation configuration (never undefined)
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*
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* @korean 기술별애니메이션설정조회_기본값
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*/
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+
export declare function getAnimationForTechniqueOrDefault(techniqueId: string, fallbackType?: AnimationType): AnimationConfig;
|
|
52
|
+
/**
|
|
53
|
+
* Check if technique has animation mapping
|
|
54
|
+
*
|
|
55
|
+
* @param techniqueId - The technique identifier
|
|
56
|
+
* @returns True if technique has animation mapping
|
|
57
|
+
*
|
|
58
|
+
* @korean 애니메이션매핑여부확인
|
|
59
|
+
*/
|
|
60
|
+
export declare function hasAnimationMapping(techniqueId: string): boolean;
|
|
61
|
+
/**
|
|
62
|
+
* Get all technique IDs with a specific animation type
|
|
63
|
+
*
|
|
64
|
+
* @param animationType - The animation type to search for
|
|
65
|
+
* @returns Array of technique IDs using this animation
|
|
66
|
+
*
|
|
67
|
+
* @korean 애니메이션타입별기술조회
|
|
68
|
+
*/
|
|
69
|
+
export declare function getTechniquesByAnimationType(animationType: AnimationType): readonly string[];
|
|
70
|
+
/**
|
|
71
|
+
* Animation statistics for debugging
|
|
72
|
+
*/
|
|
73
|
+
export declare function getAnimationStats(): Record<AnimationType, number>;
|
|
74
|
+
//# sourceMappingURL=TechniqueAnimationMapping.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"TechniqueAnimationMapping.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/core/TechniqueAnimationMapping.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;GAWG;AAEH,OAAO,EAAE,aAAa,EAAE,MAAM,yCAAyC,CAAC;AAExE;;;GAGG;AACH,MAAM,WAAW,eAAe;IAC9B,QAAQ,CAAC,IAAI,EAAE,aAAa,CAAC;IAC7B,QAAQ,CAAC,KAAK,EAAE,MAAM,CAAC;CACxB;AAsoBD;;;;;;;;;GASG;AACH,eAAO,MAAM,oBAAoB,EAAE,WAAW,CAAC,MAAM,EAAE,eAAe,CAqalE,CAAC;AAEL;;;;;;;GAOG;AACH,wBAAgB,wBAAwB,CACtC,WAAW,EAAE,MAAM,GAClB,eAAe,GAAG,SAAS,CAE7B;AAED;;;;;;;;GAQG;AACH,wBAAgB,iCAAiC,CAC/C,WAAW,EAAE,MAAM,EACnB,YAAY,GAAE,aAAiC,GAC9C,eAAe,CAMjB;AAED;;;;;;;GAOG;AACH,wBAAgB,mBAAmB,CAAC,WAAW,EAAE,MAAM,GAAG,OAAO,CAEhE;AAED;;;;;;;GAOG;AACH,wBAAgB,4BAA4B,CAC1C,aAAa,EAAE,aAAa,GAC3B,SAAS,MAAM,EAAE,CAQnB;AAED;;GAEG;AACH,wBAAgB,iBAAiB,IAAI,MAAM,CAAC,aAAa,EAAE,MAAM,CAAC,CAiBjE"}
|