blacktrigram 0.7.2

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Files changed (1853) hide show
  1. package/LICENSE +201 -0
  2. package/README.md +866 -0
  3. package/SECURITY.md +124 -0
  4. package/lib/App.d.ts +4 -0
  5. package/lib/App.d.ts.map +1 -0
  6. package/lib/App2.js +386 -0
  7. package/lib/App2.js.map +1 -0
  8. package/lib/_virtual/_rolldown/runtime.js +13 -0
  9. package/lib/assets/index.css +1146 -0
  10. package/lib/audio/AudioAssetLoader.d.ts +101 -0
  11. package/lib/audio/AudioAssetLoader.d.ts.map +1 -0
  12. package/lib/audio/AudioAssetLoader.js +245 -0
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  14. package/lib/audio/AudioAssetRegistry.d.ts +126 -0
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  16. package/lib/audio/AudioAssetRegistry.js +970 -0
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  18. package/lib/audio/AudioCache.d.ts +135 -0
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  20. package/lib/audio/AudioCache.js +211 -0
  21. package/lib/audio/AudioCache.js.map +1 -0
  22. package/lib/audio/AudioManager.d.ts +162 -0
  23. package/lib/audio/AudioManager.d.ts.map +1 -0
  24. package/lib/audio/AudioManager.js +508 -0
  25. package/lib/audio/AudioManager.js.map +1 -0
  26. package/lib/audio/AudioMonitor.d.ts +122 -0
  27. package/lib/audio/AudioMonitor.d.ts.map +1 -0
  28. package/lib/audio/AudioMonitor.js +215 -0
  29. package/lib/audio/AudioMonitor.js.map +1 -0
  30. package/lib/audio/AudioPool.d.ts +108 -0
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  38. package/lib/audio/AudioUtils.d.ts +77 -0
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  42. package/lib/audio/BoneImpactAudioMap.d.ts +64 -0
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  46. package/lib/audio/VariantSelector.d.ts +69 -0
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  50. package/lib/audio/index.d.ts +13 -0
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  58. package/lib/components/effects/WindParticles3D.d.ts +83 -0
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  60. package/lib/components/effects/index.d.ts +6 -0
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  64. package/lib/components/index.js +74 -0
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  66. package/lib/components/screens/combat/CombatScreen3D.d.ts +74 -0
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  98. package/lib/components/screens/combat/components/effects/ArterialSpray3D.d.ts +73 -0
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  104. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.d.ts +53 -0
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  108. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts +80 -0
  109. package/lib/components/screens/combat/components/effects/BloodParticles3D.d.ts.map +1 -0
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  112. package/lib/components/screens/combat/components/effects/BloodViscosity3D.d.ts +64 -0
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  116. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts +60 -0
  117. package/lib/components/screens/combat/components/effects/BoneCrackParticles3D.d.ts.map +1 -0
  118. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.d.ts +37 -0
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  122. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.d.ts +49 -0
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  126. package/lib/components/screens/combat/components/effects/DustClouds3D.d.ts +93 -0
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  128. package/lib/components/screens/combat/components/effects/EarthCrackEffect3D.d.ts +57 -0
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  130. package/lib/components/screens/combat/components/effects/EarthHealingEffect3D.d.ts +88 -0
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  132. package/lib/components/screens/combat/components/effects/ImpactSparks3D.d.ts +91 -0
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  134. package/lib/components/screens/combat/components/effects/InternalDamage3D.d.ts +67 -0
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  138. package/lib/components/screens/combat/components/effects/LiPrecisionTargetingOverlay.d.ts +45 -0
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  140. package/lib/components/screens/combat/components/effects/NerveStrikeParticles3D.d.ts +61 -0
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  142. package/lib/components/screens/combat/components/effects/PainVignette.d.ts +47 -0
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  146. package/lib/components/screens/combat/components/effects/ParticleAudio3D.d.ts +52 -0
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  150. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.d.ts +91 -0
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  1716. package/lib/utils/clothingColors.d.ts +120 -0
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  1728. package/lib/utils/combatReadiness.d.ts +132 -0
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  1853. package/package.json +222 -0
@@ -0,0 +1,1360 @@
1
+ /**
2
+ * Animation system types for Black Trigram
3
+ *
4
+ * Defines animation states, configurations, and transition rules
5
+ * for frame-accurate combat animations at 60fps.
6
+ *
7
+ * @module systems/animation/types
8
+ * @category Animation
9
+ * @korean 애니메이션시스템타입
10
+ */
11
+ /**
12
+ * Animation states for player characters (애니메이션 상태)
13
+ *
14
+ * Enum-based animation state system for type safety and IDE autocomplete.
15
+ * Each state includes Korean terminology and timing specifications.
16
+ *
17
+ * Based on game-design.md specifications:
18
+ * - Attack: 12 frames (200ms at 60fps)
19
+ * - Block: 4 frames (67ms at 60fps)
20
+ * - Walk: 6 frames (100ms at 60fps)
21
+ * - Stance transitions: 36 frames (600ms at 60fps)
22
+ * - Tactical steps: 18 frames (300ms at 60fps, 30cm distance)
23
+ *
24
+ * @public
25
+ * @korean 애니메이션상태
26
+ */
27
+ export declare enum AnimationState {
28
+ /**
29
+ * Idle stance - Default breathing animation
30
+ * Korean: 대기 (daegi) - Standing ready
31
+ * Duration: 4 frames (67ms)
32
+ */
33
+ IDLE = "idle",
34
+ /**
35
+ * Walk - Normal walking movement
36
+ * Korean: 보행 (bohaeng) - Walking
37
+ * Duration: 6 frames (100ms)
38
+ */
39
+ WALK = "walk",
40
+ /**
41
+ * Run - Fast movement animation
42
+ * Korean: 달리기 (dalligi) - Running
43
+ * Duration: 8 frames (133ms)
44
+ */
45
+ RUN = "run",
46
+ /**
47
+ * Attack - Generic attack animation
48
+ * Korean: 공격 (gonggyeok) - Attack
49
+ * Duration: 12 frames (200ms)
50
+ */
51
+ ATTACK = "attack",
52
+ /**
53
+ * Defend - Basic block/defense
54
+ * Korean: 방어 (bangeo) - Defense
55
+ * Duration: 4 frames (67ms)
56
+ */
57
+ DEFEND = "defend",
58
+ /**
59
+ * Defend Block Success - Successful block, absorb impact
60
+ * Korean: 막기 (makgi) - Block successfully
61
+ * Duration: 8 frames (133ms)
62
+ */
63
+ DEFEND_BLOCK_SUCCESS = "defend_block_success",
64
+ /**
65
+ * Defend Parry - Parry deflection, redirect attack
66
+ * Korean: 받아넘기기 (badaneumgigi) - Parry deflect
67
+ * Duration: 10 frames (167ms)
68
+ */
69
+ DEFEND_PARRY = "defend_parry",
70
+ /**
71
+ * Defend Guard Break - Guard break, defensive stance destroyed
72
+ * Korean: 방어붕괴 (bangeo bunggoe) - Guard broken
73
+ * Duration: 15 frames (250ms)
74
+ */
75
+ DEFEND_GUARD_BREAK = "defend_guard_break",
76
+ /**
77
+ * Defend Recovery - Guard recovery, restore defensive posture
78
+ * Korean: 방어복구 (bangeo bokgu) - Guard recovery
79
+ * Duration: 12 frames (200ms)
80
+ */
81
+ DEFEND_RECOVERY = "defend_recovery",
82
+ /**
83
+ * Hit - Taking damage animation
84
+ * Korean: 피격 (pigyeok) - Being hit
85
+ * Duration: 4 frames (67ms)
86
+ */
87
+ HIT = "hit",
88
+ /**
89
+ * KO - Knockout/death animation
90
+ * Korean: 기절 (gijeol) - Knockout
91
+ * Duration: 30 frames (500ms)
92
+ */
93
+ KO = "ko",
94
+ /**
95
+ * Stance Change - Trigram stance transition
96
+ * Korean: 자세변경 (jaseybyeongyeong) - Stance change
97
+ * Duration: 36 frames (600ms)
98
+ */
99
+ STANCE_CHANGE = "stance_change",
100
+ /**
101
+ * Stance Side Switch - Left↔right stance mirror
102
+ * Korean: 좌우전환 (jwaujeonhwan) - Left-right switch
103
+ * Duration: 24 frames (400ms)
104
+ */
105
+ STANCE_SIDE_SWITCH = "stance_side_switch",
106
+ /**
107
+ * Stance Guard Geon - ☰ Heaven stance guard
108
+ * Korean: 건괘수비 (geon-goe subi) - Heaven guard
109
+ * Duration: 6 frames (breathing loop)
110
+ */
111
+ STANCE_GUARD_GEON = "stance_guard_geon",
112
+ /**
113
+ * Stance Guard Tae - ☱ Lake stance guard
114
+ * Korean: 태괘수비 (tae-goe subi) - Lake guard
115
+ * Duration: 6 frames (breathing loop)
116
+ */
117
+ STANCE_GUARD_TAE = "stance_guard_tae",
118
+ /**
119
+ * Stance Guard Li - ☲ Fire stance guard
120
+ * Korean: 리괘수비 (li-goe subi) - Fire guard
121
+ * Duration: 4 frames (breathing loop)
122
+ */
123
+ STANCE_GUARD_LI = "stance_guard_li",
124
+ /**
125
+ * Stance Guard Jin - ☳ Thunder stance guard
126
+ * Korean: 진괘수비 (jin-goe subi) - Thunder guard
127
+ * Duration: 5 frames (breathing loop)
128
+ */
129
+ STANCE_GUARD_JIN = "stance_guard_jin",
130
+ /**
131
+ * Stance Guard Son - ☴ Wind stance guard
132
+ * Korean: 손괘수비 (son-goe subi) - Wind guard
133
+ * Duration: 6 frames (breathing loop)
134
+ */
135
+ STANCE_GUARD_SON = "stance_guard_son",
136
+ /**
137
+ * Stance Guard Gam - ☵ Water stance guard
138
+ * Korean: 감괘수비 (gam-goe subi) - Water guard
139
+ * Duration: 6 frames (breathing loop)
140
+ */
141
+ STANCE_GUARD_GAM = "stance_guard_gam",
142
+ /**
143
+ * Stance Guard Gan - ☶ Mountain stance guard
144
+ * Korean: 간괘수비 (gan-goe subi) - Mountain guard
145
+ * Duration: 4 frames (breathing loop)
146
+ */
147
+ STANCE_GUARD_GAN = "stance_guard_gan",
148
+ /**
149
+ * Stance Guard Gon - ☷ Earth stance guard
150
+ * Korean: 곤괘수비 (gon-goe subi) - Earth guard
151
+ * Duration: 5 frames (breathing loop)
152
+ */
153
+ STANCE_GUARD_GON = "stance_guard_gon",
154
+ /**
155
+ * Step Forward - Forward tactical step
156
+ * Korean: 전진보법 (jeonjin bobeop) - Forward step
157
+ * Duration: 18 frames (300ms), Distance: 30cm
158
+ */
159
+ STEP_FORWARD = "step_forward",
160
+ /**
161
+ * Step Back - Retreat tactical step
162
+ * Korean: 후퇴보법 (hutoe bobeop) - Retreat step
163
+ * Duration: 18 frames (300ms), Distance: 30cm
164
+ */
165
+ STEP_BACK = "step_back",
166
+ /**
167
+ * Step Left - Left side tactical step
168
+ * Korean: 좌측면보법 (jwacheuk myeon bobeop) - Left side step
169
+ * Duration: 18 frames (300ms), Distance: 30cm
170
+ */
171
+ STEP_LEFT = "step_left",
172
+ /**
173
+ * Step Right - Right side tactical step
174
+ * Korean: 우측면보법 (ucheuk myeon bobeop) - Right side step
175
+ * Duration: 18 frames (300ms), Distance: 30cm
176
+ */
177
+ STEP_RIGHT = "step_right",
178
+ /**
179
+ * Step Forward Left - Forward-left diagonal step
180
+ * Korean: 전좌측보법 (jeon jwacheuk bobeop) - Forward-left diagonal
181
+ * Duration: 18 frames (300ms), Distance: 30cm
182
+ */
183
+ STEP_FORWARD_LEFT = "step_forward_left",
184
+ /**
185
+ * Step Forward Right - Forward-right diagonal step
186
+ * Korean: 전우측보법 (jeon ucheuk bobeop) - Forward-right diagonal
187
+ * Duration: 18 frames (300ms), Distance: 30cm
188
+ */
189
+ STEP_FORWARD_RIGHT = "step_forward_right",
190
+ /**
191
+ * Step Back Left - Back-left diagonal step
192
+ * Korean: 후좌측보법 (hu jwacheuk bobeop) - Back-left diagonal
193
+ * Duration: 18 frames (300ms), Distance: 30cm
194
+ */
195
+ STEP_BACK_LEFT = "step_back_left",
196
+ /**
197
+ * Step Back Right - Back-right diagonal step
198
+ * Korean: 후우측보법 (hu ucheuk bobeop) - Back-right diagonal
199
+ * Duration: 18 frames (300ms), Distance: 30cm
200
+ */
201
+ STEP_BACK_RIGHT = "step_back_right",
202
+ /**
203
+ * Footwork Circular Left - Circular step maintaining guard (left)
204
+ * Korean: 원형보 좌 (wonhyeongbo jwa) - Circular step left
205
+ * Duration: 18 frames (300ms), Distance: 30cm
206
+ */
207
+ FOOTWORK_CIRCULAR_LEFT = "footwork_circular_left",
208
+ /**
209
+ * Footwork Circular Right - Circular step maintaining guard (right)
210
+ * Korean: 원형보 우 (wonhyeongbo u) - Circular step right
211
+ * Duration: 18 frames (300ms), Distance: 30cm
212
+ */
213
+ FOOTWORK_CIRCULAR_RIGHT = "footwork_circular_right",
214
+ /**
215
+ * Footwork Pivot Left - Pivot rotation on planted foot (left)
216
+ * Korean: 축족회전 좌 (chukjok hoejeon jwa) - Pivot rotation left
217
+ * Duration: 15 frames (250ms), Rotation: 90°
218
+ */
219
+ FOOTWORK_PIVOT_LEFT = "footwork_pivot_left",
220
+ /**
221
+ * Footwork Pivot Right - Pivot rotation on planted foot (right)
222
+ * Korean: 축족회전 우 (chukjok hoejeon u) - Pivot rotation right
223
+ * Duration: 15 frames (250ms), Rotation: 90°
224
+ */
225
+ FOOTWORK_PIVOT_RIGHT = "footwork_pivot_right",
226
+ /**
227
+ * Footwork Slide Forward - Both feet slide together (forward)
228
+ * Korean: 미끄럼보 전 (mikkeureombo jeon) - Sliding step forward
229
+ * Duration: 12 frames (200ms), Distance: 30cm
230
+ */
231
+ FOOTWORK_SLIDE_FORWARD = "footwork_slide_forward",
232
+ /**
233
+ * Footwork Slide Back - Both feet slide together (back)
234
+ * Korean: 미끄럼보 후 (mikkeureombo hu) - Sliding step back
235
+ * Duration: 12 frames (200ms), Distance: 30cm
236
+ */
237
+ FOOTWORK_SLIDE_BACK = "footwork_slide_back",
238
+ /**
239
+ * Footwork Slide Left - Both feet slide together (left)
240
+ * Korean: 미끄럼보 좌 (mikkeureombo jwa) - Sliding step left
241
+ * Duration: 12 frames (200ms), Distance: 30cm
242
+ */
243
+ FOOTWORK_SLIDE_LEFT = "footwork_slide_left",
244
+ /**
245
+ * Footwork Slide Right - Both feet slide together (right)
246
+ * Korean: 미끄럼보 우 (mikkeureombo u) - Sliding step right
247
+ * Duration: 12 frames (200ms), Distance: 30cm
248
+ */
249
+ FOOTWORK_SLIDE_RIGHT = "footwork_slide_right",
250
+ /**
251
+ * Footwork Shuffle - Quick micro-adjustment
252
+ * Korean: 섞음보 (seokkeumbo) - Shuffle step
253
+ * Duration: 6 frames (100ms), Distance: 15cm
254
+ */
255
+ FOOTWORK_SHUFFLE = "footwork_shuffle",
256
+ /**
257
+ * Fall Forward - Forward fall animation
258
+ * Korean: 전방낙법 (jeonbang nakbeop) - Forward falling technique
259
+ * Duration: 24 frames (400ms)
260
+ */
261
+ FALL_FORWARD = "fall_forward",
262
+ /**
263
+ * Fall Backward - Backward fall animation
264
+ * Korean: 후방낙법 (hubang nakbeop) - Backward falling technique
265
+ * Duration: 30 frames (500ms)
266
+ */
267
+ FALL_BACKWARD = "fall_backward",
268
+ /**
269
+ * Fall Side Left - Left side fall animation
270
+ * Korean: 좌측낙법 (jwacheuk nakbeop) - Left side falling technique
271
+ * Duration: 27 frames (450ms)
272
+ */
273
+ FALL_SIDE_LEFT = "fall_side_left",
274
+ /**
275
+ * Fall Side Right - Right side fall animation
276
+ * Korean: 우측낙법 (ucheuk nakbeop) - Right side falling technique
277
+ * Duration: 27 frames (450ms)
278
+ */
279
+ FALL_SIDE_RIGHT = "fall_side_right",
280
+ /**
281
+ * Ground Prone - Face-down ground position
282
+ * Korean: 엎드림 (eopdeurim) - Face down position
283
+ * Duration: 4 frames (breathing loop)
284
+ */
285
+ GROUND_PRONE = "ground_prone",
286
+ /**
287
+ * Ground Supine - Face-up ground position
288
+ * Korean: 누움 (nuum) - Face up position
289
+ * Duration: 4 frames (breathing loop)
290
+ */
291
+ GROUND_SUPINE = "ground_supine",
292
+ /**
293
+ * Ground Side Left - Left side ground position
294
+ * Korean: 좌측와 (jwacheuk wa) - Left side position
295
+ * Duration: 4 frames (breathing loop)
296
+ */
297
+ GROUND_SIDE_LEFT = "ground_side_left",
298
+ /**
299
+ * Ground Side Right - Right side ground position
300
+ * Korean: 우측와 (ucheuk wa) - Right side position
301
+ * Duration: 4 frames (breathing loop)
302
+ */
303
+ GROUND_SIDE_RIGHT = "ground_side_right",
304
+ /**
305
+ * Turn Left - 180° turn left animation
306
+ * Korean: 좌회전 (jwahoejeon) - Left turn
307
+ * Duration: 12 frames (200ms), Rotation: 180°
308
+ */
309
+ TURN_LEFT = "turn_left",
310
+ /**
311
+ * Turn Right - 180° turn right animation
312
+ * Korean: 우회전 (uhoejeon) - Right turn
313
+ * Duration: 12 frames (200ms), Rotation: 180°
314
+ */
315
+ TURN_RIGHT = "turn_right",
316
+ /**
317
+ * Recovery Prone Standup - Stand up from prone position
318
+ * Korean: 엎드린 기상 (eopdeurin gisang) - Prone stand-up
319
+ * Duration: 30 frames (500ms)
320
+ */
321
+ RECOVERY_PRONE_STANDUP = "recovery_prone_standup",
322
+ /**
323
+ * Recovery Supine Standup - Stand up from supine position
324
+ * Korean: 누운 기상 (nuun gisang) - Supine stand-up
325
+ * Duration: 36 frames (600ms)
326
+ */
327
+ RECOVERY_SUPINE_STANDUP = "recovery_supine_standup",
328
+ /**
329
+ * Recovery Roll - Roll recovery to standing
330
+ * Korean: 회전기상 (hoejeon gisang) - Roll recovery
331
+ * Duration: 24 frames (400ms), Stamina cost: 20
332
+ */
333
+ RECOVERY_ROLL = "recovery_roll",
334
+ /**
335
+ * Recovery Defensive - Defensive getup with guard
336
+ * Korean: 방어기상 (bangeo gisang) - Defensive getup
337
+ * Duration: 42 frames (700ms), Damage reduction: 50%
338
+ */
339
+ RECOVERY_DEFENSIVE = "recovery_defensive",
340
+ /**
341
+ * Grapple Entry - Establish grip connection
342
+ * Korean: 잡기 연결 (japgi yeongyeol) - Grab connection
343
+ * Duration: 8 frames (133ms)
344
+ *
345
+ * Initiates the grappling sequence when attacker successfully grabs defender.
346
+ * Transition from IDLE/ATTACK state to establishing physical control.
347
+ */
348
+ GRAPPLE_ENTRY = "grapple_entry",
349
+ /**
350
+ * Grapple Control - Maintain grip control
351
+ * Korean: 잡기 유지 (japgi yuji) - Maintaining grip
352
+ * Duration: Loop (breathing animation ~4 frames)
353
+ *
354
+ * Active control state where attacker maintains grip on defender.
355
+ * Looping animation with subtle struggle movements.
356
+ * Stamina cost: 5/second (default)
357
+ */
358
+ GRAPPLE_CONTROL = "grapple_control",
359
+ /**
360
+ * Grapple Struggle - Escape attempt animation
361
+ * Korean: 탈출 시도 (talchul sido) - Escape attempts
362
+ * Duration: 12 frames (200ms)
363
+ *
364
+ * Defender animation when attempting to break free from grapple.
365
+ * Shows strain and resistance movements.
366
+ * Stamina cost: 15 per attempt
367
+ */
368
+ GRAPPLE_STRUGGLE = "grapple_struggle",
369
+ /**
370
+ * Grapple Escape - Successful escape from grapple
371
+ * Korean: 탈출 성공 (talchul seonggong) - Successful escape
372
+ * Duration: 15 frames (250ms)
373
+ *
374
+ * Defender breaks free and creates distance from attacker.
375
+ * Returns to IDLE state upon completion.
376
+ * Provides invulnerability frames during escape animation.
377
+ */
378
+ GRAPPLE_ESCAPE = "grapple_escape"
379
+ }
380
+ /**
381
+ * Animation priority levels for interrupt system
382
+ *
383
+ * Higher priority animations can interrupt lower priority ones.
384
+ * Priority order: recovery > fall > ko > hit > attack > defend > step > stance_change > movement > idle
385
+ *
386
+ * Steps are non-interruptible (same priority as attacks) to ensure commitment
387
+ * to tactical repositioning in Korean martial arts.
388
+ * Recovery animations have highest priority to allow getting up from ground.
389
+ *
390
+ * @public
391
+ * @korean 애니메이션우선순위
392
+ */
393
+ export declare enum AnimationPriority {
394
+ IDLE = 0,
395
+ WALK = 1,
396
+ RUN = 2,
397
+ STANCE_CHANGE = 3,
398
+ DEFEND = 4,
399
+ ATTACK = 5,// STEP shares ATTACK priority (both non-interruptible)
400
+ HIT = 6,
401
+ KO = 7,
402
+ FALL = 8,
403
+ RECOVERY = 9
404
+ }
405
+ export declare const STEP_PRIORITY = AnimationPriority.ATTACK;
406
+ /**
407
+ * Defensive animation types for guard break and defensive stance mechanics.
408
+ *
409
+ * **Korean Terminology**:
410
+ * - block_success: 막기 (makgi) - Successful block, absorb impact
411
+ * - parry_deflect: 받아넘기기 (badaneumgigi) - Parry deflection, redirect attack
412
+ * - guard_break: 방어붕괴 (bangeo bunggoe) - Guard break, defensive stance destroyed
413
+ * - guard_recovery: 방어복구 (bangeo bokgu) - Guard recovery, restore defensive posture
414
+ *
415
+ * @public
416
+ * @korean 방어애니메이션타입
417
+ */
418
+ export type DefensiveAnimationType = "block_success" | "parry_deflect" | "guard_break" | "guard_recovery";
419
+ /**
420
+ * Animation configuration for a single animation state
421
+ *
422
+ * Frame counts based on game-design.md:
423
+ * - Attack: 12 frames (200ms at 60fps)
424
+ * - Block: 4 frames (67ms at 60fps)
425
+ * - Walk: 6 frames
426
+ *
427
+ * Extended with defensive animation support:
428
+ * - Block Success: 8 frames (133ms)
429
+ * - Parry Deflect: 10 frames (167ms)
430
+ * - Guard Break: 15 frames (250ms)
431
+ * - Guard Recovery: 12 frames (200ms)
432
+ *
433
+ * @public
434
+ * @korean 애니메이션설정
435
+ */
436
+ export interface AnimationConfig {
437
+ /**
438
+ * Animation state identifier
439
+ * @korean 상태
440
+ */
441
+ readonly state: AnimationState;
442
+ /**
443
+ * Total number of frames in animation
444
+ * @korean 프레임수
445
+ */
446
+ readonly frames: number;
447
+ /**
448
+ * Target frames per second (typically 60)
449
+ * @korean 초당프레임
450
+ */
451
+ readonly fps: number;
452
+ /**
453
+ * Whether animation loops continuously
454
+ * @korean 반복여부
455
+ */
456
+ readonly loop: boolean;
457
+ /**
458
+ * Whether animation can be interrupted by higher priority animations
459
+ * @korean 중단가능여부
460
+ */
461
+ readonly interruptible: boolean;
462
+ /**
463
+ * Animation priority for interrupt system
464
+ * @korean 우선순위
465
+ */
466
+ readonly priority: AnimationPriority;
467
+ /**
468
+ * Duration in seconds (calculated from frames/fps)
469
+ * @korean 지속시간
470
+ */
471
+ readonly duration: number;
472
+ /**
473
+ * Counter-attack window in seconds (for parry animations)
474
+ * Creates an opportunity window for immediate counter-attacks after successful parry.
475
+ * @korean 반격시간
476
+ */
477
+ readonly counterWindow?: number;
478
+ /**
479
+ * Vulnerability window duration in seconds (for guard break animations)
480
+ * Extended vulnerability period where defender takes increased damage.
481
+ * @korean 취약시간
482
+ */
483
+ readonly vulnerabilityDuration?: number;
484
+ /**
485
+ * Easing function for smooth animation transitions
486
+ *
487
+ * **Korean**: 이징 함수
488
+ *
489
+ * Specifies the easing curve for this animation's transitions.
490
+ * Uses cubic bezier presets for natural Korean martial arts movement.
491
+ *
492
+ * @korean 이징함수
493
+ */
494
+ readonly easing?: "linear" | "ease-in" | "ease-out" | "ease-in-out" | "natural-motion" | "smooth-transition" | "quick-start" | "explosive-power" | "controlled-slow";
495
+ }
496
+ /**
497
+ * Mutable version of AnimationConfig for internal state machine use.
498
+ * Allows dynamic frame/duration updates for technique-specific timing.
499
+ *
500
+ * @internal
501
+ * @korean 가변애니메이션설정
502
+ */
503
+ export type MutableAnimationConfig = {
504
+ -readonly [K in keyof AnimationConfig]: AnimationConfig[K];
505
+ };
506
+ /**
507
+ * Animation event callback types
508
+ *
509
+ * @public
510
+ * @korean 애니메이션이벤트
511
+ */
512
+ export interface AnimationEvents {
513
+ /**
514
+ * Called when animation starts
515
+ * @korean 시작이벤트
516
+ */
517
+ readonly onAnimationStart?: (state: AnimationState) => void;
518
+ /**
519
+ * Called on specific frame numbers
520
+ * @korean 프레임이벤트
521
+ */
522
+ readonly onFrame?: (frame: number, state: AnimationState) => void;
523
+ /**
524
+ * Called when animation completes
525
+ * @korean 완료이벤트
526
+ */
527
+ readonly onAnimationComplete?: (state: AnimationState) => void;
528
+ /**
529
+ * Called when animation is interrupted
530
+ * @korean 중단이벤트
531
+ */
532
+ readonly onAnimationInterrupted?: (fromState: AnimationState, toState: AnimationState) => void;
533
+ }
534
+ /**
535
+ * Animation state machine state
536
+ *
537
+ * @public
538
+ * @korean 애니메이션상태머신상태
539
+ */
540
+ export interface AnimationMachineState {
541
+ /**
542
+ * Current animation state
543
+ * @korean 현재상태
544
+ */
545
+ readonly currentState: AnimationState;
546
+ /**
547
+ * Current frame index (0 to frames-1)
548
+ * @korean 현재프레임
549
+ */
550
+ readonly frameIndex: number;
551
+ /**
552
+ * Time accumulator for frame timing
553
+ * @korean 시간누적
554
+ */
555
+ readonly timeAccumulator: number;
556
+ /**
557
+ * Whether animation is playing
558
+ * @korean 재생중
559
+ */
560
+ readonly isPlaying: boolean;
561
+ /**
562
+ * Previous animation state
563
+ * @korean 이전상태
564
+ */
565
+ readonly previousState: AnimationState | null;
566
+ }
567
+ /**
568
+ * Animation transition rule
569
+ *
570
+ * @public
571
+ * @korean 애니메이션전환규칙
572
+ */
573
+ export interface TransitionRule {
574
+ /**
575
+ * Source animation state
576
+ * @korean 시작상태
577
+ */
578
+ readonly from: AnimationState;
579
+ /**
580
+ * Target animation state
581
+ * @korean 목표상태
582
+ */
583
+ readonly to: AnimationState;
584
+ /**
585
+ * Whether transition is allowed
586
+ * @korean 허용여부
587
+ */
588
+ readonly allowed: boolean;
589
+ /**
590
+ * Optional condition function
591
+ * @korean 조건함수
592
+ */
593
+ readonly condition?: () => boolean;
594
+ }
595
+ /**
596
+ * Result of an animation update
597
+ *
598
+ * @public
599
+ * @korean 애니메이션업데이트결과
600
+ */
601
+ export interface AnimationUpdateResult {
602
+ /**
603
+ * Current animation state
604
+ * @korean 현재상태
605
+ */
606
+ readonly state: AnimationState;
607
+ /**
608
+ * Current frame index
609
+ * @korean 현재프레임
610
+ */
611
+ readonly frame: number;
612
+ /**
613
+ * Animation progress (0-1)
614
+ * @korean 진행률
615
+ */
616
+ readonly progress: number;
617
+ /**
618
+ * Whether animation just completed this frame
619
+ * @korean 완료여부
620
+ */
621
+ readonly justCompleted: boolean;
622
+ /**
623
+ * Whether animation just started this frame
624
+ * @korean 시작여부
625
+ */
626
+ readonly justStarted: boolean;
627
+ }
628
+ /**
629
+ * Step direction for tactical movement
630
+ *
631
+ * Eight directions for tactical stepping (전술적 발놀림):
632
+ * - forward: 전진보법 (Jeonjin Bobeop) - Forward step
633
+ * - back: 후퇴보법 (Hutoe Bobeop) - Retreat step
634
+ * - left: 좌측면보법 (Jwacheuk Myeon Bobeop) - Left side step
635
+ * - right: 우측면보법 (Ucheuk Myeon Bobeop) - Right side step
636
+ * - forward_left: 전좌측보법 (Jeon Jwacheuk Bobeop) - Forward-left diagonal
637
+ * - forward_right: 전우측보법 (Jeon Ucheuk Bobeop) - Forward-right diagonal
638
+ * - back_left: 후좌측보법 (Hu Jwacheuk Bobeop) - Back-left diagonal
639
+ * - back_right: 후우측보법 (Hu Ucheuk Bobeop) - Back-right diagonal
640
+ *
641
+ * Each step moves exactly 30cm (one foot width) for tactical repositioning
642
+ * in Korean martial arts combat.
643
+ *
644
+ * @public
645
+ * @korean 발걸음방향
646
+ */
647
+ export type StepDirection = "forward" | "back" | "left" | "right" | "forward_left" | "forward_right" | "back_left" | "back_right";
648
+ /**
649
+ * Step animation configuration
650
+ *
651
+ * Defines keyframes for tactical step movements with:
652
+ * - Weight transfer from back foot to front foot
653
+ * - Foot lift and placement
654
+ * - Guard position maintenance
655
+ * - 30cm distance movement
656
+ * - 300ms duration (18 frames at 60fps)
657
+ *
658
+ * @public
659
+ * @korean 발걸음애니메이션설정
660
+ */
661
+ export interface StepConfig extends AnimationConfig {
662
+ /**
663
+ * Step direction
664
+ * @korean 방향
665
+ */
666
+ readonly direction: StepDirection;
667
+ /**
668
+ * Distance moved in meters (always 0.3m = 30cm)
669
+ * @korean 이동거리
670
+ */
671
+ readonly distance: number;
672
+ /**
673
+ * Whether guard position is maintained during step
674
+ * @korean 방어자세유지
675
+ */
676
+ readonly maintainsGuard: boolean;
677
+ /**
678
+ * Stamina cost for this step
679
+ * @korean 체력소모
680
+ */
681
+ readonly staminaCost: number;
682
+ }
683
+ /**
684
+ * Step keyframe data for animation interpolation
685
+ *
686
+ * Defines weight distribution, foot positions, and body center of gravity
687
+ * at specific frames during the step animation.
688
+ *
689
+ * @public
690
+ * @korean 발걸음키프레임
691
+ */
692
+ export interface StepKeyframe {
693
+ /**
694
+ * Frame number (0-17 for 18-frame step)
695
+ * @korean 프레임번호
696
+ */
697
+ readonly frame: number;
698
+ /**
699
+ * Weight distribution (0 = fully on back foot, 1 = fully on front foot)
700
+ * @korean 체중분배
701
+ */
702
+ readonly weight: number;
703
+ /**
704
+ * Front foot position offset from start (0-1, where 1 = full step distance)
705
+ * @korean 앞발위치
706
+ */
707
+ readonly frontFootOffset: number;
708
+ /**
709
+ * Back foot position offset from start (0-1)
710
+ * @korean 뒷발위치
711
+ */
712
+ readonly backFootOffset: number;
713
+ /**
714
+ * Vertical lift of front foot in meters
715
+ * @korean 앞발들어올림
716
+ */
717
+ readonly frontFootLift: number;
718
+ /**
719
+ * Body center of gravity height offset
720
+ * @korean 무게중심높이
721
+ */
722
+ readonly cogHeight: number;
723
+ }
724
+ /**
725
+ * Fall direction types for knockdown animations
726
+ *
727
+ * Determines which fall animation to play based on attack direction,
728
+ * balance loss, or consciousness failure.
729
+ *
730
+ * Korean terminology:
731
+ * - forward: 전방낙법 (Jeonbang Nakbeop) - Forward falling technique
732
+ * - backward: 후방낙법 (Hubang Nakbeop) - Backward falling technique
733
+ * - side_left: 좌측낙법 (Jwacheuk Nakbeop) - Left side falling technique
734
+ * - side_right: 우측낙법 (Ucheuk Nakbeop) - Right side falling technique
735
+ *
736
+ * @public
737
+ * @korean 낙법유형
738
+ */
739
+ export type FallType = "forward" | "backward" | "side_left" | "side_right";
740
+ /**
741
+ * Ground position states after falling
742
+ *
743
+ * Represents the character's position on the ground after a fall.
744
+ * Each state has a looping breathing animation.
745
+ *
746
+ * Korean terminology:
747
+ * - prone: 엎드림 (Eopdeurim) - Face down position
748
+ * - supine: 누움 (Nuum) - Face up position
749
+ * - side_left: 좌측와 (Jwacheuk Wa) - Left side position
750
+ * - side_right: 우측와 (Ucheuk Wa) - Right side position
751
+ *
752
+ * @public
753
+ * @korean 지면자세
754
+ */
755
+ export type GroundState = "prone" | "supine" | "side_left" | "side_right";
756
+ /**
757
+ * Maps fall types to corresponding ground states
758
+ *
759
+ * @public
760
+ * @korean 낙법지면맵
761
+ */
762
+ export declare const FALL_TO_GROUND_MAP: Record<FallType, GroundState>;
763
+ /**
764
+ * Maps fall types to corresponding animation states
765
+ *
766
+ * @public
767
+ * @korean 낙법애니메이션맵
768
+ */
769
+ export declare const FALL_TYPE_TO_ANIMATION: Record<FallType, AnimationState>;
770
+ /**
771
+ * Maps ground states to corresponding animation states
772
+ *
773
+ * @public
774
+ * @korean 지면애니메이션맵
775
+ */
776
+ export declare const GROUND_STATE_TO_ANIMATION: Record<GroundState, AnimationState>;
777
+ /**
778
+ * Body facing direction system state
779
+ *
780
+ * Manages automatic character rotation to face opponent with:
781
+ * - Smooth torso rotation (45°/sec, ±90° range)
782
+ * - Independent head tracking (±45° range)
783
+ * - 180° turn animations for repositioning
784
+ * - Facing lock during attack/defend animations
785
+ *
786
+ * Korean terminology:
787
+ * - 정면향하기 (Jeongmyeon Hyanghagi) - Face forward
788
+ * - 몸회전 (Mom Hoejeon) - Body rotation
789
+ * - 머리추적 (Meori Chujok) - Head tracking
790
+ * - 180도회전 (180-do Hoejeon) - 180-degree turn
791
+ *
792
+ * @public
793
+ * @korean 몸향하기상태
794
+ */
795
+ export interface BodyFacing {
796
+ /**
797
+ * Current facing direction in degrees (0-360)
798
+ * - 0° = facing right (+X axis)
799
+ * - 90° = facing down (+Z axis)
800
+ * - 180° = facing left (-X axis)
801
+ * - 270° = facing up (-Z axis)
802
+ *
803
+ * @korean 현재각도
804
+ */
805
+ readonly currentAngle: number;
806
+ /**
807
+ * Desired facing direction in degrees (0-360)
808
+ * Typically pointing toward opponent position
809
+ *
810
+ * @korean 목표각도
811
+ */
812
+ readonly targetAngle: number;
813
+ /**
814
+ * Rotation speed in degrees per second
815
+ * Default: 45°/sec for smooth, realistic rotation
816
+ *
817
+ * @korean 회전속도
818
+ */
819
+ readonly rotationSpeed: number;
820
+ /**
821
+ * Head rotation offset relative to torso (-45° to +45°)
822
+ * Head can track independently within limited range
823
+ * - Positive = head turned right
824
+ * - Negative = head turned left
825
+ *
826
+ * @korean 머리회전각도
827
+ */
828
+ readonly headAngleOffset: number;
829
+ /**
830
+ * Whether facing direction is locked
831
+ * True during attack/defend animations to lock attack direction
832
+ * False during idle/movement to allow dynamic tracking
833
+ *
834
+ * @korean 회전잠금
835
+ */
836
+ readonly isLocked: boolean;
837
+ /**
838
+ * Whether character is currently executing a 180° turn animation
839
+ * Used to prevent movement and other actions during repositioning
840
+ *
841
+ * @korean 180도회전중
842
+ */
843
+ readonly isTurning: boolean;
844
+ /**
845
+ * Direction of current 180° turn ('left' or 'right')
846
+ * Determines which turn animation to play
847
+ *
848
+ * @korean 회전방향
849
+ */
850
+ readonly turnDirection?: "left" | "right";
851
+ /**
852
+ * Timestamp when 180° turn animation started
853
+ * Used to track turn animation progress (200ms duration)
854
+ *
855
+ * @korean 회전시작시간
856
+ */
857
+ readonly turnStartTime?: number;
858
+ /**
859
+ * Torso rotation relative to hips in radians
860
+ * Range: ±π/2 (±90°) for anatomically correct movement
861
+ * - Positive = torso rotated right relative to hips
862
+ * - Negative = torso rotated left relative to hips
863
+ *
864
+ * @korean 허리회전 (Heorhwoejeon)
865
+ */
866
+ readonly torsoRotation?: number;
867
+ /**
868
+ * Hip/pelvis rotation in radians (lower body facing direction)
869
+ * Base rotation for the lower body, torsoRotation is relative to this
870
+ *
871
+ * @korean 골반회전 (Golbanhwoejeon)
872
+ */
873
+ readonly hipRotation?: number;
874
+ }
875
+ /**
876
+ * Torso rotation state for independent upper/lower body movement
877
+ *
878
+ * Manages realistic torso rotation allowing upper body to face opponent
879
+ * while lower body moves in different direction (strafing).
880
+ *
881
+ * Korean terminology:
882
+ * - 허리회전 (Heorhwoejeon) - Torso rotation
883
+ * - 상체비틀기 (Sangchebiteulgi) - Upper body twist
884
+ * - 골반고정 (Golbangojeong) - Hip stabilization
885
+ *
886
+ * @public
887
+ * @korean 허리회전상태
888
+ */
889
+ export interface TorsoRotationState {
890
+ /**
891
+ * Current torso Y-axis rotation in radians
892
+ * Range: ±π/2 (±90°) relative to hip direction
893
+ *
894
+ * @korean 현재회전
895
+ */
896
+ readonly currentRotation: number;
897
+ /**
898
+ * Target rotation towards opponent in radians
899
+ * Smoothly interpolated to currentRotation
900
+ *
901
+ * @korean 목표회전
902
+ */
903
+ readonly targetRotation: number;
904
+ /**
905
+ * Lower body (hip/pelvis) rotation in radians
906
+ * Base rotation for movement direction
907
+ *
908
+ * @korean 골반회전
909
+ */
910
+ readonly hipRotation: number;
911
+ /**
912
+ * Interpolation speed in seconds
913
+ * Default: 0.2 (200ms for smooth rotation)
914
+ *
915
+ * @korean 보간속도
916
+ */
917
+ readonly interpolationSpeed: number;
918
+ }
919
+ /**
920
+ * Footwork pattern types for Korean martial arts (보법)
921
+ *
922
+ * Four specialized footwork patterns based on traditional Korean martial arts:
923
+ * - circular: 원형보 (Wonhyeongbo) - Circular stepping while maintaining guard facing
924
+ * - pivot: 축족회전 (Chukjok Hoejeon) - Pivot rotation on planted foot
925
+ * - slide: 미끄럼보 (Mikkeureombo) - Sliding step with both feet moving together
926
+ * - shuffle: 섞음보 (Seokkeumbo) - Quick shuffling micro-adjustment
927
+ *
928
+ * Each pattern serves distinct tactical purposes in combat:
929
+ * - Circular: Lateral repositioning while keeping opponent in guard
930
+ * - Pivot: Fast direction changes on planted foot
931
+ * - Slide: Maintaining stable base while advancing/retreating
932
+ * - Shuffle: Fine-tuning position without commitment
933
+ *
934
+ * @public
935
+ * @korean 보법유형
936
+ */
937
+ export type FootworkPattern = "circular" | "pivot" | "slide" | "shuffle";
938
+ /**
939
+ * Footwork direction for directional patterns
940
+ *
941
+ * @public
942
+ * @korean 보법방향
943
+ */
944
+ export type FootworkDirection = "left" | "right" | "forward" | "back";
945
+ /**
946
+ * Korean terminology for footwork patterns
947
+ *
948
+ * Maps each footwork pattern to its Korean martial arts terminology
949
+ * with romanization and English translation.
950
+ *
951
+ * @public
952
+ * @korean 보법한글용어
953
+ */
954
+ export declare const FOOTWORK_KOREAN_TERMS: Record<FootworkPattern, {
955
+ korean: string;
956
+ romanized: string;
957
+ english: string;
958
+ }>;
959
+ /**
960
+ * Recovery animation types for getting up from ground states
961
+ *
962
+ * Korean terminology:
963
+ * - prone_standup: 엎드린 기상 (Eopdeurin Gisang) - Stand up from prone
964
+ * - supine_standup: 누운 기상 (Nuun Gisang) - Stand up from supine
965
+ * - roll: 회전기상 (Hoejeon Gisang) - Roll recovery
966
+ * - defensive: 방어기상 (Bangeo Gisang) - Defensive getup
967
+ *
968
+ * @public
969
+ * @korean 회복애니메이션유형
970
+ */
971
+ export type RecoveryAnimationType = "prone_standup" | "supine_standup" | "roll_recovery" | "defensive_getup";
972
+ /**
973
+ * Korean terminology for recovery animations
974
+ *
975
+ * Maps each recovery type to its Korean martial arts terminology
976
+ * with romanization and English translation.
977
+ *
978
+ * @public
979
+ * @korean 회복한글용어
980
+ */
981
+ export declare const RECOVERY_KOREAN_TERMS: Record<RecoveryAnimationType, {
982
+ korean: string;
983
+ romanized: string;
984
+ english: string;
985
+ }>;
986
+ /**
987
+ * Maps ground states to their default recovery animation
988
+ *
989
+ * @public
990
+ * @korean 지면회복맵
991
+ */
992
+ export declare const GROUND_STATE_TO_RECOVERY: Record<GroundState, RecoveryAnimationType>;
993
+ /**
994
+ * Maps recovery types to their animation states
995
+ *
996
+ * @public
997
+ * @korean 회복애니메이션맵
998
+ */
999
+ export declare const RECOVERY_TYPE_TO_ANIMATION: Record<RecoveryAnimationType, AnimationState>;
1000
+ /**
1001
+ * Technique intensity levels for animation speed and impact
1002
+ *
1003
+ * **Korean**: 기술 강도 레벨
1004
+ *
1005
+ * Determines animation speed modifier and visual impact effects:
1006
+ * - light: Fast techniques (1.2x speed), lower damage
1007
+ * - medium: Normal techniques (1.0x speed), standard damage
1008
+ * - heavy: Powerful techniques (0.8x speed), high damage
1009
+ * - critical: Maximum power (0.6x speed), critical damage
1010
+ *
1011
+ * @public
1012
+ * @category Animation
1013
+ * @korean 기술강도
1014
+ */
1015
+ export type TechniqueIntensity = "light" | "medium" | "heavy" | "critical";
1016
+ /**
1017
+ * Technique type categories for animation selection
1018
+ *
1019
+ * **Korean**: 기술 유형
1020
+ *
1021
+ * Core technique categories that determine base animation style:
1022
+ * - strike: Direct striking attacks (punches, palm strikes)
1023
+ * - joint: Joint manipulation and locks
1024
+ * - throw: Throwing and sweeping techniques
1025
+ * - pressure_point: Precise vital point strikes
1026
+ *
1027
+ * @public
1028
+ * @category Combat
1029
+ * @korean 기술타입
1030
+ */
1031
+ export type TechniqueTypeCategory = "strike" | "joint" | "throw" | "pressure_point";
1032
+ /**
1033
+ * Composite key for technique animation lookup
1034
+ *
1035
+ * **Korean**: 기술 애니메이션 키
1036
+ *
1037
+ * Combines stance, technique type, target body part, and intensity
1038
+ * to uniquely identify the appropriate animation to play.
1039
+ *
1040
+ * @example
1041
+ * ```typescript
1042
+ * const key: TechniqueAnimationKey = {
1043
+ * stance: TrigramStance.GEON,
1044
+ * techniqueType: 'strike',
1045
+ * bodyPart: BodyPart.HEAD,
1046
+ * intensity: 'heavy',
1047
+ * };
1048
+ * ```
1049
+ *
1050
+ * @public
1051
+ * @category Animation
1052
+ * @korean 기술애니메이션키
1053
+ */
1054
+ export interface TechniqueAnimationKey {
1055
+ /** Trigram stance (8 stances) */
1056
+ readonly stance: string;
1057
+ /** Technique category */
1058
+ readonly techniqueType: TechniqueTypeCategory;
1059
+ /** Target body part */
1060
+ readonly bodyPart: string;
1061
+ /** Attack intensity level */
1062
+ readonly intensity: TechniqueIntensity;
1063
+ }
1064
+ /**
1065
+ * Complete technique animation configuration
1066
+ *
1067
+ * **Korean**: 기술 애니메이션 설정
1068
+ *
1069
+ * Defines all properties needed to execute a technique animation,
1070
+ * including timing, impact frame, Korean terminology, and priority.
1071
+ *
1072
+ * @example
1073
+ * ```typescript
1074
+ * const animation: TechniqueAnimation = {
1075
+ * animationState: AnimationState.ATTACK,
1076
+ * duration: 0.8,
1077
+ * impactFrame: 12,
1078
+ * recoveryFrames: 15,
1079
+ * priority: 8,
1080
+ * koreanName: '건괘 두부 강 타격',
1081
+ * englishName: 'Heaven Stance Head Strike',
1082
+ * };
1083
+ * ```
1084
+ *
1085
+ * @public
1086
+ * @category Animation
1087
+ * @korean 기술애니메이션
1088
+ */
1089
+ export interface TechniqueAnimation {
1090
+ /** Animation state to play */
1091
+ readonly animationState: AnimationState;
1092
+ /** Duration in seconds */
1093
+ readonly duration: number;
1094
+ /** Frame number where hit lands (0-indexed) */
1095
+ readonly impactFrame: number;
1096
+ /** Number of recovery frames after impact */
1097
+ readonly recoveryFrames: number;
1098
+ /** Animation priority for interrupt system */
1099
+ readonly priority: AnimationPriority;
1100
+ /** Korean technique name */
1101
+ readonly koreanName: string;
1102
+ /** English technique name */
1103
+ readonly englishName: string;
1104
+ /**
1105
+ * Torso rotation angle in radians relative to hips
1106
+ *
1107
+ * **Korean**: 허리회전 (Heorhwoejeon)
1108
+ *
1109
+ * Range: -π/2 to π/2 (-90° to 90°)
1110
+ * Used for independent upper/lower body movement
1111
+ *
1112
+ * @korean 허리회전각도
1113
+ */
1114
+ readonly torsoRotation?: number;
1115
+ /**
1116
+ * Hip rotation engagement factor (0-1)
1117
+ *
1118
+ * **Korean**: 골반회전 참여도 (Golbanhwoejeon Chamyeodo)
1119
+ *
1120
+ * - 0.0: No hip engagement (isolated technique)
1121
+ * - 0.3: Minimal hip involvement
1122
+ * - 0.6: Moderate hip rotation
1123
+ * - 1.0: Full hip engagement (maximum power)
1124
+ *
1125
+ * Contributes 10-30% damage bonus based on technique type
1126
+ *
1127
+ * @korean 골반회전도
1128
+ */
1129
+ readonly hipEngagement?: number;
1130
+ /**
1131
+ * Power modifier from hip rotation (calculated)
1132
+ *
1133
+ * **Korean**: 파워배율 (Pawo Baeyul)
1134
+ *
1135
+ * Multiplier applied to technique damage (1.0-1.3)
1136
+ * Calculated from hipEngagement and techniqueType
1137
+ *
1138
+ * @korean 파워배율
1139
+ */
1140
+ readonly powerModifier?: number;
1141
+ }
1142
+ /**
1143
+ * Validation result for technique animation mapping completeness
1144
+ *
1145
+ * **Korean**: 기술 애니메이션 매핑 검증 결과
1146
+ *
1147
+ * Reports coverage percentage and lists any missing mappings
1148
+ * that need to be filled in.
1149
+ *
1150
+ * @public
1151
+ * @category Animation
1152
+ * @korean 매핑검증결과
1153
+ */
1154
+ export interface MappingValidationResult {
1155
+ /** Coverage percentage (0-100) */
1156
+ readonly coverage: number;
1157
+ /** Total combinations expected */
1158
+ readonly total: number;
1159
+ /** Number of mapped combinations */
1160
+ readonly mapped: number;
1161
+ /** List of missing combinations */
1162
+ readonly missing: readonly TechniqueAnimationKey[];
1163
+ }
1164
+ /**
1165
+ * Convert string to AnimationState enum (backward compatibility)
1166
+ *
1167
+ * **Korean**: 문자열을 애니메이션 상태로 변환
1168
+ *
1169
+ * Provides backward compatibility for code using string-based animation states.
1170
+ * Returns null if the string doesn't match any valid animation state.
1171
+ *
1172
+ * @param state - String representation of animation state
1173
+ * @returns AnimationState enum or null if invalid
1174
+ *
1175
+ * @example
1176
+ * ```typescript
1177
+ * const state = stringToAnimationState("idle"); // AnimationState.IDLE
1178
+ * const invalid = stringToAnimationState("invalid"); // null
1179
+ * ```
1180
+ *
1181
+ * @public
1182
+ * @korean 문자열을애니메이션상태로변환
1183
+ */
1184
+ export declare function stringToAnimationState(state: string): AnimationState | null;
1185
+ /**
1186
+ * Check if a value is a valid AnimationState enum
1187
+ *
1188
+ * **Korean**: 유효한 애니메이션 상태인지 확인
1189
+ *
1190
+ * Type guard to validate that a value is a valid AnimationState enum value.
1191
+ *
1192
+ * @param value - Value to check
1193
+ * @returns True if value is a valid AnimationState
1194
+ *
1195
+ * @example
1196
+ * ```typescript
1197
+ * if (isValidAnimationState(someValue)) {
1198
+ * // TypeScript knows someValue is AnimationState here
1199
+ * machine.transitionTo(someValue);
1200
+ * }
1201
+ * ```
1202
+ *
1203
+ * @public
1204
+ * @korean 유효한애니메이션상태확인
1205
+ */
1206
+ export declare function isValidAnimationState(value: unknown): value is AnimationState;
1207
+ /**
1208
+ * Get all animation state enum values as an array
1209
+ *
1210
+ * **Korean**: 모든 애니메이션 상태 값 배열
1211
+ *
1212
+ * Returns an array of all valid AnimationState enum values.
1213
+ * Useful for iteration, validation, and testing.
1214
+ *
1215
+ * @returns Array of all AnimationState values
1216
+ *
1217
+ * @example
1218
+ * ```typescript
1219
+ * const allStates = getAllAnimationStates();
1220
+ * allStates.forEach(state => {
1221
+ * console.log(`State: ${state}`);
1222
+ * });
1223
+ * ```
1224
+ *
1225
+ * @public
1226
+ * @korean 모든애니메이션상태가져오기
1227
+ */
1228
+ export declare function getAllAnimationStates(): AnimationState[];
1229
+ /**
1230
+ * Check if an animation state is a stance guard state
1231
+ *
1232
+ * **Korean**: 자세 방어 상태인지 확인
1233
+ *
1234
+ * Determines if the given animation state is one of the eight trigram
1235
+ * stance guard animations.
1236
+ *
1237
+ * @param state - Animation state to check
1238
+ * @returns True if state is a stance guard animation
1239
+ *
1240
+ * @example
1241
+ * ```typescript
1242
+ * if (isStanceGuardState(AnimationState.STANCE_GUARD_GEON)) {
1243
+ * // Handle stance guard logic
1244
+ * }
1245
+ * ```
1246
+ *
1247
+ * @public
1248
+ * @korean 자세방어상태확인
1249
+ */
1250
+ export declare function isStanceGuardState(state: AnimationState): boolean;
1251
+ /**
1252
+ * Check if an animation state is a step movement state
1253
+ *
1254
+ * **Korean**: 발걸음 이동 상태인지 확인
1255
+ *
1256
+ * Determines if the given animation state is one of the tactical step
1257
+ * movement animations.
1258
+ *
1259
+ * @param state - Animation state to check
1260
+ * @returns True if state is a step movement animation
1261
+ *
1262
+ * @example
1263
+ * ```typescript
1264
+ * if (isStepState(AnimationState.STEP_FORWARD)) {
1265
+ * // Handle step movement logic
1266
+ * }
1267
+ * ```
1268
+ *
1269
+ * @public
1270
+ * @korean 발걸음상태확인
1271
+ */
1272
+ export declare function isStepState(state: AnimationState): boolean;
1273
+ /**
1274
+ * Check if an animation state is a footwork pattern state
1275
+ *
1276
+ * **Korean**: 보법 패턴 상태인지 확인
1277
+ *
1278
+ * Determines if the given animation state is one of the specialized
1279
+ * Korean martial arts footwork patterns.
1280
+ *
1281
+ * @param state - Animation state to check
1282
+ * @returns True if state is a footwork pattern animation
1283
+ *
1284
+ * @example
1285
+ * ```typescript
1286
+ * if (isFootworkState(AnimationState.FOOTWORK_CIRCULAR_LEFT)) {
1287
+ * // Handle footwork pattern logic
1288
+ * }
1289
+ * ```
1290
+ *
1291
+ * @public
1292
+ * @korean 보법상태확인
1293
+ */
1294
+ export declare function isFootworkState(state: AnimationState): boolean;
1295
+ /**
1296
+ * Check if an animation state is a fall animation state
1297
+ *
1298
+ * **Korean**: 낙법 애니메이션 상태인지 확인
1299
+ *
1300
+ * Determines if the given animation state is one of the fall animations.
1301
+ *
1302
+ * @param state - Animation state to check
1303
+ * @returns True if state is a fall animation
1304
+ *
1305
+ * @example
1306
+ * ```typescript
1307
+ * if (isFallState(AnimationState.FALL_FORWARD)) {
1308
+ * // Handle fall animation logic
1309
+ * }
1310
+ * ```
1311
+ *
1312
+ * @public
1313
+ * @korean 낙법상태확인
1314
+ */
1315
+ export declare function isFallState(state: AnimationState): boolean;
1316
+ /**
1317
+ * Check if an animation state is a ground position state
1318
+ *
1319
+ * **Korean**: 지면 자세 상태인지 확인
1320
+ *
1321
+ * Determines if the given animation state is one of the ground position
1322
+ * breathing loops.
1323
+ *
1324
+ * @param state - Animation state to check
1325
+ * @returns True if state is a ground position animation
1326
+ *
1327
+ * @example
1328
+ * ```typescript
1329
+ * if (isGroundState(AnimationState.GROUND_PRONE)) {
1330
+ * // Handle ground position logic
1331
+ * }
1332
+ * ```
1333
+ *
1334
+ * @public
1335
+ * @korean 지면상태확인
1336
+ */
1337
+ export declare function isGroundState(state: AnimationState): boolean;
1338
+ /**
1339
+ * Check if an animation state is a recovery animation state
1340
+ *
1341
+ * **Korean**: 회복 애니메이션 상태인지 확인
1342
+ *
1343
+ * Determines if the given animation state is one of the recovery/getup
1344
+ * animations.
1345
+ *
1346
+ * @param state - Animation state to check
1347
+ * @returns True if state is a recovery animation
1348
+ *
1349
+ * @example
1350
+ * ```typescript
1351
+ * if (isRecoveryState(AnimationState.RECOVERY_ROLL)) {
1352
+ * // Handle recovery animation logic
1353
+ * }
1354
+ * ```
1355
+ *
1356
+ * @public
1357
+ * @korean 회복상태확인
1358
+ */
1359
+ export declare function isRecoveryState(state: AnimationState): boolean;
1360
+ //# sourceMappingURL=types.d.ts.map