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":"TechniqueAnimationMapping.js","names":[],"sources":["../../../../src/systems/animation/core/TechniqueAnimationMapping.ts"],"sourcesContent":["/**\n * Technique Animation Mapping\n *\n * Maps technique IDs directly to animation types for reliable lookup.\n * This file is the source of truth for technique-to-animation relationships.\n *\n * 기술과 애니메이션의 직접 매핑\n * 기술 ID에서 애니메이션 타입으로의 확실한 조회를 위한 매핑 파일\n *\n * @module systems/animation/TechniqueAnimationMapping\n * @korean 기술애니메이션매핑\n */\n\nimport { AnimationType } from \"../builders/MartialArtsAnimationBuilder\";\n\n/**\n * Speed modifier for animation playback\n * Higher values = faster animation\n */\nexport interface AnimationConfig {\n readonly type: AnimationType;\n readonly speed: number;\n}\n\n/**\n * Default animation configurations by type\n */\nconst DEFAULT_CONFIGS: Partial<Record<AnimationType, AnimationConfig>> = {\n // Kicks (발차기)\n [AnimationType.FRONT_KICK]: { type: AnimationType.FRONT_KICK, speed: 1.0 },\n [AnimationType.ROUNDHOUSE_KICK]: {\n type: AnimationType.ROUNDHOUSE_KICK,\n speed: 1.0,\n },\n [AnimationType.SIDE_KICK]: { type: AnimationType.SIDE_KICK, speed: 1.0 },\n [AnimationType.AXE_KICK]: { type: AnimationType.AXE_KICK, speed: 0.9 },\n [AnimationType.BACK_KICK]: { type: AnimationType.BACK_KICK, speed: 1.0 },\n [AnimationType.TORNADO_KICK]: {\n type: AnimationType.TORNADO_KICK,\n speed: 1.1,\n },\n [AnimationType.JUMPING_KICK]: {\n type: AnimationType.JUMPING_KICK,\n speed: 1.0,\n },\n [AnimationType.LOW_KICK]: { type: AnimationType.LOW_KICK, speed: 1.1 },\n [AnimationType.CRESCENT_KICK]: {\n type: AnimationType.CRESCENT_KICK,\n speed: 1.0,\n },\n [AnimationType.PUSH_KICK]: { type: AnimationType.PUSH_KICK, speed: 1.1 },\n [AnimationType.SPINNING_HEEL_KICK]: {\n type: AnimationType.SPINNING_HEEL_KICK,\n speed: 0.95,\n },\n\n // Punches (주먹)\n [AnimationType.JAB]: { type: AnimationType.JAB, speed: 1.2 },\n [AnimationType.CROSS]: { type: AnimationType.CROSS, speed: 1.1 },\n [AnimationType.HOOK]: { type: AnimationType.HOOK, speed: 1.0 },\n [AnimationType.UPPERCUT]: { type: AnimationType.UPPERCUT, speed: 1.0 },\n [AnimationType.OVERHAND]: { type: AnimationType.OVERHAND, speed: 0.95 },\n [AnimationType.PALM_STRIKE]: { type: AnimationType.PALM_STRIKE, speed: 1.0 },\n [AnimationType.BACKFIST]: { type: AnimationType.BACKFIST, speed: 1.05 },\n [AnimationType.HAMMER_FIST]: { type: AnimationType.HAMMER_FIST, speed: 1.0 },\n\n // ═══ SPECIALIZED JAB VARIANTS (잽 변형) ═══\n [AnimationType.SPEAR_HAND_STRIKE]: {\n type: AnimationType.SPEAR_HAND_STRIKE,\n speed: 1.3,\n },\n [AnimationType.NERVE_STRIKE]: {\n type: AnimationType.NERVE_STRIKE,\n speed: 1.2,\n },\n [AnimationType.PRESSURE_POINT_STRIKE]: {\n type: AnimationType.PRESSURE_POINT_STRIKE,\n speed: 1.0,\n },\n [AnimationType.LIGHTNING_STRIKE]: {\n type: AnimationType.LIGHTNING_STRIKE,\n speed: 1.4,\n },\n [AnimationType.RAPID_BARRAGE]: {\n type: AnimationType.RAPID_BARRAGE,\n speed: 1.5,\n },\n [AnimationType.RHYTHMIC_STRIKES]: {\n type: AnimationType.RHYTHMIC_STRIKES,\n speed: 1.3,\n },\n [AnimationType.NERVE_PARALYSIS]: {\n type: AnimationType.NERVE_PARALYSIS,\n speed: 1.1,\n },\n [AnimationType.THROAT_STRIKE]: {\n type: AnimationType.THROAT_STRIKE,\n speed: 1.2,\n },\n [AnimationType.EYE_GOUGE]: { type: AnimationType.EYE_GOUGE, speed: 1.3 },\n\n // ═══ SPECIALIZED CROSS VARIANTS (크로스 변형) ═══\n [AnimationType.HEAVEN_STRIKE]: {\n type: AnimationType.HEAVEN_STRIKE,\n speed: 1.0,\n },\n [AnimationType.FLOWING_CROSS]: {\n type: AnimationType.FLOWING_CROSS,\n speed: 1.2,\n },\n\n // ═══ SPECIALIZED PALM STRIKES (장권 변형) ═══\n [AnimationType.SOLAR_PLEXUS_STRIKE]: {\n type: AnimationType.SOLAR_PLEXUS_STRIKE,\n speed: 1.1,\n },\n [AnimationType.FLOWING_PUSH]: {\n type: AnimationType.FLOWING_PUSH,\n speed: 1.1,\n },\n [AnimationType.LIVER_DISRUPTION]: {\n type: AnimationType.LIVER_DISRUPTION,\n speed: 1.0,\n },\n [AnimationType.EAR_STRIKE]: { type: AnimationType.EAR_STRIKE, speed: 1.2 },\n\n // Elbow/Knee (팔꿈치/무릎)\n [AnimationType.ELBOW_STRIKE]: {\n type: AnimationType.ELBOW_STRIKE,\n speed: 1.1,\n },\n [AnimationType.ELBOW_UPPERCUT]: {\n type: AnimationType.ELBOW_UPPERCUT,\n speed: 1.0,\n },\n [AnimationType.SPINNING_ELBOW]: {\n type: AnimationType.SPINNING_ELBOW,\n speed: 0.95,\n },\n [AnimationType.KNEE_STRIKE]: { type: AnimationType.KNEE_STRIKE, speed: 1.0 },\n [AnimationType.FLYING_KNEE]: { type: AnimationType.FLYING_KNEE, speed: 0.95 },\n\n // ═══ SPECIALIZED ELBOW VARIANTS (팔꿈치 변형) ═══\n [AnimationType.TEMPLE_ELBOW]: {\n type: AnimationType.TEMPLE_ELBOW,\n speed: 1.1,\n },\n [AnimationType.SPINNING_BACK_ELBOW]: {\n type: AnimationType.SPINNING_BACK_ELBOW,\n speed: 1.2,\n },\n [AnimationType.SPINAL_ELBOW]: {\n type: AnimationType.SPINAL_ELBOW,\n speed: 1.0,\n },\n [AnimationType.BRACHIAL_ELBOW]: {\n type: AnimationType.BRACHIAL_ELBOW,\n speed: 1.1,\n },\n\n // ═══ SPECIALIZED KNEE VARIANTS (무릎 변형) ═══\n [AnimationType.KIDNEY_KNEE]: { type: AnimationType.KIDNEY_KNEE, speed: 1.0 },\n [AnimationType.FEMORAL_KNEE]: {\n type: AnimationType.FEMORAL_KNEE,\n speed: 1.0,\n },\n\n // Grappling (잡기)\n [AnimationType.THROW]: { type: AnimationType.THROW, speed: 0.9 },\n [AnimationType.GRAPPLE]: { type: AnimationType.GRAPPLE, speed: 0.85 },\n [AnimationType.SWEEP]: { type: AnimationType.SWEEP, speed: 1.0 },\n [AnimationType.SLAM]: { type: AnimationType.SLAM, speed: 0.9 },\n [AnimationType.WRIST_LOCK]: { type: AnimationType.WRIST_LOCK, speed: 0.85 },\n [AnimationType.ARM_BAR]: { type: AnimationType.ARM_BAR, speed: 0.8 },\n [AnimationType.SHOULDER_LOCK]: {\n type: AnimationType.SHOULDER_LOCK,\n speed: 0.85,\n },\n [AnimationType.HIP_THROW]: { type: AnimationType.HIP_THROW, speed: 0.9 },\n [AnimationType.LEG_REAP]: { type: AnimationType.LEG_REAP, speed: 1.0 },\n\n // ═══ SPECIALIZED GRAPPLE VARIANTS (잡기 변형) ═══\n [AnimationType.SMALL_CIRCLE_LOCK]: {\n type: AnimationType.SMALL_CIRCLE_LOCK,\n speed: 0.85,\n },\n [AnimationType.FINGER_LOCK]: {\n type: AnimationType.FINGER_LOCK,\n speed: 0.9,\n },\n [AnimationType.ELBOW_LOCK]: { type: AnimationType.ELBOW_LOCK, speed: 0.8 },\n [AnimationType.SHOULDER_MANIPULATION]: {\n type: AnimationType.SHOULDER_MANIPULATION,\n speed: 0.8,\n },\n [AnimationType.MOUNTAIN_LOCK]: {\n type: AnimationType.MOUNTAIN_LOCK,\n speed: 0.8,\n },\n [AnimationType.EARTH_EMBRACE]: {\n type: AnimationType.EARTH_EMBRACE,\n speed: 0.85,\n },\n [AnimationType.CAROTID_CHOKE]: {\n type: AnimationType.CAROTID_CHOKE,\n speed: 0.9,\n },\n [AnimationType.REAR_NAKED_CHOKE]: {\n type: AnimationType.REAR_NAKED_CHOKE,\n speed: 0.8,\n },\n\n // ═══ SPECIALIZED THROW VARIANTS (던지기 변형) ═══\n [AnimationType.REDIRECT_THROW]: {\n type: AnimationType.REDIRECT_THROW,\n speed: 0.9,\n },\n [AnimationType.HIP_WHEEL_THROW]: {\n type: AnimationType.HIP_WHEEL_THROW,\n speed: 0.85,\n },\n [AnimationType.SSIREUM_THROW]: {\n type: AnimationType.SSIREUM_THROW,\n speed: 0.9,\n },\n [AnimationType.SACRIFICE_THROW]: {\n type: AnimationType.SACRIFICE_THROW,\n speed: 0.8,\n },\n\n // ═══ SPECIALIZED SWEEP VARIANTS (쓸기 변형) ═══\n [AnimationType.ANKLE_PICK]: { type: AnimationType.ANKLE_PICK, speed: 1.1 },\n [AnimationType.ACHILLES_ATTACK]: {\n type: AnimationType.ACHILLES_ATTACK,\n speed: 1.2,\n },\n\n // ═══ SPECIALIZED SLAM VARIANTS (슬램 변형) ═══\n [AnimationType.BODY_LOCK_SLAM]: {\n type: AnimationType.BODY_LOCK_SLAM,\n speed: 0.85,\n },\n\n // ═══ SPECIALIZED WRIST LOCK VARIANTS (손목꺾기 변형) ═══\n [AnimationType.WRIST_TWIST_COUNTER]: {\n type: AnimationType.WRIST_TWIST_COUNTER,\n speed: 0.9,\n },\n\n // Counters (반격)\n [AnimationType.COUNTER_ATTACK]: {\n type: AnimationType.COUNTER_ATTACK,\n speed: 1.1,\n },\n [AnimationType.COUNTER_STRIKE]: {\n type: AnimationType.COUNTER_STRIKE,\n speed: 1.1,\n },\n [AnimationType.PARRY_COUNTER]: {\n type: AnimationType.PARRY_COUNTER,\n speed: 1.1,\n },\n\n // ═══ SPECIALIZED COUNTER VARIANTS (반격 변형) ═══\n [AnimationType.WATER_COUNTER]: {\n type: AnimationType.WATER_COUNTER,\n speed: 1.0,\n },\n [AnimationType.ROCK_COUNTER]: {\n type: AnimationType.ROCK_COUNTER,\n speed: 1.1,\n },\n\n // Defense (방어)\n [AnimationType.BLOCK]: { type: AnimationType.BLOCK, speed: 1.0 },\n [AnimationType.BLOCK_HIGH]: { type: AnimationType.BLOCK_HIGH, speed: 1.0 },\n [AnimationType.BLOCK_LOW]: { type: AnimationType.BLOCK_LOW, speed: 1.0 },\n [AnimationType.PARRY]: { type: AnimationType.PARRY, speed: 1.1 },\n\n // ═══ SPECIALIZED BLOCK VARIANTS (방어 변형) ═══\n [AnimationType.FLOWING_BLOCK]: {\n type: AnimationType.FLOWING_BLOCK,\n speed: 1.0,\n },\n [AnimationType.CIRCULAR_PARRY]: {\n type: AnimationType.CIRCULAR_PARRY,\n speed: 1.1,\n },\n [AnimationType.ROCK_DEFENSE]: {\n type: AnimationType.ROCK_DEFENSE,\n speed: 0.9,\n },\n [AnimationType.IRON_BLOCK]: { type: AnimationType.IRON_BLOCK, speed: 0.85 },\n [AnimationType.FLOW_DEFENSE]: {\n type: AnimationType.FLOW_DEFENSE,\n speed: 1.0,\n },\n [AnimationType.IMMOVABLE_BLOCK]: {\n type: AnimationType.IMMOVABLE_BLOCK,\n speed: 0.85,\n },\n [AnimationType.EXPLOSIVE_BLOCK]: {\n type: AnimationType.EXPLOSIVE_BLOCK,\n speed: 1.1,\n },\n [AnimationType.CONTINUOUS_DEFLECTION]: {\n type: AnimationType.CONTINUOUS_DEFLECTION,\n speed: 1.2,\n },\n [AnimationType.PRECISION_PARRY]: {\n type: AnimationType.PRECISION_PARRY,\n speed: 1.1,\n },\n [AnimationType.JOINT_LOCK_DEFENSE]: {\n type: AnimationType.JOINT_LOCK_DEFENSE,\n speed: 0.9,\n },\n [AnimationType.SWEEP_DEFENSE]: {\n type: AnimationType.SWEEP_DEFENSE,\n speed: 1.0,\n },\n [AnimationType.GROUNDING_DEFENSE]: {\n type: AnimationType.GROUNDING_DEFENSE,\n speed: 0.9,\n },\n\n // ═══ DARK OPS SPECIALIZED (암살 특수기) ═══\n [AnimationType.JAW_DISLOCATION]: {\n type: AnimationType.JAW_DISLOCATION,\n speed: 1.0,\n },\n [AnimationType.TEMPLE_STRIKE]: {\n type: AnimationType.TEMPLE_STRIKE,\n speed: 1.1,\n },\n [AnimationType.CERVICAL_TWIST]: {\n type: AnimationType.CERVICAL_TWIST,\n speed: 0.8,\n },\n [AnimationType.ELBOW_HYPEREXTEND]: {\n type: AnimationType.ELBOW_HYPEREXTEND,\n speed: 0.85,\n },\n [AnimationType.FINGER_BREAK]: {\n type: AnimationType.FINGER_BREAK,\n speed: 1.0,\n },\n [AnimationType.GUILLOTINE_CHOKE]: {\n type: AnimationType.GUILLOTINE_CHOKE,\n speed: 0.8,\n },\n [AnimationType.JUGULAR_STRIKE]: {\n type: AnimationType.JUGULAR_STRIKE,\n speed: 1.2,\n },\n [AnimationType.KNEECAP_STRIKE]: {\n type: AnimationType.KNEECAP_STRIKE,\n speed: 1.1,\n },\n [AnimationType.LARYNX_CRUSH]: {\n type: AnimationType.LARYNX_CRUSH,\n speed: 1.0,\n },\n [AnimationType.OCCIPITAL_STRIKE]: {\n type: AnimationType.OCCIPITAL_STRIKE,\n speed: 1.1,\n },\n [AnimationType.SCIATIC_NERVE_STRIKE]: {\n type: AnimationType.SCIATIC_NERVE_STRIKE,\n speed: 1.0,\n },\n [AnimationType.SILENT_TAKEDOWN]: {\n type: AnimationType.SILENT_TAKEDOWN,\n speed: 0.9,\n },\n [AnimationType.SLEEPER_HOLD]: {\n type: AnimationType.SLEEPER_HOLD,\n speed: 0.75,\n },\n [AnimationType.SPLEEN_RUPTURE]: {\n type: AnimationType.SPLEEN_RUPTURE,\n speed: 1.0,\n },\n [AnimationType.TRIANGLE_CHOKE]: {\n type: AnimationType.TRIANGLE_CHOKE,\n speed: 0.8,\n },\n [AnimationType.BRACHIAL_PLEXUS]: {\n type: AnimationType.BRACHIAL_PLEXUS,\n speed: 1.1,\n },\n [AnimationType.FEMORAL_NERVE]: {\n type: AnimationType.FEMORAL_NERVE,\n speed: 1.0,\n },\n\n // ═══ ADDITIONAL GEON (건) TECHNIQUES ═══\n [AnimationType.HIGH_BLOCK]: { type: AnimationType.HIGH_BLOCK, speed: 1.0 },\n [AnimationType.CRUSHING_ELBOW]: {\n type: AnimationType.CRUSHING_ELBOW,\n speed: 1.0,\n },\n [AnimationType.THUNDEROUS_UPPERCUT]: {\n type: AnimationType.THUNDEROUS_UPPERCUT,\n speed: 1.1,\n },\n [AnimationType.GEON_COUNTER]: {\n type: AnimationType.GEON_COUNTER,\n speed: 1.1,\n },\n [AnimationType.GEON_ROUNDHOUSE]: {\n type: AnimationType.GEON_ROUNDHOUSE,\n speed: 1.0,\n },\n\n // ═══ ADDITIONAL TAE (태) TECHNIQUES ═══\n [AnimationType.FLOWING_ARM_BAR]: {\n type: AnimationType.FLOWING_ARM_BAR,\n speed: 0.85,\n },\n [AnimationType.SPIRAL_SHOULDER_THROW]: {\n type: AnimationType.SPIRAL_SHOULDER_THROW,\n speed: 0.9,\n },\n [AnimationType.WRIST_LOCK_STRIKE]: {\n type: AnimationType.WRIST_LOCK_STRIKE,\n speed: 1.0,\n },\n\n // ═══ ADDITIONAL LI (리) TECHNIQUES ═══\n [AnimationType.PHOENIX_EYE_STRIKE]: {\n type: AnimationType.PHOENIX_EYE_STRIKE,\n speed: 1.2,\n },\n [AnimationType.NERVE_STRIKE_COUNTER]: {\n type: AnimationType.NERVE_STRIKE_COUNTER,\n speed: 1.1,\n },\n [AnimationType.SOLAR_PLEXUS_SPEAR]: {\n type: AnimationType.SOLAR_PLEXUS_SPEAR,\n speed: 1.1,\n },\n [AnimationType.LI_SOLAR_PLEXUS]: {\n type: AnimationType.LI_SOLAR_PLEXUS,\n speed: 1.0,\n },\n\n // ═══ ADDITIONAL JIN (진) TECHNIQUES ═══\n [AnimationType.EXPLOSIVE_KNEE]: {\n type: AnimationType.EXPLOSIVE_KNEE,\n speed: 1.1,\n },\n [AnimationType.LIGHTNING_STRAIGHT]: {\n type: AnimationType.LIGHTNING_STRAIGHT,\n speed: 1.3,\n },\n [AnimationType.SHOCKING_COUNTER]: {\n type: AnimationType.SHOCKING_COUNTER,\n speed: 1.2,\n },\n [AnimationType.SHOCKING_HAMMER_FIST]: {\n type: AnimationType.SHOCKING_HAMMER_FIST,\n speed: 1.0,\n },\n\n // ═══ ADDITIONAL SON (손) TECHNIQUES ═══\n [AnimationType.PENETRATING_PALM_RUSH]: {\n type: AnimationType.PENETRATING_PALM_RUSH,\n speed: 1.3,\n },\n [AnimationType.PRESSURE_COUNTER]: {\n type: AnimationType.PRESSURE_COUNTER,\n speed: 1.2,\n },\n [AnimationType.PRESSURE_POINT_CHAIN]: {\n type: AnimationType.PRESSURE_POINT_CHAIN,\n speed: 1.4,\n },\n\n // ═══ ADDITIONAL GAM (감) TECHNIQUES ═══\n [AnimationType.FLOWING_RIVER_STRIKE]: {\n type: AnimationType.FLOWING_RIVER_STRIKE,\n speed: 1.1,\n },\n [AnimationType.REDIRECTION_COUNTER]: {\n type: AnimationType.REDIRECTION_COUNTER,\n speed: 1.0,\n },\n [AnimationType.TIDAL_WAVE_PALM]: {\n type: AnimationType.TIDAL_WAVE_PALM,\n speed: 1.0,\n },\n [AnimationType.WHIRLPOOL_COUNTER]: {\n type: AnimationType.WHIRLPOOL_COUNTER,\n speed: 1.1,\n },\n\n // ═══ ADDITIONAL GAN (간) TECHNIQUES ═══\n [AnimationType.AVALANCHE_HAMMER]: {\n type: AnimationType.AVALANCHE_HAMMER,\n speed: 0.9,\n },\n [AnimationType.COUNTER_FORTRESS]: {\n type: AnimationType.COUNTER_FORTRESS,\n speed: 1.0,\n },\n [AnimationType.FORTRESS_COUNTER_STRIKE]: {\n type: AnimationType.FORTRESS_COUNTER_STRIKE,\n speed: 1.1,\n },\n [AnimationType.STONE_WALL_THRUST]: {\n type: AnimationType.STONE_WALL_THRUST,\n speed: 0.95,\n },\n\n // ═══ ADDITIONAL GON (곤) TECHNIQUES ═══\n [AnimationType.EARTHQUAKE_STOMP]: {\n type: AnimationType.EARTHQUAKE_STOMP,\n speed: 0.9,\n },\n [AnimationType.GROUND_SWEEP_STRIKE]: {\n type: AnimationType.GROUND_SWEEP_STRIKE,\n speed: 1.0,\n },\n [AnimationType.ROOTING_TAKEDOWN]: {\n type: AnimationType.ROOTING_TAKEDOWN,\n speed: 0.85,\n },\n [AnimationType.TAKEDOWN_COUNTER]: {\n type: AnimationType.TAKEDOWN_COUNTER,\n speed: 1.0,\n },\n\n // ═══ ARCHETYPE TECHNIQUES (원형 기술) ═══\n // Musa (무사) - Traditional Warrior\n [AnimationType.DRAGON_FIST]: {\n type: AnimationType.DRAGON_FIST,\n speed: 1.0,\n },\n [AnimationType.IRON_DEFENSE]: {\n type: AnimationType.IRON_DEFENSE,\n speed: 0.9,\n },\n [AnimationType.MOUNTAIN_BREAKER]: {\n type: AnimationType.MOUNTAIN_BREAKER,\n speed: 0.9,\n },\n [AnimationType.THUNDER_STRIKE]: {\n type: AnimationType.THUNDER_STRIKE,\n speed: 1.1,\n },\n\n // Amsalja (암살자) - Shadow Assassin\n [AnimationType.DEADLY_PRECISION]: {\n type: AnimationType.DEADLY_PRECISION,\n speed: 1.2,\n },\n [AnimationType.SHADOW_NERVE_STRIKE]: {\n type: AnimationType.SHADOW_NERVE_STRIKE,\n speed: 1.1,\n },\n [AnimationType.SHADOW_STRIKE]: {\n type: AnimationType.SHADOW_STRIKE,\n speed: 1.3,\n },\n [AnimationType.SILENT_DEATH]: {\n type: AnimationType.SILENT_DEATH,\n speed: 1.0,\n },\n\n // Hacker (해커) - Cyber Warrior\n [AnimationType.CYBER_OVERDRIVE]: {\n type: AnimationType.CYBER_OVERDRIVE,\n speed: 1.4,\n },\n [AnimationType.DATA_STRIKE]: {\n type: AnimationType.DATA_STRIKE,\n speed: 1.2,\n },\n [AnimationType.ELECTRIC_SHOCK]: {\n type: AnimationType.ELECTRIC_SHOCK,\n speed: 1.3,\n },\n [AnimationType.SYSTEM_CRASH]: {\n type: AnimationType.SYSTEM_CRASH,\n speed: 1.0,\n },\n\n // Jeongbo Yowon (정보요원) - Intelligence Operative\n [AnimationType.COUNTER_INTELLIGENCE]: {\n type: AnimationType.COUNTER_INTELLIGENCE,\n speed: 1.1,\n },\n [AnimationType.INTELLIGENCE_STRIKE]: {\n type: AnimationType.INTELLIGENCE_STRIKE,\n speed: 1.0,\n },\n [AnimationType.PSYCHOLOGICAL_WARFARE]: {\n type: AnimationType.PSYCHOLOGICAL_WARFARE,\n speed: 0.9,\n },\n [AnimationType.TACTICAL_STRIKE]: {\n type: AnimationType.TACTICAL_STRIKE,\n speed: 1.1,\n },\n\n // Jojik Pokryeokbae (조직폭력배) - Organized Crime\n [AnimationType.BRUTAL_TAKEDOWN]: {\n type: AnimationType.BRUTAL_TAKEDOWN,\n speed: 0.9,\n },\n [AnimationType.IMPROVISED_WEAPON]: {\n type: AnimationType.IMPROVISED_WEAPON,\n speed: 1.0,\n },\n [AnimationType.RUTHLESS_ASSAULT]: {\n type: AnimationType.RUTHLESS_ASSAULT,\n speed: 1.1,\n },\n [AnimationType.STREET_BRAWL]: {\n type: AnimationType.STREET_BRAWL,\n speed: 1.0,\n },\n\n // Movement (이동)\n [AnimationType.WALK]: { type: AnimationType.WALK, speed: 1.0 },\n [AnimationType.IDLE_STANCE]: { type: AnimationType.IDLE_STANCE, speed: 1.0 },\n [AnimationType.FORWARD_DASH]: {\n type: AnimationType.FORWARD_DASH,\n speed: 1.2,\n },\n [AnimationType.BACKWARD_RETREAT]: {\n type: AnimationType.BACKWARD_RETREAT,\n speed: 1.0,\n },\n [AnimationType.SIDE_STEP]: { type: AnimationType.SIDE_STEP, speed: 1.1 },\n [AnimationType.STEP_FORWARD]: {\n type: AnimationType.STEP_FORWARD,\n speed: 1.0,\n },\n [AnimationType.STEP_BACK]: { type: AnimationType.STEP_BACK, speed: 1.0 },\n [AnimationType.SIDESTEP]: { type: AnimationType.SIDESTEP, speed: 1.1 },\n [AnimationType.PIVOT]: { type: AnimationType.PIVOT, speed: 1.0 },\n [AnimationType.DUCK]: { type: AnimationType.DUCK, speed: 1.2 },\n [AnimationType.LEAN]: { type: AnimationType.LEAN, speed: 1.0 },\n\n // Recovery & Stance (복귀 및 자세)\n [AnimationType.RECOVERY]: { type: AnimationType.RECOVERY, speed: 1.0 },\n [AnimationType.IDLE]: { type: AnimationType.IDLE, speed: 1.0 },\n [AnimationType.STANCE]: { type: AnimationType.STANCE, speed: 1.0 },\n\n // Additional Kicks (추가 발차기)\n [AnimationType.SPINNING_HOOK]: {\n type: AnimationType.SPINNING_HOOK,\n speed: 0.95,\n },\n [AnimationType.KNEE_KICK]: { type: AnimationType.KNEE_KICK, speed: 1.0 },\n [AnimationType.FLYING_KICK]: { type: AnimationType.FLYING_KICK, speed: 0.95 },\n\n // Additional Knee/Elbow (추가 무릎/팔꿈치)\n [AnimationType.CLINCH_KNEE]: { type: AnimationType.CLINCH_KNEE, speed: 1.0 },\n\n // Additional Grappling (추가 잡기)\n [AnimationType.JOINT_LOCK]: { type: AnimationType.JOINT_LOCK, speed: 0.8 },\n [AnimationType.TAKEDOWN]: { type: AnimationType.TAKEDOWN, speed: 0.9 },\n [AnimationType.CLINCH]: { type: AnimationType.CLINCH, speed: 0.85 },\n};\n\n/**\n * Master technique-to-animation mapping\n *\n * Maps each technique ID to its animation configuration.\n * This is the canonical source of truth for animation selection.\n *\n * 기술 ID별 애니메이션 설정 마스터 매핑\n *\n * @korean 기술애니메이션매핑\n */\nexport const TECHNIQUE_ANIMATIONS: ReadonlyMap<string, AnimationConfig> =\n new Map([\n // ═══════════════════════════════════════════════════════════════════════\n // ☰ GEON (건) - HEAVEN: Direct Force (태권도 타격)\n // ═══════════════════════════════════════════════════════════════════════\n [\"geon_heaven_strike\", { type: AnimationType.HEAVEN_STRIKE, speed: 1.0 }],\n [\"geon_heavenly_fist\", { type: AnimationType.JAB, speed: 1.1 }],\n [\"geon_frontal_kick\", { type: AnimationType.FRONT_KICK, speed: 1.0 }],\n [\n \"geon_roundhouse_kick\",\n { type: AnimationType.ROUNDHOUSE_KICK, speed: 1.0 },\n ],\n [\"geon_axe_kick\", { type: AnimationType.AXE_KICK, speed: 0.9 }],\n [\"geon_palm_strike\", { type: AnimationType.PALM_STRIKE, speed: 1.0 }],\n [\"geon_elbow_smash\", { type: AnimationType.ELBOW_STRIKE, speed: 1.1 }],\n [\"geon_high_block\", { type: AnimationType.HIGH_BLOCK, speed: 1.0 }],\n [\"geon_crushing_elbow\", { type: AnimationType.CRUSHING_ELBOW, speed: 1.0 }],\n [\n \"geon_thunderous_uppercut\",\n { type: AnimationType.THUNDEROUS_UPPERCUT, speed: 1.1 },\n ],\n [\"geon_counter_strike\", { type: AnimationType.GEON_COUNTER, speed: 1.1 }],\n\n // ═══════════════════════════════════════════════════════════════════════\n // ☱ TAE (태) - LAKE: Fluid Joint Manipulation (합기도)\n // ═══════════════════════════════════════════════════════════════════════\n [\"tae_flowing_strikes\", { type: AnimationType.FLOWING_CROSS, speed: 1.2 }],\n [\"tae_wrist_lock\", { type: AnimationType.WRIST_LOCK, speed: 0.85 }],\n [\n \"tae_small_circle\",\n { type: AnimationType.SMALL_CIRCLE_LOCK, speed: 0.85 },\n ],\n [\"tae_finger_lock\", { type: AnimationType.FINGER_LOCK, speed: 0.9 }],\n [\"tae_elbow_lock\", { type: AnimationType.ELBOW_LOCK, speed: 0.8 }],\n [\n \"tae_shoulder_lock\",\n { type: AnimationType.SHOULDER_MANIPULATION, speed: 0.8 },\n ],\n [\"tae_arm_bar\", { type: AnimationType.ARM_BAR, speed: 0.75 }],\n [\n \"tae_flowing_arm_bar\",\n { type: AnimationType.FLOWING_ARM_BAR, speed: 0.85 },\n ],\n [\n \"tae_joint_lock_defense\",\n { type: AnimationType.JOINT_LOCK_DEFENSE, speed: 0.9 },\n ],\n [\n \"tae_spiral_shoulder_throw\",\n { type: AnimationType.SPIRAL_SHOULDER_THROW, speed: 0.9 },\n ],\n [\"tae_sweep_defense\", { type: AnimationType.SWEEP_DEFENSE, speed: 1.0 }],\n [\n \"tae_wrist_lock_strike\",\n { type: AnimationType.WRIST_LOCK_STRIKE, speed: 1.0 },\n ],\n\n // ═══════════════════════════════════════════════════════════════════════\n // ☲ LI (리) - FIRE: Precision Nerve Strikes (정밀 타격)\n // ═══════════════════════════════════════════════════════════════════════\n [\"li_flame_spear\", { type: AnimationType.SPEAR_HAND_STRIKE, speed: 1.3 }],\n [\"li_temple_strike\", { type: AnimationType.TEMPLE_ELBOW, speed: 1.1 }],\n [\"li_nerve_strike\", { type: AnimationType.NERVE_STRIKE, speed: 1.2 }],\n [\"li_sidekick\", { type: AnimationType.SIDE_KICK, speed: 1.0 }],\n [\n \"li_pressure_point\",\n { type: AnimationType.PRESSURE_POINT_STRIKE, speed: 1.0 },\n ],\n [\n \"li_solar_plexus_strike\",\n { type: AnimationType.SOLAR_PLEXUS_STRIKE, speed: 1.1 },\n ],\n [\n \"li_phoenix_eye_strike\",\n { type: AnimationType.PHOENIX_EYE_STRIKE, speed: 1.2 },\n ],\n [\n \"li_nerve_strike_counter\",\n { type: AnimationType.NERVE_STRIKE_COUNTER, speed: 1.1 },\n ],\n [\"li_precision_parry\", { type: AnimationType.PRECISION_PARRY, speed: 1.1 }],\n\n // ═══════════════════════════════════════════════════════════════════════\n // ☳ JIN (진) - THUNDER: Explosive Power (폭발력)\n // ═══════════════════════════════════════════════════════════════════════\n [\n \"jin_lightning_flash\",\n { type: AnimationType.LIGHTNING_STRIKE, speed: 1.4 },\n ],\n [\n \"jin_jumping_front_kick\",\n { type: AnimationType.JUMPING_KICK, speed: 1.0 },\n ],\n [\"jin_tornado_kick\", { type: AnimationType.TORNADO_KICK, speed: 1.0 }],\n [\"jin_flying_sidekick\", { type: AnimationType.FLYING_KICK, speed: 1.1 }],\n [\"jin_back_kick\", { type: AnimationType.BACK_KICK, speed: 1.0 }],\n [\"jin_knee_strike\", { type: AnimationType.KNEE_STRIKE, speed: 1.1 }],\n [\n \"jin_explosive_block\",\n { type: AnimationType.EXPLOSIVE_BLOCK, speed: 1.1 },\n ],\n [\"jin_explosive_knee\", { type: AnimationType.EXPLOSIVE_KNEE, speed: 1.1 }],\n [\n \"jin_lightning_straight\",\n { type: AnimationType.LIGHTNING_STRAIGHT, speed: 1.3 },\n ],\n [\n \"jin_shocking_counter\",\n { type: AnimationType.SHOCKING_COUNTER, speed: 1.2 },\n ],\n [\n \"jin_shocking_hammer_fist\",\n { type: AnimationType.SHOCKING_HAMMER_FIST, speed: 1.0 },\n ],\n\n // ═══════════════════════════════════════════════════════════════════════\n // ☴ SON (손) - WIND: Continuous Pressure (지속 공격)\n // ═══════════════════════════════════════════════════════════════════════\n [\n \"son_whirlwind_barrage\",\n { type: AnimationType.RAPID_BARRAGE, speed: 1.5 },\n ],\n [\"son_sweeping_low_kick\", { type: AnimationType.LOW_KICK, speed: 1.0 }],\n [\n \"son_rhythmic_strikes\",\n { type: AnimationType.RHYTHMIC_STRIKES, speed: 1.3 },\n ],\n [\"son_flowing_push\", { type: AnimationType.FLOWING_PUSH, speed: 1.1 }],\n [\n \"son_spinning_elbow\",\n { type: AnimationType.SPINNING_BACK_ELBOW, speed: 1.2 },\n ],\n [\"son_rapid_footwork\", { type: AnimationType.SIDE_STEP, speed: 1.3 }],\n [\n \"son_continuous_deflection\",\n { type: AnimationType.CONTINUOUS_DEFLECTION, speed: 1.2 },\n ],\n [\n \"son_penetrating_palm_rush\",\n { type: AnimationType.PENETRATING_PALM_RUSH, speed: 1.3 },\n ],\n [\n \"son_pressure_counter\",\n { type: AnimationType.PRESSURE_COUNTER, speed: 1.2 },\n ],\n [\n \"son_pressure_point_chain\",\n { type: AnimationType.PRESSURE_POINT_CHAIN, speed: 1.4 },\n ],\n\n // ═══════════════════════════════════════════════════════════════════════\n // ☵ GAM (감) - WATER: Flow & Adaptation (유동 반격)\n // ═══════════════════════════════════════════════════════════════════════\n [\"gam_water_counter\", { type: AnimationType.WATER_COUNTER, speed: 1.0 }],\n [\"gam_redirect_throw\", { type: AnimationType.REDIRECT_THROW, speed: 0.9 }],\n [\"gam_flowing_block\", { type: AnimationType.FLOWING_BLOCK, speed: 1.0 }],\n [\"gam_circular_parry\", { type: AnimationType.CIRCULAR_PARRY, speed: 1.1 }],\n [\"gam_hip_throw\", { type: AnimationType.HIP_WHEEL_THROW, speed: 0.85 }],\n [\n \"gam_wrist_twist_counter\",\n { type: AnimationType.WRIST_TWIST_COUNTER, speed: 0.9 },\n ],\n [\"gam_flow_defense\", { type: AnimationType.FLOW_DEFENSE, speed: 1.0 }],\n [\n \"gam_flowing_river_strike\",\n { type: AnimationType.FLOWING_RIVER_STRIKE, speed: 1.1 },\n ],\n [\n \"gam_redirection_counter\",\n { type: AnimationType.REDIRECTION_COUNTER, speed: 1.0 },\n ],\n [\n \"gam_tidal_wave_palm\",\n { type: AnimationType.TIDAL_WAVE_PALM, speed: 1.0 },\n ],\n [\n \"gam_whirlpool_counter\",\n { type: AnimationType.WHIRLPOOL_COUNTER, speed: 1.1 },\n ],\n\n // ═══════════════════════════════════════════════════════════════════════\n // ☶ GAN (간) - MOUNTAIN: Defensive Mastery (방어 마스터리)\n // ═══════════════════════════════════════════════════════════════════════\n [\"gan_rock_defense\", { type: AnimationType.ROCK_DEFENSE, speed: 0.9 }],\n [\"gan_immovable_stance\", { type: AnimationType.IDLE_STANCE, speed: 0.8 }],\n [\"gan_iron_block\", { type: AnimationType.IRON_BLOCK, speed: 0.85 }],\n [\"gan_counter_strike\", { type: AnimationType.ROCK_COUNTER, speed: 1.1 }],\n [\n \"gan_mountain_stance_lock\",\n { type: AnimationType.MOUNTAIN_LOCK, speed: 0.8 },\n ],\n [\n \"gan_reversal_technique\",\n { type: AnimationType.COUNTER_ATTACK, speed: 1.0 },\n ],\n [\n \"gan_avalanche_hammer\",\n { type: AnimationType.AVALANCHE_HAMMER, speed: 0.9 },\n ],\n [\n \"gan_counter_fortress\",\n { type: AnimationType.COUNTER_FORTRESS, speed: 1.0 },\n ],\n [\n \"gan_fortress_counter_strike\",\n { type: AnimationType.FORTRESS_COUNTER_STRIKE, speed: 1.1 },\n ],\n [\n \"gan_immovable_block\",\n { type: AnimationType.IMMOVABLE_BLOCK, speed: 0.85 },\n ],\n [\n \"gan_stone_wall_thrust\",\n { type: AnimationType.STONE_WALL_THRUST, speed: 0.95 },\n ],\n\n // ═══════════════════════════════════════════════════════════════════════\n // ☷ GON (곤) - EARTH: Grounding & Takedowns (넘어뜨리기)\n // ═══════════════════════════════════════════════════════════════════════\n [\"gon_earth_embrace\", { type: AnimationType.EARTH_EMBRACE, speed: 0.85 }],\n [\"gon_leg_sweep\", { type: AnimationType.SWEEP, speed: 1.0 }],\n [\"gon_ssireum_throw\", { type: AnimationType.SSIREUM_THROW, speed: 0.9 }],\n [\"gon_ground_pound\", { type: AnimationType.SLAM, speed: 1.0 }],\n [\"gon_ankle_pick\", { type: AnimationType.ANKLE_PICK, speed: 1.1 }],\n [\n \"gon_body_lock_takedown\",\n { type: AnimationType.BODY_LOCK_SLAM, speed: 0.85 },\n ],\n [\n \"gon_sacrifice_throw\",\n { type: AnimationType.SACRIFICE_THROW, speed: 0.8 },\n ],\n [\n \"gon_earthquake_stomp\",\n { type: AnimationType.EARTHQUAKE_STOMP, speed: 0.9 },\n ],\n [\n \"gon_grounding_defense\",\n { type: AnimationType.GROUNDING_DEFENSE, speed: 0.9 },\n ],\n [\n \"gon_ground_sweep_strike\",\n { type: AnimationType.GROUND_SWEEP_STRIKE, speed: 1.0 },\n ],\n [\n \"gon_rooting_takedown\",\n { type: AnimationType.ROOTING_TAKEDOWN, speed: 0.85 },\n ],\n [\n \"gon_takedown_counter\",\n { type: AnimationType.TAKEDOWN_COUNTER, speed: 1.0 },\n ],\n\n // ═══════════════════════════════════════════════════════════════════════\n // DARK OPS (암살자) - Lethal Techniques (치명 기술)\n // ═══════════════════════════════════════════════════════════════════════\n [\n \"darkops_silent_carotid\",\n { type: AnimationType.CAROTID_CHOKE, speed: 0.9 },\n ],\n [\n \"darkops_nerve_paralysis\",\n { type: AnimationType.NERVE_PARALYSIS, speed: 1.1 },\n ],\n [\n \"darkops_liver_disruption\",\n { type: AnimationType.LIVER_DISRUPTION, speed: 1.0 },\n ],\n [\"darkops_kidney_strike\", { type: AnimationType.KIDNEY_KNEE, speed: 1.0 }],\n [\n \"darkops_throat_strike\",\n { type: AnimationType.THROAT_STRIKE, speed: 1.2 },\n ],\n [\n \"darkops_solar_plexus_paralyze\",\n { type: AnimationType.HAMMER_FIST, speed: 1.1 },\n ],\n [\n \"darkops_brachial_plexus_strike\",\n { type: AnimationType.BRACHIAL_ELBOW, speed: 1.1 },\n ],\n [\n \"darkops_femoral_nerve_strike\",\n { type: AnimationType.FEMORAL_KNEE, speed: 1.0 },\n ],\n [\n \"darkops_rear_choke\",\n { type: AnimationType.REAR_NAKED_CHOKE, speed: 0.8 },\n ],\n [\"darkops_spinal_strike\", { type: AnimationType.SPINAL_ELBOW, speed: 1.0 }],\n [\n \"darkops_jaw_dislocation\",\n { type: AnimationType.JAW_DISLOCATION, speed: 1.0 },\n ],\n [\n \"darkops_temple_strike\",\n { type: AnimationType.TEMPLE_STRIKE, speed: 1.1 },\n ],\n [\n \"darkops_achilles_sever\",\n { type: AnimationType.ACHILLES_ATTACK, speed: 1.2 },\n ],\n [\"darkops_ear_strike\", { type: AnimationType.EAR_STRIKE, speed: 1.2 }],\n [\"darkops_eye_gouge\", { type: AnimationType.EYE_GOUGE, speed: 1.3 }],\n // Additional Dark Ops techniques (extended set for future use)\n [\n \"darkops_cervical_twist\",\n { type: AnimationType.CERVICAL_TWIST, speed: 0.8 },\n ],\n [\n \"darkops_elbow_hyperextend\",\n { type: AnimationType.ELBOW_HYPEREXTEND, speed: 0.85 },\n ],\n [\"darkops_finger_break\", { type: AnimationType.FINGER_BREAK, speed: 1.0 }],\n [\n \"darkops_guillotine\",\n { type: AnimationType.GUILLOTINE_CHOKE, speed: 0.8 },\n ],\n [\n \"darkops_jugular_strike\",\n { type: AnimationType.JUGULAR_STRIKE, speed: 1.2 },\n ],\n [\n \"darkops_kneecap_strike\",\n { type: AnimationType.KNEECAP_STRIKE, speed: 1.1 },\n ],\n [\"darkops_larynx_crush\", { type: AnimationType.LARYNX_CRUSH, speed: 1.0 }],\n [\n \"darkops_occipital_strike\",\n { type: AnimationType.OCCIPITAL_STRIKE, speed: 1.1 },\n ],\n [\n \"darkops_sciatic_nerve\",\n { type: AnimationType.SCIATIC_NERVE_STRIKE, speed: 1.0 },\n ],\n [\n \"darkops_silent_takedown\",\n { type: AnimationType.SILENT_TAKEDOWN, speed: 0.9 },\n ],\n [\"darkops_sleeper_hold\", { type: AnimationType.SLEEPER_HOLD, speed: 0.75 }],\n [\n \"darkops_spleen_rupture\",\n { type: AnimationType.SPLEEN_RUPTURE, speed: 1.0 },\n ],\n [\n \"darkops_triangle_choke\",\n { type: AnimationType.TRIANGLE_CHOKE, speed: 0.8 },\n ],\n\n // ═══════════════════════════════════════════════════════════════════════\n // ARCHETYPE TECHNIQUES (원형 기술)\n // ═══════════════════════════════════════════════════════════════════════\n\n // Musa (무사) - Traditional Warrior\n [\"musa_dragon_fist\", { type: AnimationType.DRAGON_FIST, speed: 1.0 }],\n [\"musa_iron_defense\", { type: AnimationType.IRON_DEFENSE, speed: 0.9 }],\n [\n \"musa_mountain_breaker\",\n { type: AnimationType.MOUNTAIN_BREAKER, speed: 0.9 },\n ],\n [\"musa_thunder_strike\", { type: AnimationType.THUNDER_STRIKE, speed: 1.1 }],\n\n // Amsalja (암살자) - Shadow Assassin\n [\n \"amsalja_deadly_precision\",\n { type: AnimationType.DEADLY_PRECISION, speed: 1.2 },\n ],\n [\n \"amsalja_nerve_strike\",\n { type: AnimationType.SHADOW_NERVE_STRIKE, speed: 1.1 },\n ],\n [\n \"amsalja_shadow_strike\",\n { type: AnimationType.SHADOW_STRIKE, speed: 1.3 },\n ],\n [\"amsalja_silent_death\", { type: AnimationType.SILENT_DEATH, speed: 1.0 }],\n\n // Hacker (해커) - Cyber Warrior\n [\n \"hacker_cyber_overdrive\",\n { type: AnimationType.CYBER_OVERDRIVE, speed: 1.4 },\n ],\n [\"hacker_data_strike\", { type: AnimationType.DATA_STRIKE, speed: 1.2 }],\n [\n \"hacker_electric_shock\",\n { type: AnimationType.ELECTRIC_SHOCK, speed: 1.3 },\n ],\n [\"hacker_system_crash\", { type: AnimationType.SYSTEM_CRASH, speed: 1.0 }],\n\n // Jeongbo Yowon (정보요원) - Intelligence Operative\n [\n \"jeongbo_counter_intelligence\",\n { type: AnimationType.COUNTER_INTELLIGENCE, speed: 1.1 },\n ],\n [\n \"jeongbo_intelligence_strike\",\n { type: AnimationType.INTELLIGENCE_STRIKE, speed: 1.0 },\n ],\n [\n \"jeongbo_psychological_warfare\",\n { type: AnimationType.PSYCHOLOGICAL_WARFARE, speed: 0.9 },\n ],\n [\n \"jeongbo_tactical_strike\",\n { type: AnimationType.TACTICAL_STRIKE, speed: 1.1 },\n ],\n\n // Jojik Pokryeokbae (조직폭력배) - Organized Crime\n [\n \"jojik_brutal_takedown\",\n { type: AnimationType.BRUTAL_TAKEDOWN, speed: 0.9 },\n ],\n [\n \"jojik_improvised_weapon\",\n { type: AnimationType.IMPROVISED_WEAPON, speed: 1.0 },\n ],\n [\n \"jojik_ruthless_assault\",\n { type: AnimationType.RUTHLESS_ASSAULT, speed: 1.1 },\n ],\n [\"jojik_street_brawl\", { type: AnimationType.STREET_BRAWL, speed: 1.0 }],\n ]);\n\n/**\n * Get animation configuration for a technique\n *\n * @param techniqueId - The technique identifier\n * @returns Animation configuration or undefined if not mapped\n *\n * @korean 기술별애니메이션설정조회\n */\nexport function getAnimationForTechnique(\n techniqueId: string,\n): AnimationConfig | undefined {\n return TECHNIQUE_ANIMATIONS.get(techniqueId);\n}\n\n/**\n * Get animation configuration with fallback\n *\n * @param techniqueId - The technique identifier\n * @param fallbackType - Fallback animation type if not found\n * @returns Animation configuration (never undefined)\n *\n * @korean 기술별애니메이션설정조회_기본값\n */\nexport function getAnimationForTechniqueOrDefault(\n techniqueId: string,\n fallbackType: AnimationType = AnimationType.JAB,\n): AnimationConfig {\n const mapped = TECHNIQUE_ANIMATIONS.get(techniqueId);\n if (mapped) return mapped;\n\n const fallbackConfig = DEFAULT_CONFIGS[fallbackType];\n return fallbackConfig ?? { type: fallbackType, speed: 1.0 };\n}\n\n/**\n * Check if technique has animation mapping\n *\n * @param techniqueId - The technique identifier\n * @returns True if technique has animation mapping\n *\n * @korean 애니메이션매핑여부확인\n */\nexport function hasAnimationMapping(techniqueId: string): boolean {\n return TECHNIQUE_ANIMATIONS.has(techniqueId);\n}\n\n/**\n * Get all technique IDs with a specific animation type\n *\n * @param animationType - The animation type to search for\n * @returns Array of technique IDs using this animation\n *\n * @korean 애니메이션타입별기술조회\n */\nexport function getTechniquesByAnimationType(\n animationType: AnimationType,\n): readonly string[] {\n const techniques: string[] = [];\n for (const [id, config] of TECHNIQUE_ANIMATIONS) {\n if (config.type === animationType) {\n techniques.push(id);\n }\n }\n return techniques;\n}\n\n/**\n * Animation statistics for debugging\n */\nexport function getAnimationStats(): Record<AnimationType, number> {\n const stats: Record<AnimationType, number> = {} as Record<\n AnimationType,\n number\n >;\n\n // Initialize all types to 0\n for (const type of Object.values(AnimationType)) {\n stats[type] = 0;\n }\n\n // Count techniques per animation type\n for (const [, config] of TECHNIQUE_ANIMATIONS) {\n stats[config.type]++;\n }\n\n return 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@@ -0,0 +1,286 @@
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1
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+
/**
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2
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+
* Trigram Animation Mapping with Laterality Support
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3
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+
*
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4
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+
* **Korean**: 팔괘 애니메이션 매핑
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5
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+
*
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6
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* Provides unified access to all stance-specific animations with full
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* laterality support. Wraps existing animation lookup functions and
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* applies laterality transformations on-demand.
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*
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* Key Features:
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* - Support for `StanceWithSide` parameter (e.g., "geon_left", "tae_right")
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* - On-demand laterality transformation for optimal performance
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* - Unified API for guard poses, attacks, defensive moves, and locomotion
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* - Backward compatible with existing `TrigramStance` parameters
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*
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* Usage Pattern:
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* ```typescript
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* // Using StanceWithSide (16 configurations)
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* const leftGeonAttacks = getAnimationsForStance("geon_left");
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* const rightTaeGuard = getGuardPoseForStanceWithSide("tae_right");
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*
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* // Using TrigramStance (backward compatible)
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* const geonAttacks = getAnimationsForStance("geon"); // Defaults to right
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* ```
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*
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* @module systems/animation/TrigramAnimationMapping
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* @category Animation
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* @korean 팔괘애니메이션매핑
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*/
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import type { TrigramStance } from "../../../types/common";
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import type { SkeletalAnimation, StanceGuardPose } from "../../../types/skeletal";
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import type { StanceLaterality, StanceWithSide } from "../../trigram/types";
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/**
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* Animation collection for a stance configuration
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*
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* **Korean**: 자세 애니메이션 모음
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*
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* Contains all animation types for a specific stance with laterality.
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*
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* @public
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* @category Animation Mapping
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* @korean 자세애니메이션모음
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*/
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export interface StanceAnimationCollection {
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/** Guard pose for idle stance */
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readonly guardPose: StanceGuardPose;
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/** Attack animations (3 per stance) */
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readonly attacks: readonly SkeletalAnimation[];
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/** Defensive animations (2 per stance) */
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readonly defensive: readonly SkeletalAnimation[];
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/** Walk animation */
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readonly walk: SkeletalAnimation;
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/** Run animation */
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readonly run: SkeletalAnimation;
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}
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/**
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* Get all animations for a stance with laterality support.
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*
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* **Korean**: 자세 애니메이션 가져오기
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*
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* Returns a complete collection of animations for the specified stance,
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* including guard pose, attacks, defensive moves, and locomotion.
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*
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* Accepts either:
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* - `StanceWithSide` (e.g., "geon_left", "tae_right") - 16 configurations
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* - `TrigramStance` (e.g., "geon", "tae") - defaults to right laterality
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*
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* Performance:
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* - Right laterality: Returns original animations (no transformation)
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* - Left laterality: Applies on-demand transformation (<1ms per animation)
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*
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* @param stanceOrSide - Stance identifier with optional laterality
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* @param defaultLaterality - Default laterality if not specified (default: "right")
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* @returns Complete animation collection for the stance
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*
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* @example
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* ```typescript
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* // With StanceWithSide
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* const leftGeon = getAnimationsForStance("geon_left");
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* // leftGeon.attacks are all left-handed versions
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+
*
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* // With TrigramStance (defaults to right)
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* const geon = getAnimationsForStance("geon");
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* // geon.attacks are right-handed versions
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*
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* // With explicit laterality
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* const tae = getAnimationsForStance("tae", "left");
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* // tae.attacks are left-handed versions
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+
* ```
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+
*
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+
* @public
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+
* @category Animation Mapping
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* @korean 자세애니메이션가져오기
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*/
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export declare function getAnimationsForStance(stanceOrSide: TrigramStance | StanceWithSide, defaultLaterality?: StanceLaterality): StanceAnimationCollection | undefined;
|
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+
/**
|
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+
* Get guard pose for a stance with StanceWithSide support.
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+
*
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+
* **Korean**: 자세 방어 포즈 가져오기 (측면 지원)
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+
*
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+
* Convenience wrapper around `getGuardPoseForStance()` that accepts
|
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+
* `StanceWithSide` strings directly.
|
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+
*
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+
* @param stanceOrSide - Stance identifier with optional laterality
|
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+
* @param defaultLaterality - Default laterality if not specified (default: "right")
|
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|
+
* @returns Guard pose or undefined if not found
|
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+
*
|
|
108
|
+
* @example
|
|
109
|
+
* ```typescript
|
|
110
|
+
* const leftGeon = getGuardPoseForStanceWithSide("geon_left");
|
|
111
|
+
* const rightTae = getGuardPoseForStanceWithSide("tae_right");
|
|
112
|
+
* const gan = getGuardPoseForStanceWithSide("gan"); // Defaults to right
|
|
113
|
+
* ```
|
|
114
|
+
*
|
|
115
|
+
* @public
|
|
116
|
+
* @category Animation Mapping
|
|
117
|
+
* @korean 자세방어포즈가져오기
|
|
118
|
+
*/
|
|
119
|
+
export declare function getGuardPoseForStanceWithSide(stanceOrSide: TrigramStance | StanceWithSide, defaultLaterality?: StanceLaterality): StanceGuardPose | undefined;
|
|
120
|
+
/**
|
|
121
|
+
* Get all 16 stance guard poses mapped by StanceWithSide key.
|
|
122
|
+
*
|
|
123
|
+
* **Korean**: 모든 자세 방어 포즈 (16개)
|
|
124
|
+
*
|
|
125
|
+
* Returns a map of all possible stance+laterality combinations.
|
|
126
|
+
* This is a cached operation - subsequent calls return the same Map instance.
|
|
127
|
+
*
|
|
128
|
+
* Map keys: `"stance_laterality"` (e.g., "geon_left", "tae_right")
|
|
129
|
+
*
|
|
130
|
+
* @returns Map of all 16 guard pose configurations
|
|
131
|
+
*
|
|
132
|
+
* @example
|
|
133
|
+
* ```typescript
|
|
134
|
+
* const allPoses = getAllGuardPoses();
|
|
135
|
+
* const leftGeon = allPoses.get("geon_left");
|
|
136
|
+
* const rightTae = allPoses.get("tae_right");
|
|
137
|
+
*
|
|
138
|
+
* console.log(allPoses.size); // 16 (8 stances × 2 laterality)
|
|
139
|
+
* ```
|
|
140
|
+
*
|
|
141
|
+
* @public
|
|
142
|
+
* @category Animation Mapping
|
|
143
|
+
* @korean 모든방어포즈가져오기
|
|
144
|
+
*/
|
|
145
|
+
export declare function getAllGuardPoses(): Map<string, StanceGuardPose>;
|
|
146
|
+
/**
|
|
147
|
+
* Get attack animations for a stance with laterality support.
|
|
148
|
+
*
|
|
149
|
+
* **Korean**: 자세 공격 애니메이션 가져오기
|
|
150
|
+
*
|
|
151
|
+
* Returns all attack animations (3 per stance) with optional laterality
|
|
152
|
+
* transformation applied.
|
|
153
|
+
*
|
|
154
|
+
* @param stanceOrSide - Stance identifier with optional laterality
|
|
155
|
+
* @param defaultLaterality - Default laterality if not specified (default: "right")
|
|
156
|
+
* @returns Array of attack animations (3 per stance)
|
|
157
|
+
*
|
|
158
|
+
* @example
|
|
159
|
+
* ```typescript
|
|
160
|
+
* const leftGeonAttacks = getAttackAnimations("geon_left");
|
|
161
|
+
* // Returns 3 left-handed Heaven stance attacks
|
|
162
|
+
*
|
|
163
|
+
* const taeAttacks = getAttackAnimations("tae");
|
|
164
|
+
* // Returns 3 right-handed Lake stance attacks (default)
|
|
165
|
+
* ```
|
|
166
|
+
*
|
|
167
|
+
* @public
|
|
168
|
+
* @category Animation Mapping
|
|
169
|
+
* @korean 공격애니메이션가져오기
|
|
170
|
+
*/
|
|
171
|
+
export declare function getAttackAnimations(stanceOrSide: TrigramStance | StanceWithSide, defaultLaterality?: StanceLaterality): readonly SkeletalAnimation[];
|
|
172
|
+
/**
|
|
173
|
+
* Get defensive animations for a stance with laterality support.
|
|
174
|
+
*
|
|
175
|
+
* **Korean**: 자세 방어 애니메이션 가져오기
|
|
176
|
+
*
|
|
177
|
+
* Returns all defensive animations (2 per stance) with optional laterality
|
|
178
|
+
* transformation applied.
|
|
179
|
+
*
|
|
180
|
+
* @param stanceOrSide - Stance identifier with optional laterality
|
|
181
|
+
* @param defaultLaterality - Default laterality if not specified (default: "right")
|
|
182
|
+
* @returns Array of defensive animations (2 per stance)
|
|
183
|
+
*
|
|
184
|
+
* @example
|
|
185
|
+
* ```typescript
|
|
186
|
+
* const leftGamDefense = getDefensiveAnimations("gam_left");
|
|
187
|
+
* // Returns 2 left-handed Water stance defensive moves
|
|
188
|
+
* ```
|
|
189
|
+
*
|
|
190
|
+
* @public
|
|
191
|
+
* @category Animation Mapping
|
|
192
|
+
* @korean 방어애니메이션가져오기
|
|
193
|
+
*/
|
|
194
|
+
export declare function getDefensiveAnimations(stanceOrSide: TrigramStance | StanceWithSide, defaultLaterality?: StanceLaterality): readonly SkeletalAnimation[];
|
|
195
|
+
/**
|
|
196
|
+
* Get walk animation for a stance with laterality support.
|
|
197
|
+
*
|
|
198
|
+
* **Korean**: 자세 걷기 애니메이션 가져오기
|
|
199
|
+
*
|
|
200
|
+
* Returns the walk animation for the specified stance with optional
|
|
201
|
+
* laterality transformation applied.
|
|
202
|
+
*
|
|
203
|
+
* @param stanceOrSide - Stance identifier with optional laterality
|
|
204
|
+
* @param defaultLaterality - Default laterality if not specified (default: "right")
|
|
205
|
+
* @returns Walk animation or undefined if not found
|
|
206
|
+
*
|
|
207
|
+
* @example
|
|
208
|
+
* ```typescript
|
|
209
|
+
* const leftGeonWalk = getWalkAnimation("geon_left");
|
|
210
|
+
* const taeWalk = getWalkAnimation("tae"); // Defaults to right
|
|
211
|
+
* ```
|
|
212
|
+
*
|
|
213
|
+
* @public
|
|
214
|
+
* @category Animation Mapping
|
|
215
|
+
* @korean 걷기애니메이션가져오기
|
|
216
|
+
*/
|
|
217
|
+
export declare function getWalkAnimation(stanceOrSide: TrigramStance | StanceWithSide, defaultLaterality?: StanceLaterality): SkeletalAnimation | undefined;
|
|
218
|
+
/**
|
|
219
|
+
* Get run animation for a stance with laterality support.
|
|
220
|
+
*
|
|
221
|
+
* **Korean**: 자세 달리기 애니메이션 가져오기
|
|
222
|
+
*
|
|
223
|
+
* Returns the run animation for the specified stance with optional
|
|
224
|
+
* laterality transformation applied.
|
|
225
|
+
*
|
|
226
|
+
* @param stanceOrSide - Stance identifier with optional laterality
|
|
227
|
+
* @param defaultLaterality - Default laterality if not specified (default: "right")
|
|
228
|
+
* @returns Run animation or undefined if not found
|
|
229
|
+
*
|
|
230
|
+
* @example
|
|
231
|
+
* ```typescript
|
|
232
|
+
* const leftSonRun = getRunAnimation("son_left");
|
|
233
|
+
* const ganRun = getRunAnimation("gan"); // Defaults to right
|
|
234
|
+
* ```
|
|
235
|
+
*
|
|
236
|
+
* @public
|
|
237
|
+
* @category Animation Mapping
|
|
238
|
+
* @korean 달리기애니메이션가져오기
|
|
239
|
+
*/
|
|
240
|
+
export declare function getRunAnimation(stanceOrSide: TrigramStance | StanceWithSide, defaultLaterality?: StanceLaterality): SkeletalAnimation | undefined;
|
|
241
|
+
/**
|
|
242
|
+
* Mapping statistics for all stance animations
|
|
243
|
+
*
|
|
244
|
+
* **Korean**: 매핑 통계
|
|
245
|
+
*
|
|
246
|
+
* @public
|
|
247
|
+
* @category Animation Mapping
|
|
248
|
+
* @korean 매핑통계
|
|
249
|
+
*/
|
|
250
|
+
export interface AnimationMappingStats {
|
|
251
|
+
/** Total stance configurations (should be 16: 8 stances × 2 laterality) */
|
|
252
|
+
readonly totalConfigurations: number;
|
|
253
|
+
/** Stances with complete mappings */
|
|
254
|
+
readonly completeMappings: number;
|
|
255
|
+
/** Attack animations per stance */
|
|
256
|
+
readonly attacksPerStance: number;
|
|
257
|
+
/** Defensive animations per stance */
|
|
258
|
+
readonly defensivePerStance: number;
|
|
259
|
+
/** Total attack animations (completeMappings × attacksPerStance × 2 laterality) */
|
|
260
|
+
readonly totalAttacks: number;
|
|
261
|
+
/** Total defensive animations (completeMappings × defensivePerStance × 2 laterality) */
|
|
262
|
+
readonly totalDefensive: number;
|
|
263
|
+
}
|
|
264
|
+
/**
|
|
265
|
+
* Get statistics about animation mapping coverage.
|
|
266
|
+
*
|
|
267
|
+
* **Korean**: 매핑 통계 가져오기
|
|
268
|
+
*
|
|
269
|
+
* Returns coverage statistics for the animation mapping system,
|
|
270
|
+
* useful for validation and testing.
|
|
271
|
+
*
|
|
272
|
+
* @returns Mapping statistics
|
|
273
|
+
*
|
|
274
|
+
* @example
|
|
275
|
+
* ```typescript
|
|
276
|
+
* const stats = getAnimationMappingStats();
|
|
277
|
+
* console.log(`Total configurations: ${stats.totalConfigurations}`); // 16
|
|
278
|
+
* console.log(`Total attacks: ${stats.totalAttacks}`); // 8 × 5 × 2 = 80
|
|
279
|
+
* ```
|
|
280
|
+
*
|
|
281
|
+
* @public
|
|
282
|
+
* @category Animation Mapping
|
|
283
|
+
* @korean 매핑통계가져오기
|
|
284
|
+
*/
|
|
285
|
+
export declare function getAnimationMappingStats(): AnimationMappingStats;
|
|
286
|
+
//# sourceMappingURL=TrigramAnimationMapping.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
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{"version":3,"file":"TrigramAnimationMapping.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/core/TrigramAnimationMapping.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4BG;AAEH,OAAO,KAAK,EAAE,aAAa,EAAE,MAAM,gBAAgB,CAAC;AACpD,OAAO,KAAK,EAAE,iBAAiB,EAAE,eAAe,EAAE,MAAM,kBAAkB,CAAC;AAC3E,OAAO,KAAK,EAAE,gBAAgB,EAAE,cAAc,EAAE,MAAM,qBAAqB,CAAC;AAiB5E;;;;;;;;;;GAUG;AACH,MAAM,WAAW,yBAAyB;IACxC,iCAAiC;IACjC,QAAQ,CAAC,SAAS,EAAE,eAAe,CAAC;IACpC,uCAAuC;IACvC,QAAQ,CAAC,OAAO,EAAE,SAAS,iBAAiB,EAAE,CAAC;IAC/C,0CAA0C;IAC1C,QAAQ,CAAC,SAAS,EAAE,SAAS,iBAAiB,EAAE,CAAC;IACjD,qBAAqB;IACrB,QAAQ,CAAC,IAAI,EAAE,iBAAiB,CAAC;IACjC,oBAAoB;IACpB,QAAQ,CAAC,GAAG,EAAE,iBAAiB,CAAC;CACjC;AAED;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GAsCG;AACH,wBAAgB,sBAAsB,CACpC,YAAY,EAAE,aAAa,GAAG,cAAc,EAC5C,iBAAiB,GAAE,gBAA0B,GAC5C,yBAAyB,GAAG,SAAS,CAwDvC;AAED;;;;;;;;;;;;;;;;;;;;;;GAsBG;AACH,wBAAgB,6BAA6B,CAC3C,YAAY,EAAE,aAAa,GAAG,cAAc,EAC5C,iBAAiB,GAAE,gBAA0B,GAC5C,eAAe,GAAG,SAAS,CAW7B;AAED;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,wBAAgB,gBAAgB,IAAI,GAAG,CAAC,MAAM,EAAE,eAAe,CAAC,CAE/D;AAED;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,wBAAgB,mBAAmB,CACjC,YAAY,EAAE,aAAa,GAAG,cAAc,EAC5C,iBAAiB,GAAE,gBAA0B,GAC5C,SAAS,iBAAiB,EAAE,CAmB9B;AAED;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,wBAAgB,sBAAsB,CACpC,YAAY,EAAE,aAAa,GAAG,cAAc,EAC5C,iBAAiB,GAAE,gBAA0B,GAC5C,SAAS,iBAAiB,EAAE,CAmB9B;AAED;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,wBAAgB,gBAAgB,CAC9B,YAAY,EAAE,aAAa,GAAG,cAAc,EAC5C,iBAAiB,GAAE,gBAA0B,GAC5C,iBAAiB,GAAG,SAAS,CAqB/B;AAED;;;;;;;;;;;;;;;;;;;;;GAqBG;AACH,wBAAgB,eAAe,CAC7B,YAAY,EAAE,aAAa,GAAG,cAAc,EAC5C,iBAAiB,GAAE,gBAA0B,GAC5C,iBAAiB,GAAG,SAAS,CAqB/B;AAED;;;;;;;;GAQG;AACH,MAAM,WAAW,qBAAqB;IACpC,2EAA2E;IAC3E,QAAQ,CAAC,mBAAmB,EAAE,MAAM,CAAC;IACrC,qCAAqC;IACrC,QAAQ,CAAC,gBAAgB,EAAE,MAAM,CAAC;IAClC,mCAAmC;IACnC,QAAQ,CAAC,gBAAgB,EAAE,MAAM,CAAC;IAClC,sCAAsC;IACtC,QAAQ,CAAC,kBAAkB,EAAE,MAAM,CAAC;IACpC,mFAAmF;IACnF,QAAQ,CAAC,YAAY,EAAE,MAAM,CAAC;IAC9B,wFAAwF;IACxF,QAAQ,CAAC,cAAc,EAAE,MAAM,CAAC;CACjC;AAED;;;;;;;;;;;;;;;;;;;;GAoBG;AACH,wBAAgB,wBAAwB,IAAI,qBAAqB,CAahE"}
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/**
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* Trigram Stance Transition System
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*
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* Handles trigram-specific animation transitions between stances with smooth blending,
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* incorporating Korean martial arts footwork and weight transfer principles.
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*
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* **Korean Context:**
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* - **자세 전환 (Jase Jeonhwan)**: Stance transition
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* - **발놀림 (Balnollim)**: Footwork
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* - **체중 이동 (Chejung Idong)**: Weight transfer
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*
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* Generates all 64 stance-to-stance transitions (8×8) with proper footwork,
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* weight transfer, and guard pose blending based on authentic Korean martial arts.
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*
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* @module systems/animation/TrigramStanceTransitions
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* @category Animation System
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* @korean 팔괘자세전환
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*/
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import { TrigramStance } from "../../../types/common";
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import type { SkeletalAnimation } from "../../../types/skeletal";
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import type { StanceLaterality } from "../../trigram/types";
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/**
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* Order of trigram stances in the stance wheel (circular arrangement).
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*
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* **Korean**: 팔괘 순서
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*
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* The 8 trigrams arranged in traditional order around the Bagua octagon.
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* Adjacent stances in this array are considered "adjacent" for transition purposes.
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*
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* @korean 팔괘순서
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*/
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export declare const TRIGRAM_STANCES_ORDER: readonly TrigramStance[];
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/**
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* Calculate transition duration based on stance change magnitude.
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*
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* **Korean**: 전환 시간 계산
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*
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* Duration is based on the distance between stances on the octagonal wheel:
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* - Same stance (laterality change only): 300ms
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* - Adjacent stances (1-2 steps apart): 200ms
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* - Medium distance (3-4 steps): 300ms
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* - Opposite stances (4 steps): 400ms
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*
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* @param from - Starting trigram stance
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* @param to - Ending trigram stance
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* @returns Transition duration in seconds
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*
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* @example
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* ```typescript
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* calculateTransitionDuration(TrigramStance.GEON, TrigramStance.TAE); // 0.2 (adjacent)
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* calculateTransitionDuration(TrigramStance.GEON, TrigramStance.GON); // 0.4 (opposite)
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* calculateTransitionDuration(TrigramStance.GEON, TrigramStance.GEON); // 0.3 (laterality change)
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* ```
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*
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* @public
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* @category Trigram System
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* @korean 전환시간계산
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*/
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export declare function calculateTransitionDuration(from: TrigramStance, to: TrigramStance): number;
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/**
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* Generate trigram stance-to-stance transition animation.
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*
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* **Korean**: 팔괘 자세 전환 애니메이션 생성
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*
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* Creates a complete skeletal animation transitioning from one trigram stance to another,
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* including:
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* - Footwork keyframes (weight transfer, pivot, step)
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* - Guard pose blending (arms transition smoothly)
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* - Laterality support (left/right stance)
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* - Korean martial arts principles (proper weight transfer, footwork sequencing)
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*
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* ## Animation Phases
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*
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* 1. **Weight Transfer (0-40% of duration)**: Shift weight off moving foot
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* 2. **Pivot/Step (40-70% of duration)**: Reposition feet to target stance width
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* 3. **Guard Blend (0-100% of duration)**: Smoothly transition guard poses
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* 4. **Settle (70-100% of duration)**: Complete transition, stabilize in new stance
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*
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* @param from - Starting trigram stance
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* @param to - Ending trigram stance
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* @param laterality - Laterality (applies to ending stance)
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* @returns Transition animation with footwork and guard blending
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*
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* @example
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* ```typescript
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* // Adjacent stance transition (200ms)
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* const transition = transitionBetweenStances(
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* TrigramStance.GEON,
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* TrigramStance.TAE,
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* "left"
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* );
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*
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* // Opposite stance transition (400ms)
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* const longTransition = transitionBetweenStances(
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* TrigramStance.GEON,
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* TrigramStance.GON,
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* "right"
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* );
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* ```
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*
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* @public
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* @category Trigram System
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* @korean 팔괘자세전환
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*/
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export declare function transitionBetweenStances(from: TrigramStance, to: TrigramStance, laterality: StanceLaterality): SkeletalAnimation;
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/**
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* Stance transition matrix containing all 64 transitions (8x8).
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*
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* **Korean**: 팔괘 전환 행렬
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*
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* Maps from every stance to every other stance for both left and right laterality.
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* Key format: "from_to_laterality" (e.g., "geon_tae_left")
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*
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* Total transitions: 128 (8 source × 8 target × 2 laterality)
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* - 16 same-stance transitions (laterality changes, 300ms)
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* - ~48 adjacent transitions (200ms)
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* - ~64 indirect transitions (300-400ms)
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*
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* @korean 팔괘전환행렬
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*/
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export declare const STANCE_TRANSITIONS: Map<string, SkeletalAnimation>;
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/**
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* Initialize the stance transition matrix.
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*
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* **Korean**: 전환 행렬 초기화
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*
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* Generates all 128 stance transitions (8 from × 8 to × 2 laterality) and populates the transition map.
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*
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* **Important**: Call this during application initialization, not during module load, to avoid
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* blocking the main thread and to provide better control over when transitions are generated.
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*
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* @example
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* ```typescript
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* // During app startup
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* initializeStanceTransitions();
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* ```
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*
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* @korean 전환행렬초기화
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*/
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export declare function initializeStanceTransitions(): void;
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/**
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* Get stance transition animation.
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*
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* **Korean**: 자세 전환 가져오기
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*
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* Retrieves the transition animation for moving from one stance to another with specific laterality.
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*
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* @param from - Source stance
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* @param to - Target stance
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* @param laterality - Stance laterality (left/right)
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* @returns Transition animation, or undefined if not found
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*
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* @example
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* ```typescript
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* const transition = getStanceTransition(
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* TrigramStance.GEON,
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* TrigramStance.TAE,
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* "right"
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* );
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* console.log(transition.duration); // 0.2
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* console.log(transition.keyframes.length); // 4
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* ```
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*
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* @korean 자세전환가져오기
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*/
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export declare function getStanceTransition(from: TrigramStance, to: TrigramStance, laterality: StanceLaterality): SkeletalAnimation | undefined;
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/**
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* Ensure stance transitions have been initialized.
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*
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* **Korean**: 전환이미초기화확인
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*
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* This helper provides a convenient way for application startup code to lazily
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* initialize the stance transition matrix without performing any work at module
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* load time. It is safe to call multiple times; transitions will only be generated
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* on the first call when the internal map is still empty.
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*
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* @example
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* ```typescript
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* // During app startup or before using stance transitions
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* ensureStanceTransitionsInitialized();
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* ```
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*
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* @korean 전환이미초기화확인
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*/
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export declare function ensureStanceTransitionsInitialized(): void;
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//# sourceMappingURL=TrigramStanceTransitions.d.ts.map
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{"version":3,"file":"TrigramStanceTransitions.d.ts","sourceRoot":"","sources":["../../../../src/systems/animation/core/TrigramStanceTransitions.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;;;;;;GAiBG;AAEH,OAAO,EAAE,aAAa,EAAE,MAAM,gBAAgB,CAAC;AAC/C,OAAO,KAAK,EAAE,iBAAiB,EAAE,MAAM,kBAAkB,CAAC;AAG1D,OAAO,KAAK,EAAE,gBAAgB,EAAE,MAAM,qBAAqB,CAAC;AAI5D;;;;;;;;;GASG;AACH,eAAO,MAAM,qBAAqB,EAAE,SAAS,aAAa,EAShD,CAAC;AAEX;;;;;;;;;;;;;;;;;;;;;;;;;GAyBG;AACH,wBAAgB,2BAA2B,CACzC,IAAI,EAAE,aAAa,EACnB,EAAE,EAAE,aAAa,GAChB,MAAM,CA2BR;AAsCD;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;GA4CG;AACH,wBAAgB,wBAAwB,CACtC,IAAI,EAAE,aAAa,EACnB,EAAE,EAAE,aAAa,EACjB,UAAU,EAAE,gBAAgB,GAC3B,iBAAiB,CA8QnB;AAED;;;;;;;;;;;;;;GAcG;AACH,eAAO,MAAM,kBAAkB,EAAE,GAAG,CAAC,MAAM,EAAE,iBAAiB,CAAa,CAAC;AAE5E;;;;;;;;;;;;;;;;;GAiBG;AACH,wBAAgB,2BAA2B,IAAI,IAAI,CAWlD;AAED;;;;;;;;;;;;;;;;;;;;;;;;GAwBG;AACH,wBAAgB,mBAAmB,CACjC,IAAI,EAAE,aAAa,EACnB,EAAE,EAAE,aAAa,EACjB,UAAU,EAAE,gBAAgB,GAC3B,iBAAiB,GAAG,SAAS,CAG/B;AAED;;;;;;;;;;;;;;;;;GAiBG;AACH,wBAAgB,kCAAkC,IAAI,IAAI,CAIzD"}
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import { TrigramStance } from "../../../types/common.js";
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import "../../../types/skeletal.js";
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import "../catalogs/StanceGuardPoses.js";
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import "../builders/MartialArtsAnimationBuilder.js";
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TrigramStance.GEON, TrigramStance.TAE, TrigramStance.LI, TrigramStance.JIN, TrigramStance.SON, TrigramStance.GAM, TrigramStance.GAN, TrigramStance.GON;
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//#endregion
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//# sourceMappingURL=TrigramStanceTransitions.js.map
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