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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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/SonTechniques.ts
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/**
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* SON stance techniques - Wind / Continuous Pressure
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* Taekyon rhythmic combat with continuous flowing attacks
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*
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* Technique characteristics:
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* - Continuous pressure attacks
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* - Rhythmic striking patterns
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* - Fluid footwork integration
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* - Destabilizing movements
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*
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* Animation speeds are calibrated for rhythmic flow:
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* - Fast: 1.2-1.3 (rapid footwork, quick strikes)
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* - Normal: 1.0 (standard techniques)
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* - Sustained: 0.9-1.0 (continuous pressure)
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*/
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var SON_TECHNIQUES = [
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{
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id: "son_whirlwind_barrage",
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name: {
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korean: "선풍연격",
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english: "Whirlwind Barrage",
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romanized: "seonpung_yeongyeok"
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},
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koreanName: "선풍연격",
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englishName: "Whirlwind Barrage",
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romanized: "seonpung_yeongyeok",
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description: {
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korean: "바람처럼 연속적인 공격",
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english: "Continuous attacks like wind"
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},
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stance: TrigramStance.SON,
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type: CombatAttackType.STRIKE,
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damageType: DamageType.BLUNT,
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damage: 22,
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kiCost: 8,
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staminaCost: 30,
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accuracy: .7,
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reachConfig: {
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bodyPart: "arm",
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techniqueType: "punch",
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baseExtension: .95
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},
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executionTime: 560,
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recoveryTime: 840,
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critChance: .06,
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critMultiplier: 1.2,
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effects: [],
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animationCategory: "punch",
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animationId: "son_whirlwind_barrage",
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animationType: AnimationType.RAPID_BARRAGE,
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animationSpeed: .75,
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category: "medium",
|
|
57
|
+
range: "short",
|
|
58
|
+
speed: 1.5,
|
|
59
|
+
comboWindow: 200,
|
|
60
|
+
comboPriority: 1,
|
|
61
|
+
pressureStacks: 2
|
|
62
|
+
},
|
|
63
|
+
{
|
|
64
|
+
id: "son_sweeping_low_kick",
|
|
65
|
+
name: {
|
|
66
|
+
korean: "품밟기",
|
|
67
|
+
english: "Sweeping Foot Attack",
|
|
68
|
+
romanized: "pum-balbgi"
|
|
69
|
+
},
|
|
70
|
+
koreanName: "품밟기",
|
|
71
|
+
englishName: "Sweeping Foot Attack",
|
|
72
|
+
romanized: "pum-balbgi",
|
|
73
|
+
description: {
|
|
74
|
+
korean: "택견의 낮은 발차기로 발목을 쓸어 넘어뜨림",
|
|
75
|
+
english: "Taekyon low sweeping kick targeting ankles"
|
|
76
|
+
},
|
|
77
|
+
stance: TrigramStance.SON,
|
|
78
|
+
type: CombatAttackType.KICK,
|
|
79
|
+
damageType: DamageType.BLUNT,
|
|
80
|
+
damage: 20,
|
|
81
|
+
kiCost: 10,
|
|
82
|
+
staminaCost: 22,
|
|
83
|
+
accuracy: .82,
|
|
84
|
+
reachConfig: {
|
|
85
|
+
bodyPart: "leg",
|
|
86
|
+
techniqueType: "kick",
|
|
87
|
+
baseExtension: .95
|
|
88
|
+
},
|
|
89
|
+
executionTime: 770,
|
|
90
|
+
recoveryTime: 1190,
|
|
91
|
+
critChance: .12,
|
|
92
|
+
critMultiplier: 1.4,
|
|
93
|
+
effects: [],
|
|
94
|
+
animationCategory: "kick",
|
|
95
|
+
animationId: "son_sweeping_low_kick",
|
|
96
|
+
animationType: AnimationType.SON_SWEEPING_LOW_KICK,
|
|
97
|
+
animationSpeed: .75,
|
|
98
|
+
category: "medium",
|
|
99
|
+
range: "medium",
|
|
100
|
+
speed: 1.1,
|
|
101
|
+
comboWindow: 200,
|
|
102
|
+
comboPriority: 2,
|
|
103
|
+
pressureStacks: 1
|
|
104
|
+
},
|
|
105
|
+
{
|
|
106
|
+
id: "son_rapid_footwork",
|
|
107
|
+
name: {
|
|
108
|
+
korean: "품밟기연환",
|
|
109
|
+
english: "Rapid Footwork Chain",
|
|
110
|
+
romanized: "pum-balbgi-yeonhwan"
|
|
111
|
+
},
|
|
112
|
+
koreanName: "품밟기연환",
|
|
113
|
+
englishName: "Rapid Footwork Chain",
|
|
114
|
+
romanized: "pum-balbgi-yeonhwan",
|
|
115
|
+
description: {
|
|
116
|
+
korean: "택견의 빠른 발놀림으로 연속 타격",
|
|
117
|
+
english: "Taekyon rapid footwork with continuous strikes"
|
|
118
|
+
},
|
|
119
|
+
stance: TrigramStance.SON,
|
|
120
|
+
type: CombatAttackType.KICK,
|
|
121
|
+
damageType: DamageType.BLUNT,
|
|
122
|
+
damage: 28,
|
|
123
|
+
kiCost: 16,
|
|
124
|
+
staminaCost: 24,
|
|
125
|
+
accuracy: .74,
|
|
126
|
+
reachConfig: {
|
|
127
|
+
bodyPart: "leg",
|
|
128
|
+
techniqueType: "kick",
|
|
129
|
+
baseExtension: 1.05
|
|
130
|
+
},
|
|
131
|
+
executionTime: 840,
|
|
132
|
+
recoveryTime: 1260,
|
|
133
|
+
critChance: .16,
|
|
134
|
+
critMultiplier: 1.6,
|
|
135
|
+
effects: [],
|
|
136
|
+
animationCategory: "footwork",
|
|
137
|
+
animationId: "son_rapid_footwork",
|
|
138
|
+
animationType: AnimationType.SON_RAPID_FOOTWORK,
|
|
139
|
+
animationSpeed: .75,
|
|
140
|
+
category: "medium",
|
|
141
|
+
range: "medium",
|
|
142
|
+
speed: 1.2,
|
|
143
|
+
comboWindow: 200,
|
|
144
|
+
comboPriority: 2,
|
|
145
|
+
pressureStacks: 2
|
|
146
|
+
},
|
|
147
|
+
{
|
|
148
|
+
id: "son_rhythmic_strikes",
|
|
149
|
+
name: {
|
|
150
|
+
korean: "결련수",
|
|
151
|
+
english: "Rhythmic Hand Strikes",
|
|
152
|
+
romanized: "gyeolryeon-su"
|
|
153
|
+
},
|
|
154
|
+
koreanName: "결련수",
|
|
155
|
+
englishName: "Rhythmic Hand Strikes",
|
|
156
|
+
romanized: "gyeolryeon-su",
|
|
157
|
+
description: {
|
|
158
|
+
korean: "택견의 리듬감 있는 연속 손타격",
|
|
159
|
+
english: "Taekyon rhythmic continuous hand strikes"
|
|
160
|
+
},
|
|
161
|
+
stance: TrigramStance.SON,
|
|
162
|
+
type: CombatAttackType.STRIKE,
|
|
163
|
+
damageType: DamageType.PRESSURE,
|
|
164
|
+
damage: 24,
|
|
165
|
+
kiCost: 12,
|
|
166
|
+
staminaCost: 28,
|
|
167
|
+
accuracy: .85,
|
|
168
|
+
reachConfig: {
|
|
169
|
+
bodyPart: "arm",
|
|
170
|
+
techniqueType: "punch",
|
|
171
|
+
baseExtension: .95
|
|
172
|
+
},
|
|
173
|
+
executionTime: 630,
|
|
174
|
+
recoveryTime: 979,
|
|
175
|
+
critChance: .22,
|
|
176
|
+
critMultiplier: 2,
|
|
177
|
+
effects: [],
|
|
178
|
+
animationCategory: "punch",
|
|
179
|
+
animationId: "son_rhythmic_strikes",
|
|
180
|
+
animationType: AnimationType.SON_RHYTHMIC_STRIKES,
|
|
181
|
+
animationSpeed: .75,
|
|
182
|
+
category: "special",
|
|
183
|
+
range: "short",
|
|
184
|
+
speed: 1.2,
|
|
185
|
+
comboWindow: 200,
|
|
186
|
+
comboPriority: 3,
|
|
187
|
+
pressureStacks: 3
|
|
188
|
+
},
|
|
189
|
+
{
|
|
190
|
+
id: "son_flowing_push",
|
|
191
|
+
name: {
|
|
192
|
+
korean: "밀기",
|
|
193
|
+
english: "Flowing Push",
|
|
194
|
+
romanized: "mil-gi"
|
|
195
|
+
},
|
|
196
|
+
koreanName: "밀기",
|
|
197
|
+
englishName: "Flowing Push",
|
|
198
|
+
romanized: "mil-gi",
|
|
199
|
+
description: {
|
|
200
|
+
korean: "택견의 밀기로 상대의 균형을 무너뜨림",
|
|
201
|
+
english: "Taekyon push disrupting opponent's balance"
|
|
202
|
+
},
|
|
203
|
+
stance: TrigramStance.SON,
|
|
204
|
+
type: CombatAttackType.STRIKE,
|
|
205
|
+
damageType: DamageType.PRESSURE,
|
|
206
|
+
damage: 20,
|
|
207
|
+
kiCost: 8,
|
|
208
|
+
staminaCost: 20,
|
|
209
|
+
accuracy: .85,
|
|
210
|
+
reachConfig: {
|
|
211
|
+
bodyPart: "arm",
|
|
212
|
+
techniqueType: "punch",
|
|
213
|
+
baseExtension: .9
|
|
214
|
+
},
|
|
215
|
+
executionTime: 700,
|
|
216
|
+
recoveryTime: 1050,
|
|
217
|
+
critChance: .1,
|
|
218
|
+
critMultiplier: 1.3,
|
|
219
|
+
effects: [],
|
|
220
|
+
animationCategory: "strike",
|
|
221
|
+
animationId: "son_flowing_push",
|
|
222
|
+
animationType: AnimationType.SON_FLOWING_PUSH,
|
|
223
|
+
animationSpeed: .75,
|
|
224
|
+
category: "medium",
|
|
225
|
+
range: "short",
|
|
226
|
+
speed: 1,
|
|
227
|
+
comboWindow: 200,
|
|
228
|
+
comboPriority: 1,
|
|
229
|
+
pressureStacks: 1
|
|
230
|
+
},
|
|
231
|
+
{
|
|
232
|
+
id: "son_spinning_elbow",
|
|
233
|
+
name: {
|
|
234
|
+
korean: "돌려팔꿈치",
|
|
235
|
+
english: "Spinning Elbow",
|
|
236
|
+
romanized: "dollyeo-palkkumchi"
|
|
237
|
+
},
|
|
238
|
+
koreanName: "돌려팔꿈치",
|
|
239
|
+
englishName: "Spinning Elbow",
|
|
240
|
+
romanized: "dollyeo-palkkumchi",
|
|
241
|
+
description: {
|
|
242
|
+
korean: "회전하며 연속적으로 가하는 팔꿈치 공격",
|
|
243
|
+
english: "Continuous spinning elbow strikes"
|
|
244
|
+
},
|
|
245
|
+
stance: TrigramStance.SON,
|
|
246
|
+
type: CombatAttackType.ELBOW,
|
|
247
|
+
damageType: DamageType.BLUNT,
|
|
248
|
+
damage: 26,
|
|
249
|
+
kiCost: 14,
|
|
250
|
+
staminaCost: 26,
|
|
251
|
+
accuracy: .76,
|
|
252
|
+
reachConfig: {
|
|
253
|
+
bodyPart: "arm",
|
|
254
|
+
techniqueType: "elbow",
|
|
255
|
+
baseExtension: .5
|
|
256
|
+
},
|
|
257
|
+
executionTime: 770,
|
|
258
|
+
recoveryTime: 1190,
|
|
259
|
+
critChance: .14,
|
|
260
|
+
critMultiplier: 1.5,
|
|
261
|
+
effects: [],
|
|
262
|
+
animationCategory: "elbow_strike",
|
|
263
|
+
animationId: "son_spinning_elbow",
|
|
264
|
+
animationType: AnimationType.ELBOW_STRIKE,
|
|
265
|
+
animationSpeed: .75,
|
|
266
|
+
category: "medium",
|
|
267
|
+
range: "short",
|
|
268
|
+
speed: 1.1,
|
|
269
|
+
comboWindow: 200,
|
|
270
|
+
comboPriority: 3,
|
|
271
|
+
pressureStacks: 2
|
|
272
|
+
}
|
|
273
|
+
];
|
|
274
|
+
/**
|
|
275
|
+
* Get SON techniques count
|
|
276
|
+
*/
|
|
277
|
+
var SON_TECHNIQUE_COUNT = SON_TECHNIQUES.length;
|
|
278
|
+
/**
|
|
279
|
+
* Get SON technique by ID
|
|
280
|
+
*/
|
|
281
|
+
function getSonTechniqueById(id) {
|
|
282
|
+
return SON_TECHNIQUES.find((t) => t.id === id);
|
|
283
|
+
}
|
|
284
|
+
/**
|
|
285
|
+
* Get all SON techniques by attack type
|
|
286
|
+
*/
|
|
287
|
+
function getSonTechniquesByType(type) {
|
|
288
|
+
return SON_TECHNIQUES.filter((t) => t.type === type);
|
|
289
|
+
}
|
|
290
|
+
//#endregion
|
|
291
|
+
export { SON_TECHNIQUES, SON_TECHNIQUE_COUNT, getSonTechniqueById, getSonTechniquesByType };
|
|
292
|
+
|
|
293
|
+
//# sourceMappingURL=SonTechniques.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"SonTechniques.js","names":[],"sources":["../../../../src/systems/trigram/techniques/SonTechniques.ts"],"sourcesContent":["/**\n * ☴ 손 (SON) - Wind Stance Techniques\n * 선풍연격 - Continuous Pressure (Taekyon Rhythmic Combat)\n *\n * The Wind stance (손괘) embodies continuous pressure and rhythmic flow.\n * Based on traditional Taekyon (택견) - the oldest Korean martial art,\n * emphasizing fluid footwork, rhythmic movement, and unrelenting pressure.\n *\n * Philosophy: \"바람처럼 끊임없이 흐르라\" - Flow endlessly like the wind\n *\n * @module SonTechniques\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 * SON stance techniques - Wind / Continuous Pressure\n * Taekyon rhythmic combat with continuous flowing attacks\n *\n * Technique characteristics:\n * - Continuous pressure attacks\n * - Rhythmic striking patterns\n * - Fluid footwork integration\n * - Destabilizing movements\n *\n * Animation speeds are calibrated for rhythmic flow:\n * - Fast: 1.2-1.3 (rapid footwork, quick strikes)\n * - Normal: 1.0 (standard techniques)\n * - Sustained: 0.9-1.0 (continuous pressure)\n */\nexport const SON_TECHNIQUES: readonly TrigramStanceTechnique[] = [\n // ============= Primary Technique =============\n {\n id: \"son_whirlwind_barrage\",\n name: {\n korean: \"선풍연격\",\n english: \"Whirlwind Barrage\",\n romanized: \"seonpung_yeongyeok\",\n },\n koreanName: \"선풍연격\",\n englishName: \"Whirlwind Barrage\",\n romanized: \"seonpung_yeongyeok\",\n description: {\n korean: \"바람처럼 연속적인 공격\",\n english: \"Continuous attacks like wind\",\n },\n stance: TrigramStance.SON,\n type: CombatAttackType.STRIKE,\n damageType: DamageType.BLUNT,\n damage: 22,\n kiCost: 8,\n staminaCost: 30,\n accuracy: 0.7,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 0.95,\n },\n executionTime: 560,\n recoveryTime: 840,\n critChance: 0.06,\n critMultiplier: 1.2,\n effects: [],\n // NEW ARCHITECTURE: Separate type (category) from ID (unique)\n animationCategory: \"punch\", // Type: shared category\n animationId: \"son_whirlwind_barrage\", // ID: unique 1-1 mapping\n // Legacy field for backward compatibility\n // Animation: Continuous striking pattern\n animationType: AnimationType.RAPID_BARRAGE,\n animationSpeed: 0.75,\n category: \"medium\",\n range: \"short\",\n speed: 1.5,\n // Son (Wind) combo flow properties - 선풍연쇄 (Whirlwind Chain)\n comboWindow: 200, // 200ms timing window for next technique\n comboPriority: 1, // Starter technique - opens combo chains\n pressureStacks: 2, // Applies 2 pressure stacks on hit\n },\n\n // ============= Taekyon Footwork Techniques =============\n {\n id: \"son_sweeping_low_kick\",\n name: {\n korean: \"품밟기\",\n english: \"Sweeping Foot Attack\",\n romanized: \"pum-balbgi\",\n },\n koreanName: \"품밟기\",\n englishName: \"Sweeping Foot Attack\",\n romanized: \"pum-balbgi\",\n description: {\n korean: \"택견의 낮은 발차기로 발목을 쓸어 넘어뜨림\",\n english: \"Taekyon low sweeping kick targeting ankles\",\n },\n stance: TrigramStance.SON,\n type: CombatAttackType.KICK,\n damageType: DamageType.BLUNT,\n damage: 20,\n kiCost: 10,\n staminaCost: 22,\n accuracy: 0.82,\n reachConfig: {\n bodyPart: \"leg\",\n techniqueType: \"kick\",\n baseExtension: 0.95,\n },\n executionTime: 770,\n recoveryTime: 1190,\n critChance: 0.12,\n critMultiplier: 1.4,\n effects: [],\n // NEW ARCHITECTURE: Separate type (category) from ID (unique)\n animationCategory: \"kick\", // Type: shared category\n animationId: \"son_sweeping_low_kick\", // ID: unique 1-1 mapping\n // Legacy field for backward compatibility\n // Animation: Low sweeping kick\n animationType: AnimationType.SON_SWEEPING_LOW_KICK,\n animationSpeed: 0.75,\n category: \"medium\",\n range: \"medium\",\n speed: 1.1,\n // Son (Wind) combo flow properties\n comboWindow: 200,\n comboPriority: 2, // Mid-chain technique - bridges combos\n pressureStacks: 1, // Applies 1 pressure stack on hit\n },\n {\n id: \"son_rapid_footwork\",\n name: {\n korean: \"품밟기연환\",\n english: \"Rapid Footwork Chain\",\n romanized: \"pum-balbgi-yeonhwan\",\n },\n koreanName: \"품밟기연환\",\n englishName: \"Rapid Footwork Chain\",\n romanized: \"pum-balbgi-yeonhwan\",\n description: {\n korean: \"택견의 빠른 발놀림으로 연속 타격\",\n english: \"Taekyon rapid footwork with continuous strikes\",\n },\n stance: TrigramStance.SON,\n type: CombatAttackType.KICK,\n damageType: DamageType.BLUNT,\n damage: 28,\n kiCost: 16,\n staminaCost: 24,\n accuracy: 0.74,\n reachConfig: {\n bodyPart: \"leg\",\n techniqueType: \"kick\",\n baseExtension: 1.05,\n },\n executionTime: 840,\n recoveryTime: 1260,\n critChance: 0.16,\n critMultiplier: 1.6,\n effects: [],\n // NEW ARCHITECTURE: Separate type (category) from ID (unique)\n animationCategory: \"footwork\", // Type: shared category\n animationId: \"son_rapid_footwork\", // ID: unique 1-1 mapping\n // Legacy field for backward compatibility\n // Animation: Rapid footwork sequence\n animationType: AnimationType.SON_RAPID_FOOTWORK,\n animationSpeed: 0.75,\n category: \"medium\",\n range: \"medium\",\n speed: 1.2,\n // Son (Wind) combo flow properties\n comboWindow: 200,\n comboPriority: 2, // Mid-chain technique - bridges combos\n pressureStacks: 2, // Applies 2 pressure stacks on hit\n },\n\n // ============= Rhythmic Striking Techniques =============\n {\n id: \"son_rhythmic_strikes\",\n name: {\n korean: \"결련수\",\n english: \"Rhythmic Hand Strikes\",\n romanized: \"gyeolryeon-su\",\n },\n koreanName: \"결련수\",\n englishName: \"Rhythmic Hand Strikes\",\n romanized: \"gyeolryeon-su\",\n description: {\n korean: \"택견의 리듬감 있는 연속 손타격\",\n english: \"Taekyon rhythmic continuous hand strikes\",\n },\n stance: TrigramStance.SON,\n type: CombatAttackType.STRIKE,\n damageType: DamageType.PRESSURE,\n damage: 24,\n kiCost: 12,\n staminaCost: 28,\n accuracy: 0.85,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 0.95,\n },\n executionTime: 630,\n recoveryTime: 979,\n critChance: 0.22,\n critMultiplier: 2.0,\n effects: [],\n // NEW ARCHITECTURE: Separate type (category) from ID (unique)\n animationCategory: \"punch\", // Type: shared category\n animationId: \"son_rhythmic_strikes\", // ID: unique 1-1 mapping\n // Legacy field for backward compatibility\n // Animation: Rhythmic hand combination\n animationType: AnimationType.SON_RHYTHMIC_STRIKES,\n animationSpeed: 0.75,\n category: \"special\",\n range: \"short\",\n speed: 1.2,\n // Son (Wind) combo flow properties\n comboWindow: 200,\n comboPriority: 3, // Finisher technique - ends combos\n pressureStacks: 3, // Applies 3 pressure stacks on hit (high pressure)\n },\n {\n id: \"son_flowing_push\",\n name: {\n korean: \"밀기\",\n english: \"Flowing Push\",\n romanized: \"mil-gi\",\n },\n koreanName: \"밀기\",\n englishName: \"Flowing Push\",\n romanized: \"mil-gi\",\n description: {\n korean: \"택견의 밀기로 상대의 균형을 무너뜨림\",\n english: \"Taekyon push disrupting opponent's balance\",\n },\n stance: TrigramStance.SON,\n type: CombatAttackType.STRIKE,\n damageType: DamageType.PRESSURE,\n damage: 20,\n kiCost: 8,\n staminaCost: 20,\n accuracy: 0.85,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 0.9,\n },\n executionTime: 700,\n recoveryTime: 1050,\n critChance: 0.1,\n critMultiplier: 1.3,\n effects: [],\n // NEW ARCHITECTURE: Separate type (category) from ID (unique)\n animationCategory: \"strike\", // Type: shared category\n animationId: \"son_flowing_push\", // ID: unique 1-1 mapping\n // Legacy field for backward compatibility\n // Animation: Flowing push movement\n animationType: AnimationType.SON_FLOWING_PUSH,\n animationSpeed: 0.75,\n category: \"medium\",\n range: \"short\",\n speed: 1.0,\n // Son (Wind) combo flow properties\n comboWindow: 200,\n comboPriority: 1, // Starter technique - opens combo chains\n pressureStacks: 1, // Applies 1 pressure stack on hit\n },\n\n // ============= Spinning Techniques =============\n {\n id: \"son_spinning_elbow\",\n name: {\n korean: \"돌려팔꿈치\",\n english: \"Spinning Elbow\",\n romanized: \"dollyeo-palkkumchi\",\n },\n koreanName: \"돌려팔꿈치\",\n englishName: \"Spinning Elbow\",\n romanized: \"dollyeo-palkkumchi\",\n description: {\n korean: \"회전하며 연속적으로 가하는 팔꿈치 공격\",\n english: \"Continuous spinning elbow strikes\",\n },\n stance: TrigramStance.SON,\n type: CombatAttackType.ELBOW,\n damageType: DamageType.BLUNT,\n damage: 26,\n kiCost: 14,\n staminaCost: 26,\n accuracy: 0.76,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"elbow\",\n baseExtension: 0.5,\n },\n executionTime: 770,\n recoveryTime: 1190,\n critChance: 0.14,\n critMultiplier: 1.5,\n effects: [],\n // NEW ARCHITECTURE: Separate type (category) from ID (unique)\n animationCategory: \"elbow_strike\", // Type: shared category\n animationId: \"son_spinning_elbow\", // ID: unique 1-1 mapping\n // Legacy field for backward compatibility\n // Animation: Spinning elbow attack\n animationType: AnimationType.ELBOW_STRIKE,\n animationSpeed: 0.75,\n category: \"medium\",\n range: \"short\",\n speed: 1.1,\n // Son (Wind) combo flow properties\n comboWindow: 200,\n comboPriority: 3, // Finisher technique - ends combos\n pressureStacks: 2, // Applies 2 pressure stacks on hit\n },\n] as const;\n\n/**\n * Get SON techniques count\n */\nexport const SON_TECHNIQUE_COUNT = SON_TECHNIQUES.length;\n\n/**\n * Get SON technique by ID\n */\nexport function getSonTechniqueById(\n id: string,\n): TrigramStanceTechnique | undefined {\n return SON_TECHNIQUES.find((t) => t.id === id);\n}\n\n/**\n * Get all SON techniques by attack type\n */\nexport function getSonTechniquesByType(\n type: CombatAttackType,\n): readonly TrigramStanceTechnique[] {\n return SON_TECHNIQUES.filter((t) => t.type === type);\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;AAoCA,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,mBAAmB;EACnB,aAAa;EAGb,eAAe,cAAc;EAC7B,gBAAgB;EAChB,UAAU;EACV,OAAO;EACP,OAAO;EAEP,aAAa;EACb,eAAe;EACf,gBAAgB;EACjB;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,mBAAmB;EACnB,aAAa;EAGb,eAAe,cAAc;EAC7B,gBAAgB;EAChB,UAAU;EACV,OAAO;EACP,OAAO;EAEP,aAAa;EACb,eAAe;EACf,gBAAgB;EACjB;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,mBAAmB;EACnB,aAAa;EAGb,eAAe,cAAc;EAC7B,gBAAgB;EAChB,UAAU;EACV,OAAO;EACP,OAAO;EAEP,aAAa;EACb,eAAe;EACf,gBAAgB;EACjB;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,mBAAmB;EACnB,aAAa;EAGb,eAAe,cAAc;EAC7B,gBAAgB;EAChB,UAAU;EACV,OAAO;EACP,OAAO;EAEP,aAAa;EACb,eAAe;EACf,gBAAgB;EACjB;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,mBAAmB;EACnB,aAAa;EAGb,eAAe,cAAc;EAC7B,gBAAgB;EAChB,UAAU;EACV,OAAO;EACP,OAAO;EAEP,aAAa;EACb,eAAe;EACf,gBAAgB;EACjB;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,mBAAmB;EACnB,aAAa;EAGb,eAAe,cAAc;EAC7B,gBAAgB;EAChB,UAAU;EACV,OAAO;EACP,OAAO;EAEP,aAAa;EACb,eAAe;EACf,gBAAgB;EACjB;CACF;;;;AAKD,IAAa,sBAAsB,eAAe;;;;AAKlD,SAAgB,oBACd,IACoC;AACpC,QAAO,eAAe,MAAM,MAAM,EAAE,OAAO,GAAG;;;;;AAMhD,SAAgB,uBACd,MACmC;AACnC,QAAO,eAAe,QAAQ,MAAM,EAAE,SAAS,KAAK"}
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* ☱ Tae (태) - Lake Stance Techniques
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*
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* Fluid joint manipulation techniques based on Hapkido.
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* @module systems/trigram/techniques/TaeTechniques
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* @korean 태괘기술
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*/
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import type { TrigramStanceTechnique } from "../../vitalpoint";
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/**
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* ☱ TAE (태) - LAKE: Fluid Joint Manipulation
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*
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* Hapkido-based joint locks and manipulations.
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* Element: Lake (연못)
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* Philosophy: Yield to control, redirect opponent's force
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*
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* @korean 태괘 - 연못: 유동적인 관절기 기술 (합기도)
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*/
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export declare const TAE_TECHNIQUES: readonly TrigramStanceTechnique[];
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{"version":3,"file":"TaeTechniques.d.ts","sourceRoot":"","sources":["../../../../src/systems/trigram/techniques/TaeTechniques.ts"],"names":[],"mappings":"AAAA;;;;;;;;;;GAUG;AAEH,OAAO,KAAK,EAAE,sBAAsB,EAAE,MAAM,sBAAsB,CAAC;AAQnE;;;;;;;;GAQG;AACH,eAAO,MAAM,cAAc,EAAE,SAAS,sBAAsB,EAgS3D,CAAC"}
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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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//#region src/systems/trigram/techniques/TaeTechniques.ts
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/**
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* ☱ TAE (태) - LAKE: Fluid Joint Manipulation
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*
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* Hapkido-based joint locks and manipulations.
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* Element: Lake (연못)
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* Philosophy: Yield to control, redirect opponent's force
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*
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* @korean 태괘 - 연못: 유동적인 관절기 기술 (합기도)
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*/
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var TAE_TECHNIQUES = [
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{
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id: "tae_flowing_strikes",
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name: {
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korean: "유수연타",
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english: "Flowing Strikes",
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romanized: "yusu_yeonta"
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},
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koreanName: "유수연타",
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englishName: "Flowing Strikes",
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romanized: "yusu_yeonta",
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description: {
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korean: "물의 흐름처럼 연속적인 타격",
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english: "Continuous strikes like flowing water"
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},
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stance: TrigramStance.TAE,
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type: CombatAttackType.STRIKE,
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damageType: DamageType.BLUNT,
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damage: 25,
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kiCost: 12,
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staminaCost: 18,
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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: 1400,
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critChance: .08,
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critMultiplier: 1.3,
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effects: [],
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animationCategory: "punch",
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animationId: "tae_flowing_strikes",
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animationType: AnimationType.FLOWING_CROSS,
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animationSpeed: .75,
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category: "medium",
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range: "medium",
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speed: 1.2
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},
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{
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id: "tae_wrist_lock",
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name: {
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korean: "손목꺾기",
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english: "Wrist Lock",
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romanized: "sonmok-kkeokgi"
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},
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koreanName: "손목꺾기",
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englishName: "Wrist Lock",
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romanized: "sonmok-kkeokgi",
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description: {
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korean: "합기도 손목 관절기로 상대를 제압",
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english: "Hapkido wrist joint lock for control"
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},
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stance: TrigramStance.TAE,
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type: CombatAttackType.GRAPPLE,
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damageType: DamageType.JOINT,
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damage: 22,
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kiCost: 10,
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staminaCost: 14,
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accuracy: .88,
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reachConfig: {
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bodyPart: "arm",
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techniqueType: "punch",
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baseExtension: .9
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},
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executionTime: 909,
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recoveryTime: 1400,
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critChance: .12,
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critMultiplier: 1.5,
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effects: [],
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animationCategory: "joint_lock",
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animationId: "tae_wrist_lock",
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animationType: AnimationType.TAE_WRIST_LOCK,
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animationSpeed: .65,
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category: "light",
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range: "short",
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speed: .85
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},
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{
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id: "tae_small_circle",
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name: {
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korean: "소원법",
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english: "Small Circle Technique",
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romanized: "sowon-beop"
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},
|
|
100
|
+
koreanName: "소원법",
|
|
101
|
+
englishName: "Small Circle Technique",
|
|
102
|
+
romanized: "sowon-beop",
|
|
103
|
+
description: {
|
|
104
|
+
korean: "합기도 소원 기법으로 손목과 팔꿈치를 동시에 제압",
|
|
105
|
+
english: "Hapkido small circle method controlling wrist and elbow"
|
|
106
|
+
},
|
|
107
|
+
stance: TrigramStance.TAE,
|
|
108
|
+
type: CombatAttackType.GRAPPLE,
|
|
109
|
+
damageType: DamageType.JOINT,
|
|
110
|
+
damage: 24,
|
|
111
|
+
kiCost: 14,
|
|
112
|
+
staminaCost: 18,
|
|
113
|
+
accuracy: .86,
|
|
114
|
+
reachConfig: {
|
|
115
|
+
bodyPart: "arm",
|
|
116
|
+
techniqueType: "punch",
|
|
117
|
+
baseExtension: .9
|
|
118
|
+
},
|
|
119
|
+
executionTime: 1050,
|
|
120
|
+
recoveryTime: 1540,
|
|
121
|
+
critChance: .22,
|
|
122
|
+
critMultiplier: 2,
|
|
123
|
+
effects: [],
|
|
124
|
+
animationCategory: "joint_lock",
|
|
125
|
+
animationId: "tae_small_circle",
|
|
126
|
+
animationType: AnimationType.SMALL_CIRCLE_LOCK,
|
|
127
|
+
animationSpeed: .65,
|
|
128
|
+
category: "special",
|
|
129
|
+
range: "short",
|
|
130
|
+
speed: .85
|
|
131
|
+
},
|
|
132
|
+
{
|
|
133
|
+
id: "tae_finger_lock",
|
|
134
|
+
name: {
|
|
135
|
+
korean: "손가락꺾기",
|
|
136
|
+
english: "Finger Lock",
|
|
137
|
+
romanized: "songarak-kkeokgi"
|
|
138
|
+
},
|
|
139
|
+
koreanName: "손가락꺾기",
|
|
140
|
+
englishName: "Finger Lock",
|
|
141
|
+
romanized: "songarak-kkeokgi",
|
|
142
|
+
description: {
|
|
143
|
+
korean: "합기도 소관절기로 손가락을 제압하여 무장 해제",
|
|
144
|
+
english: "Hapkido small joint manipulation for disarming"
|
|
145
|
+
},
|
|
146
|
+
stance: TrigramStance.TAE,
|
|
147
|
+
type: CombatAttackType.GRAPPLE,
|
|
148
|
+
damageType: DamageType.JOINT,
|
|
149
|
+
damage: 18,
|
|
150
|
+
kiCost: 8,
|
|
151
|
+
staminaCost: 12,
|
|
152
|
+
accuracy: .9,
|
|
153
|
+
reachConfig: {
|
|
154
|
+
bodyPart: "arm",
|
|
155
|
+
techniqueType: "punch",
|
|
156
|
+
baseExtension: .9
|
|
157
|
+
},
|
|
158
|
+
executionTime: 909,
|
|
159
|
+
recoveryTime: 1260,
|
|
160
|
+
critChance: .1,
|
|
161
|
+
critMultiplier: 1.4,
|
|
162
|
+
effects: [],
|
|
163
|
+
animationCategory: "joint_lock",
|
|
164
|
+
animationId: "tae_finger_lock",
|
|
165
|
+
animationType: AnimationType.FINGER_LOCK,
|
|
166
|
+
animationSpeed: .7,
|
|
167
|
+
category: "light",
|
|
168
|
+
range: "short",
|
|
169
|
+
speed: .9
|
|
170
|
+
},
|
|
171
|
+
{
|
|
172
|
+
id: "tae_elbow_lock",
|
|
173
|
+
name: {
|
|
174
|
+
korean: "팔꿈치꺾기",
|
|
175
|
+
english: "Elbow Lock",
|
|
176
|
+
romanized: "palkkumchi-kkeokgi"
|
|
177
|
+
},
|
|
178
|
+
koreanName: "팔꿈치꺾기",
|
|
179
|
+
englishName: "Elbow Lock",
|
|
180
|
+
romanized: "palkkumchi-kkeokgi",
|
|
181
|
+
description: {
|
|
182
|
+
korean: "합기도 팔꿈치 관절기로 팔을 과신전시켜 제압",
|
|
183
|
+
english: "Hapkido elbow hyperextension for submission"
|
|
184
|
+
},
|
|
185
|
+
stance: TrigramStance.TAE,
|
|
186
|
+
type: CombatAttackType.GRAPPLE,
|
|
187
|
+
damageType: DamageType.JOINT,
|
|
188
|
+
damage: 26,
|
|
189
|
+
kiCost: 16,
|
|
190
|
+
staminaCost: 20,
|
|
191
|
+
accuracy: .84,
|
|
192
|
+
reachConfig: {
|
|
193
|
+
bodyPart: "arm",
|
|
194
|
+
techniqueType: "punch",
|
|
195
|
+
baseExtension: .9
|
|
196
|
+
},
|
|
197
|
+
executionTime: 1120,
|
|
198
|
+
recoveryTime: 1610,
|
|
199
|
+
critChance: .16,
|
|
200
|
+
critMultiplier: 1.7,
|
|
201
|
+
effects: [],
|
|
202
|
+
animationCategory: "joint_lock",
|
|
203
|
+
animationId: "tae_elbow_lock",
|
|
204
|
+
animationType: AnimationType.ELBOW_LOCK,
|
|
205
|
+
animationSpeed: .65,
|
|
206
|
+
category: "medium",
|
|
207
|
+
range: "short",
|
|
208
|
+
speed: .8
|
|
209
|
+
},
|
|
210
|
+
{
|
|
211
|
+
id: "tae_shoulder_lock",
|
|
212
|
+
name: {
|
|
213
|
+
korean: "어깨꺾기",
|
|
214
|
+
english: "Shoulder Lock",
|
|
215
|
+
romanized: "eokkae-kkeokgi"
|
|
216
|
+
},
|
|
217
|
+
koreanName: "어깨꺾기",
|
|
218
|
+
englishName: "Shoulder Lock",
|
|
219
|
+
romanized: "eokkae-kkeokgi",
|
|
220
|
+
description: {
|
|
221
|
+
korean: "합기도 어깨 관절기로 팔을 뒤로 비틀어 제압",
|
|
222
|
+
english: "Hapkido shoulder manipulation twisting arm behind"
|
|
223
|
+
},
|
|
224
|
+
stance: TrigramStance.TAE,
|
|
225
|
+
type: CombatAttackType.GRAPPLE,
|
|
226
|
+
damageType: DamageType.JOINT,
|
|
227
|
+
damage: 28,
|
|
228
|
+
kiCost: 18,
|
|
229
|
+
staminaCost: 22,
|
|
230
|
+
accuracy: .82,
|
|
231
|
+
reachConfig: {
|
|
232
|
+
bodyPart: "arm",
|
|
233
|
+
techniqueType: "punch",
|
|
234
|
+
baseExtension: .9
|
|
235
|
+
},
|
|
236
|
+
executionTime: 1190,
|
|
237
|
+
recoveryTime: 1680,
|
|
238
|
+
critChance: .18,
|
|
239
|
+
critMultiplier: 1.8,
|
|
240
|
+
effects: [],
|
|
241
|
+
animationCategory: "joint_lock",
|
|
242
|
+
animationId: "tae_shoulder_lock",
|
|
243
|
+
animationType: AnimationType.SHOULDER_MANIPULATION,
|
|
244
|
+
animationSpeed: .65,
|
|
245
|
+
category: "medium",
|
|
246
|
+
range: "short",
|
|
247
|
+
speed: .8
|
|
248
|
+
},
|
|
249
|
+
{
|
|
250
|
+
id: "tae_arm_bar",
|
|
251
|
+
name: {
|
|
252
|
+
korean: "팔꺾기",
|
|
253
|
+
english: "Arm Bar",
|
|
254
|
+
romanized: "pal-kkeokgi"
|
|
255
|
+
},
|
|
256
|
+
koreanName: "팔꺾기",
|
|
257
|
+
englishName: "Arm Bar",
|
|
258
|
+
romanized: "pal-kkeokgi",
|
|
259
|
+
description: {
|
|
260
|
+
korean: "합기도 팔꺾기로 팔꿈치를 고정하여 항복을 유도",
|
|
261
|
+
english: "Hapkido arm bar immobilizing elbow for submission"
|
|
262
|
+
},
|
|
263
|
+
stance: TrigramStance.TAE,
|
|
264
|
+
type: CombatAttackType.GRAPPLE,
|
|
265
|
+
damageType: DamageType.JOINT,
|
|
266
|
+
damage: 30,
|
|
267
|
+
kiCost: 20,
|
|
268
|
+
staminaCost: 25,
|
|
269
|
+
accuracy: .8,
|
|
270
|
+
reachConfig: {
|
|
271
|
+
bodyPart: "arm",
|
|
272
|
+
techniqueType: "punch",
|
|
273
|
+
baseExtension: .9
|
|
274
|
+
},
|
|
275
|
+
executionTime: 1260,
|
|
276
|
+
recoveryTime: 1819,
|
|
277
|
+
critChance: .2,
|
|
278
|
+
critMultiplier: 1.9,
|
|
279
|
+
effects: [],
|
|
280
|
+
animationCategory: "joint_lock",
|
|
281
|
+
animationId: "tae_arm_bar",
|
|
282
|
+
animationType: AnimationType.ARM_BAR,
|
|
283
|
+
animationSpeed: .65,
|
|
284
|
+
category: "medium",
|
|
285
|
+
range: "short",
|
|
286
|
+
speed: .75
|
|
287
|
+
}
|
|
288
|
+
];
|
|
289
|
+
//#endregion
|
|
290
|
+
export { TAE_TECHNIQUES };
|
|
291
|
+
|
|
292
|
+
//# sourceMappingURL=TaeTechniques.js.map
|
|
@@ -0,0 +1 @@
|
|
|
1
|
+
{"version":3,"file":"TaeTechniques.js","names":[],"sources":["../../../../src/systems/trigram/techniques/TaeTechniques.ts"],"sourcesContent":["/**\n * ☱ Tae (태) - Lake Stance Techniques\n *\n * Fluid joint manipulation techniques based on Hapkido.\n * Represents water's adaptability and yielding nature.\n *\n * 태괘 - 연못: 합기도 관절기 기술\n *\n * @module systems/trigram/techniques/TaeTechniques\n * @korean 태괘기술\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 * ☱ TAE (태) - LAKE: Fluid Joint Manipulation\n *\n * Hapkido-based joint locks and manipulations.\n * Element: Lake (연못)\n * Philosophy: Yield to control, redirect opponent's force\n *\n * @korean 태괘 - 연못: 유동적인 관절기 기술 (합기도)\n */\nexport const TAE_TECHNIQUES: readonly TrigramStanceTechnique[] = [\n {\n id: \"tae_flowing_strikes\",\n name: {\n korean: \"유수연타\",\n english: \"Flowing Strikes\",\n romanized: \"yusu_yeonta\",\n },\n koreanName: \"유수연타\",\n englishName: \"Flowing Strikes\",\n romanized: \"yusu_yeonta\",\n description: {\n korean: \"물의 흐름처럼 연속적인 타격\",\n english: \"Continuous strikes like flowing water\",\n },\n stance: TrigramStance.TAE,\n type: CombatAttackType.STRIKE,\n damageType: DamageType.BLUNT,\n damage: 25,\n kiCost: 12,\n staminaCost: 18,\n accuracy: 0.85,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 1.05,\n },\n executionTime: 840,\n recoveryTime: 1400,\n critChance: 0.08,\n critMultiplier: 1.3,\n effects: [],\n // NEW ARCHITECTURE: Separate type (category) from ID (unique)\n animationCategory: \"punch\", // Type: shared category\n animationId: \"tae_flowing_strikes\", // ID: unique 1-1 mapping\n // Legacy field for backward compatibility\n animationType: AnimationType.FLOWING_CROSS,\n animationSpeed: 0.75,\n category: \"medium\",\n range: \"medium\",\n speed: 1.2,\n },\n {\n id: \"tae_wrist_lock\",\n name: {\n korean: \"손목꺾기\",\n english: \"Wrist Lock\",\n romanized: \"sonmok-kkeokgi\",\n },\n koreanName: \"손목꺾기\",\n englishName: \"Wrist Lock\",\n romanized: \"sonmok-kkeokgi\",\n description: {\n korean: \"합기도 손목 관절기로 상대를 제압\",\n english: \"Hapkido wrist joint lock for control\",\n },\n stance: TrigramStance.TAE,\n type: CombatAttackType.GRAPPLE,\n damageType: DamageType.JOINT,\n damage: 22,\n kiCost: 10,\n staminaCost: 14,\n accuracy: 0.88,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 0.9,\n },\n executionTime: 909,\n recoveryTime: 1400,\n critChance: 0.12,\n critMultiplier: 1.5,\n effects: [],\n // NEW ARCHITECTURE: Separate type (category) from ID (unique)\n animationCategory: \"joint_lock\", // Type: shared category\n animationId: \"tae_wrist_lock\", // ID: unique 1-1 mapping\n // Legacy field for backward compatibility\n animationType: AnimationType.TAE_WRIST_LOCK,\n animationSpeed: 0.65,\n category: \"light\",\n range: \"short\",\n speed: 0.85,\n },\n {\n id: \"tae_small_circle\",\n name: {\n korean: \"소원법\",\n english: \"Small Circle Technique\",\n romanized: \"sowon-beop\",\n },\n koreanName: \"소원법\",\n englishName: \"Small Circle Technique\",\n romanized: \"sowon-beop\",\n description: {\n korean: \"합기도 소원 기법으로 손목과 팔꿈치를 동시에 제압\",\n english: \"Hapkido small circle method controlling wrist and elbow\",\n },\n stance: TrigramStance.TAE,\n type: CombatAttackType.GRAPPLE,\n damageType: DamageType.JOINT,\n damage: 24,\n kiCost: 14,\n staminaCost: 18,\n accuracy: 0.86,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 0.9,\n },\n executionTime: 1050,\n recoveryTime: 1540,\n critChance: 0.22,\n critMultiplier: 2.0,\n effects: [],\n // NEW ARCHITECTURE: Separate type (category) from ID (unique)\n animationCategory: \"joint_lock\", // Type: shared category\n animationId: \"tae_small_circle\", // ID: unique 1-1 mapping\n // Legacy field for backward compatibility\n animationType: AnimationType.SMALL_CIRCLE_LOCK,\n animationSpeed: 0.65,\n category: \"special\",\n range: \"short\",\n speed: 0.85,\n },\n {\n id: \"tae_finger_lock\",\n name: {\n korean: \"손가락꺾기\",\n english: \"Finger Lock\",\n romanized: \"songarak-kkeokgi\",\n },\n koreanName: \"손가락꺾기\",\n englishName: \"Finger Lock\",\n romanized: \"songarak-kkeokgi\",\n description: {\n korean: \"합기도 소관절기로 손가락을 제압하여 무장 해제\",\n english: \"Hapkido small joint manipulation for disarming\",\n },\n stance: TrigramStance.TAE,\n type: CombatAttackType.GRAPPLE,\n damageType: DamageType.JOINT,\n damage: 18,\n kiCost: 8,\n staminaCost: 12,\n accuracy: 0.9,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 0.9,\n },\n executionTime: 909,\n recoveryTime: 1260,\n critChance: 0.1,\n critMultiplier: 1.4,\n effects: [],\n // NEW ARCHITECTURE: Separate type (category) from ID (unique)\n animationCategory: \"joint_lock\", // Type: shared category\n animationId: \"tae_finger_lock\", // ID: unique 1-1 mapping\n // Legacy field for backward compatibility\n animationType: AnimationType.FINGER_LOCK,\n animationSpeed: 0.7,\n category: \"light\",\n range: \"short\",\n speed: 0.9,\n },\n {\n id: \"tae_elbow_lock\",\n name: {\n korean: \"팔꿈치꺾기\",\n english: \"Elbow Lock\",\n romanized: \"palkkumchi-kkeokgi\",\n },\n koreanName: \"팔꿈치꺾기\",\n englishName: \"Elbow Lock\",\n romanized: \"palkkumchi-kkeokgi\",\n description: {\n korean: \"합기도 팔꿈치 관절기로 팔을 과신전시켜 제압\",\n english: \"Hapkido elbow hyperextension for submission\",\n },\n stance: TrigramStance.TAE,\n type: CombatAttackType.GRAPPLE,\n damageType: DamageType.JOINT,\n damage: 26,\n kiCost: 16,\n staminaCost: 20,\n accuracy: 0.84,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 0.9,\n },\n executionTime: 1120,\n recoveryTime: 1610,\n critChance: 0.16,\n critMultiplier: 1.7,\n effects: [],\n // NEW ARCHITECTURE: Separate type (category) from ID (unique)\n animationCategory: \"joint_lock\", // Type: shared category\n animationId: \"tae_elbow_lock\", // ID: unique 1-1 mapping\n // Legacy field for backward compatibility\n animationType: AnimationType.ELBOW_LOCK,\n animationSpeed: 0.65,\n category: \"medium\",\n range: \"short\",\n speed: 0.8,\n },\n {\n id: \"tae_shoulder_lock\",\n name: {\n korean: \"어깨꺾기\",\n english: \"Shoulder Lock\",\n romanized: \"eokkae-kkeokgi\",\n },\n koreanName: \"어깨꺾기\",\n englishName: \"Shoulder Lock\",\n romanized: \"eokkae-kkeokgi\",\n description: {\n korean: \"합기도 어깨 관절기로 팔을 뒤로 비틀어 제압\",\n english: \"Hapkido shoulder manipulation twisting arm behind\",\n },\n stance: TrigramStance.TAE,\n type: CombatAttackType.GRAPPLE,\n damageType: DamageType.JOINT,\n damage: 28,\n kiCost: 18,\n staminaCost: 22,\n accuracy: 0.82,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 0.9,\n },\n executionTime: 1190,\n recoveryTime: 1680,\n critChance: 0.18,\n critMultiplier: 1.8,\n effects: [],\n // NEW ARCHITECTURE: Separate type (category) from ID (unique)\n animationCategory: \"joint_lock\", // Type: shared category\n animationId: \"tae_shoulder_lock\", // ID: unique 1-1 mapping\n // Legacy field for backward compatibility\n animationType: AnimationType.SHOULDER_MANIPULATION,\n animationSpeed: 0.65,\n category: \"medium\",\n range: \"short\",\n speed: 0.8,\n },\n {\n id: \"tae_arm_bar\",\n name: {\n korean: \"팔꺾기\",\n english: \"Arm Bar\",\n romanized: \"pal-kkeokgi\",\n },\n koreanName: \"팔꺾기\",\n englishName: \"Arm Bar\",\n romanized: \"pal-kkeokgi\",\n description: {\n korean: \"합기도 팔꺾기로 팔꿈치를 고정하여 항복을 유도\",\n english: \"Hapkido arm bar immobilizing elbow for submission\",\n },\n stance: TrigramStance.TAE,\n type: CombatAttackType.GRAPPLE,\n damageType: DamageType.JOINT,\n damage: 30,\n kiCost: 20,\n staminaCost: 25,\n accuracy: 0.8,\n reachConfig: {\n bodyPart: \"arm\",\n techniqueType: \"punch\",\n baseExtension: 0.9,\n },\n executionTime: 1260,\n recoveryTime: 1819,\n critChance: 0.2,\n critMultiplier: 1.9,\n effects: [],\n // NEW ARCHITECTURE: Separate type (category) from ID (unique)\n animationCategory: \"joint_lock\", // Type: shared category\n animationId: \"tae_arm_bar\", // ID: unique 1-1 mapping\n // Legacy field for backward compatibility\n animationType: AnimationType.ARM_BAR,\n animationSpeed: 0.65,\n category: \"medium\",\n range: \"short\",\n speed: 0.75,\n 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