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":"DarkOpsTechniques.js","names":[],"sources":["../../../../src/systems/trigram/techniques/DarkOpsTechniques.ts"],"sourcesContent":["/**\n * 🌑 Dark Ops Techniques (암흑작전 기술)\n * Silent Incapacitation & Tactical Assassination\n *\n * Special operations techniques designed for the 암살자 (Amsalja) archetype.\n * Based on 5 specialized Korean Dark Ops units with focus on silent takedowns,\n * nerve disruption, and rapid incapacitation.\n *\n * Philosophy: \"그림자처럼 움직이고 바람처럼 사라져라\"\n * Move like shadow, vanish like wind\n *\n * @module DarkOpsTechniques\n */\n\nimport type { KoreanTechnique } from \"@/systems/vitalpoint\";\nimport {\n CombatAttackType,\n DamageType,\n PlayerArchetype,\n TrigramStance,\n} from \"../../../types/common\";\nimport { AnimationType } from \"../../animation\";\n\n// =====================================================\n// DARK OPS UNIT DEFINITIONS\n// =====================================================\n\n/**\n * Dark Ops unit specializations (암흑작전 부대 특화)\n */\nexport const DARK_OPS_UNITS = {\n DARK_OPERATIONS: \"암흑작전부대\", // Dark Operations Unit - Silent Infiltration\n SHADOW_COMMANDO: \"암흑특공대\", // Shadow Commando Brigade - Demolition Tactics\n NIGHTFALL_SQUADRON: \"심야작전부대\", // Nightfall Squadron - Night Operations\n BLACK_OPS_TASK_FORCE: \"블랙옵스부대\", // Black Ops Task Force - Cyber-Enhanced\n DEEP_SEA_UNIT: \"심해침투부대\", // Deep Sea Unit - Amphibious Combat\n} as const;\n\n// =====================================================\n// DARK OPS TECHNIQUES\n// =====================================================\n\n/**\n * Dark Ops techniques array - Silent incapacitation and tactical assassination\n * Designed for 암살자 (Amsalja) archetype with +30% effectiveness bonus\n *\n * Animation speeds are calibrated for stealth and precision:\n * - Silent: 0.8-0.9 (slow, controlled movements)\n * - Normal: 1.0 (standard techniques)\n * - Rapid: 1.1-1.2 (quick incapacitation)\n */\nexport const DARK_OPS_TECHNIQUES: readonly KoreanTechnique[] = [\n // ===== 암흑작전부대 (Dark Operations Unit) - Silent Infiltration =====\n {\n id: \"darkops_silent_carotid\",\n name: {\n korean: \"은밀 경동맥 차단\",\n english: \"Silent Carotid Strike\",\n romanized: \"Eunmil Gyeongdongmaek Chadan\",\n },\n koreanName: \"은밀 경동맥 차단\",\n englishName: \"Silent Carotid Strike\",\n romanized: \"Eunmil Gyeongdongmaek Chadan\",\n description: {\n korean:\n \"경동맥을 압박하여 소리 없이 실신시킴. 3초 내 무의식 유발. 암흑작전부대의 침투 기술.\",\n english:\n \"Silent carotid compression causing unconsciousness within 3 seconds. Dark Operations Unit infiltration technique.\",\n },\n stance: TrigramStance.GAM,\n type: CombatAttackType.PRESSURE_POINT,\n damageType: DamageType.PRESSURE,\n damage: 28,\n kiCost: 30,\n staminaCost: 25,\n accuracy: 0.92,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 0.9,\n },\n executionTime: 840,\n recoveryTime: 1400,\n critChance: 0.25,\n critMultiplier: 2.0,\n effects: [],\n // Animation: Silent choking motion\n animationType: AnimationType.GRAPPLE,\n animationSpeed: 0.65,\n animationCategory: \"grapple\", // Type: shared category\n animationId: \"darkops_silent_carotid\", // ID: unique 1-1 mapping\n },\n {\n id: \"darkops_nerve_paralysis\",\n name: {\n korean: \"신경마비타격\",\n english: \"Nerve Paralysis Strike\",\n romanized: \"Singyeong Mabi Tagyeok\",\n },\n koreanName: \"신경마비타격\",\n englishName: \"Nerve Paralysis Strike\",\n romanized: \"Singyeong Mabi Tagyeok\",\n description: {\n korean: \"신경총을 정밀 타격하여 사지 마비 유발. 블랙옵스 기술 강화.\",\n english:\n \"Precise nerve cluster strike causing limb paralysis. Black Ops tech-enhanced technique.\",\n },\n stance: TrigramStance.LI,\n type: CombatAttackType.NERVE_STRIKE,\n damageType: DamageType.NERVE,\n damage: 26,\n kiCost: 25,\n staminaCost: 20,\n accuracy: 0.95,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 0.95,\n },\n executionTime: 700,\n recoveryTime: 1260,\n critChance: 0.3,\n critMultiplier: 2.2,\n effects: [],\n // Animation: Precision nerve strike\n animationType: AnimationType.JAB,\n animationSpeed: 0.75,\n animationCategory: \"strike\", // Type: shared category\n animationId: \"darkops_nerve_paralysis\", // ID: unique 1-1 mapping\n },\n\n // ===== 암흑특공대 (Shadow Commando Brigade) - Demolition Tactics =====\n {\n id: \"darkops_liver_disruption\",\n name: {\n korean: \"간 타격\",\n english: \"Liver Disruption Strike\",\n romanized: \"Gan Tagyeok\",\n },\n koreanName: \"간 타격\",\n englishName: \"Liver Disruption Strike\",\n romanized: \"Gan Tagyeok\",\n description: {\n korean:\n \"간을 강타하여 내부 출혈과 급격한 체력 소진 유발. 암흑특공대 폭파 전술.\",\n english:\n \"Powerful liver strike causing internal trauma and rapid stamina drain. Shadow Commando explosive tactic.\",\n },\n stance: TrigramStance.JIN,\n type: CombatAttackType.STRIKE,\n damageType: DamageType.INTERNAL,\n damage: 35,\n kiCost: 28,\n staminaCost: 30,\n accuracy: 0.85,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 0.9,\n },\n executionTime: 979,\n recoveryTime: 1540,\n critChance: 0.22,\n critMultiplier: 2.1,\n effects: [],\n // Animation: Powerful body hook\n animationType: AnimationType.HOOK,\n animationSpeed: 0.75,\n animationCategory: \"strike\", // Type: shared category\n animationId: \"darkops_liver_disruption\", // ID: unique 1-1 mapping\n },\n {\n id: \"darkops_kidney_strike\",\n name: {\n korean: \"신장충격\",\n english: \"Kidney Shock\",\n romanized: \"Sinjang Chunggyeok\",\n },\n koreanName: \"신장충격\",\n englishName: \"Kidney Shock\",\n romanized: \"Sinjang Chunggyeok\",\n description: {\n korean:\n \"신장을 타격하여 극심한 고통과 일시적 마비 유발. 폭발적 힘의 암흑특공대 기술.\",\n english:\n \"Kidney strike causing severe pain and temporary paralysis. Shadow Commando explosive force technique.\",\n },\n stance: TrigramStance.JIN,\n type: CombatAttackType.STRIKE,\n damageType: DamageType.INTERNAL,\n damage: 33,\n kiCost: 26,\n staminaCost: 28,\n accuracy: 0.82,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 0.9,\n },\n executionTime: 909,\n recoveryTime: 1470,\n critChance: 0.2,\n critMultiplier: 2.0,\n effects: [],\n // Animation: Short hook to kidney\n animationType: AnimationType.HOOK,\n animationSpeed: 0.75,\n animationCategory: \"strike\", // Type: shared category\n animationId: \"darkops_kidney_strike\", // ID: unique 1-1 mapping\n },\n\n // ===== 심야작전부대 (Nightfall Squadron) - Night Operations =====\n {\n id: \"darkops_throat_strike\",\n name: {\n korean: \"후두차단\",\n english: \"Throat Disruption\",\n romanized: \"Hudu Chadan\",\n },\n koreanName: \"후두차단\",\n englishName: \"Throat Disruption\",\n romanized: \"Hudu Chadan\",\n description: {\n korean:\n \"후두를 타격하여 호흡 곤란과 발성 불가 유발. 심야작전부대의 무음 제압술.\",\n english:\n \"Throat strike causing breathing difficulty and voice loss. Nightfall Squadron silent suppression technique.\",\n },\n stance: TrigramStance.SON,\n type: CombatAttackType.STRIKE,\n damageType: DamageType.PRESSURE,\n damage: 30,\n kiCost: 24,\n staminaCost: 22,\n accuracy: 0.88,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 0.95,\n },\n executionTime: 770,\n recoveryTime: 1330,\n critChance: 0.24,\n critMultiplier: 2.1,\n effects: [],\n // Animation: Throat strike\n animationType: AnimationType.JAB,\n animationSpeed: 0.75,\n animationCategory: \"strike\", // Type: shared category\n animationId: \"darkops_throat_strike\", // ID: unique 1-1 mapping\n },\n {\n id: \"darkops_solar_plexus_paralyze\",\n name: {\n korean: \"명치마비\",\n english: \"Solar Plexus Paralysis\",\n romanized: \"Myeongchi Mabi\",\n },\n koreanName: \"명치마비\",\n englishName: \"Solar Plexus Paralysis\",\n romanized: \"Myeongchi Mabi\",\n description: {\n korean:\n \"명치를 정밀 타격하여 횡격막 마비와 호흡 정지. 심야작전부대 야간 전술.\",\n english:\n \"Precise solar plexus strike causing diaphragm paralysis and breath cessation. Nightfall Squadron night tactic.\",\n },\n stance: TrigramStance.LI,\n type: CombatAttackType.THRUST,\n damageType: DamageType.NERVE,\n damage: 32,\n kiCost: 28,\n staminaCost: 24,\n accuracy: 0.9,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 0.95,\n },\n executionTime: 840,\n recoveryTime: 1400,\n critChance: 0.26,\n critMultiplier: 2.2,\n effects: [],\n // Animation: Precision thrust\n animationType: AnimationType.JAB,\n animationSpeed: 0.75,\n animationCategory: \"strike\", // Type: shared category\n animationId: \"darkops_solar_plexus_paralyze\", // ID: unique 1-1 mapping\n },\n\n // ===== 블랙옵스부대 (Black Ops Task Force) - Cyber-Enhanced Combat =====\n {\n id: \"darkops_brachial_plexus_strike\",\n name: {\n korean: \"상완신경타격\",\n english: \"Brachial Plexus Strike\",\n romanized: \"Sangwan Singyeong Tagyeok\",\n },\n koreanName: \"상완신경타격\",\n englishName: \"Brachial Plexus Strike\",\n romanized: \"Sangwan Singyeong Tagyeok\",\n description: {\n korean:\n \"상완 신경총을 타격하여 팔 전체 마비. 블랙옵스 사이버 분석 기반 정밀 타격.\",\n english:\n \"Brachial plexus strike causing complete arm paralysis. Black Ops cyber-analysis precision targeting.\",\n },\n stance: TrigramStance.LI,\n type: CombatAttackType.NERVE_STRIKE,\n damageType: DamageType.NERVE,\n damage: 28,\n kiCost: 26,\n staminaCost: 20,\n accuracy: 0.94,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 0.95,\n },\n executionTime: 770,\n recoveryTime: 1260,\n critChance: 0.28,\n critMultiplier: 2.3,\n effects: [],\n // Animation: Arm strike\n animationType: AnimationType.JAB,\n animationSpeed: 0.75,\n animationCategory: \"strike\", // Type: shared category\n animationId: \"darkops_brachial_plexus_strike\", // ID: unique 1-1 mapping\n },\n {\n id: \"darkops_femoral_nerve_strike\",\n name: {\n korean: \"대퇴신경타격\",\n english: \"Femoral Nerve Strike\",\n romanized: \"Daetoe Singyeong Tagyeok\",\n },\n koreanName: \"대퇴신경타격\",\n englishName: \"Femoral Nerve Strike\",\n romanized: \"Daetoe Singyeong Tagyeok\",\n description: {\n korean: \"대퇴 신경을 타격하여 다리 이동 불가. 블랙옵스 디지털 표적 지정.\",\n english:\n \"Femoral nerve strike disabling leg mobility. Black Ops digital targeting system.\",\n },\n stance: TrigramStance.LI,\n type: CombatAttackType.KICK,\n damageType: DamageType.NERVE,\n damage: 30,\n kiCost: 24,\n staminaCost: 26,\n accuracy: 0.9,\n reachConfig: {\n bodyPart: \"leg\",\n techniqueType: \"kick\",\n baseExtension: 0.95,\n },\n executionTime: 840,\n recoveryTime: 1400,\n critChance: 0.24,\n critMultiplier: 2.1,\n effects: [],\n // Animation: Low kick to thigh\n animationType: AnimationType.LOW_KICK,\n animationSpeed: 0.75,\n animationCategory: \"kick\", // Type: shared category\n animationId: \"darkops_femoral_nerve_strike\", // ID: unique 1-1 mapping\n },\n\n // ===== 심해침투부대 (Deep Sea Unit) - Amphibious Combat =====\n {\n id: \"darkops_rear_choke\",\n name: {\n korean: \"후방목졸임\",\n english: \"Rear Naked Choke\",\n romanized: \"Hubang Mokjorim\",\n },\n koreanName: \"후방목졸임\",\n englishName: \"Rear Naked Choke\",\n romanized: \"Hubang Mokjorim\",\n description: {\n korean:\n \"후방에서 목을 조여 혈류 차단과 의식 상실. 심해침투부대 수중 전투 기술.\",\n english:\n \"Rear choke cutting blood flow and causing unconsciousness. Deep Sea Unit underwater combat technique.\",\n },\n stance: TrigramStance.GAM,\n type: CombatAttackType.GRAPPLE,\n damageType: DamageType.PRESSURE,\n damage: 34,\n kiCost: 30,\n staminaCost: 32,\n accuracy: 0.86,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 0.9,\n },\n executionTime: 1120,\n recoveryTime: 1680,\n critChance: 0.22,\n critMultiplier: 2.0,\n effects: [],\n // Animation: Rear choke hold\n animationType: AnimationType.GRAPPLE,\n animationSpeed: 0.7,\n animationCategory: \"grapple\", // Type: shared category\n animationId: \"darkops_rear_choke\", // ID: unique 1-1 mapping\n },\n {\n id: \"darkops_spinal_strike\",\n name: {\n korean: \"척추타격\",\n english: \"Spinal Column Strike\",\n romanized: \"Cheokchu Tagyeok\",\n },\n koreanName: \"척추타격\",\n englishName: \"Spinal Column Strike\",\n romanized: \"Cheokchu Tagyeok\",\n description: {\n korean:\n \"척추를 타격하여 전신 마비와 의식 상실. 심해침투부대 치명적 기술.\",\n english:\n \"Spinal column strike causing full-body paralysis and unconsciousness. Deep Sea Unit lethal technique.\",\n },\n stance: TrigramStance.GEON,\n type: CombatAttackType.STRIKE,\n damageType: DamageType.NERVE,\n damage: 40,\n kiCost: 35,\n staminaCost: 35,\n accuracy: 0.78,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 0.95,\n },\n executionTime: 1050,\n recoveryTime: 1610,\n critChance: 0.3,\n critMultiplier: 2.5,\n effects: [],\n // Animation: Powerful back strike\n animationType: AnimationType.CROSS,\n animationSpeed: 0.75,\n animationCategory: \"strike\", // Type: shared category\n animationId: \"darkops_spinal_strike\", // ID: unique 1-1 mapping\n },\n\n // ===== Additional Dark Ops Techniques - Mixed Units =====\n {\n id: \"darkops_jaw_dislocation\",\n name: {\n korean: \"턱탈구\",\n english: \"Jaw Dislocation\",\n romanized: \"Teok Talgu\",\n },\n koreanName: \"턱탈구\",\n englishName: \"Jaw Dislocation\",\n romanized: \"Teok Talgu\",\n description: {\n korean: \"턱을 비틀어 탈구시키고 의식 혼미. 암흑작전부대 신속 무력화.\",\n english:\n \"Twisting jaw causing dislocation and disorientation. Dark Operations rapid incapacitation.\",\n },\n stance: TrigramStance.TAE,\n type: CombatAttackType.GRAPPLE,\n damageType: DamageType.JOINT,\n damage: 30,\n kiCost: 22,\n staminaCost: 24,\n accuracy: 0.88,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 0.65,\n },\n executionTime: 840,\n recoveryTime: 1400,\n critChance: 0.24,\n critMultiplier: 2.0,\n effects: [],\n // Animation: Jaw manipulation (grapple-based dislocation)\n animationType: AnimationType.GRAPPLE,\n animationSpeed: 0.7,\n animationCategory: \"grapple\", // Type: shared category\n animationId: \"darkops_jaw_dislocation\", // ID: unique 1-1 mapping\n },\n {\n id: \"darkops_temple_strike\",\n name: {\n korean: \"관자놀이급타\",\n english: \"Temple Knockout Strike\",\n romanized: \"Gwanja-nori Geubta\",\n },\n koreanName: \"관자놀이급타\",\n englishName: \"Temple Knockout Strike\",\n romanized: \"Gwanja-nori Geubta\",\n description: {\n korean: \"관자놀이를 정확히 타격하여 즉시 의식 상실. 블랙옵스 치명 타격.\",\n english:\n \"Precise temple strike causing immediate unconsciousness. Black Ops lethal targeting.\",\n },\n stance: TrigramStance.LI,\n type: CombatAttackType.STRIKE,\n damageType: DamageType.BLUNT,\n damage: 38,\n kiCost: 32,\n staminaCost: 28,\n accuracy: 0.92,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 0.9,\n },\n executionTime: 770,\n recoveryTime: 1330,\n critChance: 0.32,\n critMultiplier: 2.4,\n effects: [],\n // Animation: Temple strike\n animationType: AnimationType.HOOK,\n animationSpeed: 0.75,\n animationCategory: \"strike\", // Type: shared category\n animationId: \"darkops_temple_strike\", // ID: unique 1-1 mapping\n },\n {\n id: \"darkops_achilles_sever\",\n name: {\n korean: \"아킬레스절단\",\n english: \"Achilles Tendon Sever\",\n romanized: \"Akilles Jeoldan\",\n },\n koreanName: \"아킬레스절단\",\n englishName: \"Achilles Tendon Sever\",\n romanized: \"Akilles Jeoldan\",\n description: {\n korean: \"아킬레스건을 공격하여 이동 불가. 암흑특공대 무력화 기술.\",\n english:\n \"Achilles tendon strike disabling mobility. Shadow Commando incapacitation technique.\",\n },\n stance: TrigramStance.GON,\n type: CombatAttackType.KICK,\n damageType: DamageType.CRUSHING,\n damage: 32,\n kiCost: 26,\n staminaCost: 28,\n accuracy: 0.84,\n reachConfig: {\n bodyPart: \"leg\",\n techniqueType: \"kick\",\n baseExtension: 0.95,\n },\n executionTime: 909,\n recoveryTime: 1470,\n critChance: 0.26,\n critMultiplier: 2.2,\n effects: [],\n // Animation: Low cutting kick\n animationType: AnimationType.LOW_KICK,\n animationSpeed: 0.75,\n animationCategory: \"kick\", // Type: shared category\n animationId: \"darkops_achilles_sever\", // ID: unique 1-1 mapping\n },\n {\n id: \"darkops_ear_strike\",\n name: {\n korean: \"귓바퀴타격\",\n english: \"Ear Box Strike\",\n romanized: \"Gwitbakwi Tagyeok\",\n },\n koreanName: \"귓바퀴타격\",\n englishName: \"Ear Box Strike\",\n romanized: \"Gwitbakwi Tagyeok\",\n description: {\n korean:\n \"양쪽 귀를 동시 타격하여 고막 파열과 평형 상실. 심야작전부대 방향 감각 교란.\",\n english:\n \"Simultaneous ear strikes rupturing eardrums and disrupting balance. Nightfall Squadron disorientation tactic.\",\n },\n stance: TrigramStance.SON,\n type: CombatAttackType.STRIKE,\n damageType: DamageType.BLUNT,\n damage: 28,\n kiCost: 24,\n staminaCost: 22,\n accuracy: 0.86,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 0.9,\n },\n executionTime: 700,\n recoveryTime: 1260,\n critChance: 0.22,\n critMultiplier: 2.0,\n effects: [],\n // Animation: Double palm strike\n animationType: AnimationType.PALM_STRIKE,\n animationSpeed: 0.75,\n animationCategory: \"strike\", // Type: shared category\n animationId: \"darkops_ear_strike\", // ID: unique 1-1 mapping\n },\n {\n id: \"darkops_eye_gouge\",\n name: {\n korean: \"안구공격\",\n english: \"Eye Strike\",\n romanized: \"Angu Gonggyeok\",\n },\n koreanName: \"안구공격\",\n englishName: \"Eye Strike\",\n romanized: \"Angu Gonggyeok\",\n description: {\n korean:\n \"눈을 정밀 공격하여 시각 상실과 전투 무력화. 암살자 특화 치명 기술.\",\n english:\n \"Precise eye strike causing vision loss and combat incapacitation. Assassin specialty lethal technique.\",\n },\n stance: TrigramStance.LI,\n type: CombatAttackType.THRUST,\n damageType: DamageType.PIERCING,\n damage: 36,\n kiCost: 30,\n staminaCost: 26,\n accuracy: 0.9,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 0.95,\n },\n executionTime: 700,\n recoveryTime: 1260,\n critChance: 0.3,\n critMultiplier: 2.4,\n effects: [],\n // Animation: Precision finger thrust\n animationType: AnimationType.JAB,\n animationSpeed: 0.75,\n animationCategory: \"strike\", // Type: shared category\n animationId: \"darkops_eye_gouge\", // ID: unique 1-1 mapping\n },\n] as const;\n\n// =====================================================\n// DARK OPS CONFIGURATION\n// =====================================================\n\n/**\n * Dark Ops archetype bonus configuration\n * 암살자 (Amsalja) gets +30% effectiveness with all Dark Ops techniques\n */\nexport const DARK_OPS_ARCHETYPE_BONUSES: Record<PlayerArchetype, number> = {\n [PlayerArchetype.AMSALJA]: 1.3, // +30% for Shadow Assassin archetype\n [PlayerArchetype.JEONGBO_YOWON]: 1.15, // +15% for Intelligence Operative\n [PlayerArchetype.HACKER]: 1.1, // +10% for Cyber Warrior (tech synergy)\n [PlayerArchetype.MUSA]: 0.85, // -15% for Traditional Warrior (dishonorable)\n [PlayerArchetype.JOJIK_POKRYEOKBAE]: 1.05, // +5% for Organized Crime (ruthless)\n} as const;\n\n/**\n * Dark Ops night operations bonus\n * Time-of-day effectiveness multiplier (simulated)\n */\nexport const DARK_OPS_NIGHT_BONUS = {\n night: 1.25, // +25% at night (00:00 - 06:00, 18:00 - 23:59)\n day: 1.0, // Normal during day (06:00 - 18:00)\n twilight: 1.15, // +15% during twilight (05:00 - 07:00, 17:00 - 19:00)\n} as const;\n\n/**\n * Dark Ops special effects configuration\n */\nexport const DARK_OPS_SPECIAL_EFFECTS = {\n silent: {\n korean: \"무음 공격\",\n english: \"Silent Attack\",\n description: {\n korean: \"적에게 경보를 발생시키지 않음\",\n english: \"Does not alert enemies\",\n },\n noAlert: true,\n },\n paralysis: {\n korean: \"마비\",\n english: \"Paralysis\",\n description: {\n korean: \"일시적 또는 영구적 사지 마비\",\n english: \"Temporary or permanent limb paralysis\",\n },\n duration: 3000, // 3 seconds\n },\n unconsciousness: {\n korean: \"의식 상실\",\n english: \"Unconsciousness\",\n description: {\n korean: \"즉시 의식을 잃음\",\n english: \"Immediate loss of consciousness\",\n },\n duration: 5000, // 5 seconds\n },\n breathingDifficulty: {\n korean: \"호흡 곤란\",\n english: \"Breathing Difficulty\",\n description: {\n korean: \"호흡 재생 -75%\",\n english: \"Breathing regen -75%\",\n },\n staminaRegenPenalty: -0.75,\n duration: 5000, // 5 seconds\n },\n disorientation: {\n korean: \"방향 감각 상실\",\n english: \"Disorientation\",\n description: {\n korean: \"정확도 -50%\",\n english: \"Accuracy -50%\",\n },\n accuracyPenalty: -0.5,\n duration: 4000, // 4 seconds\n },\n} as const;\n\n// =====================================================\n// HELPER FUNCTIONS\n// =====================================================\n\n/**\n * Get Dark Ops techniques count\n */\nexport const DARK_OPS_TECHNIQUE_COUNT = DARK_OPS_TECHNIQUES.length;\n\n/**\n * Get Dark Ops technique by ID\n */\nexport function getDarkOpsTechniqueById(\n id: string,\n): KoreanTechnique | undefined {\n return DARK_OPS_TECHNIQUES.find((t) => t.id === id);\n}\n\n/**\n * Get all Dark Ops techniques for a specific unit\n */\nexport function getDarkOpsTechniquesByUnit(\n unitType: keyof typeof DARK_OPS_UNITS,\n): readonly KoreanTechnique[] {\n // Map technique IDs to units based on prefix patterns\n const unitPrefixMap: Record<string, string[]> = {\n DARK_OPERATIONS: [\"darkops_silent_carotid\", \"darkops_jaw_dislocation\"],\n SHADOW_COMMANDO: [\n \"darkops_liver_disruption\",\n \"darkops_kidney_strike\",\n \"darkops_achilles_sever\",\n ],\n NIGHTFALL_SQUADRON: [\n \"darkops_throat_strike\",\n \"darkops_solar_plexus_paralyze\",\n \"darkops_ear_strike\",\n ],\n BLACK_OPS_TASK_FORCE: [\n \"darkops_nerve_paralysis\",\n \"darkops_brachial_plexus_strike\",\n \"darkops_femoral_nerve_strike\",\n \"darkops_temple_strike\",\n ],\n DEEP_SEA_UNIT: [\"darkops_rear_choke\", \"darkops_spinal_strike\"],\n };\n\n const techniqueIds = unitPrefixMap[unitType] ?? [];\n return DARK_OPS_TECHNIQUES.filter((t) => techniqueIds.includes(t.id));\n}\n\n/**\n * Get archetype effectiveness multiplier for Dark Ops\n */\nexport function getDarkOpsArchetypeBonus(archetype: PlayerArchetype): number {\n return DARK_OPS_ARCHETYPE_BONUSES[archetype] ?? 1.0;\n}\n"],"mappings":";;;;;;;AA8BA,IAAa,iBAAiB;CAC5B,iBAAiB;CACjB,iBAAiB;CACjB,oBAAoB;CACpB,sBAAsB;CACtB,eAAe;CAChB;;;;;;;;;;AAeD,IAAa,sBAAkD;CAE7D;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACD,YAAY;EACZ,aAAa;EACb,WAAW;EACX,aAAa;GACX,QACE;GACF,SACE;GACH;EACD,QAAQ,cAAc;EACtB,MAAM,iBAAiB;EACvB,YAAY,WAAW;EACvB,QAAQ;EACR,QAAQ;EACR,aAAa;EACb,UAAU;EACV,aAAa;GACX,UAAU;GACV,eAAe;GACf,eAAe;GAChB;EACD,eAAe;EACf,cAAc;EACd,YAAY;EACZ,gBAAgB;EAChB,SAAS,EAAE;EAEX,eAAe,cAAc;EAC7B,gBAAgB;EAChB,mBAAmB;EACnB,aAAa;EACd;CACD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACD,YAAY;EACZ,aAAa;EACb,WAAW;EACX,aAAa;GACX,QAAQ;GACR,SACE;GACH;EACD,QAAQ,cAAc;EACtB,MAAM,iBAAiB;EACvB,YAAY,WAAW;EACvB,QAAQ;EACR,QAAQ;EACR,aAAa;EACb,UAAU;EACV,aAAa;GACX,UAAU;GACV,eAAe;GACf,eAAe;GAChB;EACD,eAAe;EACf,cAAc;EACd,YAAY;EACZ,gBAAgB;EAChB,SAAS,EAAE;EAEX,eAAe,cAAc;EAC7B,gBAAgB;EAChB,mBAAmB;EACnB,aAAa;EACd;CAGD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACD,YAAY;EACZ,aAAa;EACb,WAAW;EACX,aAAa;GACX,QACE;GACF,SACE;GACH;EACD,QAAQ,cAAc;EACtB,MAAM,iBAAiB;EACvB,YAAY,WAAW;EACvB,QAAQ;EACR,QAAQ;EACR,aAAa;EACb,UAAU;EACV,aAAa;GACX,UAAU;GACV,eAAe;GACf,eAAe;GAChB;EACD,eAAe;EACf,cAAc;EACd,YAAY;EACZ,gBAAgB;EAChB,SAAS,EAAE;EAEX,eAAe,cAAc;EAC7B,gBAAgB;EAChB,mBAAmB;EACnB,aAAa;EACd;CACD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACD,YAAY;EACZ,aAAa;EACb,WAAW;EACX,aAAa;GACX,QACE;GACF,SACE;GACH;EACD,QAAQ,cAAc;EACtB,MAAM,iBAAiB;EACvB,YAAY,WAAW;EACvB,QAAQ;EACR,QAAQ;EACR,aAAa;EACb,UAAU;EACV,aAAa;GACX,UAAU;GACV,eAAe;GACf,eAAe;GAChB;EACD,eAAe;EACf,cAAc;EACd,YAAY;EACZ,gBAAgB;EAChB,SAAS,EAAE;EAEX,eAAe,cAAc;EAC7B,gBAAgB;EAChB,mBAAmB;EACnB,aAAa;EACd;CAGD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACD,YAAY;EACZ,aAAa;EACb,WAAW;EACX,aAAa;GACX,QACE;GACF,SACE;GACH;EACD,QAAQ,cAAc;EACtB,MAAM,iBAAiB;EACvB,YAAY,WAAW;EACvB,QAAQ;EACR,QAAQ;EACR,aAAa;EACb,UAAU;EACV,aAAa;GACX,UAAU;GACV,eAAe;GACf,eAAe;GAChB;EACD,eAAe;EACf,cAAc;EACd,YAAY;EACZ,gBAAgB;EAChB,SAAS,EAAE;EAEX,eAAe,cAAc;EAC7B,gBAAgB;EAChB,mBAAmB;EACnB,aAAa;EACd;CACD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACD,YAAY;EACZ,aAAa;EACb,WAAW;EACX,aAAa;GACX,QACE;GACF,SACE;GACH;EACD,QAAQ,cAAc;EACtB,MAAM,iBAAiB;EACvB,YAAY,WAAW;EACvB,QAAQ;EACR,QAAQ;EACR,aAAa;EACb,UAAU;EACV,aAAa;GACX,UAAU;GACV,eAAe;GACf,eAAe;GAChB;EACD,eAAe;EACf,cAAc;EACd,YAAY;EACZ,gBAAgB;EAChB,SAAS,EAAE;EAEX,eAAe,cAAc;EAC7B,gBAAgB;EAChB,mBAAmB;EACnB,aAAa;EACd;CAGD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACD,YAAY;EACZ,aAAa;EACb,WAAW;EACX,aAAa;GACX,QACE;GACF,SACE;GACH;EACD,QAAQ,cAAc;EACtB,MAAM,iBAAiB;EACvB,YAAY,WAAW;EACvB,QAAQ;EACR,QAAQ;EACR,aAAa;EACb,UAAU;EACV,aAAa;GACX,UAAU;GACV,eAAe;GACf,eAAe;GAChB;EACD,eAAe;EACf,cAAc;EACd,YAAY;EACZ,gBAAgB;EAChB,SAAS,EAAE;EAEX,eAAe,cAAc;EAC7B,gBAAgB;EAChB,mBAAmB;EACnB,aAAa;EACd;CACD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACD,YAAY;EACZ,aAAa;EACb,WAAW;EACX,aAAa;GACX,QAAQ;GACR,SACE;GACH;EACD,QAAQ,cAAc;EACtB,MAAM,iBAAiB;EACvB,YAAY,WAAW;EACvB,QAAQ;EACR,QAAQ;EACR,aAAa;EACb,UAAU;EACV,aAAa;GACX,UAAU;GACV,eAAe;GACf,eAAe;GAChB;EACD,eAAe;EACf,cAAc;EACd,YAAY;EACZ,gBAAgB;EAChB,SAAS,EAAE;EAEX,eAAe,cAAc;EAC7B,gBAAgB;EAChB,mBAAmB;EACnB,aAAa;EACd;CAGD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACD,YAAY;EACZ,aAAa;EACb,WAAW;EACX,aAAa;GACX,QACE;GACF,SACE;GACH;EACD,QAAQ,cAAc;EACtB,MAAM,iBAAiB;EACvB,YAAY,WAAW;EACvB,QAAQ;EACR,QAAQ;EACR,aAAa;EACb,UAAU;EACV,aAAa;GACX,UAAU;GACV,eAAe;GACf,eAAe;GAChB;EACD,eAAe;EACf,cAAc;EACd,YAAY;EACZ,gBAAgB;EAChB,SAAS,EAAE;EAEX,eAAe,cAAc;EAC7B,gBAAgB;EAChB,mBAAmB;EACnB,aAAa;EACd;CACD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACD,YAAY;EACZ,aAAa;EACb,WAAW;EACX,aAAa;GACX,QACE;GACF,SACE;GACH;EACD,QAAQ,cAAc;EACtB,MAAM,iBAAiB;EACvB,YAAY,WAAW;EACvB,QAAQ;EACR,QAAQ;EACR,aAAa;EACb,UAAU;EACV,aAAa;GACX,UAAU;GACV,eAAe;GACf,eAAe;GAChB;EACD,eAAe;EACf,cAAc;EACd,YAAY;EACZ,gBAAgB;EAChB,SAAS,EAAE;EAEX,eAAe,cAAc;EAC7B,gBAAgB;EAChB,mBAAmB;EACnB,aAAa;EACd;CAGD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACD,YAAY;EACZ,aAAa;EACb,WAAW;EACX,aAAa;GACX,QAAQ;GACR,SACE;GACH;EACD,QAAQ,cAAc;EACtB,MAAM,iBAAiB;EACvB,YAAY,WAAW;EACvB,QAAQ;EACR,QAAQ;EACR,aAAa;EACb,UAAU;EACV,aAAa;GACX,UAAU;GACV,eAAe;GACf,eAAe;GAChB;EACD,eAAe;EACf,cAAc;EACd,YAAY;EACZ,gBAAgB;EAChB,SAAS,EAAE;EAEX,eAAe,cAAc;EAC7B,gBAAgB;EAChB,mBAAmB;EACnB,aAAa;EACd;CACD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACD,YAAY;EACZ,aAAa;EACb,WAAW;EACX,aAAa;GACX,QAAQ;GACR,SACE;GACH;EACD,QAAQ,cAAc;EACtB,MAAM,iBAAiB;EACvB,YAAY,WAAW;EACvB,QAAQ;EACR,QAAQ;EACR,aAAa;EACb,UAAU;EACV,aAAa;GACX,UAAU;GACV,eAAe;GACf,eAAe;GAChB;EACD,eAAe;EACf,cAAc;EACd,YAAY;EACZ,gBAAgB;EAChB,SAAS,EAAE;EAEX,eAAe,cAAc;EAC7B,gBAAgB;EAChB,mBAAmB;EACnB,aAAa;EACd;CACD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACD,YAAY;EACZ,aAAa;EACb,WAAW;EACX,aAAa;GACX,QAAQ;GACR,SACE;GACH;EACD,QAAQ,cAAc;EACtB,MAAM,iBAAiB;EACvB,YAAY,WAAW;EACvB,QAAQ;EACR,QAAQ;EACR,aAAa;EACb,UAAU;EACV,aAAa;GACX,UAAU;GACV,eAAe;GACf,eAAe;GAChB;EACD,eAAe;EACf,cAAc;EACd,YAAY;EACZ,gBAAgB;EAChB,SAAS,EAAE;EAEX,eAAe,cAAc;EAC7B,gBA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/**
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* ☵ 감 (GAM) - Water Stance Techniques
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* 수류반격 - Adaptive Flow (Hapkido Redirect & Counter)
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*
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* The Water stance (감괘) embodies adaptation and redirection.
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* Based on Hapkido (합기도) principles of using opponent's force
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* against them, flowing around attacks like water around rocks.
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*
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* Philosophy: "물처럼 흘러 적의 힘을 이용하라"
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* Flow like water and use the enemy's force
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*
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* @module GamTechniques
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*/
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import type { TrigramStanceTechnique } from "../../vitalpoint";
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import { CombatAttackType } from "../../../types/common";
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/**
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* GAM stance techniques - Water / Adaptive Flow
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* Hapkido redirect and counter techniques
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*
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* Technique characteristics:
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* - Counter-attack focus
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* - Force redirection
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* - Flowing defense-to-offense
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* - Throws using opponent's momentum
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*
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* Animation speeds are calibrated for flowing responses:
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* - Reactive: 1.1-1.2 (quick counters)
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* - Normal: 1.0 (standard redirects)
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* - Controlled: 0.9 (throwing techniques)
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*/
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export declare const GAM_TECHNIQUES: readonly TrigramStanceTechnique[];
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/**
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* Get GAM techniques count
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*/
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export declare const GAM_TECHNIQUE_COUNT: number;
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/**
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* Get GAM technique by ID
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*/
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export declare function getGamTechniqueById(id: string): TrigramStanceTechnique | undefined;
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/**
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* Get all GAM techniques by attack type
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*/
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export declare function getGamTechniquesByType(type: CombatAttackType): readonly TrigramStanceTechnique[];
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//# sourceMappingURL=GamTechniques.d.ts.map
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{"version":3,"file":"GamTechniques.d.ts","sourceRoot":"","sources":["../../../../src/systems/trigram/techniques/GamTechniques.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;;;GAYG;AAEH,OAAO,KAAK,EAAE,sBAAsB,EAAE,MAAM,sBAAsB,CAAC;AACnE,OAAO,EACL,gBAAgB,EAGjB,MAAM,uBAAuB,CAAC;AAG/B;;;;;;;;;;;;;;GAcG;AACH,eAAO,MAAM,cAAc,EAAE,SAAS,sBAAsB,EA4RlD,CAAC;AAEX;;GAEG;AACH,eAAO,MAAM,mBAAmB,QAAwB,CAAC;AAEzD;;GAEG;AACH,wBAAgB,mBAAmB,CAAC,EAAE,EAAE,MAAM,GAAG,sBAAsB,GAAG,SAAS,CAElF;AAED;;GAEG;AACH,wBAAgB,sBAAsB,CACpC,IAAI,EAAE,gBAAgB,GACrB,SAAS,sBAAsB,EAAE,CAEnC"}
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import { CombatAttackType, DamageType, TrigramStance } from "../../../types/common.js";
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import { AnimationType } from "../../animation/builders/MartialArtsConstants.js";
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import "../../animation/index.js";
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//#region src/systems/trigram/techniques/GamTechniques.ts
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/**
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* GAM stance techniques - Water / Adaptive Flow
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7
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* Hapkido redirect and counter techniques
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8
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*
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9
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* Technique characteristics:
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* - Counter-attack focus
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* - Force redirection
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* - Flowing defense-to-offense
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* - Throws using opponent's momentum
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*
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* Animation speeds are calibrated for flowing responses:
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16
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* - Reactive: 1.1-1.2 (quick counters)
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17
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* - Normal: 1.0 (standard redirects)
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* - Controlled: 0.9 (throwing techniques)
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*/
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var GAM_TECHNIQUES = [
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{
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id: "gam_water_counter",
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name: {
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korean: "수류반격",
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25
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+
english: "Water Counter",
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26
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+
romanized: "suryu_bangyeok"
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+
},
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koreanName: "수류반격",
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englishName: "Water Counter",
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romanized: "suryu_bangyeok",
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description: {
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korean: "물의 흐름으로 적의 공격을 받아넘기는 반격",
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english: "Counter-attack that flows like water"
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},
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stance: TrigramStance.GAM,
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type: CombatAttackType.COUNTER_ATTACK,
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damageType: DamageType.BLUNT,
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damage: 32,
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kiCost: 20,
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staminaCost: 12,
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accuracy: .85,
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reachConfig: {
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bodyPart: "arm",
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techniqueType: "punch",
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baseExtension: 1.05
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},
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executionTime: 840,
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recoveryTime: 1260,
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critChance: .18,
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critMultiplier: 1.7,
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effects: [],
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comboWindow: 200,
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comboPriority: 1,
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pressureStacks: 2,
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animationCategory: "counter",
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animationId: "gam_water_counter",
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animationType: AnimationType.WATER_COUNTER,
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animationSpeed: .75,
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category: "medium",
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range: "medium",
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speed: 1
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},
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{
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id: "gam_redirect_throw",
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name: {
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66
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korean: "유도던지기",
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67
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+
english: "Redirect Throw",
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68
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+
romanized: "yudo-deonjigi"
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+
},
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koreanName: "유도던지기",
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71
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englishName: "Redirect Throw",
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72
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+
romanized: "yudo-deonjigi",
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description: {
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74
|
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korean: "합기도 방향전환으로 상대의 힘을 이용해 던짐",
|
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75
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english: "Hapkido redirect using opponent's force for throw"
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+
},
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stance: TrigramStance.GAM,
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type: CombatAttackType.THROW,
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+
damageType: DamageType.BLUNT,
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damage: 30,
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+
kiCost: 18,
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staminaCost: 24,
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accuracy: .82,
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reachConfig: {
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bodyPart: "arm",
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+
techniqueType: "punch",
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+
baseExtension: .7
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},
|
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|
+
executionTime: 1190,
|
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|
+
recoveryTime: 1680,
|
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|
+
critChance: .16,
|
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+
critMultiplier: 1.8,
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+
effects: [],
|
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|
+
comboWindow: 200,
|
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|
+
comboPriority: 2,
|
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|
+
pressureStacks: 2,
|
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|
+
animationCategory: "throw",
|
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|
+
animationId: "gam_redirect_throw",
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|
+
animationType: AnimationType.GAM_REDIRECT_THROW,
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+
animationSpeed: .7,
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category: "medium",
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range: "short",
|
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speed: .9
|
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+
},
|
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|
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{
|
|
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|
+
id: "gam_hip_throw",
|
|
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|
+
name: {
|
|
108
|
+
korean: "허리던지기",
|
|
109
|
+
english: "Hip Throw",
|
|
110
|
+
romanized: "heori-deonjigi"
|
|
111
|
+
},
|
|
112
|
+
koreanName: "허리던지기",
|
|
113
|
+
englishName: "Hip Throw",
|
|
114
|
+
romanized: "heori-deonjigi",
|
|
115
|
+
description: {
|
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116
|
+
korean: "합기도 허리 던지기로 상대를 제압",
|
|
117
|
+
english: "Hapkido hip throw for control"
|
|
118
|
+
},
|
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119
|
+
stance: TrigramStance.GAM,
|
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120
|
+
type: CombatAttackType.THROW,
|
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121
|
+
damageType: DamageType.BLUNT,
|
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122
|
+
damage: 34,
|
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123
|
+
kiCost: 22,
|
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124
|
+
staminaCost: 28,
|
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125
|
+
accuracy: .8,
|
|
126
|
+
reachConfig: {
|
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127
|
+
bodyPart: "arm",
|
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128
|
+
techniqueType: "punch",
|
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129
|
+
baseExtension: .7
|
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130
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+
},
|
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131
|
+
executionTime: 1260,
|
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132
|
+
recoveryTime: 1819,
|
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|
+
critChance: .2,
|
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134
|
+
critMultiplier: 1.9,
|
|
135
|
+
effects: [],
|
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136
|
+
comboWindow: 200,
|
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137
|
+
comboPriority: 3,
|
|
138
|
+
pressureStacks: 3,
|
|
139
|
+
animationCategory: "throw",
|
|
140
|
+
animationId: "gam_hip_throw",
|
|
141
|
+
animationType: AnimationType.GAM_HIP_THROW,
|
|
142
|
+
animationSpeed: .65,
|
|
143
|
+
category: "medium",
|
|
144
|
+
range: "short",
|
|
145
|
+
speed: .85
|
|
146
|
+
},
|
|
147
|
+
{
|
|
148
|
+
id: "gam_flowing_block",
|
|
149
|
+
name: {
|
|
150
|
+
korean: "유수막기",
|
|
151
|
+
english: "Flowing Block",
|
|
152
|
+
romanized: "yusu-makgi"
|
|
153
|
+
},
|
|
154
|
+
koreanName: "유수막기",
|
|
155
|
+
englishName: "Flowing Block",
|
|
156
|
+
romanized: "yusu-makgi",
|
|
157
|
+
description: {
|
|
158
|
+
korean: "물의 흐름처럼 부드럽게 막고 반격",
|
|
159
|
+
english: "Soft flowing block leading to counter"
|
|
160
|
+
},
|
|
161
|
+
stance: TrigramStance.GAM,
|
|
162
|
+
type: CombatAttackType.BLOCK,
|
|
163
|
+
damageType: DamageType.BLUNT,
|
|
164
|
+
damage: 20,
|
|
165
|
+
kiCost: 10,
|
|
166
|
+
staminaCost: 14,
|
|
167
|
+
accuracy: .92,
|
|
168
|
+
reachConfig: {
|
|
169
|
+
bodyPart: "arm",
|
|
170
|
+
techniqueType: "punch",
|
|
171
|
+
baseExtension: .9
|
|
172
|
+
},
|
|
173
|
+
executionTime: 560,
|
|
174
|
+
recoveryTime: 979,
|
|
175
|
+
critChance: .08,
|
|
176
|
+
critMultiplier: 1.3,
|
|
177
|
+
effects: [],
|
|
178
|
+
comboWindow: 200,
|
|
179
|
+
comboPriority: 1,
|
|
180
|
+
pressureStacks: 1,
|
|
181
|
+
animationCategory: "defensive",
|
|
182
|
+
animationId: "gam_flowing_block",
|
|
183
|
+
animationType: AnimationType.BLOCK,
|
|
184
|
+
animationSpeed: .75,
|
|
185
|
+
category: "light",
|
|
186
|
+
range: "short",
|
|
187
|
+
speed: 1
|
|
188
|
+
},
|
|
189
|
+
{
|
|
190
|
+
id: "gam_circular_parry",
|
|
191
|
+
name: {
|
|
192
|
+
korean: "원형받기",
|
|
193
|
+
english: "Circular Parry",
|
|
194
|
+
romanized: "wonhyeong-batgi"
|
|
195
|
+
},
|
|
196
|
+
koreanName: "원형받기",
|
|
197
|
+
englishName: "Circular Parry",
|
|
198
|
+
romanized: "wonhyeong-batgi",
|
|
199
|
+
description: {
|
|
200
|
+
korean: "합기도 원형 움직임으로 공격을 무력화",
|
|
201
|
+
english: "Hapkido circular motion neutralizing attack"
|
|
202
|
+
},
|
|
203
|
+
stance: TrigramStance.GAM,
|
|
204
|
+
type: CombatAttackType.COUNTER_ATTACK,
|
|
205
|
+
damageType: DamageType.PRESSURE,
|
|
206
|
+
damage: 24,
|
|
207
|
+
kiCost: 14,
|
|
208
|
+
staminaCost: 18,
|
|
209
|
+
accuracy: .88,
|
|
210
|
+
reachConfig: {
|
|
211
|
+
bodyPart: "arm",
|
|
212
|
+
techniqueType: "punch",
|
|
213
|
+
baseExtension: 1.05
|
|
214
|
+
},
|
|
215
|
+
executionTime: 770,
|
|
216
|
+
recoveryTime: 1190,
|
|
217
|
+
critChance: .12,
|
|
218
|
+
critMultiplier: 1.5,
|
|
219
|
+
effects: [],
|
|
220
|
+
comboWindow: 200,
|
|
221
|
+
comboPriority: 2,
|
|
222
|
+
pressureStacks: 2,
|
|
223
|
+
animationCategory: "defensive",
|
|
224
|
+
animationId: "gam_circular_parry",
|
|
225
|
+
animationType: AnimationType.GAM_CIRCULAR_PARRY,
|
|
226
|
+
animationSpeed: .75,
|
|
227
|
+
category: "medium",
|
|
228
|
+
range: "medium",
|
|
229
|
+
speed: 1
|
|
230
|
+
},
|
|
231
|
+
{
|
|
232
|
+
id: "gam_wrist_twist_counter",
|
|
233
|
+
name: {
|
|
234
|
+
korean: "손목비틀기반격",
|
|
235
|
+
english: "Wrist Twist Counter",
|
|
236
|
+
romanized: "sonmok-biteulgi-bangyeok"
|
|
237
|
+
},
|
|
238
|
+
koreanName: "손목비틀기반격",
|
|
239
|
+
englishName: "Wrist Twist Counter",
|
|
240
|
+
romanized: "sonmok-biteulgi-bangyeok",
|
|
241
|
+
description: {
|
|
242
|
+
korean: "공격을 받아 손목을 비틀어 반격",
|
|
243
|
+
english: "Counter by catching and twisting wrist"
|
|
244
|
+
},
|
|
245
|
+
stance: TrigramStance.GAM,
|
|
246
|
+
type: CombatAttackType.COUNTER_ATTACK,
|
|
247
|
+
damageType: DamageType.JOINT,
|
|
248
|
+
damage: 28,
|
|
249
|
+
kiCost: 16,
|
|
250
|
+
staminaCost: 20,
|
|
251
|
+
accuracy: .9,
|
|
252
|
+
reachConfig: {
|
|
253
|
+
bodyPart: "arm",
|
|
254
|
+
techniqueType: "punch",
|
|
255
|
+
baseExtension: .65
|
|
256
|
+
},
|
|
257
|
+
executionTime: 979,
|
|
258
|
+
recoveryTime: 1400,
|
|
259
|
+
critChance: .25,
|
|
260
|
+
critMultiplier: 2.2,
|
|
261
|
+
effects: [],
|
|
262
|
+
comboWindow: 200,
|
|
263
|
+
comboPriority: 3,
|
|
264
|
+
pressureStacks: 3,
|
|
265
|
+
animationCategory: "joint_lock",
|
|
266
|
+
animationId: "gam_wrist_twist_counter",
|
|
267
|
+
animationType: AnimationType.GAM_WRIST_TWIST_COUNTER,
|
|
268
|
+
animationSpeed: .75,
|
|
269
|
+
category: "special",
|
|
270
|
+
range: "short",
|
|
271
|
+
speed: 1
|
|
272
|
+
}
|
|
273
|
+
];
|
|
274
|
+
/**
|
|
275
|
+
* Get GAM techniques count
|
|
276
|
+
*/
|
|
277
|
+
var GAM_TECHNIQUE_COUNT = GAM_TECHNIQUES.length;
|
|
278
|
+
/**
|
|
279
|
+
* Get GAM technique by ID
|
|
280
|
+
*/
|
|
281
|
+
function getGamTechniqueById(id) {
|
|
282
|
+
return GAM_TECHNIQUES.find((t) => t.id === id);
|
|
283
|
+
}
|
|
284
|
+
/**
|
|
285
|
+
* Get all GAM techniques by attack type
|
|
286
|
+
*/
|
|
287
|
+
function getGamTechniquesByType(type) {
|
|
288
|
+
return GAM_TECHNIQUES.filter((t) => t.type === type);
|
|
289
|
+
}
|
|
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export { GAM_TECHNIQUES, GAM_TECHNIQUE_COUNT, getGamTechniqueById, getGamTechniquesByType };
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{"version":3,"file":"GamTechniques.js","names":[],"sources":["../../../../src/systems/trigram/techniques/GamTechniques.ts"],"sourcesContent":["/**\n * ☵ 감 (GAM) - Water Stance Techniques\n * 수류반격 - Adaptive Flow (Hapkido Redirect & Counter)\n *\n * The Water stance (감괘) embodies adaptation and redirection.\n * Based on Hapkido (합기도) principles of using opponent's force\n * against them, flowing around attacks like water around rocks.\n *\n * Philosophy: \"물처럼 흘러 적의 힘을 이용하라\"\n * Flow like water and use the enemy's force\n *\n * @module GamTechniques\n */\n\nimport type { TrigramStanceTechnique } from \"@/systems/vitalpoint\";\nimport {\n CombatAttackType,\n DamageType,\n TrigramStance,\n} from \"../../../types/common\";\nimport { AnimationType } from \"../../animation\";\n\n/**\n * GAM stance techniques - Water / Adaptive Flow\n * Hapkido redirect and counter techniques\n *\n * Technique characteristics:\n * - Counter-attack focus\n * - Force redirection\n * - Flowing defense-to-offense\n * - Throws using opponent's momentum\n *\n * Animation speeds are calibrated for flowing responses:\n * - Reactive: 1.1-1.2 (quick counters)\n * - Normal: 1.0 (standard redirects)\n * - Controlled: 0.9 (throwing techniques)\n */\nexport const GAM_TECHNIQUES: readonly TrigramStanceTechnique[] = [\n // ============= Primary Technique =============\n {\n id: \"gam_water_counter\",\n name: {\n korean: \"수류반격\",\n english: \"Water Counter\",\n romanized: \"suryu_bangyeok\",\n },\n koreanName: \"수류반격\",\n englishName: \"Water Counter\",\n romanized: \"suryu_bangyeok\",\n description: {\n korean: \"물의 흐름으로 적의 공격을 받아넘기는 반격\",\n english: \"Counter-attack that flows like water\",\n },\n stance: TrigramStance.GAM,\n type: CombatAttackType.COUNTER_ATTACK,\n damageType: DamageType.BLUNT,\n damage: 32,\n kiCost: 20,\n staminaCost: 12,\n accuracy: 0.85,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 1.05,\n },\n executionTime: 840,\n recoveryTime: 1260,\n critChance: 0.18,\n critMultiplier: 1.7,\n effects: [],\n // Combo metadata - Flowing counter starter\n comboWindow: 200,\n comboPriority: 1, // Starter - initiates counter flow\n pressureStacks: 2,\n // NEW ARCHITECTURE: Separate type (category) from ID (unique)\n animationCategory: \"counter\", // Type: shared category\n animationId: \"gam_water_counter\", // ID: unique 1-1 mapping\n // Legacy field for backward compatibility\n // Animation: Flowing counter-attack (matches TechniqueAnimationMapping)\n animationType: AnimationType.WATER_COUNTER,\n animationSpeed: 0.75,\n category: \"medium\",\n range: \"medium\",\n speed: 1.0,\n },\n\n // ============= Throwing Techniques =============\n {\n id: \"gam_redirect_throw\",\n name: {\n korean: \"유도던지기\",\n english: \"Redirect Throw\",\n romanized: \"yudo-deonjigi\",\n },\n koreanName: \"유도던지기\",\n englishName: \"Redirect Throw\",\n romanized: \"yudo-deonjigi\",\n description: {\n korean: \"합기도 방향전환으로 상대의 힘을 이용해 던짐\",\n english: \"Hapkido redirect using opponent's force for throw\",\n },\n stance: TrigramStance.GAM,\n type: CombatAttackType.THROW,\n damageType: DamageType.BLUNT,\n damage: 30,\n kiCost: 18,\n staminaCost: 24,\n accuracy: 0.82,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 0.7,\n },\n executionTime: 1190,\n recoveryTime: 1680,\n critChance: 0.16,\n critMultiplier: 1.8,\n effects: [],\n // Combo metadata - Force redirection throw\n comboWindow: 200,\n comboPriority: 2, // Mid-chain - momentum redirection\n pressureStacks: 2,\n // NEW ARCHITECTURE: Separate type (category) from ID (unique)\n animationCategory: \"throw\", // Type: shared category\n animationId: \"gam_redirect_throw\", // ID: unique 1-1 mapping\n // Legacy field for backward compatibility\n // Animation: Redirect throw motion\n animationType: AnimationType.GAM_REDIRECT_THROW,\n animationSpeed: 0.7,\n category: \"medium\",\n range: \"short\",\n speed: 0.9,\n },\n {\n id: \"gam_hip_throw\",\n name: {\n korean: \"허리던지기\",\n english: \"Hip Throw\",\n romanized: \"heori-deonjigi\",\n },\n koreanName: \"허리던지기\",\n englishName: \"Hip Throw\",\n romanized: \"heori-deonjigi\",\n description: {\n korean: \"합기도 허리 던지기로 상대를 제압\",\n english: \"Hapkido hip throw for control\",\n },\n stance: TrigramStance.GAM,\n type: CombatAttackType.THROW,\n damageType: DamageType.BLUNT,\n damage: 34,\n kiCost: 22,\n staminaCost: 28,\n accuracy: 0.8,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 0.7,\n },\n executionTime: 1260,\n recoveryTime: 1819,\n critChance: 0.2,\n critMultiplier: 1.9,\n effects: [],\n // Combo metadata - Control throw finisher\n comboWindow: 200,\n comboPriority: 3, // Finisher - dominant position throw\n pressureStacks: 3,\n // NEW ARCHITECTURE: Separate type (category) from ID (unique)\n animationCategory: \"throw\", // Type: shared category\n animationId: \"gam_hip_throw\", // ID: unique 1-1 mapping\n // Legacy field for backward compatibility\n // Animation: Hip throw motion\n animationType: AnimationType.GAM_HIP_THROW,\n animationSpeed: 0.65,\n category: \"medium\",\n range: \"short\",\n speed: 0.85,\n },\n\n // ============= Blocking & Parry Techniques =============\n {\n id: \"gam_flowing_block\",\n name: {\n korean: \"유수막기\",\n english: \"Flowing Block\",\n romanized: \"yusu-makgi\",\n },\n koreanName: \"유수막기\",\n englishName: \"Flowing Block\",\n romanized: \"yusu-makgi\",\n description: {\n korean: \"물의 흐름처럼 부드럽게 막고 반격\",\n english: \"Soft flowing block leading to counter\",\n },\n stance: TrigramStance.GAM,\n type: CombatAttackType.BLOCK,\n damageType: DamageType.BLUNT,\n damage: 20,\n kiCost: 10,\n staminaCost: 14,\n accuracy: 0.92,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 0.9,\n },\n executionTime: 560,\n recoveryTime: 979,\n critChance: 0.08,\n critMultiplier: 1.3,\n effects: [],\n // Combo metadata - Defensive flow starter\n comboWindow: 200,\n comboPriority: 1, // Starter - soft defensive entry\n pressureStacks: 1,\n // NEW ARCHITECTURE: Separate type (category) from ID (unique)\n animationCategory: \"defensive\", // Type: shared category\n animationId: \"gam_flowing_block\", // ID: unique 1-1 mapping\n // Legacy field for backward compatibility\n // Animation: Soft blocking motion\n animationType: AnimationType.BLOCK,\n animationSpeed: 0.75,\n category: \"light\",\n range: \"short\",\n speed: 1.0,\n },\n {\n id: \"gam_circular_parry\",\n name: {\n korean: \"원형받기\",\n english: \"Circular Parry\",\n romanized: \"wonhyeong-batgi\",\n },\n koreanName: \"원형받기\",\n englishName: \"Circular Parry\",\n romanized: \"wonhyeong-batgi\",\n description: {\n korean: \"합기도 원형 움직임으로 공격을 무력화\",\n english: \"Hapkido circular motion neutralizing attack\",\n },\n stance: TrigramStance.GAM,\n type: CombatAttackType.COUNTER_ATTACK,\n damageType: DamageType.PRESSURE,\n damage: 24,\n kiCost: 14,\n staminaCost: 18,\n accuracy: 0.88,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 1.05,\n },\n executionTime: 770,\n recoveryTime: 1190,\n critChance: 0.12,\n critMultiplier: 1.5,\n effects: [],\n // Combo metadata - Neutralizing redirect\n comboWindow: 200,\n comboPriority: 2, // Mid-chain - circular neutralization\n pressureStacks: 2,\n // NEW ARCHITECTURE: Separate type (category) from ID (unique)\n animationCategory: \"defensive\", // Type: shared category\n animationId: \"gam_circular_parry\", // ID: unique 1-1 mapping\n // Legacy field for backward compatibility\n // Animation: Circular parry motion\n animationType: AnimationType.GAM_CIRCULAR_PARRY,\n animationSpeed: 0.75,\n category: \"medium\",\n range: \"medium\",\n speed: 1.0,\n },\n\n // ============= Joint Control Counter =============\n {\n id: \"gam_wrist_twist_counter\",\n name: {\n korean: \"손목비틀기반격\",\n english: \"Wrist Twist Counter\",\n romanized: \"sonmok-biteulgi-bangyeok\",\n },\n koreanName: \"손목비틀기반격\",\n englishName: \"Wrist Twist Counter\",\n romanized: \"sonmok-biteulgi-bangyeok\",\n description: {\n korean: \"공격을 받아 손목을 비틀어 반격\",\n english: \"Counter by catching and twisting wrist\",\n },\n stance: TrigramStance.GAM,\n type: CombatAttackType.COUNTER_ATTACK,\n damageType: DamageType.JOINT,\n damage: 28,\n kiCost: 16,\n staminaCost: 20,\n accuracy: 0.90,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 0.65,\n },\n executionTime: 979,\n recoveryTime: 1400,\n critChance: 0.25,\n critMultiplier: 2.2,\n effects: [],\n // Combo metadata - Joint control counter finisher\n comboWindow: 200,\n comboPriority: 3, // Finisher - vital point joint lock\n pressureStacks: 3,\n // NEW ARCHITECTURE: Separate type (category) from ID (unique)\n animationCategory: \"joint_lock\", // Type: shared category\n animationId: \"gam_wrist_twist_counter\", // ID: unique 1-1 mapping\n // Legacy field for backward compatibility\n // Animation: Wrist control transition\n animationType: AnimationType.GAM_WRIST_TWIST_COUNTER,\n animationSpeed: 0.75,\n category: \"special\",\n range: \"short\",\n speed: 1.0,\n },\n] as const;\n\n/**\n * Get GAM techniques count\n */\nexport const GAM_TECHNIQUE_COUNT = GAM_TECHNIQUES.length;\n\n/**\n * Get GAM technique by ID\n */\nexport function getGamTechniqueById(id: string): TrigramStanceTechnique | undefined {\n return GAM_TECHNIQUES.find((t) => t.id === id);\n}\n\n/**\n * Get all GAM techniques by attack type\n */\nexport function getGamTechniquesByType(\n type: CombatAttackType\n): readonly TrigramStanceTechnique[] {\n return GAM_TECHNIQUES.filter((t) => t.type === type);\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;AAqCA,IAAa,iBAAoD;CAE/D;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACD,YAAY;EACZ,aAAa;EACb,WAAW;EACX,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,QAAQ,cAAc;EACtB,MAAM,iBAAiB;EACvB,YAAY,WAAW;EACvB,QAAQ;EACR,QAAQ;EACR,aAAa;EACb,UAAU;EACV,aAAa;GACX,UAAU;GACV,eAAe;GACf,eAAe;GAChB;EACD,eAAe;EACf,cAAc;EACd,YAAY;EACZ,gBAAgB;EAChB,SAAS,EAAE;EAEX,aAAa;EACb,eAAe;EACf,gBAAgB;EAEhB,mBAAmB;EACnB,aAAa;EAGb,eAAe,cAAc;EAC7B,gBAAgB;EAChB,UAAU;EACV,OAAO;EACP,OAAO;EACR;CAGD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACD,YAAY;EACZ,aAAa;EACb,WAAW;EACX,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,QAAQ,cAAc;EACtB,MAAM,iBAAiB;EACvB,YAAY,WAAW;EACvB,QAAQ;EACR,QAAQ;EACR,aAAa;EACb,UAAU;EACV,aAAa;GACX,UAAU;GACV,eAAe;GACf,eAAe;GAChB;EACD,eAAe;EACf,cAAc;EACd,YAAY;EACZ,gBAAgB;EAChB,SAAS,EAAE;EAEX,aAAa;EACb,eAAe;EACf,gBAAgB;EAEhB,mBAAmB;EACnB,aAAa;EAGb,eAAe,cAAc;EAC7B,gBAAgB;EAChB,UAAU;EACV,OAAO;EACP,OAAO;EACR;CACD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACD,YAAY;EACZ,aAAa;EACb,WAAW;EACX,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,QAAQ,cAAc;EACtB,MAAM,iBAAiB;EACvB,YAAY,WAAW;EACvB,QAAQ;EACR,QAAQ;EACR,aAAa;EACb,UAAU;EACV,aAAa;GACX,UAAU;GACV,eAAe;GACf,eAAe;GAChB;EACD,eAAe;EACf,cAAc;EACd,YAAY;EACZ,gBAAgB;EAChB,SAAS,EAAE;EAEX,aAAa;EACb,eAAe;EACf,gBAAgB;EAEhB,mBAAmB;EACnB,aAAa;EAGb,eAAe,cAAc;EAC7B,gBAAgB;EAChB,UAAU;EACV,OAAO;EACP,OAAO;EACR;CAGD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACD,YAAY;EACZ,aAAa;EACb,WAAW;EACX,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,QAAQ,cAAc;EACtB,MAAM,iBAAiB;EACvB,YAAY,WAAW;EACvB,QAAQ;EACR,QAAQ;EACR,aAAa;EACb,UAAU;EACV,aAAa;GACX,UAAU;GACV,eAAe;GACf,eAAe;GAChB;EACD,eAAe;EACf,cAAc;EACd,YAAY;EACZ,gBAAgB;EAChB,SAAS,EAAE;EAEX,aAAa;EACb,eAAe;EACf,gBAAgB;EAEhB,mBAAmB;EACnB,aAAa;EAGb,eAAe,cAAc;EAC7B,gBAAgB;EAChB,UAAU;EACV,OAAO;EACP,OAAO;EACR;CACD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACD,YAAY;EACZ,aAAa;EACb,WAAW;EACX,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,QAAQ,cAAc;EACtB,MAAM,iBAAiB;EACvB,YAAY,WAAW;EACvB,QAAQ;EACR,QAAQ;EACR,aAAa;EACb,UAAU;EACV,aAAa;GACX,UAAU;GACV,eAAe;GACf,eAAe;GAChB;EACD,eAAe;EACf,cAAc;EACd,YAAY;EACZ,gBAAgB;EAChB,SAAS,EAAE;EAEX,aAAa;EACb,eAAe;EACf,gBAAgB;EAEhB,mBAAmB;EACnB,aAAa;EAGb,eAAe,cAAc;EAC7B,gBAAgB;EAChB,UAAU;EACV,OAAO;EACP,OAAO;EACR;CAGD;EACE,IAAI;EACJ,MAAM;GACJ,QAAQ;GACR,SAAS;GACT,WAAW;GACZ;EACD,YAAY;EACZ,aAAa;EACb,WAAW;EACX,aAAa;GACX,QAAQ;GACR,SAAS;GACV;EACD,QAAQ,cAAc;EACtB,MAAM,iBAAiB;EACvB,YAAY,WAAW;EACvB,QAAQ;EACR,QAAQ;EACR,aAAa;EACb,UAAU;EACV,aAAa;GACX,UAAU;GACV,eAAe;GACf,eAAe;GAChB;EACD,eAAe;EACf,cAAc;EACd,YAAY;EACZ,gBAAgB;EAChB,SAAS,EAAE;EAEX,aAAa;EACb,eAAe;EACf,gBAAgB;EAEhB,mBAAmB;EACnB,aAAa;EAGb,eAAe,cAAc;EAC7B,gBAAgB;EAChB,UAAU;EACV,OAAO;EACP,OAAO;EACR;CACF;;;;AAKD,IAAa,sBAAsB,eAAe;;;;AAKlD,SAAgB,oBAAoB,IAAgD;AAClF,QAAO,eAAe,MAAM,MAAM,EAAE,OAAO,GAAG;;;;;AAMhD,SAAgB,uBACd,MACmC;AACnC,QAAO,eAAe,QAAQ,MAAM,EAAE,SAAS,KAAK"}
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/**
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* ☶ 간 (GAN) - Mountain Stance Techniques
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* 반석방어 - Immovable Defense (Hapkido Defensive Mastery)
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*
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* The Mountain stance (간괘) embodies immovable defense and patient counter.
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* Based on Hapkido (합기도) defensive principles - rooted and unshakeable
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* like a mountain, waiting for the perfect moment to counter.
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*
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* Philosophy: "산처럼 굳건히 서서 때를 기다려라"
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* Stand firm like a mountain and wait for the moment
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*
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* **ENHANCED DEFENSIVE MECHANICS:**
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* - Block timing windows (blockWindow): 200-350ms for precise defense
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* - Perfect block windows (perfectBlockWindow): 60-100ms for optimal timing
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* - Damage reduction (damageReduction): 50-75% damage reduction on successful blocks
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* - Stability bonuses (stabilityBonus): 120-180% fortitude increase
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* - Rooting effects (rootingEffect): Ground connection for immovable stance
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* - Optimized execution times: 250-800ms for defensive reactions
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*
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* All 6 techniques now include defensive properties for:
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* - Immovable defense visualization
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* - Block timing indicators
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* - Damage absorption feedback
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* - Mountain/earth-themed effects
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*
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* @module GanTechniques
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*/
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import type { TrigramStanceTechnique } from "../../vitalpoint";
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import { CombatAttackType } from "../../../types/common";
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/**
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* GAN stance techniques - Mountain / Immovable Defense
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* Hapkido defensive mastery and patient counters
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*
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* Technique characteristics:
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* - Superior blocking capability
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* - Rooted defensive stances
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* - Devastating counter-attacks
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* - Control through position
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*
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* Animation speeds are calibrated for defensive timing:
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* - Quick defense: 1.1-1.2 (rapid blocks)
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* - Normal: 1.0 (standard defense)
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* - Powerful counter: 0.9-1.0 (deliberate strikes)
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*/
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export declare const GAN_TECHNIQUES: readonly TrigramStanceTechnique[];
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/**
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* Get GAN techniques count
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*/
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export declare const GAN_TECHNIQUE_COUNT: number;
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/**
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* Get GAN technique by ID
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*/
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export declare function getGanTechniqueById(id: string): TrigramStanceTechnique | undefined;
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/**
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* Get all GAN techniques by attack type
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*/
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export declare function getGanTechniquesByType(type: CombatAttackType): readonly TrigramStanceTechnique[];
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