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":"index.js","names":[],"sources":["../../../../src/systems/trigram/techniques/index.ts"],"sourcesContent":["/**\n * Techniques Module Index\n * 한국 무술 기법 모듈\n *\n * This module provides modular access to all Korean martial arts techniques\n * organized by trigram stance, plus Dark Ops techniques and configuration.\n *\n * Structure:\n * - Individual stance files (Geon, Tae, Li, Jin, Son, Gam, Gan, Gon)\n * - Dark Ops techniques for 암살자 archetype\n * - Configuration and constants\n *\n * @module techniques\n */\n\nimport { TrigramStance } from \"../../../types/common\";\nimport type { KoreanTechnique } from \"../../vitalpoint/types\";\n\n// =====================================================\n// STANCE TECHNIQUE IMPORTS\n// =====================================================\n\n// Basic stance techniques (array only)\nexport { GEON_TECHNIQUES } from \"./GeonTechniques\";\nexport { JIN_TECHNIQUES } from \"./JinTechniques\";\nexport { LI_TECHNIQUES } from \"./LiTechniques\";\nexport { TAE_TECHNIQUES } from \"./TaeTechniques\";\n\n// Extended stance techniques (with helper functions)\nexport {\n GAM_TECHNIQUE_COUNT,\n GAM_TECHNIQUES,\n getGamTechniqueById,\n getGamTechniquesByType,\n} from \"./GamTechniques\";\nexport {\n GAN_TECHNIQUE_COUNT,\n GAN_TECHNIQUES,\n getGanTechniqueById,\n getGanTechniquesByType,\n} from \"./GanTechniques\";\nexport {\n getGonTechniqueById,\n getGonTechniquesByType,\n GON_TECHNIQUE_COUNT,\n GON_TECHNIQUES,\n} from \"./GonTechniques\";\nexport {\n getSonTechniqueById,\n getSonTechniquesByType,\n SON_TECHNIQUE_COUNT,\n SON_TECHNIQUES,\n} from \"./SonTechniques\";\n\n// Import for composition\nimport { GAM_TECHNIQUES } from \"./GamTechniques\";\nimport { GAN_TECHNIQUES } from \"./GanTechniques\";\nimport { GEON_TECHNIQUES } from \"./GeonTechniques\";\nimport { GON_TECHNIQUES } from \"./GonTechniques\";\nimport { JIN_TECHNIQUES } from \"./JinTechniques\";\nimport { LI_TECHNIQUES } from \"./LiTechniques\";\nimport { SON_TECHNIQUES } from \"./SonTechniques\";\nimport { TAE_TECHNIQUES } from \"./TaeTechniques\";\n\n// =====================================================\n// DARK OPS TECHNIQUE IMPORTS\n// =====================================================\n\nexport {\n DARK_OPS_ARCHETYPE_BONUSES,\n DARK_OPS_NIGHT_BONUS,\n DARK_OPS_SPECIAL_EFFECTS,\n DARK_OPS_TECHNIQUE_COUNT,\n DARK_OPS_TECHNIQUES,\n DARK_OPS_UNITS,\n getDarkOpsArchetypeBonus,\n getDarkOpsTechniqueById,\n getDarkOpsTechniquesByUnit,\n} from \"./DarkOpsTechniques\";\n\n// =====================================================\n// CONFIGURATION IMPORTS\n// =====================================================\n\nexport {\n ARCHETYPE_TECHNIQUE_BONUSES,\n calculateDamageEffectiveness,\n DAMAGE_TYPE_EFFECTIVENESS,\n getTrigramKey,\n getTrigramProperties,\n KOREAN_TECHNIQUE_CATEGORIES,\n TECHNIQUE_DIFFICULTY_LEVELS,\n TECHNIQUE_MODIFIERS,\n TECHNIQUE_NAMING,\n TECHNIQUE_PROPERTIES,\n TRIGRAM_TECHNIQUE_PROPERTIES,\n} from \"./TechniqueConfig\";\n\n// =====================================================\n// COMPOSED TRIGRAM TECHNIQUES\n// =====================================================\n\n/**\n * Complete TRIGRAM_TECHNIQUES map organized by stance\n * This is the primary technique lookup used throughout the game\n *\n * 팔괘 기술 전체 맵 (스탠스별 구성)\n */\nexport const TRIGRAM_TECHNIQUES: Record<\n TrigramStance,\n readonly KoreanTechnique[]\n> = {\n [TrigramStance.GEON]: GEON_TECHNIQUES,\n [TrigramStance.TAE]: TAE_TECHNIQUES,\n [TrigramStance.LI]: LI_TECHNIQUES,\n [TrigramStance.JIN]: JIN_TECHNIQUES,\n [TrigramStance.SON]: SON_TECHNIQUES,\n [TrigramStance.GAM]: GAM_TECHNIQUES,\n [TrigramStance.GAN]: GAN_TECHNIQUES,\n [TrigramStance.GON]: GON_TECHNIQUES,\n} as const;\n\n// =====================================================\n// HELPER FUNCTIONS\n// =====================================================\n\n/**\n * Get all techniques for a specific stance\n */\nexport function getTechniquesByStance(\n stance: TrigramStance\n): readonly KoreanTechnique[] {\n return TRIGRAM_TECHNIQUES[stance] ?? [];\n}\n\n/**\n * Get a technique by ID from any stance\n */\nexport function getTechniqueById(id: string): KoreanTechnique | undefined {\n for (const techniques of Object.values(TRIGRAM_TECHNIQUES)) {\n const technique = techniques.find((t) => t.id === id);\n if (technique) return technique;\n }\n return undefined;\n}\n\n/**\n * Get all techniques across all stances\n */\nexport function getAllTechniques(): readonly KoreanTechnique[] {\n return Object.values(TRIGRAM_TECHNIQUES).flat();\n}\n\n/**\n * Get total technique count\n */\nexport function getTotalTechniqueCount(): number {\n return Object.values(TRIGRAM_TECHNIQUES).reduce(\n (sum, techniques) => sum + techniques.length,\n 0\n );\n}\n\n/**\n * Get technique count by stance\n */\nexport function getTechniqueCountByStance(): Record<TrigramStance, number> {\n return {\n [TrigramStance.GEON]: GEON_TECHNIQUES.length,\n [TrigramStance.TAE]: TAE_TECHNIQUES.length,\n [TrigramStance.LI]: LI_TECHNIQUES.length,\n [TrigramStance.JIN]: JIN_TECHNIQUES.length,\n [TrigramStance.SON]: SON_TECHNIQUES.length,\n [TrigramStance.GAM]: GAM_TECHNIQUES.length,\n [TrigramStance.GAN]: GAN_TECHNIQUES.length,\n [TrigramStance.GON]: GON_TECHNIQUES.length,\n };\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA4GA,IAAa,qBAGT;EACD,cAAc,OAAO;EACrB,cAAc,MAAM;EACpB,cAAc,KAAK;EACnB,cAAc,MAAM;EACpB,cAAc,MAAM;EACpB,cAAc,MAAM;EACpB,cAAc,MAAM;EACpB,cAAc,MAAM;CACtB;;;;AASD,SAAgB,sBACd,QAC4B;AAC5B,QAAO,mBAAmB,WAAW,EAAE;;;;;AAMzC,SAAgB,iBAAiB,IAAyC;AACxE,MAAK,MAAM,cAAc,OAAO,OAAO,mBAAmB,EAAE;EAC1D,MAAM,YAAY,WAAW,MAAM,MAAM,EAAE,OAAO,GAAG;AACrD,MAAI,UAAW,QAAO;;;;;;AAQ1B,SAAgB,mBAA+C;AAC7D,QAAO,OAAO,OAAO,mBAAmB,CAAC,MAAM;;;;;AAMjD,SAAgB,yBAAiC;AAC/C,QAAO,OAAO,OAAO,mBAAmB,CAAC,QACtC,KAAK,eAAe,MAAM,WAAW,QACtC,EACD;;;;;AAMH,SAAgB,4BAA2D;AACzE,QAAO;GACJ,cAAc,OAAO,gBAAgB;GACrC,cAAc,MAAM,eAAe;GACnC,cAAc,KAAK,cAAc;GACjC,cAAc,MAAM,eAAe;GACnC,cAAc,MAAM,eAAe;GACnC,cAAc,MAAM,eAAe;GACnC,cAAc,MAAM,eAAe;GACnC,cAAc,MAAM,eAAe;EACrC"}
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/**
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* ☷ 곤 (GON) - Earth Stance Technique Extensions
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* Gon-specific metadata for authentic Ssireum/Hapkido grappling mechanics
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*
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* Extends base TrigramStanceTechnique with Earth-specific properties:
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* - Throw trajectory mechanics (던지기 궤적)
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* - Ground impact multipliers (지면 충격 배수)
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* - Grappling control duration (잡기 제어 시간)
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* - Supportive healing (대지 치유)
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* - Earth visual effects (대지 시각 효과)
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*
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* Based on authentic Korean martial arts:
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* - Ssireum (씨름) - Traditional Korean wrestling
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* - Hapkido (합기도) - Joint locks and throws
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*
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* @module GonTechniqueExtensions
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* @korean 곤괘기술확장
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*/
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import type { TrigramStanceTechnique, KoreanTechnique } from "../../vitalpoint";
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/**
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* Throw trajectory types for Gon techniques
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* 던지기 궤적 유형
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*
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* Describes the physical path of the throw for animation and physics
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*
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* @korean 던지기궤적유형
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*/
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export type ThrowTrajectory = "arc_over_hip" | "horizontal_sweep" | "forward_drive" | "vertical_slam" | "circular_trip" | "sacrifice_arc" | "clinch_control" | "arc_downward" | "spiral" | "direct_slam";
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/**
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* Takedown type classification
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* 넘어뜨리기 분류
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*
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* @korean 넘어뜨리기분류
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*/
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export type TakedownType = "leg_reap" | "hip_throw" | "body_lock" | "sacrifice" | "slam" | "sweep";
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/**
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* Sweep direction for leg techniques
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* 쓸기 방향
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*
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* @korean 쓸기방향
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*/
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export type SweepDirection = "inward" | "outward" | "backwards" | "circular";
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/**
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* Ending position after throw
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* 던지기 후 위치
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*
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* @korean 던지기후위치
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*/
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export type EndingPosition = "standing_dominant" | "mount" | "side_control" | "back_control" | "ground_mutual";
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/**
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* Breath loss severity
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* 호흡 상실 심각도
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*
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* @korean 호흡상실심각도
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*/
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export type BreathLoss = "mild" | "moderate" | "severe";
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/**
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* Lift height for throwing techniques
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* 들어올리기 높이
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*
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* @korean 들어올리기높이
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*/
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export type LiftHeight = "none" | "low" | "medium" | "high";
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/**
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* Rotational power level
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* 회전력 수준
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*
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* @korean 회전력수준
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*/
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export type RotationalPower = "low" | "medium" | "high";
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/**
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* Momentum transfer level
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* 운동량 전달 수준
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*
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* @korean 운동량전달수준
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*/
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export type MomentumTransfer = "low" | "medium" | "high";
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/**
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* Setup speed for technique execution
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* 기술 준비 속도
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*
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* @korean 기술준비속도
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*/
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export type SetupSpeed = "slow" | "medium" | "fast";
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/**
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* Penetration depth for stance/level change
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* 침투 깊이
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*
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* @korean 침투깊이
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*/
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export type PenetrationDepth = "high" | "medium" | "low";
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/**
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* Extended Gon technique with Earth-specific mechanics
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* 대지 특화 기술 확장 인터페이스
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*
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* Adds authentic Ssireum/Hapkido grappling mechanics to base technique.
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* All Gon stance techniques should implement this interface.
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*
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* **Korean Martial Arts Context**:
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* - Ssireum (씨름): Traditional Korean wrestling with satba belt
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* - Hapkido (합기도): Joint locks, throws, circular motion
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*
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* **Earth Philosophy** (대지 철학):
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* "대지는 모든 것을 품고 키운다" - The earth embraces and nurtures all things
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*
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* @korean 확장곤괘기술
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*/
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export interface ExtendedGonTechnique extends TrigramStanceTechnique {
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/**
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* Physical trajectory path of the throw
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* 던지기 궤적
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*
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* Determines animation path and physics simulation
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*
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* @example "arc_over_hip" for traditional Ssireum throw
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* @korean 던지기궤적
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*/
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throwTrajectory: ThrowTrajectory;
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/**
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* Ground impact damage multiplier (1.0-2.0 range)
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* 지면 충격 배수
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*
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* Multiplies base damage when opponent hits ground.
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* - 1.0-1.2: Low impact (controlled takedowns)
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* - 1.3-1.5: Medium impact (standard throws)
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* - 1.6-1.8: High impact (power throws)
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* - 1.9-2.0: Maximum impact (slams)
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*
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* **Formula**: `Final Damage = Base Damage × groundImpactMultiplier × (1 + strength_modifier)`
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*
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* @example 2.0 for 대지강타 (Ground Pound) - maximum impact
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* @korean 지면충격배수
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*/
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groundImpactMultiplier: number;
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/**
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* Post-throw control duration in milliseconds
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* 던지기 후 제어 시간
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*
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* Duration attacker maintains positional advantage after throw.
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* Affects follow-up attack windows and defender recovery time.
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*
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* **Range**: 800ms (brief) to 2000ms (dominant)
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*
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* @example 1800 for 씨름던지기 (Ssireum Throw) - strong control
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* @korean 제어시간
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*/
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controlDuration: number;
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/**
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* Earth's supportive healing value (0-10 scale)
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* 대지 치유 수치
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*
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* HP restored from earth connection during technique execution.
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* Based on Korean philosophy: earth nurtures all things.
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*
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* **Typical Range**: 1-6 for combat techniques
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* - 0-2: Minimal earth connection (aggressive)
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* - 3-4: Moderate earth connection (standard Ssireum)
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* - 5-6: Strong earth connection (traditional, sacrifice throws)
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* - 7-10: RESERVED for meditation/healing techniques
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*
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* **Formula**: `HP Restored = supportiveHealing × (1 + earth_affinity_stat)`
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*
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* @example 5 for 씨름던지기 - traditional technique bonus
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* @korean 대지치유
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*/
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supportiveHealing: number;
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/**
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* Whether technique creates earth crack visual effect
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* 대지 균열 효과 여부
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*
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* If true, ground impact creates visual feedback:
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* - Earth crack patterns (Korean pottery-inspired)
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* - Dust clouds (yellow-brown 황토색)
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* - Shockwave ripples (for high impact)
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*
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* **Intensity scales with**: groundImpactMultiplier
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*
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* @example true for all throws/slams, false for clinch control
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* @korean 대지균열효과
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*/
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earthCrackEffect: boolean;
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/**
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* Requires traditional Ssireum satba belt grip
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* 샅바 잡기 필요 여부
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*
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* If true, technique uses traditional Korean wrestling belt mechanics
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*
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* @optional
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* @korean 샅바필요
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*/
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satbaGripRequired?: boolean;
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/**
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* Cultural authenticity damage bonus
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* 전통 무술 보너스
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*
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* Damage multiplier for traditional Korean techniques
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* Rewards using authentic martial arts
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*
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* @example 1.15 (15% bonus) for 씨름던지기
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* @optional
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* @korean 전통보너스
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*/
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traditionalBonus?: number;
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/**
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* Grip strength for escape difficulty (0-1 scale)
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* 잡기 강도
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*
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* Higher values make technique harder to escape from
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* 1.0 = unbreakable, 0.0 = no grip
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*
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* @optional
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* @korean 잡기강도
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*/
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gripStrength?: number;
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/**
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* Takedown classification
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* 넘어뜨리기 유형
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*
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* @optional
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* @korean 넘어뜨리기유형
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*/
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takedownType?: TakedownType;
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/**
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* Sweep direction for leg techniques
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* 쓸기 방향
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*
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* @optional
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* @korean 쓸기방향
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*/
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sweepDirection?: SweepDirection;
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/**
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* Self-risk factor (0-1 scale)
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* 자기 위험도
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*
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* Chance of self-damage from technique (e.g., sacrifice throws)
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* 0.2 = 20% chance of taking damage yourself
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*
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* @optional
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* @korean 자기위험도
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*/
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+
selfRisk?: number;
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+
/**
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* Counter vulnerability (0-1 scale)
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* 반격 취약성
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*
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* How easily technique can be countered during execution
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* Higher = more vulnerable to counter-attacks
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*
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* @optional
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* @korean 반격취약성
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+
*/
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+
counterVulnerability?: number;
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+
/**
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* Positional outcome after technique
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* 기술 후 위치
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*
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* @optional
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* @korean 기술후위치
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+
*/
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+
endingPosition?: EndingPosition;
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+
/**
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* Follow-up technique damage bonus
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* 연속 공격 보너스
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*
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* Damage multiplier for chained techniques
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*
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* @example 0.3 (30% bonus) for sacrifice throws
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* @optional
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+
* @korean 연속공격보너스
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+
*/
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271
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+
transitionBonus?: number;
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272
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+
/**
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+
* Breath restriction level (0-1 scale)
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+
* 호흡 제한 수준
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+
*
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* How much technique restricts opponent's breathing
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+
* Used for body locks and compression techniques
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+
*
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* @optional
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280
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+
* @korean 호흡제한
|
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281
|
+
*/
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282
|
+
breathRestriction?: number;
|
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283
|
+
/**
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|
+
* Stun chance probability (0-1 scale)
|
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285
|
+
* 기절 확률
|
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286
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+
*
|
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+
* Chance technique stuns opponent on impact
|
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+
*
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+
* @example 0.4 (40% chance) for 대지강타
|
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290
|
+
* @optional
|
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291
|
+
* @korean 기절확률
|
|
292
|
+
*/
|
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293
|
+
stunChance?: number;
|
|
294
|
+
/**
|
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295
|
+
* Breath loss severity
|
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296
|
+
* 호흡 상실 심각도
|
|
297
|
+
*
|
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298
|
+
* How severely technique "knocks the wind out"
|
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299
|
+
*
|
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300
|
+
* @optional
|
|
301
|
+
* @korean 호흡상실
|
|
302
|
+
*/
|
|
303
|
+
breathLoss?: BreathLoss;
|
|
304
|
+
/**
|
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305
|
+
* Setup speed classification
|
|
306
|
+
* 준비 속도
|
|
307
|
+
*
|
|
308
|
+
* @optional
|
|
309
|
+
* @korean 준비속도
|
|
310
|
+
*/
|
|
311
|
+
setupSpeed?: SetupSpeed;
|
|
312
|
+
/**
|
|
313
|
+
* Penetration depth level
|
|
314
|
+
* 침투 깊이
|
|
315
|
+
*
|
|
316
|
+
* @optional
|
|
317
|
+
* @korean 침투깊이
|
|
318
|
+
*/
|
|
319
|
+
penetrationDepth?: PenetrationDepth;
|
|
320
|
+
/**
|
|
321
|
+
* Lift height before throw
|
|
322
|
+
* 들어올리기 높이
|
|
323
|
+
*
|
|
324
|
+
* @optional
|
|
325
|
+
* @korean 들어올리기높이
|
|
326
|
+
*/
|
|
327
|
+
liftHeight?: LiftHeight;
|
|
328
|
+
/**
|
|
329
|
+
* Rotational power level
|
|
330
|
+
* 회전력 수준
|
|
331
|
+
*
|
|
332
|
+
* @optional
|
|
333
|
+
* @korean 회전력
|
|
334
|
+
*/
|
|
335
|
+
rotationalPower?: RotationalPower;
|
|
336
|
+
/**
|
|
337
|
+
* Momentum transfer level
|
|
338
|
+
* 운동량 전달
|
|
339
|
+
*
|
|
340
|
+
* @optional
|
|
341
|
+
* @korean 운동량전달
|
|
342
|
+
*/
|
|
343
|
+
momentumTransfer?: MomentumTransfer;
|
|
344
|
+
}
|
|
345
|
+
/**
|
|
346
|
+
* Earth crack visual effect intensity
|
|
347
|
+
* 대지 균열 시각 효과 강도
|
|
348
|
+
*
|
|
349
|
+
* @korean 대지균열강도
|
|
350
|
+
*/
|
|
351
|
+
export type EarthCrackIntensity = "none" | "small" | "medium" | "large" | "massive";
|
|
352
|
+
/**
|
|
353
|
+
* Calculate earth crack visual intensity based on impact
|
|
354
|
+
* 충격도에 따른 대지 균열 강도 계산
|
|
355
|
+
*
|
|
356
|
+
* @param technique - Gon technique with impact multiplier
|
|
357
|
+
* @param playerStrength - Player's strength stat modifier
|
|
358
|
+
* @returns Visual effect intensity level
|
|
359
|
+
*
|
|
360
|
+
* @korean 대지균열강도계산
|
|
361
|
+
*/
|
|
362
|
+
export declare function calculateEarthCrackIntensity(technique: Pick<ExtendedGonTechnique, "earthCrackEffect" | "groundImpactMultiplier">, playerStrength: number): EarthCrackIntensity;
|
|
363
|
+
/**
|
|
364
|
+
* Type guard to check if technique is extended Gon technique
|
|
365
|
+
* 확장 곤괘 기술 여부 확인
|
|
366
|
+
*
|
|
367
|
+
* Checks both field presence AND type correctness for core Gon fields.
|
|
368
|
+
* For value range validation (e.g., groundImpactMultiplier 1.0-2.0),
|
|
369
|
+
* use `validateGonTechniqueEnhancements()`.
|
|
370
|
+
*
|
|
371
|
+
* @param technique - Technique to check
|
|
372
|
+
* @returns True if technique has all required Gon-specific fields with correct types
|
|
373
|
+
*
|
|
374
|
+
* @see validateGonTechniqueEnhancements for runtime value range validation
|
|
375
|
+
* @korean 확장곤괘기술확인
|
|
376
|
+
*/
|
|
377
|
+
export declare function isExtendedGonTechnique(technique: TrigramStanceTechnique): technique is ExtendedGonTechnique;
|
|
378
|
+
/**
|
|
379
|
+
* Safely cast a technique to ExtendedGonTechnique after validation.
|
|
380
|
+
* Helper function to reduce code duplication and improve type safety.
|
|
381
|
+
*
|
|
382
|
+
* @param technique - The technique to cast
|
|
383
|
+
* @returns The technique cast as ExtendedGonTechnique, or null if not valid
|
|
384
|
+
* @korean 곤기술안전변환
|
|
385
|
+
*/
|
|
386
|
+
export declare function asExtendedGonTechnique(technique: KoreanTechnique): ExtendedGonTechnique | null;
|
|
387
|
+
/**
|
|
388
|
+
* Validate Gon technique enhancement values
|
|
389
|
+
* 곤괘 기술 강화 수치 검증
|
|
390
|
+
*
|
|
391
|
+
* Ensures all enhancement values are within valid ranges
|
|
392
|
+
*
|
|
393
|
+
* @param technique - Extended Gon technique to validate
|
|
394
|
+
* @returns Validation result with errors if any
|
|
395
|
+
*
|
|
396
|
+
* @korean 곤괘기술검증
|
|
397
|
+
*/
|
|
398
|
+
export declare function validateGonTechniqueEnhancements(technique: ExtendedGonTechnique): {
|
|
399
|
+
valid: boolean;
|
|
400
|
+
errors: string[];
|
|
401
|
+
};
|
|
402
|
+
/**
|
|
403
|
+
* Earth philosophy constants
|
|
404
|
+
* 대지 철학 상수
|
|
405
|
+
*
|
|
406
|
+
* @korean 대지철학상수
|
|
407
|
+
*/
|
|
408
|
+
export declare const EARTH_PHILOSOPHY: {
|
|
409
|
+
/**
|
|
410
|
+
* Korean philosophy: "The earth embraces and nurtures all things"
|
|
411
|
+
* 대지는 모든 것을 품고 키운다
|
|
412
|
+
*/
|
|
413
|
+
readonly CORE_PRINCIPLE: {
|
|
414
|
+
readonly korean: "대지는 모든 것을 품고 키운다";
|
|
415
|
+
readonly romanized: "Daeji-neun modeun geoseul pumgo kiwinda";
|
|
416
|
+
readonly english: "The earth embraces and nurtures all things";
|
|
417
|
+
};
|
|
418
|
+
/**
|
|
419
|
+
* Grounding effect (접지 효과)
|
|
420
|
+
* Physical earth contact provides regeneration
|
|
421
|
+
*/
|
|
422
|
+
readonly GROUNDING_EFFECT: {
|
|
423
|
+
readonly korean: "접지 효과";
|
|
424
|
+
readonly romanized: "Jeobji Hyogwa";
|
|
425
|
+
readonly english: "Grounding Effect";
|
|
426
|
+
};
|
|
427
|
+
/**
|
|
428
|
+
* Earth's embrace (대지의 포옹)
|
|
429
|
+
* Low stance connection provides stamina recovery
|
|
430
|
+
*/
|
|
431
|
+
readonly EARTH_EMBRACE: {
|
|
432
|
+
readonly korean: "대지의 포옹";
|
|
433
|
+
readonly romanized: "Daeji-ui Po-ong";
|
|
434
|
+
readonly english: "Earth's Embrace";
|
|
435
|
+
};
|
|
436
|
+
/**
|
|
437
|
+
* Nurturing recovery (양육 회복)
|
|
438
|
+
* Post-throw earth contact provides healing
|
|
439
|
+
*/
|
|
440
|
+
readonly NURTURING_RECOVERY: {
|
|
441
|
+
readonly korean: "양육 회복";
|
|
442
|
+
readonly romanized: "Yangnyuk Hoibok";
|
|
443
|
+
readonly english: "Nurturing Recovery";
|
|
444
|
+
};
|
|
445
|
+
};
|
|
446
|
+
/**
|
|
447
|
+
* Ssireum cultural context
|
|
448
|
+
* 씨름 문화 배경
|
|
449
|
+
*
|
|
450
|
+
* @korean 씨름문화
|
|
451
|
+
*/
|
|
452
|
+
export declare const SSIREUM_CONTEXT: {
|
|
453
|
+
/**
|
|
454
|
+
* UNESCO Intangible Cultural Heritage (2018)
|
|
455
|
+
*/
|
|
456
|
+
readonly UNESCO_STATUS: {
|
|
457
|
+
readonly year: 2018;
|
|
458
|
+
readonly category: "Intangible Cultural Heritage of Humanity";
|
|
459
|
+
};
|
|
460
|
+
/**
|
|
461
|
+
* Traditional Ssireum equipment
|
|
462
|
+
*/
|
|
463
|
+
readonly EQUIPMENT: {
|
|
464
|
+
/**
|
|
465
|
+
* Satba - fabric belt wrapped around waist and thigh
|
|
466
|
+
* 샅바 - 허리와 넓적다리에 감는 천 띠
|
|
467
|
+
*/
|
|
468
|
+
readonly SATBA: {
|
|
469
|
+
readonly korean: "샅바";
|
|
470
|
+
readonly romanized: "Satba";
|
|
471
|
+
readonly english: "Traditional wrestling belt";
|
|
472
|
+
readonly description: "Fabric belt wrapped around waist and right thigh for grip techniques";
|
|
473
|
+
};
|
|
474
|
+
/**
|
|
475
|
+
* Morae-pan - sand circle arena
|
|
476
|
+
* 모래판 - 모래 경기장
|
|
477
|
+
*/
|
|
478
|
+
readonly ARENA: {
|
|
479
|
+
readonly korean: "모래판";
|
|
480
|
+
readonly romanized: "Morae-pan";
|
|
481
|
+
readonly english: "Sand circle arena";
|
|
482
|
+
readonly diameter: "8.5m";
|
|
483
|
+
};
|
|
484
|
+
};
|
|
485
|
+
/**
|
|
486
|
+
* Key Ssireum principles
|
|
487
|
+
*/
|
|
488
|
+
readonly PRINCIPLES: {
|
|
489
|
+
readonly POWER_TRANSMISSION: {
|
|
490
|
+
readonly korean: "힘의 전달";
|
|
491
|
+
readonly romanized: "Him-ui Jeontal";
|
|
492
|
+
readonly english: "Power transmission through hips";
|
|
493
|
+
};
|
|
494
|
+
readonly CENTER_CONTROL: {
|
|
495
|
+
readonly korean: "중심 잡기";
|
|
496
|
+
readonly romanized: "Jungsim Japgi";
|
|
497
|
+
readonly english: "Controlling opponent's center of gravity";
|
|
498
|
+
};
|
|
499
|
+
readonly EARTH_CONNECTION: {
|
|
500
|
+
readonly korean: "대지와의 연결";
|
|
501
|
+
readonly romanized: "Daeji-wa-ui Yeongyeol";
|
|
502
|
+
readonly english: "Connection with earth for power";
|
|
503
|
+
};
|
|
504
|
+
};
|
|
505
|
+
};
|
|
506
|
+
//# sourceMappingURL=GonTechniqueExtensions.d.ts.map
|
|
@@ -0,0 +1 @@
|
|
|
1
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//#region src/systems/trigram/types/GonTechniqueExtensions.ts
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/**
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* Type guard to check if technique is extended Gon technique
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* 확장 곤괘 기술 여부 확인
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*
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* Checks both field presence AND type correctness for core Gon fields.
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* For value range validation (e.g., groundImpactMultiplier 1.0-2.0),
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* use `validateGonTechniqueEnhancements()`.
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*
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* @param technique - Technique to check
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* @returns True if technique has all required Gon-specific fields with correct types
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*
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* @see validateGonTechniqueEnhancements for runtime value range validation
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* @korean 확장곤괘기술확인
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*/
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function isExtendedGonTechnique(technique) {
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if (!("throwTrajectory" in technique && "groundImpactMultiplier" in technique && "controlDuration" in technique && "supportiveHealing" in technique && "earthCrackEffect" in technique)) return false;
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const candidate = technique;
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return typeof candidate.throwTrajectory === "string" && typeof candidate.groundImpactMultiplier === "number" && typeof candidate.controlDuration === "number" && typeof candidate.supportiveHealing === "number" && typeof candidate.earthCrackEffect === "boolean";
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}
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/**
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* Safely cast a technique to ExtendedGonTechnique after validation.
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* Helper function to reduce code duplication and improve type safety.
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*
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* @param technique - The technique to cast
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* @returns The technique cast as ExtendedGonTechnique, or null if not valid
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* @korean 곤기술안전변환
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*/
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function asExtendedGonTechnique(technique) {
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const trigramTechnique = technique;
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if (!isExtendedGonTechnique(trigramTechnique)) return null;
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return trigramTechnique;
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}
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//#endregion
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export { asExtendedGonTechnique };
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//# sourceMappingURL=GonTechniqueExtensions.js.map
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{"version":3,"file":"GonTechniqueExtensions.js","names":[],"sources":["../../../../src/systems/trigram/types/GonTechniqueExtensions.ts"],"sourcesContent":["/**\n * ☷ 곤 (GON) - Earth Stance Technique Extensions\n * Gon-specific metadata for authentic Ssireum/Hapkido grappling mechanics\n *\n * Extends base TrigramStanceTechnique with Earth-specific properties:\n * - Throw trajectory mechanics (던지기 궤적)\n * - Ground impact multipliers (지면 충격 배수)\n * - Grappling control duration (잡기 제어 시간)\n * - Supportive healing (대지 치유)\n * - Earth visual effects (대지 시각 효과)\n *\n * Based on authentic Korean martial arts:\n * - Ssireum (씨름) - Traditional Korean wrestling\n * - Hapkido (합기도) - Joint locks and throws\n *\n * @module GonTechniqueExtensions\n * @korean 곤괘기술확장\n */\n\nimport type { TrigramStanceTechnique, KoreanTechnique } from \"@/systems/vitalpoint\";\n\n/**\n * Throw trajectory types for Gon techniques\n * 던지기 궤적 유형\n *\n * Describes the physical path of the throw for animation and physics\n *\n * @korean 던지기궤적유형\n */\nexport type ThrowTrajectory =\n | \"arc_over_hip\" // 엉덩이 넘기기 - Over the hip rotation (classic Ssireum)\n | \"horizontal_sweep\" // 수평 쓸기 - Horizontal sweeping motion\n | \"forward_drive\" // 앞 밀어붙이기 - Forward driving takedown\n | \"vertical_slam\" // 수직 강타 - Straight down slam\n | \"circular_trip\" // 원형 걸기 - Circular tripping motion\n | \"sacrifice_arc\" // 희생 던지기 궤적 - Sacrifice throw trajectory\n | \"clinch_control\" // 잡기 제어 - Clinch/grip control (no throw)\n | \"arc_downward\" // 호 아래로 - Downward arcing throw\n | \"spiral\" // 나선형 - Spiral/twisting throw\n | \"direct_slam\"; // 직접 내리찍기 - Direct impact slam\n\n/**\n * Takedown type classification\n * 넘어뜨리기 분류\n *\n * @korean 넘어뜨리기분류\n */\nexport type TakedownType =\n | \"leg_reap\" // 다리걸기 - Leg reaping technique\n | \"hip_throw\" // 엉덩이던지기 - Hip throw technique\n | \"body_lock\" // 몸통잡기 - Body lock takedown\n | \"sacrifice\" // 희생던지기 - Sacrifice throw\n | \"slam\" // 내리찍기 - Slam/driving technique\n | \"sweep\"; // 쓸기 - Sweeping technique\n\n/**\n * Sweep direction for leg techniques\n * 쓸기 방향\n *\n * @korean 쓸기방향\n */\nexport type SweepDirection =\n | \"inward\" // 안쪽 - Inner reap (안다리걸기)\n | \"outward\" // 바깥쪽 - Outer reap (바깥다리걸기)\n | \"backwards\" // 뒤쪽 - Backwards sweep\n | \"circular\"; // 원형 - Circular sweep\n\n/**\n * Ending position after throw\n * 던지기 후 위치\n *\n * @korean 던지기후위치\n */\nexport type EndingPosition =\n | \"standing_dominant\" // 서있기 우세 - Opponent down, attacker standing\n | \"mount\" // 기마 자세 - Top mount position\n | \"side_control\" // 옆 제어 - Side control position\n | \"back_control\" // 뒤 제어 - Back control position\n | \"ground_mutual\"; // 둘 다 지면 - Both fighters on ground\n\n/**\n * Breath loss severity\n * 호흡 상실 심각도\n *\n * @korean 호흡상실심각도\n */\nexport type BreathLoss = \"mild\" | \"moderate\" | \"severe\";\n\n/**\n * Lift height for throwing techniques\n * 들어올리기 높이\n *\n * @korean 들어올리기높이\n */\nexport type LiftHeight = \"none\" | \"low\" | \"medium\" | \"high\";\n\n/**\n * Rotational power level\n * 회전력 수준\n *\n * @korean 회전력수준\n */\nexport type RotationalPower = \"low\" | \"medium\" | \"high\";\n\n/**\n * Momentum transfer level\n * 운동량 전달 수준\n *\n * @korean 운동량전달수준\n */\nexport type MomentumTransfer = \"low\" | \"medium\" | \"high\";\n\n/**\n * Setup speed for technique execution\n * 기술 준비 속도\n *\n * @korean 기술준비속도\n */\nexport type SetupSpeed = \"slow\" | \"medium\" | \"fast\";\n\n/**\n * Penetration depth for stance/level change\n * 침투 깊이\n *\n * @korean 침투깊이\n */\nexport type PenetrationDepth = \"high\" | \"medium\" | \"low\";\n\n/**\n * Extended Gon technique with Earth-specific mechanics\n * 대지 특화 기술 확장 인터페이스\n *\n * Adds authentic Ssireum/Hapkido grappling mechanics to base technique.\n * All Gon stance techniques should implement this interface.\n *\n * **Korean Martial Arts Context**:\n * - Ssireum (씨름): Traditional Korean wrestling with satba belt\n * - Hapkido (합기도): Joint locks, throws, circular motion\n *\n * **Earth Philosophy** (대지 철학):\n * \"대지는 모든 것을 품고 키운다\" - The earth embraces and nurtures all things\n *\n * @korean 확장곤괘기술\n */\nexport interface ExtendedGonTechnique extends TrigramStanceTechnique {\n // ============= CORE FIELDS (Phase 1 Implementation) =============\n\n /**\n * Physical trajectory path of the throw\n * 던지기 궤적\n *\n * Determines animation path and physics simulation\n *\n * @example \"arc_over_hip\" for traditional Ssireum throw\n * @korean 던지기궤적\n */\n throwTrajectory: ThrowTrajectory;\n\n /**\n * Ground impact damage multiplier (1.0-2.0 range)\n * 지면 충격 배수\n *\n * Multiplies base damage when opponent hits ground.\n * - 1.0-1.2: Low impact (controlled takedowns)\n * - 1.3-1.5: Medium impact (standard throws)\n * - 1.6-1.8: High impact (power throws)\n * - 1.9-2.0: Maximum impact (slams)\n *\n * **Formula**: `Final Damage = Base Damage × groundImpactMultiplier × (1 + strength_modifier)`\n *\n * @example 2.0 for 대지강타 (Ground Pound) - maximum impact\n * @korean 지면충격배수\n */\n groundImpactMultiplier: number;\n\n /**\n * Post-throw control duration in milliseconds\n * 던지기 후 제어 시간\n *\n * Duration attacker maintains positional advantage after throw.\n * Affects follow-up attack windows and defender recovery time.\n *\n * **Range**: 800ms (brief) to 2000ms (dominant)\n *\n * @example 1800 for 씨름던지기 (Ssireum Throw) - strong control\n * @korean 제어시간\n */\n controlDuration: number;\n\n /**\n * Earth's supportive healing value (0-10 scale)\n * 대지 치유 수치\n *\n * HP restored from earth connection during technique execution.\n * Based on Korean philosophy: earth nurtures all things.\n *\n * **Typical Range**: 1-6 for combat techniques\n * - 0-2: Minimal earth connection (aggressive)\n * - 3-4: Moderate earth connection (standard Ssireum)\n * - 5-6: Strong earth connection (traditional, sacrifice throws)\n * - 7-10: RESERVED for meditation/healing techniques\n *\n * **Formula**: `HP Restored = supportiveHealing × (1 + earth_affinity_stat)`\n *\n * @example 5 for 씨름던지기 - traditional technique bonus\n * @korean 대지치유\n */\n supportiveHealing: number;\n\n /**\n * Whether technique creates earth crack visual effect\n * 대지 균열 효과 여부\n *\n * If true, ground impact creates visual feedback:\n * - Earth crack patterns (Korean pottery-inspired)\n * - Dust clouds (yellow-brown 황토색)\n * - Shockwave ripples (for high impact)\n *\n * **Intensity scales with**: groundImpactMultiplier\n *\n * @example true for all throws/slams, false for clinch control\n * @korean 대지균열효과\n */\n earthCrackEffect: boolean;\n\n // ============= OPTIONAL ADVANCED FIELDS (Phase 3) =============\n\n /**\n * Requires traditional Ssireum satba belt grip\n * 샅바 잡기 필요 여부\n *\n * If true, technique uses traditional Korean wrestling belt mechanics\n *\n * @optional\n * @korean 샅바필요\n */\n satbaGripRequired?: boolean;\n\n /**\n * Cultural authenticity damage bonus\n * 전통 무술 보너스\n *\n * Damage multiplier for traditional Korean techniques\n * Rewards using authentic martial arts\n *\n * @example 1.15 (15% bonus) for 씨름던지기\n * @optional\n * @korean 전통보너스\n */\n traditionalBonus?: number;\n\n /**\n * Grip strength for escape difficulty (0-1 scale)\n * 잡기 강도\n *\n * Higher values make technique harder to escape from\n * 1.0 = unbreakable, 0.0 = no grip\n *\n * @optional\n * @korean 잡기강도\n */\n gripStrength?: number;\n\n /**\n * Takedown classification\n * 넘어뜨리기 유형\n *\n * @optional\n * @korean 넘어뜨리기유형\n */\n takedownType?: TakedownType;\n\n /**\n * Sweep direction for leg techniques\n * 쓸기 방향\n *\n * @optional\n * @korean 쓸기방향\n */\n sweepDirection?: SweepDirection;\n\n /**\n * Self-risk factor (0-1 scale)\n * 자기 위험도\n *\n * Chance of self-damage from technique (e.g., sacrifice throws)\n * 0.2 = 20% chance of taking damage yourself\n *\n * @optional\n * @korean 자기위험도\n */\n selfRisk?: number;\n\n /**\n * Counter vulnerability (0-1 scale)\n * 반격 취약성\n *\n * How easily technique can be countered during execution\n * Higher = more vulnerable to counter-attacks\n *\n * @optional\n * @korean 반격취약성\n */\n counterVulnerability?: number;\n\n /**\n * Positional outcome after technique\n * 기술 후 위치\n *\n * @optional\n * @korean 기술후위치\n */\n endingPosition?: EndingPosition;\n\n /**\n * Follow-up technique damage bonus\n * 연속 공격 보너스\n *\n * Damage multiplier for chained techniques\n *\n * @example 0.3 (30% bonus) for sacrifice throws\n * @optional\n * @korean 연속공격보너스\n */\n transitionBonus?: number;\n\n /**\n * Breath restriction level (0-1 scale)\n * 호흡 제한 수준\n *\n * How much technique restricts opponent's breathing\n * Used for body locks and compression techniques\n *\n * @optional\n * @korean 호흡제한\n */\n breathRestriction?: number;\n\n /**\n * Stun chance probability (0-1 scale)\n * 기절 확률\n *\n * Chance technique stuns opponent on impact\n *\n * @example 0.4 (40% chance) for 대지강타\n * @optional\n * @korean 기절확률\n */\n stunChance?: number;\n\n /**\n * Breath loss severity\n * 호흡 상실 심각도\n *\n * How severely technique \"knocks the wind out\"\n *\n * @optional\n * @korean 호흡상실\n */\n breathLoss?: BreathLoss;\n\n /**\n * Setup speed classification\n * 준비 속도\n *\n * @optional\n * @korean 준비속도\n */\n setupSpeed?: SetupSpeed;\n\n /**\n * Penetration depth level\n * 침투 깊이\n *\n * @optional\n * @korean 침투깊이\n */\n penetrationDepth?: PenetrationDepth;\n\n /**\n * Lift height before throw\n * 들어올리기 높이\n *\n * @optional\n * @korean 들어올리기높이\n */\n liftHeight?: LiftHeight;\n\n /**\n * Rotational power level\n * 회전력 수준\n *\n * @optional\n * @korean 회전력\n */\n rotationalPower?: RotationalPower;\n\n /**\n * Momentum transfer level\n * 운동량 전달\n *\n * @optional\n * @korean 운동량전달\n */\n momentumTransfer?: MomentumTransfer;\n}\n\n/**\n * Earth crack visual effect intensity\n * 대지 균열 시각 효과 강도\n *\n * @korean 대지균열강도\n */\nexport type EarthCrackIntensity = \"none\" | \"small\" | \"medium\" | \"large\" | \"massive\";\n\n/**\n * Calculate earth crack visual intensity based on impact\n * 충격도에 따른 대지 균열 강도 계산\n *\n * @param technique - Gon technique with impact multiplier\n * @param playerStrength - Player's strength stat modifier\n * @returns Visual effect intensity level\n *\n * @korean 대지균열강도계산\n */\nexport function calculateEarthCrackIntensity(\n technique: Pick<ExtendedGonTechnique, \"earthCrackEffect\" | \"groundImpactMultiplier\">,\n playerStrength: number,\n): EarthCrackIntensity {\n if (!technique.earthCrackEffect) return \"none\";\n\n const impactScore = technique.groundImpactMultiplier * playerStrength;\n\n if (impactScore < 1.3) return \"small\";\n if (impactScore < 1.6) return \"medium\";\n if (impactScore < 1.9) return \"large\";\n return \"massive\"; // 대지강타 with high strength = spectacular\n}\n\n/**\n * Type guard to check if technique is extended Gon technique\n * 확장 곤괘 기술 여부 확인\n *\n * Checks both field presence AND type correctness for core Gon fields.\n * For value range validation (e.g., groundImpactMultiplier 1.0-2.0),\n * use `validateGonTechniqueEnhancements()`.\n *\n * @param technique - Technique to check\n * @returns True if technique has all required Gon-specific fields with correct types\n *\n * @see validateGonTechniqueEnhancements for runtime value range validation\n * @korean 확장곤괘기술확인\n */\nexport function isExtendedGonTechnique(\n technique: TrigramStanceTechnique,\n): technique is ExtendedGonTechnique {\n const hasRequiredFields =\n \"throwTrajectory\" in technique &&\n \"groundImpactMultiplier\" in technique &&\n \"controlDuration\" in technique &&\n \"supportiveHealing\" in technique &&\n \"earthCrackEffect\" in technique;\n\n if (!hasRequiredFields) {\n return false;\n }\n\n // Runtime type checking for safety - use safer type assertion\n const candidate = technique as {\n throwTrajectory: unknown;\n groundImpactMultiplier: unknown;\n controlDuration: unknown;\n supportiveHealing: unknown;\n earthCrackEffect: unknown;\n };\n\n return (\n typeof candidate.throwTrajectory === \"string\" &&\n typeof candidate.groundImpactMultiplier === \"number\" &&\n typeof candidate.controlDuration === \"number\" &&\n typeof candidate.supportiveHealing === \"number\" &&\n typeof candidate.earthCrackEffect === \"boolean\"\n );\n}\n\n/**\n * Safely cast a technique to ExtendedGonTechnique after validation.\n * Helper function to reduce code duplication and improve type safety.\n * \n * @param technique - The technique to cast\n * @returns The technique cast as ExtendedGonTechnique, or null if not valid\n * @korean 곤기술안전변환\n */\nexport function asExtendedGonTechnique(\n technique: KoreanTechnique\n): ExtendedGonTechnique | null {\n const trigramTechnique = technique as TrigramStanceTechnique;\n if (!isExtendedGonTechnique(trigramTechnique)) {\n return null;\n }\n // Safe cast after validation\n return trigramTechnique as ExtendedGonTechnique;\n}\n\n/**\n * Validate Gon technique enhancement values\n * 곤괘 기술 강화 수치 검증\n *\n * Ensures all enhancement values are within valid ranges\n *\n * @param technique - Extended Gon technique to validate\n * @returns Validation result with errors if any\n *\n * @korean 곤괘기술검증\n */\nexport function validateGonTechniqueEnhancements(\n technique: ExtendedGonTechnique,\n): { valid: boolean; errors: string[] } {\n const errors: string[] = [];\n\n // Validate groundImpactMultiplier (1.0-2.0)\n if (\n technique.groundImpactMultiplier < 1.0 ||\n technique.groundImpactMultiplier > 2.0\n ) {\n errors.push(\n `groundImpactMultiplier must be 1.0-2.0, got ${technique.groundImpactMultiplier}`,\n );\n }\n\n // Validate controlDuration (800-2000ms)\n if (technique.controlDuration < 800 || technique.controlDuration > 2000) {\n errors.push(\n `controlDuration must be 800-2000ms, got ${technique.controlDuration}ms`,\n );\n }\n\n // Validate supportiveHealing (0-10)\n if (technique.supportiveHealing < 0 || technique.supportiveHealing > 10) {\n errors.push(\n `supportiveHealing must be 0-10, got ${technique.supportiveHealing}`,\n );\n }\n\n // Validate optional fields if present\n if (technique.gripStrength !== undefined) {\n if (technique.gripStrength < 0 || technique.gripStrength > 1) {\n errors.push(`gripStrength must be 0-1, got ${technique.gripStrength}`);\n }\n }\n\n if (technique.selfRisk !== undefined) {\n if (technique.selfRisk < 0 || technique.selfRisk > 1) {\n errors.push(`selfRisk must be 0-1, got ${technique.selfRisk}`);\n }\n }\n\n if (technique.traditionalBonus !== undefined) {\n if (technique.traditionalBonus < 1.0 || technique.traditionalBonus > 2.0) {\n errors.push(\n `traditionalBonus must be 1.0-2.0, got ${technique.traditionalBonus}`,\n );\n }\n }\n\n return {\n valid: errors.length === 0,\n errors,\n };\n}\n\n/**\n * Earth philosophy constants\n * 대지 철학 상수\n *\n * @korean 대지철학상수\n */\nexport const EARTH_PHILOSOPHY = {\n /**\n * Korean philosophy: \"The earth embraces and nurtures all things\"\n * 대지는 모든 것을 품고 키운다\n */\n CORE_PRINCIPLE: {\n korean: \"대지는 모든 것을 품고 키운다\",\n romanized: \"Daeji-neun modeun geoseul pumgo kiwinda\",\n english: \"The earth embraces and nurtures all things\",\n },\n\n /**\n * Grounding effect (접지 효과)\n * Physical earth contact provides regeneration\n */\n GROUNDING_EFFECT: {\n korean: \"접지 효과\",\n romanized: \"Jeobji Hyogwa\",\n english: \"Grounding Effect\",\n },\n\n /**\n * Earth's embrace (대지의 포옹)\n * Low stance connection provides stamina recovery\n */\n EARTH_EMBRACE: {\n korean: \"대지의 포옹\",\n romanized: \"Daeji-ui Po-ong\",\n english: \"Earth's Embrace\",\n },\n\n /**\n * Nurturing recovery (양육 회복)\n * Post-throw earth contact provides healing\n */\n NURTURING_RECOVERY: {\n korean: \"양육 회복\",\n romanized: \"Yangnyuk Hoibok\",\n english: \"Nurturing Recovery\",\n },\n} as const;\n\n/**\n * Ssireum cultural context\n * 씨름 문화 배경\n *\n * @korean 씨름문화\n */\nexport const SSIREUM_CONTEXT = {\n /**\n * UNESCO Intangible Cultural Heritage (2018)\n */\n UNESCO_STATUS: {\n year: 2018,\n category: \"Intangible Cultural Heritage of Humanity\",\n },\n\n /**\n * Traditional Ssireum equipment\n */\n EQUIPMENT: {\n /**\n * Satba - fabric belt wrapped around waist and thigh\n * 샅바 - 허리와 넓적다리에 감는 천 띠\n */\n SATBA: {\n korean: \"샅바\",\n romanized: \"Satba\",\n english: \"Traditional wrestling belt\",\n description:\n \"Fabric belt wrapped around waist and right thigh for grip techniques\",\n },\n\n /**\n * Morae-pan - sand circle arena\n * 모래판 - 모래 경기장\n */\n ARENA: {\n korean: \"모래판\",\n romanized: \"Morae-pan\",\n english: \"Sand circle arena\",\n diameter: \"8.5m\",\n },\n },\n\n /**\n * Key Ssireum principles\n */\n PRINCIPLES: {\n POWER_TRANSMISSION: {\n korean: \"힘의 전달\",\n romanized: \"Him-ui Jeontal\",\n english: \"Power transmission through hips\",\n },\n CENTER_CONTROL: {\n korean: \"중심 잡기\",\n romanized: \"Jungsim Japgi\",\n english: \"Controlling opponent's center of gravity\",\n },\n EARTH_CONNECTION: {\n korean: \"대지와의 연결\",\n romanized: \"Daeji-wa-ui Yeongyeol\",\n english: \"Connection with earth for power\",\n },\n },\n} as const;\n"],"mappings":";;;;;;;;;;;;;;;AAqcA,SAAgB,uBACd,WACmC;AAQnC,KAAI,EANF,qBAAqB,aACrB,4BAA4B,aAC5B,qBAAqB,aACrB,uBAAuB,aACvB,sBAAsB,WAGtB,QAAO;CAIT,MAAM,YAAY;AAQlB,QACE,OAAO,UAAU,oBAAoB,YACrC,OAAO,UAAU,2BAA2B,YAC5C,OAAO,UAAU,oBAAoB,YACrC,OAAO,UAAU,sBAAsB,YACvC,OAAO,UAAU,qBAAqB;;;;;;;;;;AAY1C,SAAgB,uBACd,WAC6B;CAC7B,MAAM,mBAAmB;AACzB,KAAI,CAAC,uBAAuB,iBAAiB,CAC3C,QAAO;AAGT,QAAO"}
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