blacktrigram 0.7.23 → 0.7.24

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- {"version":3,"file":"MartialArtsConstants.js","names":[],"sources":["../../../../src/systems/animation/builders/MartialArtsConstants.ts"],"sourcesContent":["/**\n * Martial Arts Animation Constants\n *\n * Constants for Korean martial arts animations including hand poses,\n * martial arts stances, kick phases, and punch phases.\n *\n * 한국 무술 애니메이션 상수 모듈\n *\n * @module systems/animation/MartialArtsConstants\n * @category Animation System\n * @korean 무술애니메이션상수\n */\n\n// ═══════════════════════════════════════════════════════════════════════════\n// HAND POSES FOR MARTIAL ARTS (무술 손 자세)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Hand poses for different strike types\n * 타격 유형별 손 자세\n *\n * Each pose defines rotations for all 19 finger joints (per hand):\n * - thumb_meta, thumb_prox, thumb_dist (3 joints)\n * - index_meta, index_prox, index_inter, index_dist (4 joints)\n * - middle_meta, middle_prox, middle_inter, middle_dist (4 joints)\n * - ring_meta, ring_prox, ring_inter, ring_dist (4 joints)\n * - pinky_meta, pinky_prox, pinky_inter, pinky_dist (4 joints)\n *\n * @korean 손자세\n */\nexport const HAND_POSES = {\n /**\n * Closed Fist - Standard punch (주먹)\n * Fingers curled tight, thumb outside\n */\n FIST: {\n thumb_meta: [0.3, 0.5, 0.2] as const,\n thumb_prox: [0.4, 0, 0] as const,\n thumb_dist: [0.3, 0, 0] as const,\n index_meta: [0, 0, 0] as const,\n index_prox: [1.57, 0, 0] as const, // 90° curl\n index_inter: [1.57, 0, 0] as const,\n index_dist: [0.8, 0, 0] as const,\n middle_meta: [0, 0, 0] as const,\n middle_prox: [1.57, 0, 0] as const,\n middle_inter: [1.57, 0, 0] as const,\n middle_dist: [0.8, 0, 0] as const,\n ring_meta: [0, 0, 0] as const,\n ring_prox: [1.57, 0, 0] as const,\n ring_inter: [1.57, 0, 0] as const,\n ring_dist: [0.8, 0, 0] as const,\n pinky_meta: [0, 0, 0] as const,\n pinky_prox: [1.57, 0, 0] as const,\n pinky_inter: [1.57, 0, 0] as const,\n pinky_dist: [0.8, 0, 0] as const,\n },\n\n /**\n * Open Palm - Palm strikes, blocks (장권)\n * Fingers extended, slight spread\n */\n OPEN_PALM: {\n thumb_meta: [0, 0.4, -0.3] as const,\n thumb_prox: [0.1, 0, 0] as const,\n thumb_dist: [0, 0, 0] as const,\n index_meta: [0, 0, -0.1] as const,\n index_prox: [0, 0, 0] as const,\n index_inter: [0, 0, 0] as const,\n index_dist: [0, 0, 0] as const,\n middle_meta: [0, 0, 0] as const,\n middle_prox: [0, 0, 0] as const,\n middle_inter: [0, 0, 0] as const,\n middle_dist: [0, 0, 0] as const,\n ring_meta: [0, 0, 0.1] as const,\n ring_prox: [0, 0, 0] as const,\n ring_inter: [0, 0, 0] as const,\n ring_dist: [0, 0, 0] as const,\n pinky_meta: [0, 0, 0.2] as const,\n pinky_prox: [0, 0, 0] as const,\n pinky_inter: [0, 0, 0] as const,\n pinky_dist: [0, 0, 0] as const,\n },\n\n /**\n * Spear Hand - Finger strikes (관수)\n * Fingers together, extended straight\n */\n SPEAR_HAND: {\n thumb_meta: [0.4, 0.6, 0.3] as const,\n thumb_prox: [0.2, 0, 0] as const,\n thumb_dist: [0.1, 0, 0] as const,\n index_meta: [0, 0, 0] as const,\n index_prox: [0, 0, 0] as const,\n index_inter: [0, 0, 0] as const,\n index_dist: [0, 0, 0] as const,\n middle_meta: [0, 0, 0] as const,\n middle_prox: [0, 0, 0] as const,\n middle_inter: [0, 0, 0] as const,\n middle_dist: [0, 0, 0] as const,\n ring_meta: [0, 0, 0] as const,\n ring_prox: [0, 0, 0] as const,\n ring_inter: [0, 0, 0] as const,\n ring_dist: [0, 0, 0] as const,\n pinky_meta: [0, 0, 0] as const,\n pinky_prox: [0, 0, 0] as const,\n pinky_inter: [0, 0, 0] as const,\n pinky_dist: [0, 0, 0] as const,\n },\n\n /**\n * Knife Hand - Ridge hand strikes (수도)\n * Fingers together, thumb tucked\n */\n KNIFE_HAND: {\n thumb_meta: [0.5, 0.8, 0.4] as const,\n thumb_prox: [0.4, 0, 0] as const,\n thumb_dist: [0.2, 0, 0] as const,\n index_meta: [0, 0, 0] as const,\n index_prox: [0.1, 0, 0] as const,\n index_inter: [0.05, 0, 0] as const,\n index_dist: [0, 0, 0] as const,\n middle_meta: [0, 0, 0] as const,\n middle_prox: [0.1, 0, 0] as const,\n middle_inter: [0.05, 0, 0] as const,\n middle_dist: [0, 0, 0] as const,\n ring_meta: [0, 0, 0] as const,\n ring_prox: [0.1, 0, 0] as const,\n ring_inter: [0.05, 0, 0] as const,\n ring_dist: [0, 0, 0] as const,\n pinky_meta: [0, 0, 0] as const,\n pinky_prox: [0.1, 0, 0] as const,\n pinky_inter: [0.05, 0, 0] as const,\n pinky_dist: [0, 0, 0] as const,\n },\n\n /**\n * Hammer Fist - Bottom fist strikes (철퇴)\n * Tight fist for hammer blow\n */\n HAMMER_FIST: {\n thumb_meta: [0.4, 0.6, 0.3] as const,\n thumb_prox: [0.5, 0, 0] as const,\n thumb_dist: [0.4, 0, 0] as const,\n index_meta: [0, 0, 0] as const,\n index_prox: [1.7, 0, 0] as const,\n index_inter: [1.7, 0, 0] as const,\n index_dist: [1.0, 0, 0] as const,\n middle_meta: [0, 0, 0] as const,\n middle_prox: [1.7, 0, 0] as const,\n middle_inter: [1.7, 0, 0] as const,\n middle_dist: [1.0, 0, 0] as const,\n ring_meta: [0, 0, 0] as const,\n ring_prox: [1.7, 0, 0] as const,\n ring_inter: [1.7, 0, 0] as const,\n ring_dist: [1.0, 0, 0] as const,\n pinky_meta: [0, 0, 0] as const,\n pinky_prox: [1.7, 0, 0] as const,\n pinky_inter: [1.7, 0, 0] as const,\n pinky_dist: [1.0, 0, 0] as const,\n },\n\n /**\n * Backfist - Knuckle strikes (등주먹)\n * Fist with wrist extended back\n */\n BACKFIST: {\n thumb_meta: [0.3, 0.5, 0.2] as const,\n thumb_prox: [0.3, 0, 0] as const,\n thumb_dist: [0.2, 0, 0] as const,\n index_meta: [0, 0, 0] as const,\n index_prox: [1.4, 0, 0] as const,\n index_inter: [1.4, 0, 0] as const,\n index_dist: [0.7, 0, 0] as const,\n middle_meta: [0, 0, 0] as const,\n middle_prox: [1.4, 0, 0] as const,\n middle_inter: [1.4, 0, 0] as const,\n middle_dist: [0.7, 0, 0] as const,\n ring_meta: [0, 0, 0] as const,\n ring_prox: [1.4, 0, 0] as const,\n ring_inter: [1.4, 0, 0] as const,\n ring_dist: [0.7, 0, 0] as const,\n pinky_meta: [0, 0, 0] as const,\n pinky_prox: [1.4, 0, 0] as const,\n pinky_inter: [1.4, 0, 0] as const,\n pinky_dist: [0.7, 0, 0] as const,\n },\n\n /**\n * Grab - Grappling and holds (잡기)\n * Fingers curled for grabbing\n */\n GRAB: {\n thumb_meta: [0.2, 0.3, 0.1] as const,\n thumb_prox: [0.3, 0, 0] as const,\n thumb_dist: [0.2, 0, 0] as const,\n index_meta: [0, 0, 0] as const,\n index_prox: [1.2, 0, 0] as const,\n index_inter: [1.0, 0, 0] as const,\n index_dist: [0.6, 0, 0] as const,\n middle_meta: [0, 0, 0] as const,\n middle_prox: [1.3, 0, 0] as const,\n middle_inter: [1.1, 0, 0] as const,\n middle_dist: [0.7, 0, 0] as const,\n ring_meta: [0, 0, 0] as const,\n ring_prox: [1.3, 0, 0] as const,\n ring_inter: [1.1, 0, 0] as const,\n ring_dist: [0.7, 0, 0] as const,\n pinky_meta: [0, 0, 0] as const,\n pinky_prox: [1.2, 0, 0] as const,\n pinky_inter: [1.0, 0, 0] as const,\n pinky_dist: [0.6, 0, 0] as const,\n },\n\n /**\n * Two Finger - Eye strikes (이지권)\n * Index and middle extended, others curled\n */\n TWO_FINGER: {\n thumb_meta: [0.4, 0.6, 0.3] as const,\n thumb_prox: [0.3, 0, 0] as const,\n thumb_dist: [0.2, 0, 0] as const,\n index_meta: [0, 0, -0.1] as const,\n index_prox: [0, 0, 0] as const,\n index_inter: [0, 0, 0] as const,\n index_dist: [0, 0, 0] as const,\n middle_meta: [0, 0, 0.1] as const,\n middle_prox: [0, 0, 0] as const,\n middle_inter: [0, 0, 0] as const,\n middle_dist: [0, 0, 0] as const,\n ring_meta: [0, 0, 0] as const,\n ring_prox: [1.57, 0, 0] as const,\n ring_inter: [1.57, 0, 0] as const,\n ring_dist: [0.8, 0, 0] as const,\n pinky_meta: [0, 0, 0] as const,\n pinky_prox: [1.57, 0, 0] as const,\n pinky_inter: [1.57, 0, 0] as const,\n pinky_dist: [0.8, 0, 0] as const,\n },\n\n /**\n * Relaxed - Natural/idle hands (자연)\n * Fingers in natural slight curl\n */\n RELAXED: {\n thumb_meta: [0.1, 0.2, 0.1] as const,\n thumb_prox: [0.1, 0, 0] as const,\n thumb_dist: [0.05, 0, 0] as const,\n index_meta: [0, 0, 0] as const,\n index_prox: [0.3, 0, 0] as const,\n index_inter: [0.2, 0, 0] as const,\n index_dist: [0.1, 0, 0] as const,\n middle_meta: [0, 0, 0] as const,\n middle_prox: [0.35, 0, 0] as const,\n middle_inter: [0.25, 0, 0] as const,\n middle_dist: [0.15, 0, 0] as const,\n ring_meta: [0, 0, 0] as const,\n ring_prox: [0.35, 0, 0] as const,\n ring_inter: [0.25, 0, 0] as const,\n ring_dist: [0.15, 0, 0] as const,\n pinky_meta: [0, 0, 0] as const,\n pinky_prox: [0.3, 0, 0] as const,\n pinky_inter: [0.2, 0, 0] as const,\n pinky_dist: [0.1, 0, 0] as const,\n },\n} as const;\n\n/** Type for a single hand pose */\nexport type HandPoseType = (typeof HAND_POSES)[keyof typeof HAND_POSES];\n\n/** Available hand pose names */\nexport type HandPoseName = keyof typeof HAND_POSES;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// KOREAN MARTIAL ARTS POSES (한국 무술 자세)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Standard martial arts poses used across Korean martial arts\n * 한국 무술의 기본 자세들\n *\n * @korean 기본자세\n */\nexport const MARTIAL_POSES = {\n /**\n * Fighting Guard - Hands protecting face (경계자세)\n * Standard defensive position in Taekwondo\n */\n GUARD: {\n leftShoulder: [-0.6, 0.4, 0.3] as const,\n leftElbow: [0, 0, -1.8] as const,\n rightShoulder: [-0.6, -0.4, -0.3] as const,\n rightElbow: [0, 0, 1.8] as const,\n },\n\n /**\n * High Guard - Hands at temple level (상단방어)\n * Used during kicks for head protection\n */\n HIGH_GUARD: {\n leftShoulder: [-0.9, 0.3, 0.4] as const,\n leftElbow: [0, 0, -1.6] as const,\n rightShoulder: [-0.9, -0.3, -0.4] as const,\n rightElbow: [0, 0, 1.6] as const,\n },\n\n /**\n * Clinch Position - Arms controlling opponent (클린치)\n * Used for knee strikes and throws\n */\n CLINCH: {\n leftShoulder: [0.8, 0, -0.5] as const,\n leftElbow: [0, 0, -1.3] as const,\n rightShoulder: [0.8, 0, 0.5] as const,\n rightElbow: [0, 0, 1.3] as const,\n },\n\n /**\n * Grappling Entry - Reaching for opponent (잡기진입)\n */\n GRAPPLE_ENTRY: {\n leftShoulder: [0.4, 0.6, -0.2] as const,\n leftElbow: [0, 0, -1.2] as const,\n rightShoulder: [0.6, -0.4, 0.3] as const,\n rightElbow: [0, 0, 0.8] as const,\n },\n\n /**\n * Neutral Standing - Relaxed standing (기본선자세)\n */\n NEUTRAL: {\n leftShoulder: [0, 0, 0.1] as const,\n leftElbow: [0, 0, -0.2] as const,\n rightShoulder: [0, 0, -0.1] as const,\n rightElbow: [0, 0, 0.2] as const,\n },\n} as const;\n\n/** Type for martial poses */\nexport type MartialPoseType =\n (typeof MARTIAL_POSES)[keyof typeof MARTIAL_POSES];\n\n/** Available martial pose names */\nexport type MartialPoseName = keyof typeof MARTIAL_POSES;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// KICK PHASES (발차기 단계)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Kick phases for proper martial arts execution\n * 발차기 단계별 자세\n *\n * @korean 발차기단계\n */\nexport const KICK_PHASES = {\n /**\n * Chamber Position (준비자세) - Knee lifted, tight\n */\n CHAMBER: {\n hip: [1.57, 0, 0] as const, // 90° hip flexion\n knee: [-2.0, 0, 0] as const, // Tight chamber\n ankle: [0, 0, 0] as const,\n supportKnee: [-0.25, 0, 0] as const,\n pelvis: [-0.1, 0, 0] as const,\n },\n\n /**\n * Extension Position (차기자세) - Leg extended with hip drive\n *\n * Enhanced with proper hip Y-rotation for power generation (골반회전)\n */\n EXTENSION: {\n hip: [1.7, 0, 0] as const,\n knee: [-0.05, 0, 0] as const, // Nearly full extension (slight bend prevents hyperextension)\n ankle: [0.5, 0, 0] as const, // Dorsiflexion\n supportKnee: [-0.35, 0, 0] as const,\n pelvis: [0.15, 0, 0] as const, // X-axis tilt\n pelvisY: -0.6, // Hip Y-rotation for power (골반회전) ~34°\n },\n\n /**\n * High Axe Kick Peak (높은차기) - Leg nearly vertical\n */\n HIGH_PEAK: {\n hip: [2.5, 0, 0] as const, // >140° hip flexion\n knee: [-0.1, 0, 0] as const,\n ankle: [0.6, 0, 0] as const,\n supportKnee: [-0.35, 0, 0] as const,\n pelvis: [-0.25, 0, 0] as const,\n },\n\n /**\n * Roundhouse Chamber (돌려차기준비) - Hip rotated out\n */\n ROUNDHOUSE_CHAMBER: {\n hip: [1.2, 0, 0.8] as const,\n knee: [-1.5, 0, 0] as const,\n pelvisY: -0.5,\n spineY: 0.3,\n },\n\n /**\n * Side Kick Lateral (옆차기) - Turned sideways\n */\n SIDE_CHAMBER: {\n hip: [1.3, 0, 0.3] as const,\n knee: [-1.6, 0, 0] as const,\n pelvisY: -1.57, // 90° turn\n spineY: -1.2,\n spineLean: 0.2,\n },\n} as const;\n\n/** Type for kick phases */\nexport type KickPhaseType = (typeof KICK_PHASES)[keyof typeof KICK_PHASES];\n\n/** Available kick phase names */\nexport type KickPhaseName = keyof typeof KICK_PHASES;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// PUNCH PHASES (주먹 단계)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Punch phases for proper striking mechanics with Korean martial arts biomechanics\n * 주먹 단계별 자세 - 한국 무술 생체역학 기반\n *\n * Based on traditional Korean martial arts principles:\n * - 정권지르기 (Jeongkwon Jireugi) - Straight punch with fist rotation\n * - 역권지르기 (Yeokwon Jireugi) - Reverse punch with full hip drive\n * - 당기기 (Dangigi) - Pulling hand (hikite) for power generation\n * - 엉덩이회전 (Eongdeongi Hoejeon) - Hip rotation for maximum power\n * - 어깨비틀기 (Eokkae Biteulgi) - Shoulder torque coordination\n *\n * @korean 주먹단계\n */\nexport const PUNCH_PHASES = {\n /**\n * Chamber (준비) - Arm coiled back with fist vertical\n *\n * Korean martial arts chamber position:\n * - Fist at hip level, palm facing up/in (세로주먹)\n * - Elbow bent ~90 degrees\n * - Opposite arm in guard position\n * - Hip neutral or slightly turned away\n * - Coiled for explosive extension\n */\n CHAMBER: {\n // Punching arm chamber - elbow bent, fist at hip\n shoulder: [-0.15, 0, -0.2] as const, // Shoulder slightly back and down\n elbow: [0, 0, -1.57] as const, // Elbow bent 90° inward (-π/2)\n wrist: [0, 0, 0] as const, // Wrist neutral, fist vertical\n\n // Opposite arm guard position\n oppositeShoulder: [-0.1, 0, 0.2] as const, // Guard up\n oppositeElbow: [0, 0, 1.4] as const, // Elbow bent for guard\n\n // Body position - neutral or slightly turned away\n spineY: -0.1, // Slight counter-rotation\n pelvisY: -0.1, // Hip slightly turned away from punch direction\n },\n\n /**\n * Wind-up (준비강화) - Brief additional coil before strike\n *\n * Minimal wind-up for fast punches like jab.\n * More pronounced for power punches like cross.\n */\n WINDUP: {\n shoulder: [0.3, 0, -0.3] as const,\n elbow: [0, 0, 1.8] as const,\n spineY: -0.15,\n pelvisY: -0.1,\n },\n\n /**\n * Extension with Hip Drive (지르기) - Full extension with body rotation\n *\n * Korean martial arts extension mechanics:\n * - Fist rotates from vertical to pronated (palm-down)\n * - Hip drives forward and rotates (엉덩이회전)\n * - Shoulder rotates with punch (어깨비틀기)\n * - Opposite arm pulls back to hip (당기기/hikite)\n * - Elbow nearly straight at impact (~170-175°)\n */\n EXTENSION: {\n // Punching arm full extension\n shoulder: [0.25, 0, 0.15] as const, // Shoulder forward and slightly up\n elbow: [0, 0, -0.09] as const, // Elbow nearly straight (~175° = 180° - 5°)\n wrist: [0, 0, 0.2] as const, // Fist pronated (palm-down rotation)\n\n // Opposite arm hikite - pulls back for power\n // RIGHT-arm convention: positive Z = flexion for right elbow\n oppositeShoulder: [-0.2, 0, -0.3] as const, // Pulled back to hip\n oppositeElbow: [0, 0, 1.1] as const, // Elbow bent, fist at hip (hikite)\n\n // Body rotation - hip and shoulder drive\n spineY: 0.4, // Shoulder rotation into punch\n pelvisY: 0.25, // Hip rotation for power generation\n },\n\n /**\n * Peak Impact (정점) - Maximum extension and rotation\n *\n * Brief hold at full extension for impact frame.\n * All power delivered through aligned structure.\n * Slight additional arm extension for maximum reach.\n */\n PEAK: {\n // Maximum extension - slightly more extended than EXTENSION phase\n shoulder: [0.25, 0, 0.15] as const,\n elbow: [0, 0, -0.05] as const, // Even closer to straight (~177° = 180° - 3°)\n wrist: [0, 0, 0.2] as const, // Fully pronated\n\n // Opposite arm fully retracted (hikite)\n // RIGHT-arm convention: positive Z = flexion for right elbow\n oppositeShoulder: [-0.2, 0, -0.3] as const,\n oppositeElbow: [0, 0, 1.1] as const, // Elbow bent, fist at hip (hikite)\n\n // Maximum body rotation\n spineY: 0.45,\n pelvisY: 0.3,\n },\n} as const;\n\n/** Type for punch phases */\nexport type PunchPhaseType = (typeof PUNCH_PHASES)[keyof typeof PUNCH_PHASES];\n\n/** Available punch phase names */\nexport type PunchPhaseName = keyof typeof PUNCH_PHASES;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// KOREAN STANCE BIOMECHANICS (한국 무술 자세 생체역학)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Korean Martial Arts Stance Biomechanics\n *\n * Authentic biomechanical configurations for all eight trigram stances (팔괘 자세),\n * based on traditional Korean martial arts (Taekwondo 태권도, Hapkido 합기도, Taekyon 택견).\n *\n * Each stance defines:\n * - frontKneeBend: Front leg knee flexion angle in degrees (무릎굽힘각도)\n * - backKneeBend: Back leg knee flexion angle in degrees (뒷다리무릎각도)\n * - weightDistribution: Front/back weight ratio (체중분배)\n * - stanceWidth: Distance between feet in shoulder widths (발간격)\n * - hipHeight: Hip height relative to standing (0-1 scale) (엉덩이높이)\n * - tacticalRationale: Combat purpose of stance width (전술적 근거)\n *\n * Angle conventions:\n * - 180° = Fully straight leg (완전히 펴진 다리)\n * - 90° = Right angle bend (직각 굽힘)\n * - Lower angles = Deeper bend (낮은 각도 = 더 깊은 굽힘)\n *\n * Weight distribution:\n * - front: 0.6 = 60% weight on front leg (앞발 60% 체중)\n * - back: 0.4 = 40% weight on back leg (뒷발 40% 체중)\n *\n * Stance width tactical purposes:\n * - Wide stances (1.5-2.0x): Stability, power generation, low center of gravity\n * - Medium stances (1.0-1.3x): Balance between mobility and stability\n * - Narrow stances (0.8-1.0x): High mobility, quick footwork\n * - Single leg (0.0x): Maximum mobility, continuous attack capability\n *\n * Sources:\n * - Taekwondo (태권도) - KTA/WTF standard stances\n * - Hapkido (합기도) - Traditional defensive stances\n * - Taekyon (택견) - Korean traditional martial art stances\n *\n * @korean 한국무술자세생체역학\n */\nexport const KOREAN_STANCE_BIOMECHANICS = {\n /**\n * ☰ GEON (건) - HEAVEN STANCE | 하늘 자세\n *\n * Forward stance (앞서기) - Taekwondo Ap Seogi\n *\n * Characteristics:\n * - Aggressive forward position for direct force techniques\n * - Deep front knee bend for power generation\n * - Extended back leg for solid base\n * - 60/40 weight distribution favoring front\n * - 1.2-1.5x shoulder width for forward power transfer\n *\n * Tactical rationale for stance width:\n * - Medium-wide base (1.2-1.5x) provides forward power generation\n * - Wide enough for stability during penetrating strikes\n * - Narrower than defensive stances for offensive mobility\n * - Optimal for weight transfer into punches and forward kicks\n *\n * Korean martial art source: Taekwondo (태권도)\n *\n * @korean 건천자세\n */\n GEON_HEAVEN: {\n frontKneeBend: 70, // Deep front knee ~70° flexion (깊은 앞무릎 굽힘)\n backKneeBend: 160, // Extended back leg ~160° (뻗은 뒷다리)\n weightDistribution: { front: 0.6, back: 0.4 }, // 60% front (앞발 60%)\n stanceWidth: 1.35, // 1.2-1.5x shoulder width avg (어깨너비의 1.35배)\n hipHeight: 0.85, // Lower hips for stability (낮은 엉덩이)\n tacticalRationale: \"power_generation\" as const, // Forward striking power\n },\n\n /**\n * ☱ TAE (태) - LAKE STANCE | 호수 자세\n *\n * Cat stance (고양이서기) - Taekwondo Beom Seogi\n *\n * Characteristics:\n * - Fluid defensive position for joint manipulation\n * - Most weight on back leg (90/10)\n * - Front leg light and mobile for kicking\n * - Back knee bent for spring-loaded movement\n * - High hip position for quick transitions\n * - 0.8-1.0x shoulder width for maximum mobility\n *\n * Tactical rationale for stance width:\n * - Narrow base (0.8-1.0x) enables rapid footwork\n * - Quick transitions between stances\n * - Mobile front leg ready for instant kicks or steps\n * - Back-weighted for defensive redirection\n *\n * Korean martial art source: Hapkido (합기도)\n *\n * @korean 태호수자세\n */\n TAE_LAKE: {\n frontKneeBend: 170, // Nearly straight front leg ~170° (거의 펴진 앞다리)\n backKneeBend: 120, // Bent back knee ~120° (굽은 뒷무릎)\n weightDistribution: { front: 0.1, back: 0.9 }, // 10% front, 90% back (앞발 10%, 뒷발 90%)\n stanceWidth: 0.9, // 0.8-1.0x shoulder width avg (좁은 자세)\n hipHeight: 0.9, // Higher hips for mobility (높은 엉덩이)\n tacticalRationale: \"mobility\" as const, // Quick footwork and transitions\n },\n\n /**\n * ☲ LI (리) - FIRE STANCE | 불 자세\n *\n * Fighting stance (전투서기) - Taekwondo Gyeorugi Junbi Seogi\n *\n * Characteristics:\n * - Balanced 50/50 stance for precision strikes\n * - Both knees moderately bent (~135°)\n * - Mobile and ready to move in any direction\n * - Medium width for stability and mobility\n * - Standard combat readiness position\n * - 1.0-1.2x shoulder width for balanced combat\n *\n * Tactical rationale for stance width:\n * - Standard width (1.0-1.2x) balances all combat attributes\n * - Quick directional changes while maintaining stability\n * - Optimal for precision vital point targeting\n * - Neutral foundation for offensive and defensive transitions\n *\n * Korean martial art source: Taekwondo (태권도)\n *\n * @korean 리화염자세\n */\n LI_FIRE: {\n frontKneeBend: 135, // Moderate front bend ~135° (중간 앞무릎 굽힘)\n backKneeBend: 135, // Equal back bend ~135° (같은 뒷무릎 굽힘)\n weightDistribution: { front: 0.5, back: 0.5 }, // 50/50 balance (균형 50/50)\n stanceWidth: 1.1, // 1.0-1.2x shoulder width avg (어깨너비 자세)\n hipHeight: 0.88, // Medium height for balance (중간 높이)\n tacticalRationale: \"balance\" as const, // All-around combat effectiveness\n },\n\n /**\n * ☳ JIN (진) - THUNDER STANCE | 천둥 자세\n *\n * Horse stance (기마서기) - Taekwondo Juchum Seogi\n *\n * Characteristics:\n * - Wide, powerful stance for explosive techniques\n * - Deep knee bend in both legs (~90°)\n * - Equal weight distribution (50/50)\n * - Very low hip position for ground stability\n * - Feet parallel, pointing forward\n * - 1.8-2.2x shoulder width for maximum stability\n *\n * Tactical rationale for stance width:\n * - Very wide base (1.8-2.2x) maximizes lateral stability\n * - Low center of gravity for explosive power generation\n * - Immovable platform for devastating techniques\n * - Trades mobility for overwhelming striking force\n *\n * Korean martial art source: Taekwondo (태권도)\n *\n * @korean 진천둥자세\n */\n JIN_THUNDER: {\n frontKneeBend: 90, // Deep right angle bend ~90° (깊은 직각 굽힘)\n backKneeBend: 90, // Equal deep bend ~90° (같은 깊은 굽힘)\n weightDistribution: { front: 0.5, back: 0.5 }, // 50/50 power base (힘의 기반 50/50)\n stanceWidth: 2.0, // 1.8-2.2x shoulder width avg (매우 넓은 자세)\n hipHeight: 0.75, // Very low for explosive power (매우 낮은 높이)\n tacticalRationale: \"stability\" as const, // Maximum stability and power\n },\n\n /**\n * ☴ SON (손) - WIND STANCE | 바람 자세\n *\n * Crane stance (학서기) - Taekwondo Hakdari Seogi\n *\n * Characteristics:\n * - One-legged balance for continuous movement\n * - Standing leg nearly straight (~170°)\n * - All weight on standing leg (100%)\n * - Raised leg ready for rapid kicks\n * - High hip position for mobility\n * - 0.0 stance width (single leg stance)\n *\n * Tactical rationale for stance width:\n * - Zero width (0.0x) - single leg stance for extreme mobility\n * - Raised leg enables instant kicks without chambering\n * - Maximum freedom of movement in all directions\n * - Continuous pressure capability through rapid strikes\n * - Highest mobility, lowest stability trade-off\n *\n * Korean martial art source: Taekyon (택견)\n *\n * @korean 손바람자세\n */\n SON_WIND: {\n frontKneeBend: 170, // Standing leg straight ~170° (선 다리 곧게)\n backKneeBend: 45, // Raised leg deeply bent ~45° (올린 다리 깊게 굽힘)\n weightDistribution: { front: 1.0, back: 0.0 }, // 100% on standing leg (선 다리 100%)\n stanceWidth: 0.0, // Single leg stance (한 다리 자세)\n hipHeight: 0.92, // High for balance and mobility (높은 균형)\n tacticalRationale: \"extreme_mobility\" as const, // Maximum mobility and continuous attack\n },\n\n /**\n * ☵ GAM (감) - WATER STANCE | 물 자세\n *\n * Back stance (뒤서기) - Taekwondo Dwit Seogi\n *\n * Characteristics:\n * - Defensive stance with weight on back leg\n * - Deep back knee bend (~100°) for absorption\n * - Front leg light for quick defense\n * - 30/70 weight distribution (back-heavy)\n * - Medium-low hip for stability\n * - 1.0-1.3x shoulder width for adaptive response\n *\n * Tactical rationale for stance width:\n * - Medium width (1.0-1.3x) enables flow and adaptation\n * - Wide enough for stable defensive absorption\n * - Narrow enough for quick counter-movements\n * - Optimal for redirecting opponent's force\n *\n * Korean martial art source: Hapkido (합기도)\n *\n * @korean 감물자세\n */\n GAM_WATER: {\n frontKneeBend: 150, // Extended front leg ~150° (뻗은 앞다리)\n backKneeBend: 100, // Deep back bend ~100° (깊은 뒷다리 굽힘)\n weightDistribution: { front: 0.3, back: 0.7 }, // 30% front, 70% back (앞발 30%, 뒷발 70%)\n stanceWidth: 1.15, // 1.0-1.3x shoulder width avg (중간 넓이 자세)\n hipHeight: 0.82, // Medium-low for absorption (중간 낮은 높이)\n tacticalRationale: \"adaptability\" as const, // Flow and counter techniques\n },\n\n /**\n * ☶ GAN (간) - MOUNTAIN STANCE | 산 자세\n *\n * Defensive stance (방어서기) - Hapkido Bangeoseogi\n *\n * Characteristics:\n * - Immovable defensive position\n * - Moderate knee bend in both legs (~120°)\n * - Slightly back-weighted (40/60)\n * - Medium width for solid base\n * - Medium-high hip for counter readiness\n * - 1.3-1.6x shoulder width for defensive strength\n *\n * Tactical rationale for stance width:\n * - Wide base (1.3-1.6x) provides immovable blocking platform\n * - Stable foundation for absorbing powerful attacks\n * - Wide enough for strong defensive counters\n * - Rooted position for reversal techniques\n *\n * Korean martial art source: Hapkido (합기도)\n *\n * @korean 간산자세\n */\n GAN_MOUNTAIN: {\n frontKneeBend: 120, // Moderate front bend ~120° (중간 앞무릎 굽힘)\n backKneeBend: 120, // Equal moderate bend ~120° (같은 중간 굽힘)\n weightDistribution: { front: 0.4, back: 0.6 }, // 40% front, 60% back (앞발 40%, 뒷발 60%)\n stanceWidth: 1.45, // 1.3-1.6x shoulder width avg (어깨너비 자세)\n hipHeight: 0.87, // Medium-high for defense (중간 높은 방어)\n tacticalRationale: \"defensive_block\" as const, // Immovable blocking and counters\n },\n\n /**\n * ☷ GON (곤) - EARTH STANCE | 땅 자세\n *\n * Low stance (낮은서기) - Korean Ssireum (씨름) wrestling stance\n *\n * Characteristics:\n * - Very low, grounded position for takedowns\n * - Deep knee bend in both legs (~80°)\n * - Equal weight distribution (50/50)\n * - Wide stance for base and grappling\n * - Very low hip position for ground control\n * - 1.6-2.0x shoulder width for grappling control\n *\n * Tactical rationale for stance width:\n * - Very wide base (1.6-2.0x) optimal for takedown defense\n * - Low center of gravity prevents being thrown\n * - Wide platform for initiating grappling techniques\n * - Grounded power for throws and slams\n *\n * Korean martial art source: Ssireum (씨름) / Hapkido ground techniques\n *\n * @korean 곤땅자세\n */\n GON_EARTH: {\n frontKneeBend: 80, // Very deep bend ~80° (매우 깊은 굽힘)\n backKneeBend: 80, // Equal deep bend ~80° (같은 깊은 굽힘)\n weightDistribution: { front: 0.5, back: 0.5 }, // 50/50 grounded (땅에 붙은 50/50)\n stanceWidth: 1.8, // 1.6-2.0x shoulder width avg (넓은 그래플링)\n hipHeight: 0.72, // Very low for takedowns (매우 낮은 넘어뜨리기)\n tacticalRationale: \"grounding\" as const, // Takedown and ground control\n },\n} as const;\n\n/** Type for Korean stance biomechanics */\nexport type KoreanStanceBiomechanicsType =\n (typeof KOREAN_STANCE_BIOMECHANICS)[keyof typeof KOREAN_STANCE_BIOMECHANICS];\n\n/** Available Korean stance biomechanics names */\nexport type KoreanStanceName = keyof typeof KOREAN_STANCE_BIOMECHANICS;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ANIMATION TYPE ENUM (애니메이션 타입)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Animation type identifiers for the animation system\n * @korean 애니메이션타입\n */\nexport enum AnimationType {\n // Kicks (발차기)\n FRONT_KICK = \"front_kick\",\n ROUNDHOUSE_KICK = \"roundhouse_kick\",\n SIDE_KICK = \"side_kick\",\n AXE_KICK = \"axe_kick\",\n CRESCENT_KICK = \"crescent_kick\",\n SPINNING_HOOK = \"spinning_hook\",\n BACK_KICK = \"back_kick\",\n PUSH_KICK = \"push_kick\",\n LOW_KICK = \"low_kick\",\n KNEE_KICK = \"knee_kick\",\n FLYING_KICK = \"flying_kick\",\n TORNADO_KICK = \"tornado_kick\",\n JUMPING_KICK = \"jumping_kick\",\n SPINNING_HEEL_KICK = \"spinning_heel_kick\",\n\n // Punches (주먹)\n JAB = \"jab\",\n CROSS = \"cross\",\n HOOK = \"hook\",\n UPPERCUT = \"uppercut\",\n OVERHAND = \"overhand\",\n PALM_STRIKE = \"palm_strike\",\n BACKFIST = \"backfist\",\n HAMMER_FIST = \"hammer_fist\",\n\n // ═══ SPECIALIZED JAB VARIANTS (잽 변형) ═══\n SPEAR_HAND_STRIKE = \"spear_hand_strike\", // li_flame_spear - Finger thrust\n NERVE_STRIKE = \"nerve_strike\", // li_nerve_strike - Pressure point jab\n PRESSURE_POINT_STRIKE = \"pressure_point_strike\", // li_pressure_point - Precision strike\n LIGHTNING_STRIKE = \"lightning_strike\", // jin_lightning_flash - Fast explosive jab\n RAPID_BARRAGE = \"rapid_barrage\", // son_whirlwind_barrage - Multiple fast jabs\n RHYTHMIC_STRIKES = \"rhythmic_strikes\", // son_rhythmic_strikes - Patterned jabs\n NERVE_PARALYSIS = \"nerve_paralysis\", // darkops_nerve_paralysis - Debilitating strike\n THROAT_STRIKE = \"throat_strike\", // darkops_throat_strike - Airway attack\n EYE_GOUGE = \"eye_gouge\", // darkops_eye_gouge - Vision attack\n\n // ═══ SPECIALIZED CROSS VARIANTS (크로스 변형) ═══\n HEAVEN_STRIKE = \"heaven_strike\", // geon_heaven_strike - Powerful descending cross\n FLOWING_CROSS = \"flowing_cross\", // tae_flowing_strikes - Circular cross motion\n\n // ═══ SPECIALIZED PALM STRIKES (장권 변형) ═══\n SOLAR_PLEXUS_STRIKE = \"solar_plexus_strike\", // li_solar_plexus_strike - Diaphragm shock\n FLOWING_PUSH = \"flowing_push\", // son_flowing_push - Redirecting palm\n LIVER_DISRUPTION = \"liver_disruption\", // darkops_liver_disruption - Organ strike\n EAR_STRIKE = \"ear_strike\", // darkops_ear_strike - Concussive palm\n\n // Elbow/Knee (팔꿈치/무릎)\n ELBOW_STRIKE = \"elbow_strike\",\n KNEE_STRIKE = \"knee_strike\",\n ELBOW_UPPERCUT = \"elbow_uppercut\",\n FLYING_KNEE = \"flying_knee\",\n CLINCH_KNEE = \"clinch_knee\",\n SPINNING_ELBOW = \"spinning_elbow\",\n\n // ═══ SPECIALIZED ELBOW VARIANTS (팔꿈치 변형) ═══\n TEMPLE_ELBOW = \"temple_elbow\", // li_temple_strike - Lateral temple strike\n SPINNING_BACK_ELBOW = \"spinning_back_elbow\", // son_spinning_elbow - Rotational power\n SPINAL_ELBOW = \"spinal_elbow\", // darkops_spinal_strike - Vertebrae targeting\n BRACHIAL_ELBOW = \"brachial_elbow\", // darkops_brachial_plexus_strike - Nerve cluster\n\n // ═══ SPECIALIZED KNEE VARIANTS (무릎 변형) ═══\n KIDNEY_KNEE = \"kidney_knee\", // darkops_kidney_strike - Organ targeting\n FEMORAL_KNEE = \"femoral_knee\", // darkops_femoral_nerve_strike - Nerve targeting\n\n // Grappling (잡기)\n THROW = \"throw\",\n JOINT_LOCK = \"joint_lock\",\n TAKEDOWN = \"takedown\",\n SWEEP = \"sweep\",\n CLINCH = \"clinch\",\n GRAPPLE = \"grapple\",\n SLAM = \"slam\",\n WRIST_LOCK = \"wrist_lock\",\n ARM_BAR = \"arm_bar\",\n SHOULDER_LOCK = \"shoulder_lock\",\n HIP_THROW = \"hip_throw\",\n LEG_REAP = \"leg_reap\",\n\n // ═══ SPECIALIZED GRAPPLE VARIANTS (잡기 변형) ═══\n SMALL_CIRCLE_LOCK = \"small_circle_lock\", // tae_small_circle - Subtle joint control\n FINGER_LOCK = \"finger_lock\", // tae_finger_lock - Digit manipulation\n ELBOW_LOCK = \"elbow_lock\", // tae_elbow_lock - Arm hyperextension\n SHOULDER_MANIPULATION = \"shoulder_manipulation\", // tae_shoulder_lock - Rotator cuff attack\n MOUNTAIN_LOCK = \"mountain_lock\", // gan_mountain_stance_lock - Immobilizing hold\n EARTH_EMBRACE = \"earth_embrace\", // gon_earth_embrace - Ground control\n CAROTID_CHOKE = \"carotid_choke\", // darkops_silent_carotid - Blood choke\n REAR_NAKED_CHOKE = \"rear_naked_choke\", // darkops_rear_choke - Air choke\n\n // ═══ SPECIALIZED THROW VARIANTS (던지기 변형) ═══\n REDIRECT_THROW = \"redirect_throw\", // gam_redirect_throw - Using opponent's momentum\n HIP_WHEEL_THROW = \"hip_wheel_throw\", // gam_hip_throw - O-goshi style\n SSIREUM_THROW = \"ssireum_throw\", // gon_ssireum_throw - Korean wrestling throw\n SACRIFICE_THROW = \"sacrifice_throw\", // gon_sacrifice_throw - Tomoe nage style\n\n // ═══ SPECIALIZED SWEEP VARIANTS (쓸기 변형) ═══\n ANKLE_PICK = \"ankle_pick\", // gon_ankle_pick - Single leg takedown entry\n ACHILLES_ATTACK = \"achilles_attack\", // darkops_achilles_sever - Tendon targeting\n\n // ═══ SPECIALIZED SLAM VARIANTS (슬램 변형) ═══\n BODY_LOCK_SLAM = \"body_lock_slam\", // gon_body_lock_takedown - Bear hug slam\n\n // ═══ SPECIALIZED WRIST LOCK VARIANTS (손목꺾기 변형) ═══\n WRIST_TWIST_COUNTER = \"wrist_twist_counter\", // gam_wrist_twist_counter - Counter technique\n\n // Counters (반격)\n COUNTER_STRIKE = \"counter_strike\",\n PARRY_COUNTER = \"parry_counter\",\n COUNTER_ATTACK = \"counter_attack\",\n\n // ═══ SPECIALIZED COUNTER VARIANTS (반격 변형) ═══\n WATER_COUNTER = \"water_counter\", // gam_water_counter - Fluid redirection\n ROCK_COUNTER = \"rock_counter\", // gan_counter_strike - Immovable counter\n\n // Defense (방어)\n BLOCK = \"block\",\n BLOCK_HIGH = \"block_high\",\n BLOCK_LOW = \"block_low\",\n PARRY = \"parry\",\n\n // ═══ SPECIALIZED BLOCK VARIANTS (방어 변형) ═══\n FLOWING_BLOCK = \"flowing_block\", // gam_flowing_block - Soft redirection\n CIRCULAR_PARRY = \"circular_parry\", // gam_circular_parry - Rotational deflect\n ROCK_DEFENSE = \"rock_defense\", // gan_rock_defense - Immovable guard\n IRON_BLOCK = \"iron_block\", // gan_iron_block - Hard block\n FLOW_DEFENSE = \"flow_defense\", // gam_flow_defense - Water-like defense\n IMMOVABLE_BLOCK = \"immovable_block\", // gan_immovable_block - Mountain defense\n EXPLOSIVE_BLOCK = \"explosive_block\", // jin_explosive_block - Counter with block\n CONTINUOUS_DEFLECTION = \"continuous_deflection\", // son_continuous_deflection - Wind deflection\n PRECISION_PARRY = \"precision_parry\", // li_precision_parry - Fire precision\n JOINT_LOCK_DEFENSE = \"joint_lock_defense\", // tae_joint_lock_defense - Hapkido defense\n SWEEP_DEFENSE = \"sweep_defense\", // tae_sweep_defense - Low defense\n GROUNDING_DEFENSE = \"grounding_defense\", // gon_grounding_defense - Earth rooting\n\n // ═══ DARK OPS SPECIALIZED (암살 특수기) ═══\n JAW_DISLOCATION = \"jaw_dislocation\", // darkops_jaw_dislocation - TMJ attack\n TEMPLE_STRIKE = \"temple_strike\", // darkops_temple_strike - Temporal bone strike\n CERVICAL_TWIST = \"cervical_twist\", // darkops_cervical_twist - Neck manipulation\n ELBOW_HYPEREXTEND = \"elbow_hyperextend\", // darkops_elbow_hyperextend - Joint destruction\n FINGER_BREAK = \"finger_break\", // darkops_finger_break - Digit targeting\n GUILLOTINE_CHOKE = \"guillotine_choke\", // darkops_guillotine - Front choke\n JUGULAR_STRIKE = \"jugular_strike\", // darkops_jugular_strike - Vein targeting\n KNEECAP_STRIKE = \"kneecap_strike\", // darkops_kneecap_strike - Patella attack\n LARYNX_CRUSH = \"larynx_crush\", // darkops_larynx_crush - Throat destruction\n OCCIPITAL_STRIKE = \"occipital_strike\", // darkops_occipital_strike - Skull base\n SCIATIC_NERVE_STRIKE = \"sciatic_nerve_strike\", // darkops_sciatic_nerve - Leg nerve\n SILENT_TAKEDOWN = \"silent_takedown\", // darkops_silent_takedown - Stealth attack\n SLEEPER_HOLD = \"sleeper_hold\", // darkops_sleeper_hold - Sleep choke\n SPLEEN_RUPTURE = \"spleen_rupture\", // darkops_spleen_rupture - Organ destruction\n TRIANGLE_CHOKE = \"triangle_choke\", // darkops_triangle_choke - Leg choke\n BRACHIAL_PLEXUS = \"brachial_plexus\", // darkops_brachial_plexus - Nerve cluster\n FEMORAL_NERVE = \"femoral_nerve\", // darkops_femoral_nerve - Thigh nerve\n\n // ═══ ADDITIONAL GEON (건) TECHNIQUES ═══\n GEON_HEAVEN_STRIKE = \"geon_heaven_strike\",\n HIGH_BLOCK = \"high_block\", // geon_high_block - Overhead defense\n CRUSHING_ELBOW = \"crushing_elbow\", // geon_crushing_elbow - Downward elbow\n THUNDEROUS_UPPERCUT = \"thunderous_uppercut\", // geon_thunderous_uppercut - Rising power\n GEON_COUNTER = \"geon_counter\", // geon_counter_strike - Heaven counter\n GEON_ROUNDHOUSE = \"geon_roundhouse\", // geon_roundhouse - Power kick\n\n // ═══ ADDITIONAL TAE (태) TECHNIQUES ═══\n FLOWING_ARM_BAR = \"flowing_arm_bar\", // tae_flowing_arm_bar - Fluid armlock\n SPIRAL_SHOULDER_THROW = \"spiral_shoulder_throw\", // tae_spiral_shoulder_throw - Circular throw\n WRIST_LOCK_STRIKE = \"wrist_lock_strike\", // tae_wrist_lock_strike - Lock with strike\n\n // ═══ ADDITIONAL LI (리) TECHNIQUES ═══\n PHOENIX_EYE_STRIKE = \"phoenix_eye_strike\", // li_phoenix_eye_strike - Single knuckle\n NERVE_STRIKE_COUNTER = \"nerve_strike_counter\", // li_nerve_strike_counter - Pressure counter\n SOLAR_PLEXUS_SPEAR = \"solar_plexus_spear\", // li_solar_plexus_spear - Diaphragm thrust\n LI_SOLAR_PLEXUS = \"li_solar_plexus\", // li_solar_plexus - Precision strike\n\n // ═══ ADDITIONAL JIN (진) TECHNIQUES ═══\n EXPLOSIVE_KNEE = \"explosive_knee\", // jin_explosive_knee - Thundering knee\n LIGHTNING_STRAIGHT = \"lightning_straight\", // jin_lightning_straight - Fast cross\n SHOCKING_COUNTER = \"shocking_counter\", // jin_shocking_counter - Thunder counter\n SHOCKING_HAMMER_FIST = \"shocking_hammer_fist\", // jin_shocking_hammer_fist - Power hammer\n\n // ═══ ADDITIONAL SON (손) TECHNIQUES ═══\n PENETRATING_PALM_RUSH = \"penetrating_palm_rush\", // son_penetrating_palm_rush - Wind palm barrage\n PRESSURE_COUNTER = \"pressure_counter\", // son_pressure_counter - Continuous counter\n PRESSURE_POINT_CHAIN = \"pressure_point_chain\", // son_pressure_point_chain - Multiple points\n\n // ═══ ADDITIONAL GAM (감) TECHNIQUES ═══\n FLOWING_RIVER_STRIKE = \"flowing_river_strike\", // gam_flowing_river_strike - Water flow attack\n REDIRECTION_COUNTER = \"redirection_counter\", // gam_redirection_counter - Momentum counter\n TIDAL_WAVE_PALM = \"tidal_wave_palm\", // gam_tidal_wave_palm - Wave impact\n WHIRLPOOL_COUNTER = \"whirlpool_counter\", // gam_whirlpool_counter - Circular counter\n\n // ═══ ADDITIONAL GAN (간) TECHNIQUES ═══\n AVALANCHE_HAMMER = \"avalanche_hammer\", // gan_avalanche_hammer - Crushing force\n COUNTER_FORTRESS = \"counter_fortress\", // gan_counter_fortress - Immovable counter\n FORTRESS_COUNTER_STRIKE = \"fortress_counter_strike\", // gan_fortress_counter_strike - Defensive strike\n STONE_WALL_THRUST = \"stone_wall_thrust\", // gan_stone_wall_thrust - Heavy push\n\n // ═══ ADDITIONAL GON (곤) TECHNIQUES ═══\n EARTHQUAKE_STOMP = \"earthquake_stomp\", // gon_earthquake_stomp - Ground impact\n GROUND_SWEEP_STRIKE = \"ground_sweep_strike\", // gon_ground_sweep_strike - Low attack\n ROOTING_TAKEDOWN = \"rooting_takedown\", // gon_rooting_takedown - Grounding takedown\n TAKEDOWN_COUNTER = \"takedown_counter\", // gon_takedown_counter - Takedown defense\n\n // ═══ TECHNIQUE-SPECIFIC UNIQUE ANIMATIONS (기법별 고유 애니메이션) ═══\n // Ensures 1-1 mapping between technique ID and animation type\n\n // Heavenly Fist - distinct from regular jab\n GEON_HEAVENLY_FIST = \"geon_heavenly_fist\", // geon_heavenly_fist - Taekwondo power punch\n\n // Frontal Kick - distinct from regular front kick\n GEON_FRONTAL_KICK = \"geon_frontal_kick\", // geon_frontal_kick - Direct power kick\n\n // Palm Strike - Geon variant\n GEON_PALM_STRIKE = \"geon_palm_strike\", // geon_palm_strike - Heavenly palm\n\n // Gan Rock Defense - distinct from generic block\n GAN_ROCK_DEFENSE_BLOCK = \"gan_rock_defense_block\", // gan_rock_defense - Mountain guard\n\n // Gan Immovable Stance - distinct from generic block\n GAN_IMMOVABLE_STANCE = \"gan_immovable_stance\", // gan_immovable_stance - Unmoving defense\n\n // Gan Counter Strike - distinct from generic counter\n GAN_COUNTER_STRIKE = \"gan_counter_strike\", // gan_counter_strike - Mountain counter\n\n // Gan Reversal - distinct from generic counter\n GAN_REVERSAL_TECHNIQUE = \"gan_reversal_technique\", // gan_reversal_technique - Defensive reversal\n\n // Gan Mountain Lock - distinct from generic grapple\n GAN_MOUNTAIN_STANCE_LOCK = \"gan_mountain_stance_lock\", // gan_mountain_stance_lock - Immobilizing hold\n\n // Gam Circular Parry - distinct from generic counter\n GAM_CIRCULAR_PARRY = \"gam_circular_parry\", // gam_circular_parry - Circular deflection\n\n // Gam Redirect Throw - distinct from generic throw\n GAM_REDIRECT_THROW = \"gam_redirect_throw\", // gam_redirect_throw - Momentum redirection\n\n // Gam Hip Throw - distinct from generic throw\n GAM_HIP_THROW = \"gam_hip_throw\", // gam_hip_throw - Water hip wheel\n\n // Gon Earth Embrace - distinct from generic grapple\n GON_EARTH_EMBRACE = \"gon_earth_embrace\", // gon_earth_embrace - Ground control hold\n\n // Gon Ankle Pick - distinct from generic grapple\n GON_ANKLE_PICK = \"gon_ankle_pick\", // gon_ankle_pick - Single leg takedown\n\n // Gon Body Lock - distinct from generic grapple\n GON_BODY_LOCK_TAKEDOWN = \"gon_body_lock_takedown\", // gon_body_lock_takedown - Bear hug slam\n\n // Gon Ssireum Throw - distinct from generic throw\n GON_SSIREUM_THROW = \"gon_ssireum_throw\", // gon_ssireum_throw - Korean wrestling throw\n\n // Gon Sacrifice Throw - distinct from generic throw\n GON_SACRIFICE_THROW = \"gon_sacrifice_throw\", // gon_sacrifice_throw - Tomoe nage style\n\n // Son Rhythmic Strikes - distinct from generic jab\n SON_RHYTHMIC_STRIKES = \"son_rhythmic_strikes\", // son_rhythmic_strikes - Wind rhythm combo\n\n // Son Flowing Push - distinct from generic palm strike\n SON_FLOWING_PUSH = \"son_flowing_push\", // son_flowing_push - Wind wave palm\n\n // Son Rapid Footwork - distinct from generic front kick\n SON_RAPID_FOOTWORK = \"son_rapid_footwork\", // son_rapid_footwork - Wind step kick\n\n // Jin Jumping Front Kick - distinct from generic jumping kick\n JIN_JUMPING_FRONT_KICK = \"jin_jumping_front_kick\", // jin_jumping_front_kick - Thunder leap\n\n // Jin Flying Sidekick - distinct from generic jumping kick\n JIN_FLYING_SIDEKICK = \"jin_flying_sidekick\", // jin_flying_sidekick - Explosive aerial kick\n\n // Tae Wrist Lock - distinct from generic wrist lock\n TAE_WRIST_LOCK = \"tae_wrist_lock\", // tae_wrist_lock - Flowing joint manipulation\n\n // Gam Wrist Twist - distinct from generic wrist lock\n GAM_WRIST_TWIST_COUNTER = \"gam_wrist_twist_counter\", // gam_wrist_twist_counter - Water redirection lock\n\n // Son Sweeping Low Kick - distinct from generic low kick\n SON_SWEEPING_LOW_KICK = \"son_sweeping_low_kick\", // son_sweeping_low_kick - Wind sweep\n\n // Gon Leg Sweep - distinct from generic low kick\n GON_LEG_SWEEP = \"gon_leg_sweep\", // gon_leg_sweep - Earth grounding sweep\n\n // ═══ ARCHETYPE TECHNIQUES (원형 기술) ═══\n // Musa (무사) - Traditional Warrior\n DRAGON_FIST = \"dragon_fist\", // musa_dragon_fist - Traditional power punch\n IRON_DEFENSE = \"iron_defense\", // musa_iron_defense - Warrior block\n MOUNTAIN_BREAKER = \"mountain_breaker\", // musa_mountain_breaker - Devastating strike\n THUNDER_STRIKE = \"thunder_strike\", // musa_thunder_strike - Powerful attack\n\n // Amsalja (암살자) - Shadow Assassin\n DEADLY_PRECISION = \"deadly_precision\", // amsalja_deadly_precision - Lethal accuracy\n SHADOW_NERVE_STRIKE = \"shadow_nerve_strike\", // amsalja_nerve_strike - Hidden nerve attack\n SHADOW_STRIKE = \"shadow_strike\", // amsalja_shadow_strike - Stealth attack\n SILENT_DEATH = \"silent_death\", // amsalja_silent_death - Lethal finisher\n\n // Hacker (해커) - Cyber Warrior\n CYBER_OVERDRIVE = \"cyber_overdrive\", // hacker_cyber_overdrive - Enhanced attack\n DATA_STRIKE = \"data_strike\", // hacker_data_strike - Technical strike\n ELECTRIC_SHOCK = \"electric_shock\", // hacker_electric_shock - Stunning attack\n SYSTEM_CRASH = \"system_crash\", // hacker_system_crash - Disabling strike\n\n // Jeongbo Yowon (정보요원) - Intelligence Operative\n COUNTER_INTELLIGENCE = \"counter_intelligence\", // jeongbo_counter_intelligence - Defensive counter\n INTELLIGENCE_STRIKE = \"intelligence_strike\", // jeongbo_intelligence_strike - Calculated attack\n PSYCHOLOGICAL_WARFARE = \"psychological_warfare\", // jeongbo_psychological_warfare - Mind attack\n TACTICAL_STRIKE = \"tactical_strike\", // jeongbo_tactical_strike - Strategic hit\n\n // Jojik Pokryeokbae (조직폭력배) - Organized Crime\n BRUTAL_TAKEDOWN = \"brutal_takedown\", // jojik_brutal_takedown - Ruthless takedown\n IMPROVISED_WEAPON = \"improvised_weapon\", // jojik_improvised_weapon - Street fighting\n RUTHLESS_ASSAULT = \"ruthless_assault\", // jojik_ruthless_assault - Savage attack\n STREET_BRAWL = \"street_brawl\", // jojik_street_brawl - Dirty fighting\n\n // Movement (이동)\n STEP_FORWARD = \"step_forward\",\n STEP_BACK = \"step_back\",\n SIDESTEP = \"sidestep\",\n PIVOT = \"pivot\",\n DUCK = \"duck\",\n LEAN = \"lean\",\n WALK = \"walk\",\n IDLE_STANCE = \"idle_stance\",\n FORWARD_DASH = \"forward_dash\",\n BACKWARD_RETREAT = \"backward_retreat\",\n SIDE_STEP = \"side_step\",\n RAPID_FOOTWORK = \"rapid_footwork\",\n\n // Recovery (복귀)\n RECOVERY = \"recovery\",\n\n // Idle/Stance\n IDLE = \"idle\",\n STANCE = \"stance\",\n}\n\n// ═══════════════════════════════════════════════════════════════════════════\n// STANCE WIDTH CALCULATION HELPERS (발너비 계산 헬퍼)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Calculate lateral stance width in world units (meters)\n *\n * Converts stance width from shoulder width multipliers to actual\n * world-space distance for foot positioning in 3D space.\n *\n * Formula: stanceWidth (m) = shoulderWidth (cm) * multiplier / 100\n *\n * Example:\n * - shoulderWidth: 46 cm (Musa archetype)\n * - Jin Thunder stance: 2.0x shoulder width\n * - Result: 46 * 2.0 / 100 = 0.92m lateral distance between feet\n *\n * @param stanceWidthMultiplier - Multiplier from KOREAN_STANCE_BIOMECHANICS (e.g., 1.5 for Jin)\n * @param shoulderWidth - Fighter's shoulder width in centimeters (from physical attributes)\n * @returns Stance width in meters for 3D world positioning\n *\n * @korean 자세너비계산\n */\nexport function calculateStanceWidth(\n stanceWidthMultiplier: number,\n shoulderWidth: number,\n): number {\n // Convert cm to meters: (shoulderWidth_cm * multiplier) / 100\n return (shoulderWidth * stanceWidthMultiplier) / 100;\n}\n\n/**\n * Calculate foot X positions for left and right feet based on stance width\n *\n * Returns X-axis offsets for positioning FOOT_L and FOOT_R bones.\n * Assumes center point (pelvis) is at X=0.\n *\n * @param stanceWidthMultiplier - Multiplier from KOREAN_STANCE_BIOMECHANICS\n * @param shoulderWidth - Fighter's shoulder width in centimeters\n * @returns Object with leftFootX (negative) and rightFootX (positive) positions\n *\n * @example\n * // Jin Thunder stance (2.0x) for Musa (46cm shoulders)\n * const footPositions = calculateFootPositions(2.0, 46);\n * // Returns: { leftFootX: -0.46, rightFootX: 0.46 }\n *\n * @korean 발위치계산\n */\nexport function calculateFootPositions(\n stanceWidthMultiplier: number,\n shoulderWidth: number,\n): { readonly leftFootX: number; readonly rightFootX: number } {\n const totalWidth = calculateStanceWidth(stanceWidthMultiplier, shoulderWidth);\n const halfWidth = totalWidth / 2;\n\n return {\n leftFootX: -halfWidth, // Left foot is negative X\n rightFootX: halfWidth, // Right foot is positive X\n 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+ {"version":3,"file":"MartialArtsConstants.js","names":[],"sources":["../../../../src/systems/animation/builders/MartialArtsConstants.ts"],"sourcesContent":["/**\n * Martial Arts Animation Constants\n *\n * Constants for Korean martial arts animations including hand poses,\n * martial arts stances, kick phases, and punch phases.\n *\n * 한국 무술 애니메이션 상수 모듈\n *\n * @module systems/animation/MartialArtsConstants\n * @category Animation System\n * @korean 무술애니메이션상수\n */\n\n// ═══════════════════════════════════════════════════════════════════════════\n// HAND POSES FOR MARTIAL ARTS (무술 손 자세)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Hand poses for different strike types\n * 타격 유형별 손 자세\n *\n * Each pose defines rotations for all 19 finger joints (per hand):\n * - thumb_meta, thumb_prox, thumb_dist (3 joints)\n * - index_meta, index_prox, index_inter, index_dist (4 joints)\n * - middle_meta, middle_prox, middle_inter, middle_dist (4 joints)\n * - ring_meta, ring_prox, ring_inter, ring_dist (4 joints)\n * - pinky_meta, pinky_prox, pinky_inter, pinky_dist (4 joints)\n *\n * @korean 손자세\n */\nexport const HAND_POSES = {\n /**\n * Closed Fist - Standard punch (주먹)\n * Fingers curled tight, thumb outside\n */\n FIST: {\n thumb_meta: [0.3, 0.5, 0.2] as const,\n thumb_prox: [0.4, 0, 0] as const,\n thumb_dist: [0.3, 0, 0] as const,\n index_meta: [0, 0, 0] as const,\n index_prox: [1.57, 0, 0] as const, // 90° curl\n index_inter: [1.57, 0, 0] as const,\n index_dist: [0.8, 0, 0] as const,\n middle_meta: [0, 0, 0] as const,\n middle_prox: [1.57, 0, 0] as const,\n middle_inter: [1.57, 0, 0] as const,\n middle_dist: [0.8, 0, 0] as const,\n ring_meta: [0, 0, 0] as const,\n ring_prox: [1.57, 0, 0] as const,\n ring_inter: [1.57, 0, 0] as const,\n ring_dist: [0.8, 0, 0] as const,\n pinky_meta: [0, 0, 0] as const,\n pinky_prox: [1.57, 0, 0] as const,\n pinky_inter: [1.57, 0, 0] as const,\n pinky_dist: [0.8, 0, 0] as const,\n },\n\n /**\n * Open Palm - Palm strikes, blocks (장권)\n * Fingers extended, slight spread\n */\n OPEN_PALM: {\n thumb_meta: [0, 0.4, -0.3] as const,\n thumb_prox: [0.1, 0, 0] as const,\n thumb_dist: [0, 0, 0] as const,\n index_meta: [0, 0, -0.1] as const,\n index_prox: [0, 0, 0] as const,\n index_inter: [0, 0, 0] as const,\n index_dist: [0, 0, 0] as const,\n middle_meta: [0, 0, 0] as const,\n middle_prox: [0, 0, 0] as const,\n middle_inter: [0, 0, 0] as const,\n middle_dist: [0, 0, 0] as const,\n ring_meta: [0, 0, 0.1] as const,\n ring_prox: [0, 0, 0] as const,\n ring_inter: [0, 0, 0] as const,\n ring_dist: [0, 0, 0] as const,\n pinky_meta: [0, 0, 0.2] as const,\n pinky_prox: [0, 0, 0] as const,\n pinky_inter: [0, 0, 0] as const,\n pinky_dist: [0, 0, 0] as const,\n },\n\n /**\n * Spear Hand - Finger strikes (관수)\n * Fingers together, extended straight\n */\n SPEAR_HAND: {\n thumb_meta: [0.4, 0.6, 0.3] as const,\n thumb_prox: [0.2, 0, 0] as const,\n thumb_dist: [0.1, 0, 0] as const,\n index_meta: [0, 0, 0] as const,\n index_prox: [0, 0, 0] as const,\n index_inter: [0, 0, 0] as const,\n index_dist: [0, 0, 0] as const,\n middle_meta: [0, 0, 0] as const,\n middle_prox: [0, 0, 0] as const,\n middle_inter: [0, 0, 0] as const,\n middle_dist: [0, 0, 0] as const,\n ring_meta: [0, 0, 0] as const,\n ring_prox: [0, 0, 0] as const,\n ring_inter: [0, 0, 0] as const,\n ring_dist: [0, 0, 0] as const,\n pinky_meta: [0, 0, 0] as const,\n pinky_prox: [0, 0, 0] as const,\n pinky_inter: [0, 0, 0] as const,\n pinky_dist: [0, 0, 0] as const,\n },\n\n /**\n * Knife Hand - Ridge hand strikes (수도)\n * Fingers together, thumb tucked\n */\n KNIFE_HAND: {\n thumb_meta: [0.5, 0.8, 0.4] as const,\n thumb_prox: [0.4, 0, 0] as const,\n thumb_dist: [0.2, 0, 0] as const,\n index_meta: [0, 0, 0] as const,\n index_prox: [0.1, 0, 0] as const,\n index_inter: [0.05, 0, 0] as const,\n index_dist: [0, 0, 0] as const,\n middle_meta: [0, 0, 0] as const,\n middle_prox: [0.1, 0, 0] as const,\n middle_inter: [0.05, 0, 0] as const,\n middle_dist: [0, 0, 0] as const,\n ring_meta: [0, 0, 0] as const,\n ring_prox: [0.1, 0, 0] as const,\n ring_inter: [0.05, 0, 0] as const,\n ring_dist: [0, 0, 0] as const,\n pinky_meta: [0, 0, 0] as const,\n pinky_prox: [0.1, 0, 0] as const,\n pinky_inter: [0.05, 0, 0] as const,\n pinky_dist: [0, 0, 0] as const,\n },\n\n /**\n * Hammer Fist - Bottom fist strikes (철퇴)\n * Tight fist for hammer blow\n */\n HAMMER_FIST: {\n thumb_meta: [0.4, 0.6, 0.3] as const,\n thumb_prox: [0.5, 0, 0] as const,\n thumb_dist: [0.4, 0, 0] as const,\n index_meta: [0, 0, 0] as const,\n index_prox: [1.7, 0, 0] as const,\n index_inter: [1.7, 0, 0] as const,\n index_dist: [1.0, 0, 0] as const,\n middle_meta: [0, 0, 0] as const,\n middle_prox: [1.7, 0, 0] as const,\n middle_inter: [1.7, 0, 0] as const,\n middle_dist: [1.0, 0, 0] as const,\n ring_meta: [0, 0, 0] as const,\n ring_prox: [1.7, 0, 0] as const,\n ring_inter: [1.7, 0, 0] as const,\n ring_dist: [1.0, 0, 0] as const,\n pinky_meta: [0, 0, 0] as const,\n pinky_prox: [1.7, 0, 0] as const,\n pinky_inter: [1.7, 0, 0] as const,\n pinky_dist: [1.0, 0, 0] as const,\n },\n\n /**\n * Backfist - Knuckle strikes (등주먹)\n * Fist with wrist extended back\n */\n BACKFIST: {\n thumb_meta: [0.3, 0.5, 0.2] as const,\n thumb_prox: [0.3, 0, 0] as const,\n thumb_dist: [0.2, 0, 0] as const,\n index_meta: [0, 0, 0] as const,\n index_prox: [1.4, 0, 0] as const,\n index_inter: [1.4, 0, 0] as const,\n index_dist: [0.7, 0, 0] as const,\n middle_meta: [0, 0, 0] as const,\n middle_prox: [1.4, 0, 0] as const,\n middle_inter: [1.4, 0, 0] as const,\n middle_dist: [0.7, 0, 0] as const,\n ring_meta: [0, 0, 0] as const,\n ring_prox: [1.4, 0, 0] as const,\n ring_inter: [1.4, 0, 0] as const,\n ring_dist: [0.7, 0, 0] as const,\n pinky_meta: [0, 0, 0] as const,\n pinky_prox: [1.4, 0, 0] as const,\n pinky_inter: [1.4, 0, 0] as const,\n pinky_dist: [0.7, 0, 0] as const,\n },\n\n /**\n * Grab - Grappling and holds (잡기)\n * Fingers curled for grabbing\n */\n GRAB: {\n thumb_meta: [0.2, 0.3, 0.1] as const,\n thumb_prox: [0.3, 0, 0] as const,\n thumb_dist: [0.2, 0, 0] as const,\n index_meta: [0, 0, 0] as const,\n index_prox: [1.2, 0, 0] as const,\n index_inter: [1.0, 0, 0] as const,\n index_dist: [0.6, 0, 0] as const,\n middle_meta: [0, 0, 0] as const,\n middle_prox: [1.3, 0, 0] as const,\n middle_inter: [1.1, 0, 0] as const,\n middle_dist: [0.7, 0, 0] as const,\n ring_meta: [0, 0, 0] as const,\n ring_prox: [1.3, 0, 0] as const,\n ring_inter: [1.1, 0, 0] as const,\n ring_dist: [0.7, 0, 0] as const,\n pinky_meta: [0, 0, 0] as const,\n pinky_prox: [1.2, 0, 0] as const,\n pinky_inter: [1.0, 0, 0] as const,\n pinky_dist: [0.6, 0, 0] as const,\n },\n\n /**\n * Two Finger - Eye strikes (이지권)\n * Index and middle extended, others curled\n */\n TWO_FINGER: {\n thumb_meta: [0.4, 0.6, 0.3] as const,\n thumb_prox: [0.3, 0, 0] as const,\n thumb_dist: [0.2, 0, 0] as const,\n index_meta: [0, 0, -0.1] as const,\n index_prox: [0, 0, 0] as const,\n index_inter: [0, 0, 0] as const,\n index_dist: [0, 0, 0] as const,\n middle_meta: [0, 0, 0.1] as const,\n middle_prox: [0, 0, 0] as const,\n middle_inter: [0, 0, 0] as const,\n middle_dist: [0, 0, 0] as const,\n ring_meta: [0, 0, 0] as const,\n ring_prox: [1.57, 0, 0] as const,\n ring_inter: [1.57, 0, 0] as const,\n ring_dist: [0.8, 0, 0] as const,\n pinky_meta: [0, 0, 0] as const,\n pinky_prox: [1.57, 0, 0] as const,\n pinky_inter: [1.57, 0, 0] as const,\n pinky_dist: [0.8, 0, 0] as const,\n },\n\n /**\n * Relaxed - Natural/idle hands (자연)\n * Fingers in natural slight curl\n */\n RELAXED: {\n thumb_meta: [0.1, 0.2, 0.1] as const,\n thumb_prox: [0.1, 0, 0] as const,\n thumb_dist: [0.05, 0, 0] as const,\n index_meta: [0, 0, 0] as const,\n index_prox: [0.3, 0, 0] as const,\n index_inter: [0.2, 0, 0] as const,\n index_dist: [0.1, 0, 0] as const,\n middle_meta: [0, 0, 0] as const,\n middle_prox: [0.35, 0, 0] as const,\n middle_inter: [0.25, 0, 0] as const,\n middle_dist: [0.15, 0, 0] as const,\n ring_meta: [0, 0, 0] as const,\n ring_prox: [0.35, 0, 0] as const,\n ring_inter: [0.25, 0, 0] as const,\n ring_dist: [0.15, 0, 0] as const,\n pinky_meta: [0, 0, 0] as const,\n pinky_prox: [0.3, 0, 0] as const,\n pinky_inter: [0.2, 0, 0] as const,\n pinky_dist: [0.1, 0, 0] as const,\n },\n} as const;\n\n/** Type for a single hand pose */\nexport type HandPoseType = (typeof HAND_POSES)[keyof typeof HAND_POSES];\n\n/** Available hand pose names */\nexport type HandPoseName = keyof typeof HAND_POSES;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// KOREAN MARTIAL ARTS POSES (한국 무술 자세)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Standard martial arts poses used across Korean martial arts\n * 한국 무술의 기본 자세들\n *\n * @korean 기본자세\n */\nexport const MARTIAL_POSES = {\n /**\n * Fighting Guard - Hands protecting face (경계자세)\n * Standard defensive position in Taekwondo\n */\n GUARD: {\n leftShoulder: [-0.6, 0.4, 0.3] as const,\n leftElbow: [0, 0, -1.8] as const,\n rightShoulder: [-0.6, -0.4, -0.3] as const,\n rightElbow: [0, 0, 1.8] as const,\n },\n\n /**\n * High Guard - Hands at temple level (상단방어)\n * Used during kicks for head protection\n */\n HIGH_GUARD: {\n leftShoulder: [-0.9, 0.3, 0.4] as const,\n leftElbow: [0, 0, -1.6] as const,\n rightShoulder: [-0.9, -0.3, -0.4] as const,\n rightElbow: [0, 0, 1.6] as const,\n },\n\n /**\n * Clinch Position - Arms controlling opponent (클린치)\n * Used for knee strikes and throws\n */\n CLINCH: {\n leftShoulder: [0.8, 0, -0.5] as const,\n leftElbow: [0, 0, -1.3] as const,\n rightShoulder: [0.8, 0, 0.5] as const,\n rightElbow: [0, 0, 1.3] as const,\n },\n\n /**\n * Grappling Entry - Reaching for opponent (잡기진입)\n */\n GRAPPLE_ENTRY: {\n leftShoulder: [0.4, 0.6, -0.2] as const,\n leftElbow: [0, 0, -1.2] as const,\n rightShoulder: [0.6, -0.4, 0.3] as const,\n rightElbow: [0, 0, 0.8] as const,\n },\n\n /**\n * Neutral Standing - Relaxed standing (기본선자세)\n */\n NEUTRAL: {\n leftShoulder: [0, 0, 0.1] as const,\n leftElbow: [0, 0, -0.2] as const,\n rightShoulder: [0, 0, -0.1] as const,\n rightElbow: [0, 0, 0.2] as const,\n },\n} as const;\n\n/** Type for martial poses */\nexport type MartialPoseType =\n (typeof MARTIAL_POSES)[keyof typeof MARTIAL_POSES];\n\n/** Available martial pose names */\nexport type MartialPoseName = keyof typeof MARTIAL_POSES;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// KICK PHASES (발차기 단계)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Kick phases for proper martial arts execution\n * 발차기 단계별 자세\n *\n * @korean 발차기단계\n */\nexport const KICK_PHASES = {\n /**\n * Chamber Position (준비자세) - Knee lifted, tight\n */\n CHAMBER: {\n hip: [1.57, 0, 0] as const, // 90° hip flexion\n knee: [-2.0, 0, 0] as const, // Tight chamber\n ankle: [0, 0, 0] as const,\n supportKnee: [-0.25, 0, 0] as const,\n pelvis: [-0.1, 0, 0] as const,\n },\n\n /**\n * Extension Position (차기자세) - Leg extended with hip drive\n *\n * Enhanced with proper hip Y-rotation for power generation (골반회전)\n */\n EXTENSION: {\n hip: [1.7, 0, 0] as const,\n knee: [-0.05, 0, 0] as const, // Nearly full extension (slight bend prevents hyperextension)\n ankle: [0.5, 0, 0] as const, // Dorsiflexion\n supportKnee: [-0.35, 0, 0] as const,\n pelvis: [0.15, 0, 0] as const, // X-axis tilt\n pelvisY: -0.6, // Hip Y-rotation for power (골반회전) ~34°\n },\n\n /**\n * High Axe Kick Peak (높은차기) - Leg nearly vertical\n */\n HIGH_PEAK: {\n hip: [2.5, 0, 0] as const, // >140° hip flexion\n knee: [-0.1, 0, 0] as const,\n ankle: [0.6, 0, 0] as const,\n supportKnee: [-0.35, 0, 0] as const,\n pelvis: [-0.25, 0, 0] as const,\n },\n\n /**\n * Roundhouse Chamber (돌려차기준비) - Hip rotated out\n */\n ROUNDHOUSE_CHAMBER: {\n hip: [1.2, 0, 0.8] as const,\n knee: [-1.5, 0, 0] as const,\n pelvisY: -0.5,\n spineY: 0.3,\n },\n\n /**\n * Side Kick Lateral (옆차기) - Turned sideways\n */\n SIDE_CHAMBER: {\n hip: [1.3, 0, 0.3] as const,\n knee: [-1.6, 0, 0] as const,\n pelvisY: -1.57, // 90° turn\n spineY: -1.2,\n spineLean: 0.2,\n },\n} as const;\n\n/** Type for kick phases */\nexport type KickPhaseType = (typeof KICK_PHASES)[keyof typeof KICK_PHASES];\n\n/** Available kick phase names */\nexport type KickPhaseName = keyof typeof KICK_PHASES;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// PUNCH PHASES (주먹 단계)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Punch phases for proper striking mechanics with Korean martial arts biomechanics\n * 주먹 단계별 자세 - 한국 무술 생체역학 기반\n *\n * Based on traditional Korean martial arts principles:\n * - 정권지르기 (Jeongkwon Jireugi) - Straight punch with fist rotation\n * - 역권지르기 (Yeokwon Jireugi) - Reverse punch with full hip drive\n * - 당기기 (Dangigi) - Pulling hand (hikite) for power generation\n * - 엉덩이회전 (Eongdeongi Hoejeon) - Hip rotation for maximum power\n * - 어깨비틀기 (Eokkae Biteulgi) - Shoulder torque coordination\n *\n * @korean 주먹단계\n */\nexport const PUNCH_PHASES = {\n /**\n * Chamber (준비) - Arm coiled back with fist vertical\n *\n * Korean martial arts chamber position:\n * - Fist at hip level, palm facing up/in (세로주먹)\n * - Elbow bent ~90 degrees\n * - Opposite arm in guard position\n * - Hip neutral or slightly turned away\n * - Coiled for explosive extension\n */\n CHAMBER: {\n // Punching arm chamber - elbow bent, fist at hip\n shoulder: [-0.15, 0, -0.2] as const, // Shoulder slightly back and down\n elbow: [0, 0, -1.57] as const, // Elbow bent 90° inward (-π/2)\n wrist: [0, 0, 0] as const, // Wrist neutral, fist vertical\n\n // Opposite arm guard position\n oppositeShoulder: [-0.1, 0, 0.2] as const, // Guard up\n oppositeElbow: [0, 0, 1.4] as const, // Elbow bent for guard\n\n // Body position - neutral or slightly turned away\n spineY: -0.1, // Slight counter-rotation\n pelvisY: -0.1, // Hip slightly turned away from punch direction\n },\n\n /**\n * Wind-up (준비강화) - Brief additional coil before strike\n *\n * Minimal wind-up for fast punches like jab.\n * More pronounced for power punches like cross.\n */\n WINDUP: {\n shoulder: [0.3, 0, -0.3] as const,\n elbow: [0, 0, 1.8] as const,\n spineY: -0.15,\n pelvisY: -0.1,\n },\n\n /**\n * Extension with Hip Drive (지르기) - Full extension with body rotation\n *\n * Korean martial arts extension mechanics:\n * - Fist rotates from vertical to pronated (palm-down)\n * - Hip drives forward and rotates (엉덩이회전)\n * - Shoulder rotates with punch (어깨비틀기)\n * - Opposite arm pulls back to hip (당기기/hikite)\n * - Elbow nearly straight at impact (~170-175°)\n */\n EXTENSION: {\n // Punching arm full extension\n shoulder: [0.25, 0, 0.15] as const, // Shoulder forward and slightly up\n elbow: [0, 0, -0.09] as const, // Elbow nearly straight (~175° = 180° - 5°)\n wrist: [0, 0, 0.2] as const, // Fist pronated (palm-down rotation)\n\n // Opposite arm hikite - pulls back for power\n // RIGHT-arm convention: positive Z = flexion for right elbow\n oppositeShoulder: [-0.2, 0, -0.3] as const, // Pulled back to hip\n oppositeElbow: [0, 0, 1.1] as const, // Elbow bent, fist at hip (hikite)\n\n // Body rotation - hip and shoulder drive\n spineY: 0.4, // Shoulder rotation into punch\n pelvisY: 0.25, // Hip rotation for power generation\n },\n\n /**\n * Peak Impact (정점) - Maximum extension and rotation\n *\n * Brief hold at full extension for impact frame.\n * All power delivered through aligned structure.\n * Slight additional arm extension for maximum reach.\n */\n PEAK: {\n // Maximum extension - slightly more extended than EXTENSION phase\n shoulder: [0.25, 0, 0.15] as const,\n elbow: [0, 0, -0.05] as const, // Even closer to straight (~177° = 180° - 3°)\n wrist: [0, 0, 0.2] as const, // Fully pronated\n\n // Opposite arm fully retracted (hikite)\n // RIGHT-arm convention: positive Z = flexion for right elbow\n oppositeShoulder: [-0.2, 0, -0.3] as const,\n oppositeElbow: [0, 0, 1.1] as const, // Elbow bent, fist at hip (hikite)\n\n // Maximum body rotation\n spineY: 0.45,\n pelvisY: 0.3,\n },\n} as const;\n\n/** Type for punch phases */\nexport type PunchPhaseType = (typeof PUNCH_PHASES)[keyof typeof PUNCH_PHASES];\n\n/** Available punch phase names */\nexport type PunchPhaseName = keyof typeof PUNCH_PHASES;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// KOREAN STANCE BIOMECHANICS (한국 무술 자세 생체역학)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Korean Martial Arts Stance Biomechanics\n *\n * Authentic biomechanical configurations for all eight trigram stances (팔괘 자세),\n * based on traditional Korean martial arts (Taekwondo 태권도, Hapkido 합기도, Taekyon 택견).\n *\n * Each stance defines:\n * - frontKneeBend: Front leg knee flexion angle in degrees (무릎굽힘각도)\n * - backKneeBend: Back leg knee flexion angle in degrees (뒷다리무릎각도)\n * - weightDistribution: Front/back weight ratio (체중분배)\n * - stanceWidth: Distance between feet in shoulder widths (발간격)\n * - hipHeight: Hip height relative to standing (0-1 scale) (엉덩이높이)\n * - tacticalRationale: Combat purpose of stance width (전술적 근거)\n *\n * Angle conventions:\n * - 180° = Fully straight leg (완전히 펴진 다리)\n * - 90° = Right angle bend (직각 굽힘)\n * - Lower angles = Deeper bend (낮은 각도 = 더 깊은 굽힘)\n *\n * Weight distribution:\n * - front: 0.6 = 60% weight on front leg (앞발 60% 체중)\n * - back: 0.4 = 40% weight on back leg (뒷발 40% 체중)\n *\n * Stance width tactical purposes:\n * - Wide stances (1.5-2.0x): Stability, power generation, low center of gravity\n * - Medium stances (1.0-1.3x): Balance between mobility and stability\n * - Narrow stances (0.8-1.0x): High mobility, quick footwork\n * - Single leg (0.0x): Maximum mobility, continuous attack capability\n *\n * Sources:\n * - Taekwondo (태권도) - KTA/WTF standard stances\n * - Hapkido (합기도) - Traditional defensive stances\n * - Taekyon (택견) - Korean traditional martial art stances\n *\n * @korean 한국무술자세생체역학\n */\nexport const KOREAN_STANCE_BIOMECHANICS = {\n /**\n * ☰ GEON (건) - HEAVEN STANCE | 하늘 자세\n *\n * Forward stance (앞서기) - Taekwondo Ap Seogi\n *\n * Characteristics:\n * - Aggressive forward position for direct force techniques\n * - Deep front knee bend for power generation\n * - Extended back leg for solid base\n * - 60/40 weight distribution favoring front\n * - 1.2-1.5x shoulder width for forward power transfer\n *\n * Tactical rationale for stance width:\n * - Medium-wide base (1.2-1.5x) provides forward power generation\n * - Wide enough for stability during penetrating strikes\n * - Narrower than defensive stances for offensive mobility\n * - Optimal for weight transfer into punches and forward kicks\n *\n * Korean martial art source: Taekwondo (태권도)\n *\n * @korean 건천자세\n */\n GEON_HEAVEN: {\n frontKneeBend: 70, // Deep front knee ~70° flexion (깊은 앞무릎 굽힘)\n backKneeBend: 160, // Extended back leg ~160° (뻗은 뒷다리)\n weightDistribution: { front: 0.6, back: 0.4 }, // 60% front (앞발 60%)\n stanceWidth: 1.35, // 1.2-1.5x shoulder width avg (어깨너비의 1.35배)\n hipHeight: 0.85, // Lower hips for stability (낮은 엉덩이)\n tacticalRationale: \"power_generation\" as const, // Forward striking power\n },\n\n /**\n * ☱ TAE (태) - LAKE STANCE | 호수 자세\n *\n * Cat stance (고양이서기) - Taekwondo Beom Seogi\n *\n * Characteristics:\n * - Fluid defensive position for joint manipulation\n * - Most weight on back leg (90/10)\n * - Front leg light and mobile for kicking\n * - Back knee bent for spring-loaded movement\n * - High hip position for quick transitions\n * - 0.8-1.0x shoulder width for maximum mobility\n *\n * Tactical rationale for stance width:\n * - Narrow base (0.8-1.0x) enables rapid footwork\n * - Quick transitions between stances\n * - Mobile front leg ready for instant kicks or steps\n * - Back-weighted for defensive redirection\n *\n * Korean martial art source: Hapkido (합기도)\n *\n * @korean 태호수자세\n */\n TAE_LAKE: {\n frontKneeBend: 170, // Nearly straight front leg ~170° (거의 펴진 앞다리)\n backKneeBend: 120, // Bent back knee ~120° (굽은 뒷무릎)\n weightDistribution: { front: 0.1, back: 0.9 }, // 10% front, 90% back (앞발 10%, 뒷발 90%)\n stanceWidth: 0.9, // 0.8-1.0x shoulder width avg (좁은 자세)\n hipHeight: 0.9, // Higher hips for mobility (높은 엉덩이)\n tacticalRationale: \"mobility\" as const, // Quick footwork and transitions\n },\n\n /**\n * ☲ LI (리) - FIRE STANCE | 불 자세\n *\n * Fighting stance (전투서기) - Taekwondo Gyeorugi Junbi Seogi\n *\n * Characteristics:\n * - Balanced 50/50 stance for precision strikes\n * - Both knees moderately bent (~135°)\n * - Mobile and ready to move in any direction\n * - Medium width for stability and mobility\n * - Standard combat readiness position\n * - 1.0-1.2x shoulder width for balanced combat\n *\n * Tactical rationale for stance width:\n * - Standard width (1.0-1.2x) balances all combat attributes\n * - Quick directional changes while maintaining stability\n * - Optimal for precision vital point targeting\n * - Neutral foundation for offensive and defensive transitions\n *\n * Korean martial art source: Taekwondo (태권도)\n *\n * @korean 리화염자세\n */\n LI_FIRE: {\n frontKneeBend: 135, // Moderate front bend ~135° (중간 앞무릎 굽힘)\n backKneeBend: 135, // Equal back bend ~135° (같은 뒷무릎 굽힘)\n weightDistribution: { front: 0.5, back: 0.5 }, // 50/50 balance (균형 50/50)\n stanceWidth: 1.1, // 1.0-1.2x shoulder width avg (어깨너비 자세)\n hipHeight: 0.88, // Medium height for balance (중간 높이)\n tacticalRationale: \"balance\" as const, // All-around combat effectiveness\n },\n\n /**\n * ☳ JIN (진) - THUNDER STANCE | 천둥 자세\n *\n * Horse stance (기마서기) - Taekwondo Juchum Seogi\n *\n * Characteristics:\n * - Wide, powerful stance for explosive techniques\n * - Deep knee bend in both legs (~90°)\n * - Equal weight distribution (50/50)\n * - Very low hip position for ground stability\n * - Feet parallel, pointing forward\n * - 1.8-2.2x shoulder width for maximum stability\n *\n * Tactical rationale for stance width:\n * - Very wide base (1.8-2.2x) maximizes lateral stability\n * - Low center of gravity for explosive power generation\n * - Immovable platform for devastating techniques\n * - Trades mobility for overwhelming striking force\n *\n * Korean martial art source: Taekwondo (태권도)\n *\n * @korean 진천둥자세\n */\n JIN_THUNDER: {\n frontKneeBend: 90, // Deep right angle bend ~90° (깊은 직각 굽힘)\n backKneeBend: 90, // Equal deep bend ~90° (같은 깊은 굽힘)\n weightDistribution: { front: 0.5, back: 0.5 }, // 50/50 power base (힘의 기반 50/50)\n stanceWidth: 2.0, // 1.8-2.2x shoulder width avg (매우 넓은 자세)\n hipHeight: 0.75, // Very low for explosive power (매우 낮은 높이)\n tacticalRationale: \"stability\" as const, // Maximum stability and power\n },\n\n /**\n * ☴ SON (손) - WIND STANCE | 바람 자세\n *\n * Crane stance (학서기) - Taekwondo Hakdari Seogi\n *\n * Characteristics:\n * - One-legged balance for continuous movement\n * - Standing leg nearly straight (~170°)\n * - All weight on standing leg (100%)\n * - Raised leg ready for rapid kicks\n * - High hip position for mobility\n * - 0.0 stance width (single leg stance)\n *\n * Tactical rationale for stance width:\n * - Zero width (0.0x) - single leg stance for extreme mobility\n * - Raised leg enables instant kicks without chambering\n * - Maximum freedom of movement in all directions\n * - Continuous pressure capability through rapid strikes\n * - Highest mobility, lowest stability trade-off\n *\n * Korean martial art source: Taekyon (택견)\n *\n * @korean 손바람자세\n */\n SON_WIND: {\n frontKneeBend: 170, // Standing leg straight ~170° (선 다리 곧게)\n backKneeBend: 45, // Raised leg deeply bent ~45° (올린 다리 깊게 굽힘)\n weightDistribution: { front: 1.0, back: 0.0 }, // 100% on standing leg (선 다리 100%)\n stanceWidth: 0.0, // Single leg stance (한 다리 자세)\n hipHeight: 0.92, // High for balance and mobility (높은 균형)\n tacticalRationale: \"extreme_mobility\" as const, // Maximum mobility and continuous attack\n },\n\n /**\n * ☵ GAM (감) - WATER STANCE | 물 자세\n *\n * Back stance (뒤서기) - Taekwondo Dwit Seogi\n *\n * Characteristics:\n * - Defensive stance with weight on back leg\n * - Deep back knee bend (~100°) for absorption\n * - Front leg light for quick defense\n * - 30/70 weight distribution (back-heavy)\n * - Medium-low hip for stability\n * - 1.0-1.3x shoulder width for adaptive response\n *\n * Tactical rationale for stance width:\n * - Medium width (1.0-1.3x) enables flow and adaptation\n * - Wide enough for stable defensive absorption\n * - Narrow enough for quick counter-movements\n * - Optimal for redirecting opponent's force\n *\n * Korean martial art source: Hapkido (합기도)\n *\n * @korean 감물자세\n */\n GAM_WATER: {\n frontKneeBend: 150, // Extended front leg ~150° (뻗은 앞다리)\n backKneeBend: 100, // Deep back bend ~100° (깊은 뒷다리 굽힘)\n weightDistribution: { front: 0.3, back: 0.7 }, // 30% front, 70% back (앞발 30%, 뒷발 70%)\n stanceWidth: 1.15, // 1.0-1.3x shoulder width avg (중간 넓이 자세)\n hipHeight: 0.82, // Medium-low for absorption (중간 낮은 높이)\n tacticalRationale: \"adaptability\" as const, // Flow and counter techniques\n },\n\n /**\n * ☶ GAN (간) - MOUNTAIN STANCE | 산 자세\n *\n * Defensive stance (방어서기) - Hapkido Bangeoseogi\n *\n * Characteristics:\n * - Immovable defensive position\n * - Moderate knee bend in both legs (~120°)\n * - Slightly back-weighted (40/60)\n * - Medium width for solid base\n * - Medium-high hip for counter readiness\n * - 1.3-1.6x shoulder width for defensive strength\n *\n * Tactical rationale for stance width:\n * - Wide base (1.3-1.6x) provides immovable blocking platform\n * - Stable foundation for absorbing powerful attacks\n * - Wide enough for strong defensive counters\n * - Rooted position for reversal techniques\n *\n * Korean martial art source: Hapkido (합기도)\n *\n * @korean 간산자세\n */\n GAN_MOUNTAIN: {\n frontKneeBend: 120, // Moderate front bend ~120° (중간 앞무릎 굽힘)\n backKneeBend: 120, // Equal moderate bend ~120° (같은 중간 굽힘)\n weightDistribution: { front: 0.4, back: 0.6 }, // 40% front, 60% back (앞발 40%, 뒷발 60%)\n stanceWidth: 1.45, // 1.3-1.6x shoulder width avg (어깨너비 자세)\n hipHeight: 0.87, // Medium-high for defense (중간 높은 방어)\n tacticalRationale: \"defensive_block\" as const, // Immovable blocking and counters\n },\n\n /**\n * ☷ GON (곤) - EARTH STANCE | 땅 자세\n *\n * Low stance (낮은서기) - Korean Ssireum (씨름) wrestling stance\n *\n * Characteristics:\n * - Very low, grounded position for takedowns\n * - Deep knee bend in both legs (~80°)\n * - Equal weight distribution (50/50)\n * - Wide stance for base and grappling\n * - Very low hip position for ground control\n * - 1.6-2.0x shoulder width for grappling control\n *\n * Tactical rationale for stance width:\n * - Very wide base (1.6-2.0x) optimal for takedown defense\n * - Low center of gravity prevents being thrown\n * - Wide platform for initiating grappling techniques\n * - Grounded power for throws and slams\n *\n * Korean martial art source: Ssireum (씨름) / Hapkido ground techniques\n *\n * @korean 곤땅자세\n */\n GON_EARTH: {\n frontKneeBend: 80, // Very deep bend ~80° (매우 깊은 굽힘)\n backKneeBend: 80, // Equal deep bend ~80° (같은 깊은 굽힘)\n weightDistribution: { front: 0.5, back: 0.5 }, // 50/50 grounded (땅에 붙은 50/50)\n stanceWidth: 1.8, // 1.6-2.0x shoulder width avg (넓은 그래플링)\n hipHeight: 0.72, // Very low for takedowns (매우 낮은 넘어뜨리기)\n tacticalRationale: \"grounding\" as const, // Takedown and ground control\n },\n} as const;\n\n/** Type for Korean stance biomechanics */\nexport type KoreanStanceBiomechanicsType =\n (typeof KOREAN_STANCE_BIOMECHANICS)[keyof typeof KOREAN_STANCE_BIOMECHANICS];\n\n/** Available Korean stance biomechanics names */\nexport type KoreanStanceName = keyof typeof KOREAN_STANCE_BIOMECHANICS;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ANIMATION TYPE ENUM (애니메이션 타입)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Animation type identifiers for the animation system\n * @korean 애니메이션타입\n */\nexport enum AnimationType {\n // Kicks (발차기)\n FRONT_KICK = \"front_kick\",\n ROUNDHOUSE_KICK = \"roundhouse_kick\",\n SIDE_KICK = \"side_kick\",\n AXE_KICK = \"axe_kick\",\n CRESCENT_KICK = \"crescent_kick\",\n SPINNING_HOOK = \"spinning_hook\",\n BACK_KICK = \"back_kick\",\n PUSH_KICK = \"push_kick\",\n LOW_KICK = \"low_kick\",\n KNEE_KICK = \"knee_kick\",\n FLYING_KICK = \"flying_kick\",\n TORNADO_KICK = \"tornado_kick\",\n JUMPING_KICK = \"jumping_kick\",\n SPINNING_HEEL_KICK = \"spinning_heel_kick\",\n\n // Punches (주먹)\n JAB = \"jab\",\n CROSS = \"cross\",\n HOOK = \"hook\",\n UPPERCUT = \"uppercut\",\n OVERHAND = \"overhand\",\n PALM_STRIKE = \"palm_strike\",\n BACKFIST = \"backfist\",\n HAMMER_FIST = \"hammer_fist\",\n\n // ═══ SPECIALIZED JAB VARIANTS (잽 변형) ═══\n SPEAR_HAND_STRIKE = \"spear_hand_strike\", // li_flame_spear - Finger thrust\n NERVE_STRIKE = \"nerve_strike\", // li_nerve_strike - Pressure point jab\n PRESSURE_POINT_STRIKE = \"pressure_point_strike\", // li_pressure_point - Precision strike\n LIGHTNING_STRIKE = \"lightning_strike\", // jin_lightning_flash - Fast explosive jab\n RAPID_BARRAGE = \"rapid_barrage\", // son_whirlwind_barrage - Multiple fast jabs\n RHYTHMIC_STRIKES = \"rhythmic_strikes\", // son_rhythmic_strikes - Patterned jabs\n NERVE_PARALYSIS = \"nerve_paralysis\", // darkops_nerve_paralysis - Debilitating strike\n THROAT_STRIKE = \"throat_strike\", // darkops_throat_strike - Airway attack\n EYE_GOUGE = \"eye_gouge\", // darkops_eye_gouge - Vision attack\n\n // ═══ SPECIALIZED CROSS VARIANTS (크로스 변형) ═══\n HEAVEN_STRIKE = \"heaven_strike\", // geon_heaven_strike - Powerful descending cross\n FLOWING_CROSS = \"flowing_cross\", // tae_flowing_strikes - Circular cross motion\n\n // ═══ SPECIALIZED PALM STRIKES (장권 변형) ═══\n SOLAR_PLEXUS_STRIKE = \"solar_plexus_strike\", // li_solar_plexus_strike - Diaphragm shock\n FLOWING_PUSH = \"flowing_push\", // son_flowing_push - Redirecting palm\n LIVER_DISRUPTION = \"liver_disruption\", // darkops_liver_disruption - Organ strike\n EAR_STRIKE = \"ear_strike\", // darkops_ear_strike - Concussive palm\n\n // Elbow/Knee (팔꿈치/무릎)\n ELBOW_STRIKE = \"elbow_strike\",\n KNEE_STRIKE = \"knee_strike\",\n ELBOW_UPPERCUT = \"elbow_uppercut\",\n FLYING_KNEE = \"flying_knee\",\n CLINCH_KNEE = \"clinch_knee\",\n SPINNING_ELBOW = \"spinning_elbow\",\n\n // ═══ SPECIALIZED ELBOW VARIANTS (팔꿈치 변형) ═══\n TEMPLE_ELBOW = \"temple_elbow\", // li_temple_strike - Lateral temple strike\n SPINNING_BACK_ELBOW = \"spinning_back_elbow\", // son_spinning_elbow - Rotational power\n SPINAL_ELBOW = \"spinal_elbow\", // darkops_spinal_strike - Vertebrae targeting\n BRACHIAL_ELBOW = \"brachial_elbow\", // darkops_brachial_plexus_strike - Nerve cluster\n\n // ═══ SPECIALIZED KNEE VARIANTS (무릎 변형) ═══\n KIDNEY_KNEE = \"kidney_knee\", // darkops_kidney_strike - Organ targeting\n FEMORAL_KNEE = \"femoral_knee\", // darkops_femoral_nerve_strike - Nerve targeting\n\n // Grappling (잡기)\n THROW = \"throw\",\n JOINT_LOCK = \"joint_lock\",\n TAKEDOWN = \"takedown\",\n SWEEP = \"sweep\",\n CLINCH = \"clinch\",\n GRAPPLE = \"grapple\",\n SLAM = \"slam\",\n WRIST_LOCK = \"wrist_lock\",\n ARM_BAR = \"arm_bar\",\n SHOULDER_LOCK = \"shoulder_lock\",\n HIP_THROW = \"hip_throw\",\n LEG_REAP = \"leg_reap\",\n\n // ═══ SPECIALIZED GRAPPLE VARIANTS (잡기 변형) ═══\n SMALL_CIRCLE_LOCK = \"small_circle_lock\", // tae_small_circle - Subtle joint control\n FINGER_LOCK = \"finger_lock\", // tae_finger_lock - Digit manipulation\n ELBOW_LOCK = \"elbow_lock\", // tae_elbow_lock - Arm hyperextension\n SHOULDER_MANIPULATION = \"shoulder_manipulation\", // tae_shoulder_lock - Rotator cuff attack\n MOUNTAIN_LOCK = \"mountain_lock\", // gan_mountain_stance_lock - Immobilizing hold\n EARTH_EMBRACE = \"earth_embrace\", // gon_earth_embrace - Ground control\n CAROTID_CHOKE = \"carotid_choke\", // darkops_silent_carotid - Blood choke\n REAR_NAKED_CHOKE = \"rear_naked_choke\", // darkops_rear_choke - Air choke\n\n // ═══ SPECIALIZED THROW VARIANTS (던지기 변형) ═══\n REDIRECT_THROW = \"redirect_throw\", // gam_redirect_throw - Using opponent's momentum\n HIP_WHEEL_THROW = \"hip_wheel_throw\", // gam_hip_throw - O-goshi style\n SSIREUM_THROW = \"ssireum_throw\", // gon_ssireum_throw - Korean wrestling throw\n SACRIFICE_THROW = \"sacrifice_throw\", // gon_sacrifice_throw - Tomoe nage style\n\n // ═══ SPECIALIZED SWEEP VARIANTS (쓸기 변형) ═══\n ANKLE_PICK = \"ankle_pick\", // gon_ankle_pick - Single leg takedown entry\n ACHILLES_ATTACK = \"achilles_attack\", // darkops_achilles_sever - Tendon targeting\n\n // ═══ SPECIALIZED SLAM VARIANTS (슬램 변형) ═══\n BODY_LOCK_SLAM = \"body_lock_slam\", // gon_body_lock_takedown - Bear hug slam\n\n // ═══ SPECIALIZED WRIST LOCK VARIANTS (손목꺾기 변형) ═══\n WRIST_TWIST_COUNTER = \"wrist_twist_counter\", // gam_wrist_twist_counter - Counter technique\n\n // Counters (반격)\n COUNTER_STRIKE = \"counter_strike\",\n PARRY_COUNTER = \"parry_counter\",\n COUNTER_ATTACK = \"counter_attack\",\n\n // ═══ SPECIALIZED COUNTER VARIANTS (반격 변형) ═══\n WATER_COUNTER = \"water_counter\", // gam_water_counter - Fluid redirection\n ROCK_COUNTER = \"rock_counter\", // gan_counter_strike - Immovable counter\n\n // Defense (방어)\n BLOCK = \"block\",\n BLOCK_HIGH = \"block_high\",\n BLOCK_LOW = \"block_low\",\n PARRY = \"parry\",\n\n // ═══ SPECIALIZED BLOCK VARIANTS (방어 변형) ═══\n FLOWING_BLOCK = \"flowing_block\", // gam_flowing_block - Soft redirection\n CIRCULAR_PARRY = \"circular_parry\", // gam_circular_parry - Rotational deflect\n ROCK_DEFENSE = \"rock_defense\", // gan_rock_defense - Immovable guard\n IRON_BLOCK = \"iron_block\", // gan_iron_block - Hard block\n FLOW_DEFENSE = \"flow_defense\", // gam_flow_defense - Water-like defense\n IMMOVABLE_BLOCK = \"immovable_block\", // gan_immovable_block - Mountain defense\n EXPLOSIVE_BLOCK = \"explosive_block\", // jin_explosive_block - Counter with block\n CONTINUOUS_DEFLECTION = \"continuous_deflection\", // son_continuous_deflection - Wind deflection\n PRECISION_PARRY = \"precision_parry\", // li_precision_parry - Fire precision\n JOINT_LOCK_DEFENSE = \"joint_lock_defense\", // tae_joint_lock_defense - Hapkido defense\n SWEEP_DEFENSE = \"sweep_defense\", // tae_sweep_defense - Low defense\n GROUNDING_DEFENSE = \"grounding_defense\", // gon_grounding_defense - Earth rooting\n\n // ═══ DARK OPS SPECIALIZED (암살 특수기) ═══\n JAW_DISLOCATION = \"jaw_dislocation\", // darkops_jaw_dislocation - TMJ attack\n TEMPLE_STRIKE = \"temple_strike\", // darkops_temple_strike - Temporal bone strike\n CERVICAL_TWIST = \"cervical_twist\", // darkops_cervical_twist - Neck manipulation\n ELBOW_HYPEREXTEND = \"elbow_hyperextend\", // darkops_elbow_hyperextend - Joint destruction\n FINGER_BREAK = \"finger_break\", // darkops_finger_break - Digit targeting\n GUILLOTINE_CHOKE = \"guillotine_choke\", // darkops_guillotine - Front choke\n JUGULAR_STRIKE = \"jugular_strike\", // darkops_jugular_strike - Vein targeting\n KNEECAP_STRIKE = \"kneecap_strike\", // darkops_kneecap_strike - Patella attack\n LARYNX_CRUSH = \"larynx_crush\", // darkops_larynx_crush - Throat destruction\n OCCIPITAL_STRIKE = \"occipital_strike\", // darkops_occipital_strike - Skull base\n SCIATIC_NERVE_STRIKE = \"sciatic_nerve_strike\", // darkops_sciatic_nerve - Leg nerve\n SILENT_TAKEDOWN = \"silent_takedown\", // darkops_silent_takedown - Stealth attack\n SLEEPER_HOLD = \"sleeper_hold\", // darkops_sleeper_hold - Sleep choke\n SPLEEN_RUPTURE = \"spleen_rupture\", // darkops_spleen_rupture - Organ destruction\n TRIANGLE_CHOKE = \"triangle_choke\", // darkops_triangle_choke - Leg choke\n BRACHIAL_PLEXUS = \"brachial_plexus\", // darkops_brachial_plexus - Nerve cluster\n FEMORAL_NERVE = \"femoral_nerve\", // darkops_femoral_nerve - Thigh nerve\n\n // ═══ ADDITIONAL GEON (건) TECHNIQUES ═══\n GEON_HEAVEN_STRIKE = \"geon_heaven_strike\",\n HIGH_BLOCK = \"high_block\", // geon_high_block - Overhead defense\n CRUSHING_ELBOW = \"crushing_elbow\", // geon_crushing_elbow - Downward elbow\n THUNDEROUS_UPPERCUT = \"thunderous_uppercut\", // geon_thunderous_uppercut - Rising power\n GEON_COUNTER = \"geon_counter\", // geon_counter_strike - Heaven counter\n GEON_ROUNDHOUSE = \"geon_roundhouse\", // geon_roundhouse - Power kick\n\n // ═══ ADDITIONAL TAE (태) TECHNIQUES ═══\n FLOWING_ARM_BAR = \"flowing_arm_bar\", // tae_flowing_arm_bar - Fluid armlock\n SPIRAL_SHOULDER_THROW = \"spiral_shoulder_throw\", // tae_spiral_shoulder_throw - Circular throw\n WRIST_LOCK_STRIKE = \"wrist_lock_strike\", // tae_wrist_lock_strike - Lock with strike\n\n // ═══ ADDITIONAL LI (리) TECHNIQUES ═══\n PHOENIX_EYE_STRIKE = \"phoenix_eye_strike\", // li_phoenix_eye_strike - Single knuckle\n NERVE_STRIKE_COUNTER = \"nerve_strike_counter\", // li_nerve_strike_counter - Pressure counter\n SOLAR_PLEXUS_SPEAR = \"solar_plexus_spear\", // li_solar_plexus_spear - Diaphragm thrust\n LI_SOLAR_PLEXUS = \"li_solar_plexus\", // li_solar_plexus - Precision strike\n\n // ═══ ADDITIONAL JIN (진) TECHNIQUES ═══\n EXPLOSIVE_KNEE = \"explosive_knee\", // jin_explosive_knee - Thundering knee\n LIGHTNING_STRAIGHT = \"lightning_straight\", // jin_lightning_straight - Fast cross\n SHOCKING_COUNTER = \"shocking_counter\", // jin_shocking_counter - Thunder counter\n SHOCKING_HAMMER_FIST = \"shocking_hammer_fist\", // jin_shocking_hammer_fist - Power hammer\n\n // ═══ ADDITIONAL SON (손) TECHNIQUES ═══\n PENETRATING_PALM_RUSH = \"penetrating_palm_rush\", // son_penetrating_palm_rush - Wind palm barrage\n PRESSURE_COUNTER = \"pressure_counter\", // son_pressure_counter - Continuous counter\n PRESSURE_POINT_CHAIN = \"pressure_point_chain\", // son_pressure_point_chain - Multiple points\n\n // ═══ ADDITIONAL GAM (감) TECHNIQUES ═══\n FLOWING_RIVER_STRIKE = \"flowing_river_strike\", // gam_flowing_river_strike - Water flow attack\n REDIRECTION_COUNTER = \"redirection_counter\", // gam_redirection_counter - Momentum counter\n TIDAL_WAVE_PALM = \"tidal_wave_palm\", // gam_tidal_wave_palm - Wave impact\n WHIRLPOOL_COUNTER = \"whirlpool_counter\", // gam_whirlpool_counter - Circular counter\n\n // ═══ ADDITIONAL GAN (간) TECHNIQUES ═══\n AVALANCHE_HAMMER = \"avalanche_hammer\", // gan_avalanche_hammer - Crushing force\n COUNTER_FORTRESS = \"counter_fortress\", // gan_counter_fortress - Immovable counter\n FORTRESS_COUNTER_STRIKE = \"fortress_counter_strike\", // gan_fortress_counter_strike - Defensive strike\n STONE_WALL_THRUST = \"stone_wall_thrust\", // gan_stone_wall_thrust - Heavy push\n\n // ═══ ADDITIONAL GON (곤) TECHNIQUES ═══\n EARTHQUAKE_STOMP = \"earthquake_stomp\", // gon_earthquake_stomp - Ground impact\n GROUND_SWEEP_STRIKE = \"ground_sweep_strike\", // gon_ground_sweep_strike - Low attack\n ROOTING_TAKEDOWN = \"rooting_takedown\", // gon_rooting_takedown - Grounding takedown\n TAKEDOWN_COUNTER = \"takedown_counter\", // gon_takedown_counter - Takedown defense\n\n // ═══ TECHNIQUE-SPECIFIC UNIQUE ANIMATIONS (기법별 고유 애니메이션) ═══\n // Ensures 1-1 mapping between technique ID and animation type\n\n // Heavenly Fist - distinct from regular jab\n GEON_HEAVENLY_FIST = \"geon_heavenly_fist\", // geon_heavenly_fist - Taekwondo power punch\n\n // Frontal Kick - distinct from regular front kick\n GEON_FRONTAL_KICK = \"geon_frontal_kick\", // geon_frontal_kick - Direct power kick\n\n // Palm Strike - Geon variant\n GEON_PALM_STRIKE = \"geon_palm_strike\", // geon_palm_strike - Heavenly palm\n\n // Gan Rock Defense - distinct from generic block\n GAN_ROCK_DEFENSE_BLOCK = \"gan_rock_defense_block\", // gan_rock_defense - Mountain guard\n\n // Gan Immovable Stance - distinct from generic block\n GAN_IMMOVABLE_STANCE = \"gan_immovable_stance\", // gan_immovable_stance - Unmoving defense\n\n // Gan Counter Strike - distinct from generic counter\n GAN_COUNTER_STRIKE = \"gan_counter_strike\", // gan_counter_strike - Mountain counter\n\n // Gan Reversal - distinct from generic counter\n GAN_REVERSAL_TECHNIQUE = \"gan_reversal_technique\", // gan_reversal_technique - Defensive reversal\n\n // Gan Mountain Lock - distinct from generic grapple\n GAN_MOUNTAIN_STANCE_LOCK = \"gan_mountain_stance_lock\", // gan_mountain_stance_lock - Immobilizing hold\n\n // Gam Circular Parry - distinct from generic counter\n GAM_CIRCULAR_PARRY = \"gam_circular_parry\", // gam_circular_parry - Circular deflection\n\n // Gam Redirect Throw - distinct from generic throw\n GAM_REDIRECT_THROW = \"gam_redirect_throw\", // gam_redirect_throw - Momentum redirection\n\n // Gam Hip Throw - distinct from generic throw\n GAM_HIP_THROW = \"gam_hip_throw\", // gam_hip_throw - Water hip wheel\n\n // Gon Earth Embrace - distinct from generic grapple\n GON_EARTH_EMBRACE = \"gon_earth_embrace\", // gon_earth_embrace - Ground control hold\n\n // Gon Ankle Pick - distinct from generic grapple\n GON_ANKLE_PICK = \"gon_ankle_pick\", // gon_ankle_pick - Single leg takedown\n\n // Gon Body Lock - distinct from generic grapple\n GON_BODY_LOCK_TAKEDOWN = \"gon_body_lock_takedown\", // gon_body_lock_takedown - Bear hug slam\n\n // Gon Ssireum Throw - distinct from generic throw\n GON_SSIREUM_THROW = \"gon_ssireum_throw\", // gon_ssireum_throw - Korean wrestling throw\n\n // Gon Sacrifice Throw - distinct from generic throw\n GON_SACRIFICE_THROW = \"gon_sacrifice_throw\", // gon_sacrifice_throw - Tomoe nage style\n\n // Son Rhythmic Strikes - distinct from generic jab\n SON_RHYTHMIC_STRIKES = \"son_rhythmic_strikes\", // son_rhythmic_strikes - Wind rhythm combo\n\n // Son Flowing Push - distinct from generic palm strike\n SON_FLOWING_PUSH = \"son_flowing_push\", // son_flowing_push - Wind wave palm\n\n // Son Rapid Footwork - distinct from generic front kick\n SON_RAPID_FOOTWORK = \"son_rapid_footwork\", // son_rapid_footwork - Wind step kick\n\n // Jin Jumping Front Kick - distinct from generic jumping kick\n JIN_JUMPING_FRONT_KICK = \"jin_jumping_front_kick\", // jin_jumping_front_kick - Thunder leap\n\n // Jin Flying Sidekick - distinct from generic jumping kick\n JIN_FLYING_SIDEKICK = \"jin_flying_sidekick\", // jin_flying_sidekick - Explosive aerial kick\n\n // Tae Wrist Lock - distinct from generic wrist lock\n TAE_WRIST_LOCK = \"tae_wrist_lock\", // tae_wrist_lock - Flowing joint manipulation\n\n // Gam Wrist Twist - distinct from generic wrist lock\n GAM_WRIST_TWIST_COUNTER = \"gam_wrist_twist_counter\", // gam_wrist_twist_counter - Water redirection lock\n\n // Son Sweeping Low Kick - distinct from generic low kick\n SON_SWEEPING_LOW_KICK = \"son_sweeping_low_kick\", // son_sweeping_low_kick - Wind sweep\n\n // Gon Leg Sweep - distinct from generic low kick\n GON_LEG_SWEEP = \"gon_leg_sweep\", // gon_leg_sweep - Earth grounding sweep\n\n // ═══ ARCHETYPE TECHNIQUES (원형 기술) ═══\n // Musa (무사) - Traditional Warrior\n DRAGON_FIST = \"dragon_fist\", // musa_dragon_fist - Traditional power punch\n IRON_DEFENSE = \"iron_defense\", // musa_iron_defense - Warrior block\n MOUNTAIN_BREAKER = \"mountain_breaker\", // musa_mountain_breaker - Devastating strike\n THUNDER_STRIKE = \"thunder_strike\", // musa_thunder_strike - Powerful attack\n\n // Amsalja (암살자) - Shadow Assassin\n DEADLY_PRECISION = \"deadly_precision\", // amsalja_deadly_precision - Lethal accuracy\n SHADOW_NERVE_STRIKE = \"shadow_nerve_strike\", // amsalja_nerve_strike - Hidden nerve attack\n SHADOW_STRIKE = \"shadow_strike\", // amsalja_shadow_strike - Stealth attack\n SILENT_DEATH = \"silent_death\", // amsalja_silent_death - Lethal finisher\n\n // Hacker (해커) - Cyber Warrior\n CYBER_OVERDRIVE = \"cyber_overdrive\", // hacker_cyber_overdrive - Enhanced attack\n DATA_STRIKE = \"data_strike\", // hacker_data_strike - Technical strike\n ELECTRIC_SHOCK = \"electric_shock\", // hacker_electric_shock - Stunning attack\n SYSTEM_CRASH = \"system_crash\", // hacker_system_crash - Disabling strike\n\n // Jeongbo Yowon (정보요원) - Intelligence Operative\n COUNTER_INTELLIGENCE = \"counter_intelligence\", // jeongbo_counter_intelligence - Defensive counter\n INTELLIGENCE_STRIKE = \"intelligence_strike\", // jeongbo_intelligence_strike - Calculated attack\n PSYCHOLOGICAL_WARFARE = \"psychological_warfare\", // jeongbo_psychological_warfare - Mind attack\n TACTICAL_STRIKE = \"tactical_strike\", // jeongbo_tactical_strike - Strategic hit\n\n // Jojik Pokryeokbae (조직폭력배) - Organized Crime\n BRUTAL_TAKEDOWN = \"brutal_takedown\", // jojik_brutal_takedown - Ruthless takedown\n IMPROVISED_WEAPON = \"improvised_weapon\", // jojik_improvised_weapon - Street fighting\n RUTHLESS_ASSAULT = \"ruthless_assault\", // jojik_ruthless_assault - Savage attack\n STREET_BRAWL = \"street_brawl\", // jojik_street_brawl - Dirty fighting\n\n // Movement (이동)\n STEP_FORWARD = \"step_forward\",\n STEP_BACK = \"step_back\",\n SIDESTEP = \"sidestep\",\n PIVOT = \"pivot\",\n DUCK = \"duck\",\n LEAN = \"lean\",\n WALK = \"walk\",\n IDLE_STANCE = \"idle_stance\",\n FORWARD_DASH = \"forward_dash\",\n BACKWARD_RETREAT = \"backward_retreat\",\n SIDE_STEP = \"side_step\",\n RAPID_FOOTWORK = \"rapid_footwork\",\n\n // Recovery (복귀)\n RECOVERY = \"recovery\",\n\n // Idle/Stance\n IDLE = \"idle\",\n STANCE = \"stance\",\n}\n\n// ═══════════════════════════════════════════════════════════════════════════\n// STANCE WIDTH CALCULATION HELPERS (발너비 계산 헬퍼)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Calculate lateral stance width in world units (meters)\n *\n * Converts stance width from shoulder width multipliers to actual\n * world-space distance for foot positioning in 3D space.\n *\n * Formula: stanceWidth (m) = shoulderWidth (cm) * multiplier / 100\n *\n * Example:\n * - shoulderWidth: 46 cm (Musa archetype)\n * - Jin Thunder stance: 2.0x shoulder width\n * - Result: 46 * 2.0 / 100 = 0.92m lateral distance between feet\n *\n * @param stanceWidthMultiplier - Multiplier from KOREAN_STANCE_BIOMECHANICS (e.g., 1.5 for Jin)\n * @param shoulderWidth - Fighter's shoulder width in centimeters (from physical attributes)\n * @returns Stance width in meters for 3D world positioning\n *\n * @korean 자세너비계산\n */\nexport function calculateStanceWidth(\n stanceWidthMultiplier: number,\n shoulderWidth: number,\n): number {\n // Convert cm to meters: (shoulderWidth_cm * multiplier) / 100\n return (shoulderWidth * stanceWidthMultiplier) / 100;\n}\n\n/**\n * Calculate foot X positions for left and right feet based on stance width\n *\n * Returns X-axis offsets for positioning FOOT_L and FOOT_R bones.\n * Assumes center point (pelvis) is at X=0.\n *\n * @param stanceWidthMultiplier - Multiplier from KOREAN_STANCE_BIOMECHANICS\n * @param shoulderWidth - Fighter's shoulder width in centimeters\n * @returns Object with leftFootX (negative) and rightFootX (positive) positions\n *\n * @example\n * // Jin Thunder stance (2.0x) for Musa (46cm shoulders)\n * const footPositions = calculateFootPositions(2.0, 46);\n * // Returns: { leftFootX: -0.46, rightFootX: 0.46 }\n *\n * @korean 발위치계산\n */\nexport function calculateFootPositions(\n stanceWidthMultiplier: number,\n shoulderWidth: number,\n): { readonly leftFootX: number; readonly rightFootX: number } {\n const totalWidth = calculateStanceWidth(stanceWidthMultiplier, shoulderWidth);\n const halfWidth = totalWidth / 2;\n\n return {\n leftFootX: -halfWidth, // Left foot is negative X\n rightFootX: halfWidth, // Right foot is positive X\n 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- {"version":3,"file":"types.js","names":[],"sources":["../../../../src/systems/animation/core/types.ts"],"sourcesContent":["/**\n * Animation system types for Black Trigram\n *\n * Defines animation states, configurations, and transition rules\n * for frame-accurate combat animations at 60fps.\n *\n * @module systems/animation/types\n * @category Animation\n * @korean 애니메이션시스템타입\n */\n\n/**\n * Animation states for player characters (애니메이션 상태)\n *\n * Enum-based animation state system for type safety and IDE autocomplete.\n * Each state includes Korean terminology and timing specifications.\n *\n * Based on game-design.md specifications:\n * - Attack: 12 frames (200ms at 60fps)\n * - Block: 4 frames (67ms at 60fps)\n * - Walk: 6 frames (100ms at 60fps)\n * - Stance transitions: 36 frames (600ms at 60fps)\n * - Tactical steps: 18 frames (300ms at 60fps, 30cm distance)\n *\n * @public\n * @korean 애니메이션상태\n */\nexport enum AnimationState {\n // ===== Basic Movement States (기본 이동 상태) =====\n\n /**\n * Idle stance - Default breathing animation\n * Korean: 대기 (daegi) - Standing ready\n * Duration: 4 frames (67ms)\n */\n IDLE = \"idle\",\n\n /**\n * Walk - Normal walking movement\n * Korean: 보행 (bohaeng) - Walking\n * Duration: 6 frames (100ms)\n */\n WALK = \"walk\",\n\n /**\n * Run - Fast movement animation\n * Korean: 달리기 (dalligi) - Running\n * Duration: 8 frames (133ms)\n */\n RUN = \"run\",\n\n // ===== Combat Actions (전투 행동) =====\n\n /**\n * Attack - Generic attack animation\n * Korean: 공격 (gonggyeok) - Attack\n * Duration: 12 frames (200ms)\n */\n ATTACK = \"attack\",\n\n /**\n * Defend - Basic block/defense\n * Korean: 방어 (bangeo) - Defense\n * Duration: 4 frames (67ms)\n */\n DEFEND = \"defend\",\n\n /**\n * Defend Block Success - Successful block, absorb impact\n * Korean: 막기 (makgi) - Block successfully\n * Duration: 8 frames (133ms)\n */\n DEFEND_BLOCK_SUCCESS = \"defend_block_success\",\n\n /**\n * Defend Parry - Parry deflection, redirect attack\n * Korean: 받아넘기기 (badaneumgigi) - Parry deflect\n * Duration: 10 frames (167ms)\n */\n DEFEND_PARRY = \"defend_parry\",\n\n /**\n * Defend Guard Break - Guard break, defensive stance destroyed\n * Korean: 방어붕괴 (bangeo bunggoe) - Guard broken\n * Duration: 15 frames (250ms)\n */\n DEFEND_GUARD_BREAK = \"defend_guard_break\",\n\n /**\n * Defend Recovery - Guard recovery, restore defensive posture\n * Korean: 방어복구 (bangeo bokgu) - Guard recovery\n * Duration: 12 frames (200ms)\n */\n DEFEND_RECOVERY = \"defend_recovery\",\n\n /**\n * Hit - Taking damage animation\n * Korean: 피격 (pigyeok) - Being hit\n * Duration: 4 frames (67ms)\n */\n HIT = \"hit\",\n\n /**\n * KO - Knockout/death animation\n * Korean: 기절 (gijeol) - Knockout\n * Duration: 30 frames (500ms)\n */\n KO = \"ko\",\n\n // ===== Stance Transitions (자세 전환) =====\n\n /**\n * Stance Change - Trigram stance transition\n * Korean: 자세변경 (jaseybyeongyeong) - Stance change\n * Duration: 36 frames (600ms)\n */\n STANCE_CHANGE = \"stance_change\",\n\n /**\n * Stance Side Switch - Left↔right stance mirror\n * Korean: 좌우전환 (jwaujeonhwan) - Left-right switch\n * Duration: 24 frames (400ms)\n */\n STANCE_SIDE_SWITCH = \"stance_side_switch\",\n\n // ===== Stance Guard Animations (팔괘 방어 자세) =====\n\n /**\n * Stance Guard Geon - ☰ Heaven stance guard\n * Korean: 건괘수비 (geon-goe subi) - Heaven guard\n * Duration: 6 frames (breathing loop)\n */\n STANCE_GUARD_GEON = \"stance_guard_geon\",\n\n /**\n * Stance Guard Tae - ☱ Lake stance guard\n * Korean: 태괘수비 (tae-goe subi) - Lake guard\n * Duration: 6 frames (breathing loop)\n */\n STANCE_GUARD_TAE = \"stance_guard_tae\",\n\n /**\n * Stance Guard Li - ☲ Fire stance guard\n * Korean: 리괘수비 (li-goe subi) - Fire guard\n * Duration: 4 frames (breathing loop)\n */\n STANCE_GUARD_LI = \"stance_guard_li\",\n\n /**\n * Stance Guard Jin - ☳ Thunder stance guard\n * Korean: 진괘수비 (jin-goe subi) - Thunder guard\n * Duration: 5 frames (breathing loop)\n */\n STANCE_GUARD_JIN = \"stance_guard_jin\",\n\n /**\n * Stance Guard Son - ☴ Wind stance guard\n * Korean: 손괘수비 (son-goe subi) - Wind guard\n * Duration: 6 frames (breathing loop)\n */\n STANCE_GUARD_SON = \"stance_guard_son\",\n\n /**\n * Stance Guard Gam - ☵ Water stance guard\n * Korean: 감괘수비 (gam-goe subi) - Water guard\n * Duration: 6 frames (breathing loop)\n */\n STANCE_GUARD_GAM = \"stance_guard_gam\",\n\n /**\n * Stance Guard Gan - ☶ Mountain stance guard\n * Korean: 간괘수비 (gan-goe subi) - Mountain guard\n * Duration: 4 frames (breathing loop)\n */\n STANCE_GUARD_GAN = \"stance_guard_gan\",\n\n /**\n * Stance Guard Gon - ☷ Earth stance guard\n * Korean: 곤괘수비 (gon-goe subi) - Earth guard\n * Duration: 5 frames (breathing loop)\n */\n STANCE_GUARD_GON = \"stance_guard_gon\",\n\n // ===== Tactical Step Movements (전술적 발걸음) =====\n\n /**\n * Step Forward - Forward tactical step\n * Korean: 전진보법 (jeonjin bobeop) - Forward step\n * Duration: 18 frames (300ms), Distance: 30cm\n */\n STEP_FORWARD = \"step_forward\",\n\n /**\n * Step Back - Retreat tactical step\n * Korean: 후퇴보법 (hutoe bobeop) - Retreat step\n * Duration: 18 frames (300ms), Distance: 30cm\n */\n STEP_BACK = \"step_back\",\n\n /**\n * Step Left - Left side tactical step\n * Korean: 좌측면보법 (jwacheuk myeon bobeop) - Left side step\n * Duration: 18 frames (300ms), Distance: 30cm\n */\n STEP_LEFT = \"step_left\",\n\n /**\n * Step Right - Right side tactical step\n * Korean: 우측면보법 (ucheuk myeon bobeop) - Right side step\n * Duration: 18 frames (300ms), Distance: 30cm\n */\n STEP_RIGHT = \"step_right\",\n\n /**\n * Step Forward Left - Forward-left diagonal step\n * Korean: 전좌측보법 (jeon jwacheuk bobeop) - Forward-left diagonal\n * Duration: 18 frames (300ms), Distance: 30cm\n */\n STEP_FORWARD_LEFT = \"step_forward_left\",\n\n /**\n * Step Forward Right - Forward-right diagonal step\n * Korean: 전우측보법 (jeon ucheuk bobeop) - Forward-right diagonal\n * Duration: 18 frames (300ms), Distance: 30cm\n */\n STEP_FORWARD_RIGHT = \"step_forward_right\",\n\n /**\n * Step Back Left - Back-left diagonal step\n * Korean: 후좌측보법 (hu jwacheuk bobeop) - Back-left diagonal\n * Duration: 18 frames (300ms), Distance: 30cm\n */\n STEP_BACK_LEFT = \"step_back_left\",\n\n /**\n * Step Back Right - Back-right diagonal step\n * Korean: 후우측보법 (hu ucheuk bobeop) - Back-right diagonal\n * Duration: 18 frames (300ms), Distance: 30cm\n */\n STEP_BACK_RIGHT = \"step_back_right\",\n\n // ===== Footwork Patterns (보법) =====\n\n /**\n * Footwork Circular Left - Circular step maintaining guard (left)\n * Korean: 원형보 좌 (wonhyeongbo jwa) - Circular step left\n * Duration: 18 frames (300ms), Distance: 30cm\n */\n FOOTWORK_CIRCULAR_LEFT = \"footwork_circular_left\",\n\n /**\n * Footwork Circular Right - Circular step maintaining guard (right)\n * Korean: 원형보 우 (wonhyeongbo u) - Circular step right\n * Duration: 18 frames (300ms), Distance: 30cm\n */\n FOOTWORK_CIRCULAR_RIGHT = \"footwork_circular_right\",\n\n /**\n * Footwork Pivot Left - Pivot rotation on planted foot (left)\n * Korean: 축족회전 좌 (chukjok hoejeon jwa) - Pivot rotation left\n * Duration: 15 frames (250ms), Rotation: 90°\n */\n FOOTWORK_PIVOT_LEFT = \"footwork_pivot_left\",\n\n /**\n * Footwork Pivot Right - Pivot rotation on planted foot (right)\n * Korean: 축족회전 우 (chukjok hoejeon u) - Pivot rotation right\n * Duration: 15 frames (250ms), Rotation: 90°\n */\n FOOTWORK_PIVOT_RIGHT = \"footwork_pivot_right\",\n\n /**\n * Footwork Slide Forward - Both feet slide together (forward)\n * Korean: 미끄럼보 전 (mikkeureombo jeon) - Sliding step forward\n * Duration: 12 frames (200ms), Distance: 30cm\n */\n FOOTWORK_SLIDE_FORWARD = \"footwork_slide_forward\",\n\n /**\n * Footwork Slide Back - Both feet slide together (back)\n * Korean: 미끄럼보 후 (mikkeureombo hu) - Sliding step back\n * Duration: 12 frames (200ms), Distance: 30cm\n */\n FOOTWORK_SLIDE_BACK = \"footwork_slide_back\",\n\n /**\n * Footwork Slide Left - Both feet slide together (left)\n * Korean: 미끄럼보 좌 (mikkeureombo jwa) - Sliding step left\n * Duration: 12 frames (200ms), Distance: 30cm\n */\n FOOTWORK_SLIDE_LEFT = \"footwork_slide_left\",\n\n /**\n * Footwork Slide Right - Both feet slide together (right)\n * Korean: 미끄럼보 우 (mikkeureombo u) - Sliding step right\n * Duration: 12 frames (200ms), Distance: 30cm\n */\n FOOTWORK_SLIDE_RIGHT = \"footwork_slide_right\",\n\n /**\n * Footwork Shuffle - Quick micro-adjustment\n * Korean: 섞음보 (seokkeumbo) - Shuffle step\n * Duration: 6 frames (100ms), Distance: 15cm\n */\n FOOTWORK_SHUFFLE = \"footwork_shuffle\",\n\n // ===== Fall Animations (낙법 애니메이션) =====\n\n /**\n * Fall Forward - Forward fall animation\n * Korean: 전방낙법 (jeonbang nakbeop) - Forward falling technique\n * Duration: 24 frames (400ms)\n */\n FALL_FORWARD = \"fall_forward\",\n\n /**\n * Fall Backward - Backward fall animation\n * Korean: 후방낙법 (hubang nakbeop) - Backward falling technique\n * Duration: 30 frames (500ms)\n */\n FALL_BACKWARD = \"fall_backward\",\n\n /**\n * Fall Side Left - Left side fall animation\n * Korean: 좌측낙법 (jwacheuk nakbeop) - Left side falling technique\n * Duration: 27 frames (450ms)\n */\n FALL_SIDE_LEFT = \"fall_side_left\",\n\n /**\n * Fall Side Right - Right side fall animation\n * Korean: 우측낙법 (ucheuk nakbeop) - Right side falling technique\n * Duration: 27 frames (450ms)\n */\n FALL_SIDE_RIGHT = \"fall_side_right\",\n\n // ===== Ground States (지면 자세) =====\n\n /**\n * Ground Prone - Face-down ground position\n * Korean: 엎드림 (eopdeurim) - Face down position\n * Duration: 4 frames (breathing loop)\n */\n GROUND_PRONE = \"ground_prone\",\n\n /**\n * Ground Supine - Face-up ground position\n * Korean: 누움 (nuum) - Face up position\n * Duration: 4 frames (breathing loop)\n */\n GROUND_SUPINE = \"ground_supine\",\n\n /**\n * Ground Side Left - Left side ground position\n * Korean: 좌측와 (jwacheuk wa) - Left side position\n * Duration: 4 frames (breathing loop)\n */\n GROUND_SIDE_LEFT = \"ground_side_left\",\n\n /**\n * Ground Side Right - Right side ground position\n * Korean: 우측와 (ucheuk wa) - Right side position\n * Duration: 4 frames (breathing loop)\n */\n GROUND_SIDE_RIGHT = \"ground_side_right\",\n\n // ===== Turn Animations (180도 회전) =====\n\n /**\n * Turn Left - 180° turn left animation\n * Korean: 좌회전 (jwahoejeon) - Left turn\n * Duration: 12 frames (200ms), Rotation: 180°\n */\n TURN_LEFT = \"turn_left\",\n\n /**\n * Turn Right - 180° turn right animation\n * Korean: 우회전 (uhoejeon) - Right turn\n * Duration: 12 frames (200ms), Rotation: 180°\n */\n TURN_RIGHT = \"turn_right\",\n\n // ===== Recovery Animations (회복 애니메이션) =====\n\n /**\n * Recovery Prone Standup - Stand up from prone position\n * Korean: 엎드린 기상 (eopdeurin gisang) - Prone stand-up\n * Duration: 30 frames (500ms)\n */\n RECOVERY_PRONE_STANDUP = \"recovery_prone_standup\",\n\n /**\n * Recovery Supine Standup - Stand up from supine position\n * Korean: 누운 기상 (nuun gisang) - Supine stand-up\n * Duration: 36 frames (600ms)\n */\n RECOVERY_SUPINE_STANDUP = \"recovery_supine_standup\",\n\n /**\n * Recovery Roll - Roll recovery to standing\n * Korean: 회전기상 (hoejeon gisang) - Roll recovery\n * Duration: 24 frames (400ms), Stamina cost: 20\n */\n RECOVERY_ROLL = \"recovery_roll\",\n\n /**\n * Recovery Defensive - Defensive getup with guard\n * Korean: 방어기상 (bangeo gisang) - Defensive getup\n * Duration: 42 frames (700ms), Damage reduction: 50%\n */\n RECOVERY_DEFENSIVE = \"recovery_defensive\",\n\n // ===== Grappling Animations (잡기 애니메이션) =====\n\n /**\n * Grapple Entry - Establish grip connection\n * Korean: 잡기 연결 (japgi yeongyeol) - Grab connection\n * Duration: 8 frames (133ms)\n *\n * Initiates the grappling sequence when attacker successfully grabs defender.\n * Transition from IDLE/ATTACK state to establishing physical control.\n */\n GRAPPLE_ENTRY = \"grapple_entry\",\n\n /**\n * Grapple Control - Maintain grip control\n * Korean: 잡기 유지 (japgi yuji) - Maintaining grip\n * Duration: Loop (breathing animation ~4 frames)\n *\n * Active control state where attacker maintains grip on defender.\n * Looping animation with subtle struggle movements.\n * Stamina cost: 5/second (default)\n */\n GRAPPLE_CONTROL = \"grapple_control\",\n\n /**\n * Grapple Struggle - Escape attempt animation\n * Korean: 탈출 시도 (talchul sido) - Escape attempts\n * Duration: 12 frames (200ms)\n *\n * Defender animation when attempting to break free from grapple.\n * Shows strain and resistance movements.\n * Stamina cost: 15 per attempt\n */\n GRAPPLE_STRUGGLE = \"grapple_struggle\",\n\n /**\n * Grapple Escape - Successful escape from grapple\n * Korean: 탈출 성공 (talchul seonggong) - Successful escape\n * Duration: 15 frames (250ms)\n *\n * Defender breaks free and creates distance from attacker.\n * Returns to IDLE state upon completion.\n * Provides invulnerability frames during escape animation.\n */\n GRAPPLE_ESCAPE = \"grapple_escape\",\n}\n\n/**\n * Animation priority levels for interrupt system\n *\n * Higher priority animations can interrupt lower priority ones.\n * Priority order: recovery > fall > ko > hit > attack > defend > step > stance_change > movement > idle\n *\n * Steps are non-interruptible (same priority as attacks) to ensure commitment\n * to tactical repositioning in Korean martial arts.\n * Recovery animations have highest priority to allow getting up from ground.\n *\n * @public\n * @korean 애니메이션우선순위\n */\nexport enum AnimationPriority {\n IDLE = 0,\n WALK = 1,\n RUN = 2,\n STANCE_CHANGE = 3,\n DEFEND = 4,\n ATTACK = 5, // STEP shares ATTACK priority (both non-interruptible)\n HIT = 6,\n KO = 7,\n FALL = 8,\n RECOVERY = 9,\n}\n\n// Step animations use ATTACK priority (5) - both are non-interruptible\nexport const STEP_PRIORITY = AnimationPriority.ATTACK;\n\n/**\n * Defensive animation types for guard break and defensive stance mechanics.\n *\n * **Korean Terminology**:\n * - block_success: 막기 (makgi) - Successful block, absorb impact\n * - parry_deflect: 받아넘기기 (badaneumgigi) - Parry deflection, redirect attack\n * - guard_break: 방어붕괴 (bangeo bunggoe) - Guard break, defensive stance destroyed\n * - guard_recovery: 방어복구 (bangeo bokgu) - Guard recovery, restore defensive posture\n *\n * @public\n * @korean 방어애니메이션타입\n */\nexport type DefensiveAnimationType =\n | \"block_success\"\n | \"parry_deflect\"\n | \"guard_break\"\n | \"guard_recovery\";\n\n/**\n * Animation configuration for a single animation state\n *\n * Frame counts based on game-design.md:\n * - Attack: 12 frames (200ms at 60fps)\n * - Block: 4 frames (67ms at 60fps)\n * - Walk: 6 frames\n *\n * Extended with defensive animation support:\n * - Block Success: 8 frames (133ms)\n * - Parry Deflect: 10 frames (167ms)\n * - Guard Break: 15 frames (250ms)\n * - Guard Recovery: 12 frames (200ms)\n *\n * @public\n * @korean 애니메이션설정\n */\nexport interface AnimationConfig {\n /**\n * Animation state identifier\n * @korean 상태\n */\n readonly state: AnimationState;\n\n /**\n * Total number of frames in animation\n * @korean 프레임수\n */\n readonly frames: number;\n\n /**\n * Target frames per second (typically 60)\n * @korean 초당프레임\n */\n readonly fps: number;\n\n /**\n * Whether animation loops continuously\n * @korean 반복여부\n */\n readonly loop: boolean;\n\n /**\n * Whether animation can be interrupted by higher priority animations\n * @korean 중단가능여부\n */\n readonly interruptible: boolean;\n\n /**\n * Animation priority for interrupt system\n * @korean 우선순위\n */\n readonly priority: AnimationPriority;\n\n /**\n * Duration in seconds (calculated from frames/fps)\n * @korean 지속시간\n */\n readonly duration: number;\n\n /**\n * Counter-attack window in seconds (for parry animations)\n * Creates an opportunity window for immediate counter-attacks after successful parry.\n * @korean 반격시간\n */\n readonly counterWindow?: number;\n\n /**\n * Vulnerability window duration in seconds (for guard break animations)\n * Extended vulnerability period where defender takes increased damage.\n * @korean 취약시간\n */\n readonly vulnerabilityDuration?: number;\n\n /**\n * Easing function for smooth animation transitions\n *\n * **Korean**: 이징 함수\n *\n * Specifies the easing curve for this animation's transitions.\n * Uses cubic bezier presets for natural Korean martial arts movement.\n *\n * @korean 이징함수\n */\n readonly easing?:\n | \"linear\"\n | \"ease-in\"\n | \"ease-out\"\n | \"ease-in-out\"\n | \"natural-motion\"\n | \"smooth-transition\"\n | \"quick-start\"\n | \"explosive-power\"\n | \"controlled-slow\";\n}\n\n/**\n * Mutable version of AnimationConfig for internal state machine use.\n * Allows dynamic frame/duration updates for technique-specific timing.\n *\n * @internal\n * @korean 가변애니메이션설정\n */\nexport type MutableAnimationConfig = {\n -readonly [K in keyof AnimationConfig]: AnimationConfig[K];\n};\n\n/**\n * Animation event callback types\n *\n * @public\n * @korean 애니메이션이벤트\n */\nexport interface AnimationEvents {\n /**\n * Called when animation starts\n * @korean 시작이벤트\n */\n readonly onAnimationStart?: (state: AnimationState) => void;\n\n /**\n * Called on specific frame numbers\n * @korean 프레임이벤트\n */\n readonly onFrame?: (frame: number, state: AnimationState) => void;\n\n /**\n * Called when animation completes\n * @korean 완료이벤트\n */\n readonly onAnimationComplete?: (state: AnimationState) => void;\n\n /**\n * Called when animation is interrupted\n * @korean 중단이벤트\n */\n readonly onAnimationInterrupted?: (\n fromState: AnimationState,\n toState: AnimationState,\n ) => void;\n}\n\n/**\n * Animation state machine state\n *\n * @public\n * @korean 애니메이션상태머신상태\n */\nexport interface AnimationMachineState {\n /**\n * Current animation state\n * @korean 현재상태\n */\n readonly currentState: AnimationState;\n\n /**\n * Current frame index (0 to frames-1)\n * @korean 현재프레임\n */\n readonly frameIndex: number;\n\n /**\n * Time accumulator for frame timing\n * @korean 시간누적\n */\n readonly timeAccumulator: number;\n\n /**\n * Whether animation is playing\n * @korean 재생중\n */\n readonly isPlaying: boolean;\n\n /**\n * Previous animation state\n * @korean 이전상태\n */\n readonly previousState: AnimationState | null;\n}\n\n/**\n * Animation transition rule\n *\n * @public\n * @korean 애니메이션전환규칙\n */\nexport interface TransitionRule {\n /**\n * Source animation state\n * @korean 시작상태\n */\n readonly from: AnimationState;\n\n /**\n * Target animation state\n * @korean 목표상태\n */\n readonly to: AnimationState;\n\n /**\n * Whether transition is allowed\n * @korean 허용여부\n */\n readonly allowed: boolean;\n\n /**\n * Optional condition function\n * @korean 조건함수\n */\n readonly condition?: () => boolean;\n}\n\n/**\n * Result of an animation update\n *\n * @public\n * @korean 애니메이션업데이트결과\n */\nexport interface AnimationUpdateResult {\n /**\n * Current animation state\n * @korean 현재상태\n */\n readonly state: AnimationState;\n\n /**\n * Current frame index\n * @korean 현재프레임\n */\n readonly frame: number;\n\n /**\n * Animation progress (0-1)\n * @korean 진행률\n */\n readonly progress: number;\n\n /**\n * Whether animation just completed this frame\n * @korean 완료여부\n */\n readonly justCompleted: boolean;\n\n /**\n * Whether animation just started this frame\n * @korean 시작여부\n */\n readonly justStarted: boolean;\n}\n\n/**\n * Step direction for tactical movement\n *\n * Eight directions for tactical stepping (전술적 발놀림):\n * - forward: 전진보법 (Jeonjin Bobeop) - Forward step\n * - back: 후퇴보법 (Hutoe Bobeop) - Retreat step\n * - left: 좌측면보법 (Jwacheuk Myeon Bobeop) - Left side step\n * - right: 우측면보법 (Ucheuk Myeon Bobeop) - Right side step\n * - forward_left: 전좌측보법 (Jeon Jwacheuk Bobeop) - Forward-left diagonal\n * - forward_right: 전우측보법 (Jeon Ucheuk Bobeop) - Forward-right diagonal\n * - back_left: 후좌측보법 (Hu Jwacheuk Bobeop) - Back-left diagonal\n * - back_right: 후우측보법 (Hu Ucheuk Bobeop) - Back-right diagonal\n *\n * Each step moves exactly 30cm (one foot width) for tactical repositioning\n * in Korean martial arts combat.\n *\n * @public\n * @korean 발걸음방향\n */\nexport type StepDirection =\n | \"forward\"\n | \"back\"\n | \"left\"\n | \"right\"\n | \"forward_left\"\n | \"forward_right\"\n | \"back_left\"\n | \"back_right\";\n\n/**\n * Step animation configuration\n *\n * Defines keyframes for tactical step movements with:\n * - Weight transfer from back foot to front foot\n * - Foot lift and placement\n * - Guard position maintenance\n * - 30cm distance movement\n * - 300ms duration (18 frames at 60fps)\n *\n * @public\n * @korean 발걸음애니메이션설정\n */\nexport interface StepConfig extends AnimationConfig {\n /**\n * Step direction\n * @korean 방향\n */\n readonly direction: StepDirection;\n\n /**\n * Distance moved in meters (always 0.3m = 30cm)\n * @korean 이동거리\n */\n readonly distance: number;\n\n /**\n * Whether guard position is maintained during step\n * @korean 방어자세유지\n */\n readonly maintainsGuard: boolean;\n\n /**\n * Stamina cost for this step\n * @korean 체력소모\n */\n readonly staminaCost: number;\n}\n\n/**\n * Step keyframe data for animation interpolation\n *\n * Defines weight distribution, foot positions, and body center of gravity\n * at specific frames during the step animation.\n *\n * @public\n * @korean 발걸음키프레임\n */\nexport interface StepKeyframe {\n /**\n * Frame number (0-17 for 18-frame step)\n * @korean 프레임번호\n */\n readonly frame: number;\n\n /**\n * Weight distribution (0 = fully on back foot, 1 = fully on front foot)\n * @korean 체중분배\n */\n readonly weight: number;\n\n /**\n * Front foot position offset from start (0-1, where 1 = full step distance)\n * @korean 앞발위치\n */\n readonly frontFootOffset: number;\n\n /**\n * Back foot position offset from start (0-1)\n * @korean 뒷발위치\n */\n readonly backFootOffset: number;\n\n /**\n * Vertical lift of front foot in meters\n * @korean 앞발들어올림\n */\n readonly frontFootLift: number;\n\n /**\n * Body center of gravity height offset\n * @korean 무게중심높이\n */\n readonly cogHeight: number;\n}\n\n/**\n * Fall direction types for knockdown animations\n *\n * Determines which fall animation to play based on attack direction,\n * balance loss, or consciousness failure.\n *\n * Korean terminology:\n * - forward: 전방낙법 (Jeonbang Nakbeop) - Forward falling technique\n * - backward: 후방낙법 (Hubang Nakbeop) - Backward falling technique\n * - side_left: 좌측낙법 (Jwacheuk Nakbeop) - Left side falling technique\n * - side_right: 우측낙법 (Ucheuk Nakbeop) - Right side falling technique\n *\n * @public\n * @korean 낙법유형\n */\nexport type FallType = \"forward\" | \"backward\" | \"side_left\" | \"side_right\";\n\n/**\n * Ground position states after falling\n *\n * Represents the character's position on the ground after a fall.\n * Each state has a looping breathing animation.\n *\n * Korean terminology:\n * - prone: 엎드림 (Eopdeurim) - Face down position\n * - supine: 누움 (Nuum) - Face up position\n * - side_left: 좌측와 (Jwacheuk Wa) - Left side position\n * - side_right: 우측와 (Ucheuk Wa) - Right side position\n *\n * @public\n * @korean 지면자세\n */\nexport type GroundState = \"prone\" | \"supine\" | \"side_left\" | \"side_right\";\n\n/**\n * Maps fall types to corresponding ground states\n *\n * @public\n * @korean 낙법지면맵\n */\nexport const FALL_TO_GROUND_MAP: Record<FallType, GroundState> = {\n forward: \"prone\",\n backward: \"supine\",\n side_left: \"side_left\",\n side_right: \"side_right\",\n};\n\n/**\n * Maps fall types to corresponding animation states\n *\n * @public\n * @korean 낙법애니메이션맵\n */\nexport const FALL_TYPE_TO_ANIMATION: Record<FallType, AnimationState> = {\n forward: AnimationState.FALL_FORWARD,\n backward: AnimationState.FALL_BACKWARD,\n side_left: AnimationState.FALL_SIDE_LEFT,\n side_right: AnimationState.FALL_SIDE_RIGHT,\n};\n\n/**\n * Maps ground states to corresponding animation states\n *\n * @public\n * @korean 지면애니메이션맵\n */\nexport const GROUND_STATE_TO_ANIMATION: Record<GroundState, AnimationState> = {\n prone: AnimationState.GROUND_PRONE,\n supine: AnimationState.GROUND_SUPINE,\n side_left: AnimationState.GROUND_SIDE_LEFT,\n side_right: AnimationState.GROUND_SIDE_RIGHT,\n};\n\n/**\n * Body facing direction system state\n *\n * Manages automatic character rotation to face opponent with:\n * - Smooth torso rotation (45°/sec, ±90° range)\n * - Independent head tracking (±45° range)\n * - 180° turn animations for repositioning\n * - Facing lock during attack/defend animations\n *\n * Korean terminology:\n * - 정면향하기 (Jeongmyeon Hyanghagi) - Face forward\n * - 몸회전 (Mom Hoejeon) - Body rotation\n * - 머리추적 (Meori Chujok) - Head tracking\n * - 180도회전 (180-do Hoejeon) - 180-degree turn\n *\n * @public\n * @korean 몸향하기상태\n */\nexport interface BodyFacing {\n /**\n * Current facing direction in degrees (0-360)\n * - 0° = facing right (+X axis)\n * - 90° = facing down (+Z axis)\n * - 180° = facing left (-X axis)\n * - 270° = facing up (-Z axis)\n *\n * @korean 현재각도\n */\n readonly currentAngle: number;\n\n /**\n * Desired facing direction in degrees (0-360)\n * Typically pointing toward opponent position\n *\n * @korean 목표각도\n */\n readonly targetAngle: number;\n\n /**\n * Rotation speed in degrees per second\n * Default: 45°/sec for smooth, realistic rotation\n *\n * @korean 회전속도\n */\n readonly rotationSpeed: number;\n\n /**\n * Head rotation offset relative to torso (-45° to +45°)\n * Head can track independently within limited range\n * - Positive = head turned right\n * - Negative = head turned left\n *\n * @korean 머리회전각도\n */\n readonly headAngleOffset: number;\n\n /**\n * Whether facing direction is locked\n * True during attack/defend animations to lock attack direction\n * False during idle/movement to allow dynamic tracking\n *\n * @korean 회전잠금\n */\n readonly isLocked: boolean;\n\n /**\n * Whether character is currently executing a 180° turn animation\n * Used to prevent movement and other actions during repositioning\n *\n * @korean 180도회전중\n */\n readonly isTurning: boolean;\n\n /**\n * Direction of current 180° turn ('left' or 'right')\n * Determines which turn animation to play\n *\n * @korean 회전방향\n */\n readonly turnDirection?: \"left\" | \"right\";\n\n /**\n * Timestamp when 180° turn animation started\n * Used to track turn animation progress (200ms duration)\n *\n * @korean 회전시작시간\n */\n readonly turnStartTime?: number;\n\n /**\n * Torso rotation relative to hips in radians\n * Range: ±π/2 (±90°) for anatomically correct movement\n * - Positive = torso rotated right relative to hips\n * - Negative = torso rotated left relative to hips\n *\n * @korean 허리회전 (Heorhwoejeon)\n */\n readonly torsoRotation?: number;\n\n /**\n * Hip/pelvis rotation in radians (lower body facing direction)\n * Base rotation for the lower body, torsoRotation is relative to this\n *\n * @korean 골반회전 (Golbanhwoejeon)\n */\n readonly hipRotation?: number;\n}\n\n/**\n * Torso rotation state for independent upper/lower body movement\n *\n * Manages realistic torso rotation allowing upper body to face opponent\n * while lower body moves in different direction (strafing).\n *\n * Korean terminology:\n * - 허리회전 (Heorhwoejeon) - Torso rotation\n * - 상체비틀기 (Sangchebiteulgi) - Upper body twist\n * - 골반고정 (Golbangojeong) - Hip stabilization\n *\n * @public\n * @korean 허리회전상태\n */\nexport interface TorsoRotationState {\n /**\n * Current torso Y-axis rotation in radians\n * Range: ±π/2 (±90°) relative to hip direction\n *\n * @korean 현재회전\n */\n readonly currentRotation: number;\n\n /**\n * Target rotation towards opponent in radians\n * Smoothly interpolated to currentRotation\n *\n * @korean 목표회전\n */\n readonly targetRotation: number;\n\n /**\n * Lower body (hip/pelvis) rotation in radians\n * Base rotation for movement direction\n *\n * @korean 골반회전\n */\n readonly hipRotation: number;\n\n /**\n * Interpolation speed in seconds\n * Default: 0.2 (200ms for smooth rotation)\n *\n * @korean 보간속도\n */\n readonly interpolationSpeed: number;\n}\n\n/**\n * Footwork pattern types for Korean martial arts (보법)\n *\n * Four specialized footwork patterns based on traditional Korean martial arts:\n * - circular: 원형보 (Wonhyeongbo) - Circular stepping while maintaining guard facing\n * - pivot: 축족회전 (Chukjok Hoejeon) - Pivot rotation on planted foot\n * - slide: 미끄럼보 (Mikkeureombo) - Sliding step with both feet moving together\n * - shuffle: 섞음보 (Seokkeumbo) - Quick shuffling micro-adjustment\n *\n * Each pattern serves distinct tactical purposes in combat:\n * - Circular: Lateral repositioning while keeping opponent in guard\n * - Pivot: Fast direction changes on planted foot\n * - Slide: Maintaining stable base while advancing/retreating\n * - Shuffle: Fine-tuning position without commitment\n *\n * @public\n * @korean 보법유형\n */\nexport type FootworkPattern = \"circular\" | \"pivot\" | \"slide\" | \"shuffle\";\n\n/**\n * Footwork direction for directional patterns\n *\n * @public\n * @korean 보법방향\n */\nexport type FootworkDirection = \"left\" | \"right\" | \"forward\" | \"back\";\n\n/**\n * Korean terminology for footwork patterns\n *\n * Maps each footwork pattern to its Korean martial arts terminology\n * with romanization and English translation.\n *\n * @public\n * @korean 보법한글용어\n */\nexport const FOOTWORK_KOREAN_TERMS: Record<\n FootworkPattern,\n { korean: string; romanized: string; english: string }\n> = {\n circular: {\n korean: \"원형보\",\n romanized: \"Wonhyeongbo\",\n english: \"Circular Step\",\n },\n pivot: {\n korean: \"축족회전\",\n romanized: \"Chukjok Hoejeon\",\n english: \"Pivot Rotation\",\n },\n slide: {\n korean: \"미끄럼보\",\n romanized: \"Mikkeureombo\",\n english: \"Sliding Step\",\n },\n shuffle: {\n korean: \"섞음보\",\n romanized: \"Seokkeumbo\",\n english: \"Shuffle Step\",\n },\n};\n\n/**\n * Recovery animation types for getting up from ground states\n *\n * Korean terminology:\n * - prone_standup: 엎드린 기상 (Eopdeurin Gisang) - Stand up from prone\n * - supine_standup: 누운 기상 (Nuun Gisang) - Stand up from supine\n * - roll: 회전기상 (Hoejeon Gisang) - Roll recovery\n * - defensive: 방어기상 (Bangeo Gisang) - Defensive getup\n *\n * @public\n * @korean 회복애니메이션유형\n */\nexport type RecoveryAnimationType =\n | \"prone_standup\"\n | \"supine_standup\"\n | \"roll_recovery\"\n | \"defensive_getup\";\n\n/**\n * Korean terminology for recovery animations\n *\n * Maps each recovery type to its Korean martial arts terminology\n * with romanization and English translation.\n *\n * @public\n * @korean 회복한글용어\n */\nexport const RECOVERY_KOREAN_TERMS: Record<\n RecoveryAnimationType,\n { korean: string; romanized: string; english: string }\n> = {\n prone_standup: {\n korean: \"엎드린 기상\",\n romanized: \"Eopdeurin Gisang\",\n english: \"Prone Stand-Up\",\n },\n supine_standup: {\n korean: \"누운 기상\",\n romanized: \"Nuun Gisang\",\n english: \"Supine Stand-Up\",\n },\n roll_recovery: {\n korean: \"회전기상\",\n romanized: \"Hoejeon Gisang\",\n english: \"Roll Recovery\",\n },\n defensive_getup: {\n korean: \"방어기상\",\n romanized: \"Bangeo Gisang\",\n english: \"Defensive Getup\",\n },\n};\n\n/**\n * Maps ground states to their default recovery animation\n *\n * @public\n * @korean 지면회복맵\n */\nexport const GROUND_STATE_TO_RECOVERY: Record<\n GroundState,\n RecoveryAnimationType\n> = {\n prone: \"prone_standup\",\n supine: \"supine_standup\",\n side_left: \"roll_recovery\", // Side positions use roll by default\n side_right: \"roll_recovery\",\n};\n\n/**\n * Maps recovery types to their animation states\n *\n * @public\n * @korean 회복애니메이션맵\n */\nexport const RECOVERY_TYPE_TO_ANIMATION: Record<\n RecoveryAnimationType,\n AnimationState\n> = {\n prone_standup: AnimationState.RECOVERY_PRONE_STANDUP,\n supine_standup: AnimationState.RECOVERY_SUPINE_STANDUP,\n roll_recovery: AnimationState.RECOVERY_ROLL,\n defensive_getup: AnimationState.RECOVERY_DEFENSIVE,\n};\n\n/**\n * Technique intensity levels for animation speed and impact\n *\n * **Korean**: 기술 강도 레벨\n *\n * Determines animation speed modifier and visual impact effects:\n * - light: Fast techniques (1.2x speed), lower damage\n * - medium: Normal techniques (1.0x speed), standard damage\n * - heavy: Powerful techniques (0.8x speed), high damage\n * - critical: Maximum power (0.6x speed), critical damage\n *\n * @public\n * @category Animation\n * @korean 기술강도\n */\nexport type TechniqueIntensity = \"light\" | \"medium\" | \"heavy\" | \"critical\";\n\n/**\n * Technique type categories for animation selection\n *\n * **Korean**: 기술 유형\n *\n * Core technique categories that determine base animation style:\n * - strike: Direct striking attacks (punches, palm strikes)\n * - joint: Joint manipulation and locks\n * - throw: Throwing and sweeping techniques\n * - pressure_point: Precise vital point strikes\n *\n * @public\n * @category Combat\n * @korean 기술타입\n */\nexport type TechniqueTypeCategory =\n | \"strike\"\n | \"joint\"\n | \"throw\"\n | \"pressure_point\";\n\n/**\n * Composite key for technique animation lookup\n *\n * **Korean**: 기술 애니메이션 키\n *\n * Combines stance, technique type, target body part, and intensity\n * to uniquely identify the appropriate animation to play.\n *\n * @example\n * ```typescript\n * const key: TechniqueAnimationKey = {\n * stance: TrigramStance.GEON,\n * techniqueType: 'strike',\n * bodyPart: BodyPart.HEAD,\n * intensity: 'heavy',\n * };\n * ```\n *\n * @public\n * @category Animation\n * @korean 기술애니메이션키\n */\nexport interface TechniqueAnimationKey {\n /** Trigram stance (8 stances) */\n readonly stance: string;\n /** Technique category */\n readonly techniqueType: TechniqueTypeCategory;\n /** Target body part */\n readonly bodyPart: string;\n /** Attack intensity level */\n readonly intensity: TechniqueIntensity;\n}\n\n/**\n * Complete technique animation configuration\n *\n * **Korean**: 기술 애니메이션 설정\n *\n * Defines all properties needed to execute a technique animation,\n * including timing, impact frame, Korean terminology, and priority.\n *\n * @example\n * ```typescript\n * const animation: TechniqueAnimation = {\n * animationState: AnimationState.ATTACK,\n * duration: 0.8,\n * impactFrame: 12,\n * recoveryFrames: 15,\n * priority: 8,\n * koreanName: '건괘 두부 강 타격',\n * englishName: 'Heaven Stance Head Strike',\n * };\n * ```\n *\n * @public\n * @category Animation\n * @korean 기술애니메이션\n */\nexport interface TechniqueAnimation {\n /** Animation state to play */\n readonly animationState: AnimationState;\n /** Duration in seconds */\n readonly duration: number;\n /** Frame number where hit lands (0-indexed) */\n readonly impactFrame: number;\n /** Number of recovery frames after impact */\n readonly recoveryFrames: number;\n /** Animation priority for interrupt system */\n readonly priority: AnimationPriority;\n /** Korean technique name */\n readonly koreanName: string;\n /** English technique name */\n readonly englishName: string;\n\n // ===== Advanced Joint Movement Properties (고급 관절 동작) =====\n\n /**\n * Torso rotation angle in radians relative to hips\n *\n * **Korean**: 허리회전 (Heorhwoejeon)\n *\n * Range: -π/2 to π/2 (-90° to 90°)\n * Used for independent upper/lower body movement\n *\n * @korean 허리회전각도\n */\n readonly torsoRotation?: number;\n\n /**\n * Hip rotation engagement factor (0-1)\n *\n * **Korean**: 골반회전 참여도 (Golbanhwoejeon Chamyeodo)\n *\n * - 0.0: No hip engagement (isolated technique)\n * - 0.3: Minimal hip involvement\n * - 0.6: Moderate hip rotation\n * - 1.0: Full hip engagement (maximum power)\n *\n * Contributes 10-30% damage bonus based on technique type\n *\n * @korean 골반회전도\n */\n readonly hipEngagement?: number;\n\n /**\n * Power modifier from hip rotation (calculated)\n *\n * **Korean**: 파워배율 (Pawo Baeyul)\n *\n * Multiplier applied to technique damage (1.0-1.3)\n * Calculated from hipEngagement and techniqueType\n *\n * @korean 파워배율\n */\n readonly powerModifier?: number;\n}\n\n/**\n * Validation result for technique animation mapping completeness\n *\n * **Korean**: 기술 애니메이션 매핑 검증 결과\n *\n * Reports coverage percentage and lists any missing mappings\n * that need to be filled in.\n *\n * @public\n * @category Animation\n * @korean 매핑검증결과\n */\nexport interface MappingValidationResult {\n /** Coverage percentage (0-100) */\n readonly coverage: number;\n /** Total combinations expected */\n readonly total: number;\n /** Number of mapped combinations */\n readonly mapped: number;\n /** List of missing combinations */\n readonly missing: readonly TechniqueAnimationKey[];\n}\n\n// ===== Backward Compatibility Helpers (하위 호환성 도우미) =====\n\n/**\n * Convert string to AnimationState enum (backward compatibility)\n *\n * **Korean**: 문자열을 애니메이션 상태로 변환\n *\n * Provides backward compatibility for code using string-based animation states.\n * Returns null if the string doesn't match any valid animation state.\n *\n * @param state - String representation of animation state\n * @returns AnimationState enum or null if invalid\n *\n * @example\n * ```typescript\n * const state = stringToAnimationState(\"idle\"); // AnimationState.IDLE\n * const invalid = stringToAnimationState(\"invalid\"); // null\n * ```\n *\n * @public\n * @korean 문자열을애니메이션상태로변환\n */\nexport function stringToAnimationState(state: string): AnimationState | null {\n const normalized = state.toLowerCase();\n\n // Check if the normalized string is a valid AnimationState enum value\n const values = Object.values(AnimationState) as string[];\n if (values.includes(normalized)) {\n return normalized as AnimationState;\n }\n\n return null;\n}\n\n/**\n * Check if a value is a valid AnimationState enum\n *\n * **Korean**: 유효한 애니메이션 상태인지 확인\n *\n * Type guard to validate that a value is a valid AnimationState enum value.\n *\n * @param value - Value to check\n * @returns True if value is a valid AnimationState\n *\n * @example\n * ```typescript\n * if (isValidAnimationState(someValue)) {\n * // TypeScript knows someValue is AnimationState here\n * machine.transitionTo(someValue);\n * }\n * ```\n *\n * @public\n * @korean 유효한애니메이션상태확인\n */\nexport function isValidAnimationState(value: unknown): value is AnimationState {\n if (typeof value !== \"string\") {\n return false;\n }\n\n const values = Object.values(AnimationState) as string[];\n return values.includes(value);\n}\n\n/**\n * Get all animation state enum values as an array\n *\n * **Korean**: 모든 애니메이션 상태 값 배열\n *\n * Returns an array of all valid AnimationState enum values.\n * Useful for iteration, validation, and testing.\n *\n * @returns Array of all AnimationState values\n *\n * @example\n * ```typescript\n * const allStates = getAllAnimationStates();\n * allStates.forEach(state => {\n * console.log(`State: ${state}`);\n * });\n * ```\n *\n * @public\n * @korean 모든애니메이션상태가져오기\n */\nexport function getAllAnimationStates(): AnimationState[] {\n return Object.values(AnimationState);\n}\n\n/**\n * Check if an animation state is a stance guard state\n *\n * **Korean**: 자세 방어 상태인지 확인\n *\n * Determines if the given animation state is one of the eight trigram\n * stance guard animations.\n *\n * @param state - Animation state to check\n * @returns True if state is a stance guard animation\n *\n * @example\n * ```typescript\n * if (isStanceGuardState(AnimationState.STANCE_GUARD_GEON)) {\n * // Handle stance guard logic\n * }\n * ```\n *\n * @public\n * @korean 자세방어상태확인\n */\nexport function isStanceGuardState(state: AnimationState): boolean {\n return state.startsWith(\"stance_guard_\");\n}\n\n/**\n * Check if an animation state is a step movement state\n *\n * **Korean**: 발걸음 이동 상태인지 확인\n *\n * Determines if the given animation state is one of the tactical step\n * movement animations.\n *\n * @param state - Animation state to check\n * @returns True if state is a step movement animation\n *\n * @example\n * ```typescript\n * if (isStepState(AnimationState.STEP_FORWARD)) {\n * // Handle step movement logic\n * }\n * ```\n *\n * @public\n * @korean 발걸음상태확인\n */\nexport function isStepState(state: AnimationState): boolean {\n return state.startsWith(\"step_\");\n}\n\n/**\n * Check if an animation state is a footwork pattern state\n *\n * **Korean**: 보법 패턴 상태인지 확인\n *\n * Determines if the given animation state is one of the specialized\n * Korean martial arts footwork patterns.\n *\n * @param state - Animation state to check\n * @returns True if state is a footwork pattern animation\n *\n * @example\n * ```typescript\n * if (isFootworkState(AnimationState.FOOTWORK_CIRCULAR_LEFT)) {\n * // Handle footwork pattern logic\n * }\n * ```\n *\n * @public\n * @korean 보법상태확인\n */\nexport function isFootworkState(state: AnimationState): boolean {\n return state.startsWith(\"footwork_\");\n}\n\n/**\n * Check if an animation state is a fall animation state\n *\n * **Korean**: 낙법 애니메이션 상태인지 확인\n *\n * Determines if the given animation state is one of the fall animations.\n *\n * @param state - Animation state to check\n * @returns True if state is a fall animation\n *\n * @example\n * ```typescript\n * if (isFallState(AnimationState.FALL_FORWARD)) {\n * // Handle fall animation logic\n * }\n * ```\n *\n * @public\n * @korean 낙법상태확인\n */\nexport function isFallState(state: AnimationState): boolean {\n return state.startsWith(\"fall_\");\n}\n\n/**\n * Check if an animation state is a ground position state\n *\n * **Korean**: 지면 자세 상태인지 확인\n *\n * Determines if the given animation state is one of the ground position\n * breathing loops.\n *\n * @param state - Animation state to check\n * @returns True if state is a ground position animation\n *\n * @example\n * ```typescript\n * if (isGroundState(AnimationState.GROUND_PRONE)) {\n * // Handle ground position logic\n * }\n * ```\n *\n * @public\n * @korean 지면상태확인\n */\nexport function isGroundState(state: AnimationState): boolean {\n return state.startsWith(\"ground_\");\n}\n\n/**\n * Check if an animation state is a recovery animation state\n *\n * **Korean**: 회복 애니메이션 상태인지 확인\n *\n * Determines if the given animation state is one of the recovery/getup\n * animations.\n *\n * @param state - Animation state to check\n * @returns True if state is a recovery animation\n *\n * @example\n * ```typescript\n * if (isRecoveryState(AnimationState.RECOVERY_ROLL)) {\n * // Handle recovery animation logic\n * }\n * ```\n *\n * @public\n * @korean 회복상태확인\n */\nexport function isRecoveryState(state: AnimationState): boolean {\n return state.startsWith(\"recovery_\");\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;AA2BA,IAAY,iBAAL,yBAAA,gBAAA;;;;;;AAQL,gBAAA,UAAA;;;;;;AAOA,gBAAA,UAAA;;;;;;AAOA,gBAAA,SAAA;;;;;;AASA,gBAAA,YAAA;;;;;;AAOA,gBAAA,YAAA;;;;;;AAOA,gBAAA,0BAAA;;;;;;AAOA,gBAAA,kBAAA;;;;;;AAOA,gBAAA,wBAAA;;;;;;AAOA,gBAAA,qBAAA;;;;;;AAOA,gBAAA,SAAA;;;;;;AAOA,gBAAA,QAAA;;;;;;AASA,gBAAA,mBAAA;;;;;;AAOA,gBAAA,wBAAA;;;;;;AASA,gBAAA,uBAAA;;;;;;AAOA,gBAAA,sBAAA;;;;;;AAOA,gBAAA,qBAAA;;;;;;AAOA,gBAAA,sBAAA;;;;;;AAOA,gBAAA,sBAAA;;;;;;AAOA,gBAAA,sBAAA;;;;;;AAOA,gBAAA,sBAAA;;;;;;AAOA,gBAAA,sBAAA;;;;;;AASA,gBAAA,kBAAA;;;;;;AAOA,gBAAA,eAAA;;;;;;AAOA,gBAAA,eAAA;;;;;;AAOA,gBAAA,gBAAA;;;;;;AAOA,gBAAA,uBAAA;;;;;;AAOA,gBAAA,wBAAA;;;;;;AAOA,gBAAA,oBAAA;;;;;;AAOA,gBAAA,qBAAA;;;;;;AASA,gBAAA,4BAAA;;;;;;AAOA,gBAAA,6BAAA;;;;;;AAOA,gBAAA,yBAAA;;;;;;AAOA,gBAAA,0BAAA;;;;;;AAOA,gBAAA,4BAAA;;;;;;AAOA,gBAAA,yBAAA;;;;;;AAOA,gBAAA,yBAAA;;;;;;AAOA,gBAAA,0BAAA;;;;;;AAOA,gBAAA,sBAAA;;;;;;AASA,gBAAA,kBAAA;;;;;;AAOA,gBAAA,mBAAA;;;;;;AAOA,gBAAA,oBAAA;;;;;;AAOA,gBAAA,qBAAA;;;;;;AASA,gBAAA,kBAAA;;;;;;AAOA,gBAAA,mBAAA;;;;;;AAOA,gBAAA,sBAAA;;;;;;AAOA,gBAAA,uBAAA;;;;;;AASA,gBAAA,eAAA;;;;;;AAOA,gBAAA,gBAAA;;;;;;AASA,gBAAA,4BAAA;;;;;;AAOA,gBAAA,6BAAA;;;;;;AAOA,gBAAA,mBAAA;;;;;;AAOA,gBAAA,wBAAA;;;;;;;;;AAYA,gBAAA,mBAAA;;;;;;;;;;AAWA,gBAAA,qBAAA;;;;;;;;;;AAWA,gBAAA,sBAAA;;;;;;;;;;AAWA,gBAAA,oBAAA;;KACD;;;;;;;;;;;;;;AAeD,IAAY,oBAAL,yBAAA,mBAAA;AACL,mBAAA,kBAAA,UAAA,KAAA;AACA,mBAAA,kBAAA,UAAA,KAAA;AACA,mBAAA,kBAAA,SAAA,KAAA;AACA,mBAAA,kBAAA,mBAAA,KAAA;AACA,mBAAA,kBAAA,YAAA,KAAA;AACA,mBAAA,kBAAA,YAAA,KAAA;AACA,mBAAA,kBAAA,SAAA,KAAA;AACA,mBAAA,kBAAA,QAAA,KAAA;AACA,mBAAA,kBAAA,UAAA,KAAA;AACA,mBAAA,kBAAA,cAAA,KAAA;;KACD;AAGD,IAAa,gBAAgB,kBAAkB;;;;;;;AAya/C,IAAa,qBAAoD;CAC/D,SAAS;CACT,UAAU;CACV,WAAW;CACX,YAAY;CACb;;;;;;;AAQD,IAAa,yBAA2D;CACtE,SAAS,eAAe;CACxB,UAAU,eAAe;CACzB,WAAW,eAAe;CAC1B,YAAY,eAAe;CAC5B;AASQ,eAAe,cACd,eAAe,eACZ,eAAe,kBACd,eAAe;;;;;;;;;;AAoM7B,IAAa,wBAGT;CACF,UAAU;EACR,QAAQ;EACR,WAAW;EACX,SAAS;EACV;CACD,OAAO;EACL,QAAQ;EACR,WAAW;EACX,SAAS;EACV;CACD,OAAO;EACL,QAAQ;EACR,WAAW;EACX,SAAS;EACV;CACD,SAAS;EACP,QAAQ;EACR,WAAW;EACX,SAAS;EACV;CACF;;;;;;;AA6DD,IAAa,2BAGT;CACF,OAAO;CACP,QAAQ;CACR,WAAW;CACX,YAAY;CACb;;;;;;;AAQD,IAAa,6BAGT;CACF,eAAe,eAAe;CAC9B,gBAAgB,eAAe;CAC/B,eAAe,eAAe;CAC9B,iBAAiB,eAAe;CACjC;;;;;;;;;;;;;;;;;;;;;AA4WD,SAAgB,YAAY,OAAgC;AAC1D,QAAO,MAAM,WAAW,QAAQ;;;;;;;;;;;;;;;;;;;;;;;AAwBlC,SAAgB,cAAc,OAAgC;AAC5D,QAAO,MAAM,WAAW,UAAU"}
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+ {"version":3,"file":"types.js","names":[],"sources":["../../../../src/systems/animation/core/types.ts"],"sourcesContent":["/**\n * Animation system types for Black Trigram\n *\n * Defines animation states, configurations, and transition rules\n * for frame-accurate combat animations at 60fps.\n *\n * @module systems/animation/types\n * @category Animation\n * @korean 애니메이션시스템타입\n */\n\n/**\n * Animation states for player characters (애니메이션 상태)\n *\n * Enum-based animation state system for type safety and IDE autocomplete.\n * Each state includes Korean terminology and timing specifications.\n *\n * Based on game-design.md specifications:\n * - Attack: 12 frames (200ms at 60fps)\n * - Block: 4 frames (67ms at 60fps)\n * - Walk: 6 frames (100ms at 60fps)\n * - Stance transitions: 36 frames (600ms at 60fps)\n * - Tactical steps: 18 frames (300ms at 60fps, 30cm distance)\n *\n * @public\n * @korean 애니메이션상태\n */\nexport enum AnimationState {\n // ===== Basic Movement States (기본 이동 상태) =====\n\n /**\n * Idle stance - Default breathing animation\n * Korean: 대기 (daegi) - Standing ready\n * Duration: 4 frames (67ms)\n */\n IDLE = \"idle\",\n\n /**\n * Walk - Normal walking movement\n * Korean: 보행 (bohaeng) - Walking\n * Duration: 6 frames (100ms)\n */\n WALK = \"walk\",\n\n /**\n * Run - Fast movement animation\n * Korean: 달리기 (dalligi) - Running\n * Duration: 8 frames (133ms)\n */\n RUN = \"run\",\n\n // ===== Combat Actions (전투 행동) =====\n\n /**\n * Attack - Generic attack animation\n * Korean: 공격 (gonggyeok) - Attack\n * Duration: 12 frames (200ms)\n */\n ATTACK = \"attack\",\n\n /**\n * Defend - Basic block/defense\n * Korean: 방어 (bangeo) - Defense\n * Duration: 4 frames (67ms)\n */\n DEFEND = \"defend\",\n\n /**\n * Defend Block Success - Successful block, absorb impact\n * Korean: 막기 (makgi) - Block successfully\n * Duration: 8 frames (133ms)\n */\n DEFEND_BLOCK_SUCCESS = \"defend_block_success\",\n\n /**\n * Defend Parry - Parry deflection, redirect attack\n * Korean: 받아넘기기 (badaneumgigi) - Parry deflect\n * Duration: 10 frames (167ms)\n */\n DEFEND_PARRY = \"defend_parry\",\n\n /**\n * Defend Guard Break - Guard break, defensive stance destroyed\n * Korean: 방어붕괴 (bangeo bunggoe) - Guard broken\n * Duration: 15 frames (250ms)\n */\n DEFEND_GUARD_BREAK = \"defend_guard_break\",\n\n /**\n * Defend Recovery - Guard recovery, restore defensive posture\n * Korean: 방어복구 (bangeo bokgu) - Guard recovery\n * Duration: 12 frames (200ms)\n */\n DEFEND_RECOVERY = \"defend_recovery\",\n\n /**\n * Hit - Taking damage animation\n * Korean: 피격 (pigyeok) - Being hit\n * Duration: 4 frames (67ms)\n */\n HIT = \"hit\",\n\n /**\n * KO - Knockout/death animation\n * Korean: 기절 (gijeol) - Knockout\n * Duration: 30 frames (500ms)\n */\n KO = \"ko\",\n\n // ===== Stance Transitions (자세 전환) =====\n\n /**\n * Stance Change - Trigram stance transition\n * Korean: 자세변경 (jaseybyeongyeong) - Stance change\n * Duration: 36 frames (600ms)\n */\n STANCE_CHANGE = \"stance_change\",\n\n /**\n * Stance Side Switch - Left↔right stance mirror\n * Korean: 좌우전환 (jwaujeonhwan) - Left-right switch\n * Duration: 24 frames (400ms)\n */\n STANCE_SIDE_SWITCH = \"stance_side_switch\",\n\n // ===== Stance Guard Animations (팔괘 방어 자세) =====\n\n /**\n * Stance Guard Geon - ☰ Heaven stance guard\n * Korean: 건괘수비 (geon-goe subi) - Heaven guard\n * Duration: 6 frames (breathing loop)\n */\n STANCE_GUARD_GEON = \"stance_guard_geon\",\n\n /**\n * Stance Guard Tae - ☱ Lake stance guard\n * Korean: 태괘수비 (tae-goe subi) - Lake guard\n * Duration: 6 frames (breathing loop)\n */\n STANCE_GUARD_TAE = \"stance_guard_tae\",\n\n /**\n * Stance Guard Li - ☲ Fire stance guard\n * Korean: 리괘수비 (li-goe subi) - Fire guard\n * Duration: 4 frames (breathing loop)\n */\n STANCE_GUARD_LI = \"stance_guard_li\",\n\n /**\n * Stance Guard Jin - ☳ Thunder stance guard\n * Korean: 진괘수비 (jin-goe subi) - Thunder guard\n * Duration: 5 frames (breathing loop)\n */\n STANCE_GUARD_JIN = \"stance_guard_jin\",\n\n /**\n * Stance Guard Son - ☴ Wind stance guard\n * Korean: 손괘수비 (son-goe subi) - Wind guard\n * Duration: 6 frames (breathing loop)\n */\n STANCE_GUARD_SON = \"stance_guard_son\",\n\n /**\n * Stance Guard Gam - ☵ Water stance guard\n * Korean: 감괘수비 (gam-goe subi) - Water guard\n * Duration: 6 frames (breathing loop)\n */\n STANCE_GUARD_GAM = \"stance_guard_gam\",\n\n /**\n * Stance Guard Gan - ☶ Mountain stance guard\n * Korean: 간괘수비 (gan-goe subi) - Mountain guard\n * Duration: 4 frames (breathing loop)\n */\n STANCE_GUARD_GAN = \"stance_guard_gan\",\n\n /**\n * Stance Guard Gon - ☷ Earth stance guard\n * Korean: 곤괘수비 (gon-goe subi) - Earth guard\n * Duration: 5 frames (breathing loop)\n */\n STANCE_GUARD_GON = \"stance_guard_gon\",\n\n // ===== Tactical Step Movements (전술적 발걸음) =====\n\n /**\n * Step Forward - Forward tactical step\n * Korean: 전진보법 (jeonjin bobeop) - Forward step\n * Duration: 18 frames (300ms), Distance: 30cm\n */\n STEP_FORWARD = \"step_forward\",\n\n /**\n * Step Back - Retreat tactical step\n * Korean: 후퇴보법 (hutoe bobeop) - Retreat step\n * Duration: 18 frames (300ms), Distance: 30cm\n */\n STEP_BACK = \"step_back\",\n\n /**\n * Step Left - Left side tactical step\n * Korean: 좌측면보법 (jwacheuk myeon bobeop) - Left side step\n * Duration: 18 frames (300ms), Distance: 30cm\n */\n STEP_LEFT = \"step_left\",\n\n /**\n * Step Right - Right side tactical step\n * Korean: 우측면보법 (ucheuk myeon bobeop) - Right side step\n * Duration: 18 frames (300ms), Distance: 30cm\n */\n STEP_RIGHT = \"step_right\",\n\n /**\n * Step Forward Left - Forward-left diagonal step\n * Korean: 전좌측보법 (jeon jwacheuk bobeop) - Forward-left diagonal\n * Duration: 18 frames (300ms), Distance: 30cm\n */\n STEP_FORWARD_LEFT = \"step_forward_left\",\n\n /**\n * Step Forward Right - Forward-right diagonal step\n * Korean: 전우측보법 (jeon ucheuk bobeop) - Forward-right diagonal\n * Duration: 18 frames (300ms), Distance: 30cm\n */\n STEP_FORWARD_RIGHT = \"step_forward_right\",\n\n /**\n * Step Back Left - Back-left diagonal step\n * Korean: 후좌측보법 (hu jwacheuk bobeop) - Back-left diagonal\n * Duration: 18 frames (300ms), Distance: 30cm\n */\n STEP_BACK_LEFT = \"step_back_left\",\n\n /**\n * Step Back Right - Back-right diagonal step\n * Korean: 후우측보법 (hu ucheuk bobeop) - Back-right diagonal\n * Duration: 18 frames (300ms), Distance: 30cm\n */\n STEP_BACK_RIGHT = \"step_back_right\",\n\n // ===== Footwork Patterns (보법) =====\n\n /**\n * Footwork Circular Left - Circular step maintaining guard (left)\n * Korean: 원형보 좌 (wonhyeongbo jwa) - Circular step left\n * Duration: 18 frames (300ms), Distance: 30cm\n */\n FOOTWORK_CIRCULAR_LEFT = \"footwork_circular_left\",\n\n /**\n * Footwork Circular Right - Circular step maintaining guard (right)\n * Korean: 원형보 우 (wonhyeongbo u) - Circular step right\n * Duration: 18 frames (300ms), Distance: 30cm\n */\n FOOTWORK_CIRCULAR_RIGHT = \"footwork_circular_right\",\n\n /**\n * Footwork Pivot Left - Pivot rotation on planted foot (left)\n * Korean: 축족회전 좌 (chukjok hoejeon jwa) - Pivot rotation left\n * Duration: 15 frames (250ms), Rotation: 90°\n */\n FOOTWORK_PIVOT_LEFT = \"footwork_pivot_left\",\n\n /**\n * Footwork Pivot Right - Pivot rotation on planted foot (right)\n * Korean: 축족회전 우 (chukjok hoejeon u) - Pivot rotation right\n * Duration: 15 frames (250ms), Rotation: 90°\n */\n FOOTWORK_PIVOT_RIGHT = \"footwork_pivot_right\",\n\n /**\n * Footwork Slide Forward - Both feet slide together (forward)\n * Korean: 미끄럼보 전 (mikkeureombo jeon) - Sliding step forward\n * Duration: 12 frames (200ms), Distance: 30cm\n */\n FOOTWORK_SLIDE_FORWARD = \"footwork_slide_forward\",\n\n /**\n * Footwork Slide Back - Both feet slide together (back)\n * Korean: 미끄럼보 후 (mikkeureombo hu) - Sliding step back\n * Duration: 12 frames (200ms), Distance: 30cm\n */\n FOOTWORK_SLIDE_BACK = \"footwork_slide_back\",\n\n /**\n * Footwork Slide Left - Both feet slide together (left)\n * Korean: 미끄럼보 좌 (mikkeureombo jwa) - Sliding step left\n * Duration: 12 frames (200ms), Distance: 30cm\n */\n FOOTWORK_SLIDE_LEFT = \"footwork_slide_left\",\n\n /**\n * Footwork Slide Right - Both feet slide together (right)\n * Korean: 미끄럼보 우 (mikkeureombo u) - Sliding step right\n * Duration: 12 frames (200ms), Distance: 30cm\n */\n FOOTWORK_SLIDE_RIGHT = \"footwork_slide_right\",\n\n /**\n * Footwork Shuffle - Quick micro-adjustment\n * Korean: 섞음보 (seokkeumbo) - Shuffle step\n * Duration: 6 frames (100ms), Distance: 15cm\n */\n FOOTWORK_SHUFFLE = \"footwork_shuffle\",\n\n // ===== Fall Animations (낙법 애니메이션) =====\n\n /**\n * Fall Forward - Forward fall animation\n * Korean: 전방낙법 (jeonbang nakbeop) - Forward falling technique\n * Duration: 24 frames (400ms)\n */\n FALL_FORWARD = \"fall_forward\",\n\n /**\n * Fall Backward - Backward fall animation\n * Korean: 후방낙법 (hubang nakbeop) - Backward falling technique\n * Duration: 30 frames (500ms)\n */\n FALL_BACKWARD = \"fall_backward\",\n\n /**\n * Fall Side Left - Left side fall animation\n * Korean: 좌측낙법 (jwacheuk nakbeop) - Left side falling technique\n * Duration: 27 frames (450ms)\n */\n FALL_SIDE_LEFT = \"fall_side_left\",\n\n /**\n * Fall Side Right - Right side fall animation\n * Korean: 우측낙법 (ucheuk nakbeop) - Right side falling technique\n * Duration: 27 frames (450ms)\n */\n FALL_SIDE_RIGHT = \"fall_side_right\",\n\n // ===== Ground States (지면 자세) =====\n\n /**\n * Ground Prone - Face-down ground position\n * Korean: 엎드림 (eopdeurim) - Face down position\n * Duration: 4 frames (breathing loop)\n */\n GROUND_PRONE = \"ground_prone\",\n\n /**\n * Ground Supine - Face-up ground position\n * Korean: 누움 (nuum) - Face up position\n * Duration: 4 frames (breathing loop)\n */\n GROUND_SUPINE = \"ground_supine\",\n\n /**\n * Ground Side Left - Left side ground position\n * Korean: 좌측와 (jwacheuk wa) - Left side position\n * Duration: 4 frames (breathing loop)\n */\n GROUND_SIDE_LEFT = \"ground_side_left\",\n\n /**\n * Ground Side Right - Right side ground position\n * Korean: 우측와 (ucheuk wa) - Right side position\n * Duration: 4 frames (breathing loop)\n */\n GROUND_SIDE_RIGHT = \"ground_side_right\",\n\n // ===== Turn Animations (180도 회전) =====\n\n /**\n * Turn Left - 180° turn left animation\n * Korean: 좌회전 (jwahoejeon) - Left turn\n * Duration: 12 frames (200ms), Rotation: 180°\n */\n TURN_LEFT = \"turn_left\",\n\n /**\n * Turn Right - 180° turn right animation\n * Korean: 우회전 (uhoejeon) - Right turn\n * Duration: 12 frames (200ms), Rotation: 180°\n */\n TURN_RIGHT = \"turn_right\",\n\n // ===== Recovery Animations (회복 애니메이션) =====\n\n /**\n * Recovery Prone Standup - Stand up from prone position\n * Korean: 엎드린 기상 (eopdeurin gisang) - Prone stand-up\n * Duration: 30 frames (500ms)\n */\n RECOVERY_PRONE_STANDUP = \"recovery_prone_standup\",\n\n /**\n * Recovery Supine Standup - Stand up from supine position\n * Korean: 누운 기상 (nuun gisang) - Supine stand-up\n * Duration: 36 frames (600ms)\n */\n RECOVERY_SUPINE_STANDUP = \"recovery_supine_standup\",\n\n /**\n * Recovery Roll - Roll recovery to standing\n * Korean: 회전기상 (hoejeon gisang) - Roll recovery\n * Duration: 24 frames (400ms), Stamina cost: 20\n */\n RECOVERY_ROLL = \"recovery_roll\",\n\n /**\n * Recovery Defensive - Defensive getup with guard\n * Korean: 방어기상 (bangeo gisang) - Defensive getup\n * Duration: 42 frames (700ms), Damage reduction: 50%\n */\n RECOVERY_DEFENSIVE = \"recovery_defensive\",\n\n // ===== Grappling Animations (잡기 애니메이션) =====\n\n /**\n * Grapple Entry - Establish grip connection\n * Korean: 잡기 연결 (japgi yeongyeol) - Grab connection\n * Duration: 8 frames (133ms)\n *\n * Initiates the grappling sequence when attacker successfully grabs defender.\n * Transition from IDLE/ATTACK state to establishing physical control.\n */\n GRAPPLE_ENTRY = \"grapple_entry\",\n\n /**\n * Grapple Control - Maintain grip control\n * Korean: 잡기 유지 (japgi yuji) - Maintaining grip\n * Duration: Loop (breathing animation ~4 frames)\n *\n * Active control state where attacker maintains grip on defender.\n * Looping animation with subtle struggle movements.\n * Stamina cost: 5/second (default)\n */\n GRAPPLE_CONTROL = \"grapple_control\",\n\n /**\n * Grapple Struggle - Escape attempt animation\n * Korean: 탈출 시도 (talchul sido) - Escape attempts\n * Duration: 12 frames (200ms)\n *\n * Defender animation when attempting to break free from grapple.\n * Shows strain and resistance movements.\n * Stamina cost: 15 per attempt\n */\n GRAPPLE_STRUGGLE = \"grapple_struggle\",\n\n /**\n * Grapple Escape - Successful escape from grapple\n * Korean: 탈출 성공 (talchul seonggong) - Successful escape\n * Duration: 15 frames (250ms)\n *\n * Defender breaks free and creates distance from attacker.\n * Returns to IDLE state upon completion.\n * Provides invulnerability frames during escape animation.\n */\n GRAPPLE_ESCAPE = \"grapple_escape\",\n}\n\n/**\n * Animation priority levels for interrupt system\n *\n * Higher priority animations can interrupt lower priority ones.\n * Priority order: recovery > fall > ko > hit > attack > defend > step > stance_change > movement > idle\n *\n * Steps are non-interruptible (same priority as attacks) to ensure commitment\n * to tactical repositioning in Korean martial arts.\n * Recovery animations have highest priority to allow getting up from ground.\n *\n * @public\n * @korean 애니메이션우선순위\n */\nexport enum AnimationPriority {\n IDLE = 0,\n WALK = 1,\n RUN = 2,\n STANCE_CHANGE = 3,\n DEFEND = 4,\n ATTACK = 5, // STEP shares ATTACK priority (both non-interruptible)\n HIT = 6,\n KO = 7,\n FALL = 8,\n RECOVERY = 9,\n}\n\n// Step animations use ATTACK priority (5) - both are non-interruptible\nexport const STEP_PRIORITY = AnimationPriority.ATTACK;\n\n/**\n * Defensive animation types for guard break and defensive stance mechanics.\n *\n * **Korean Terminology**:\n * - block_success: 막기 (makgi) - Successful block, absorb impact\n * - parry_deflect: 받아넘기기 (badaneumgigi) - Parry deflection, redirect attack\n * - guard_break: 방어붕괴 (bangeo bunggoe) - Guard break, defensive stance destroyed\n * - guard_recovery: 방어복구 (bangeo bokgu) - Guard recovery, restore defensive posture\n *\n * @public\n * @korean 방어애니메이션타입\n */\nexport type DefensiveAnimationType =\n | \"block_success\"\n | \"parry_deflect\"\n | \"guard_break\"\n | \"guard_recovery\";\n\n/**\n * Animation configuration for a single animation state\n *\n * Frame counts based on game-design.md:\n * - Attack: 12 frames (200ms at 60fps)\n * - Block: 4 frames (67ms at 60fps)\n * - Walk: 6 frames\n *\n * Extended with defensive animation support:\n * - Block Success: 8 frames (133ms)\n * - Parry Deflect: 10 frames (167ms)\n * - Guard Break: 15 frames (250ms)\n * - Guard Recovery: 12 frames (200ms)\n *\n * @public\n * @korean 애니메이션설정\n */\nexport interface AnimationConfig {\n /**\n * Animation state identifier\n * @korean 상태\n */\n readonly state: AnimationState;\n\n /**\n * Total number of frames in animation\n * @korean 프레임수\n */\n readonly frames: number;\n\n /**\n * Target frames per second (typically 60)\n * @korean 초당프레임\n */\n readonly fps: number;\n\n /**\n * Whether animation loops continuously\n * @korean 반복여부\n */\n readonly loop: boolean;\n\n /**\n * Whether animation can be interrupted by higher priority animations\n * @korean 중단가능여부\n */\n readonly interruptible: boolean;\n\n /**\n * Animation priority for interrupt system\n * @korean 우선순위\n */\n readonly priority: AnimationPriority;\n\n /**\n * Duration in seconds (calculated from frames/fps)\n * @korean 지속시간\n */\n readonly duration: number;\n\n /**\n * Counter-attack window in seconds (for parry animations)\n * Creates an opportunity window for immediate counter-attacks after successful parry.\n * @korean 반격시간\n */\n readonly counterWindow?: number;\n\n /**\n * Vulnerability window duration in seconds (for guard break animations)\n * Extended vulnerability period where defender takes increased damage.\n * @korean 취약시간\n */\n readonly vulnerabilityDuration?: number;\n\n /**\n * Easing function for smooth animation transitions\n *\n * **Korean**: 이징 함수\n *\n * Specifies the easing curve for this animation's transitions.\n * Uses cubic bezier presets for natural Korean martial arts movement.\n *\n * @korean 이징함수\n */\n readonly easing?:\n | \"linear\"\n | \"ease-in\"\n | \"ease-out\"\n | \"ease-in-out\"\n | \"natural-motion\"\n | \"smooth-transition\"\n | \"quick-start\"\n | \"explosive-power\"\n | \"controlled-slow\";\n}\n\n/**\n * Mutable version of AnimationConfig for internal state machine use.\n * Allows dynamic frame/duration updates for technique-specific timing.\n *\n * @internal\n * @korean 가변애니메이션설정\n */\nexport type MutableAnimationConfig = {\n -readonly [K in keyof AnimationConfig]: AnimationConfig[K];\n};\n\n/**\n * Animation event callback types\n *\n * @public\n * @korean 애니메이션이벤트\n */\nexport interface AnimationEvents {\n /**\n * Called when animation starts\n * @korean 시작이벤트\n */\n readonly onAnimationStart?: (state: AnimationState) => void;\n\n /**\n * Called on specific frame numbers\n * @korean 프레임이벤트\n */\n readonly onFrame?: (frame: number, state: AnimationState) => void;\n\n /**\n * Called when animation completes\n * @korean 완료이벤트\n */\n readonly onAnimationComplete?: (state: AnimationState) => void;\n\n /**\n * Called when animation is interrupted\n * @korean 중단이벤트\n */\n readonly onAnimationInterrupted?: (\n fromState: AnimationState,\n toState: AnimationState,\n ) => void;\n}\n\n/**\n * Animation state machine state\n *\n * @public\n * @korean 애니메이션상태머신상태\n */\nexport interface AnimationMachineState {\n /**\n * Current animation state\n * @korean 현재상태\n */\n readonly currentState: AnimationState;\n\n /**\n * Current frame index (0 to frames-1)\n * @korean 현재프레임\n */\n readonly frameIndex: number;\n\n /**\n * Time accumulator for frame timing\n * @korean 시간누적\n */\n readonly timeAccumulator: number;\n\n /**\n * Whether animation is playing\n * @korean 재생중\n */\n readonly isPlaying: boolean;\n\n /**\n * Previous animation state\n * @korean 이전상태\n */\n readonly previousState: AnimationState | null;\n}\n\n/**\n * Animation transition rule\n *\n * @public\n * @korean 애니메이션전환규칙\n */\nexport interface TransitionRule {\n /**\n * Source animation state\n * @korean 시작상태\n */\n readonly from: AnimationState;\n\n /**\n * Target animation state\n * @korean 목표상태\n */\n readonly to: AnimationState;\n\n /**\n * Whether transition is allowed\n * @korean 허용여부\n */\n readonly allowed: boolean;\n\n /**\n * Optional condition function\n * @korean 조건함수\n */\n readonly condition?: () => boolean;\n}\n\n/**\n * Result of an animation update\n *\n * @public\n * @korean 애니메이션업데이트결과\n */\nexport interface AnimationUpdateResult {\n /**\n * Current animation state\n * @korean 현재상태\n */\n readonly state: AnimationState;\n\n /**\n * Current frame index\n * @korean 현재프레임\n */\n readonly frame: number;\n\n /**\n * Animation progress (0-1)\n * @korean 진행률\n */\n readonly progress: number;\n\n /**\n * Whether animation just completed this frame\n * @korean 완료여부\n */\n readonly justCompleted: boolean;\n\n /**\n * Whether animation just started this frame\n * @korean 시작여부\n */\n readonly justStarted: boolean;\n}\n\n/**\n * Step direction for tactical movement\n *\n * Eight directions for tactical stepping (전술적 발놀림):\n * - forward: 전진보법 (Jeonjin Bobeop) - Forward step\n * - back: 후퇴보법 (Hutoe Bobeop) - Retreat step\n * - left: 좌측면보법 (Jwacheuk Myeon Bobeop) - Left side step\n * - right: 우측면보법 (Ucheuk Myeon Bobeop) - Right side step\n * - forward_left: 전좌측보법 (Jeon Jwacheuk Bobeop) - Forward-left diagonal\n * - forward_right: 전우측보법 (Jeon Ucheuk Bobeop) - Forward-right diagonal\n * - back_left: 후좌측보법 (Hu Jwacheuk Bobeop) - Back-left diagonal\n * - back_right: 후우측보법 (Hu Ucheuk Bobeop) - Back-right diagonal\n *\n * Each step moves exactly 30cm (one foot width) for tactical repositioning\n * in Korean martial arts combat.\n *\n * @public\n * @korean 발걸음방향\n */\nexport type StepDirection =\n | \"forward\"\n | \"back\"\n | \"left\"\n | \"right\"\n | \"forward_left\"\n | \"forward_right\"\n | \"back_left\"\n | \"back_right\";\n\n/**\n * Step animation configuration\n *\n * Defines keyframes for tactical step movements with:\n * - Weight transfer from back foot to front foot\n * - Foot lift and placement\n * - Guard position maintenance\n * - 30cm distance movement\n * - 300ms duration (18 frames at 60fps)\n *\n * @public\n * @korean 발걸음애니메이션설정\n */\nexport interface StepConfig extends AnimationConfig {\n /**\n * Step direction\n * @korean 방향\n */\n readonly direction: StepDirection;\n\n /**\n * Distance moved in meters (always 0.3m = 30cm)\n * @korean 이동거리\n */\n readonly distance: number;\n\n /**\n * Whether guard position is maintained during step\n * @korean 방어자세유지\n */\n readonly maintainsGuard: boolean;\n\n /**\n * Stamina cost for this step\n * @korean 체력소모\n */\n readonly staminaCost: number;\n}\n\n/**\n * Step keyframe data for animation interpolation\n *\n * Defines weight distribution, foot positions, and body center of gravity\n * at specific frames during the step animation.\n *\n * @public\n * @korean 발걸음키프레임\n */\nexport interface StepKeyframe {\n /**\n * Frame number (0-17 for 18-frame step)\n * @korean 프레임번호\n */\n readonly frame: number;\n\n /**\n * Weight distribution (0 = fully on back foot, 1 = fully on front foot)\n * @korean 체중분배\n */\n readonly weight: number;\n\n /**\n * Front foot position offset from start (0-1, where 1 = full step distance)\n * @korean 앞발위치\n */\n readonly frontFootOffset: number;\n\n /**\n * Back foot position offset from start (0-1)\n * @korean 뒷발위치\n */\n readonly backFootOffset: number;\n\n /**\n * Vertical lift of front foot in meters\n * @korean 앞발들어올림\n */\n readonly frontFootLift: number;\n\n /**\n * Body center of gravity height offset\n * @korean 무게중심높이\n */\n readonly cogHeight: number;\n}\n\n/**\n * Fall direction types for knockdown animations\n *\n * Determines which fall animation to play based on attack direction,\n * balance loss, or consciousness failure.\n *\n * Korean terminology:\n * - forward: 전방낙법 (Jeonbang Nakbeop) - Forward falling technique\n * - backward: 후방낙법 (Hubang Nakbeop) - Backward falling technique\n * - side_left: 좌측낙법 (Jwacheuk Nakbeop) - Left side falling technique\n * - side_right: 우측낙법 (Ucheuk Nakbeop) - Right side falling technique\n *\n * @public\n * @korean 낙법유형\n */\nexport type FallType = \"forward\" | \"backward\" | \"side_left\" | \"side_right\";\n\n/**\n * Ground position states after falling\n *\n * Represents the character's position on the ground after a fall.\n * Each state has a looping breathing animation.\n *\n * Korean terminology:\n * - prone: 엎드림 (Eopdeurim) - Face down position\n * - supine: 누움 (Nuum) - Face up position\n * - side_left: 좌측와 (Jwacheuk Wa) - Left side position\n * - side_right: 우측와 (Ucheuk Wa) - Right side position\n *\n * @public\n * @korean 지면자세\n */\nexport type GroundState = \"prone\" | \"supine\" | \"side_left\" | \"side_right\";\n\n/**\n * Maps fall types to corresponding ground states\n *\n * @public\n * @korean 낙법지면맵\n */\nexport const FALL_TO_GROUND_MAP: Record<FallType, GroundState> = {\n forward: \"prone\",\n backward: \"supine\",\n side_left: \"side_left\",\n side_right: \"side_right\",\n};\n\n/**\n * Maps fall types to corresponding animation states\n *\n * @public\n * @korean 낙법애니메이션맵\n */\nexport const FALL_TYPE_TO_ANIMATION: Record<FallType, AnimationState> = {\n forward: AnimationState.FALL_FORWARD,\n backward: AnimationState.FALL_BACKWARD,\n side_left: AnimationState.FALL_SIDE_LEFT,\n side_right: AnimationState.FALL_SIDE_RIGHT,\n};\n\n/**\n * Maps ground states to corresponding animation states\n *\n * @public\n * @korean 지면애니메이션맵\n */\nexport const GROUND_STATE_TO_ANIMATION: Record<GroundState, AnimationState> = {\n prone: AnimationState.GROUND_PRONE,\n supine: AnimationState.GROUND_SUPINE,\n side_left: AnimationState.GROUND_SIDE_LEFT,\n side_right: AnimationState.GROUND_SIDE_RIGHT,\n};\n\n/**\n * Body facing direction system state\n *\n * Manages automatic character rotation to face opponent with:\n * - Smooth torso rotation (45°/sec, ±90° range)\n * - Independent head tracking (±45° range)\n * - 180° turn animations for repositioning\n * - Facing lock during attack/defend animations\n *\n * Korean terminology:\n * - 정면향하기 (Jeongmyeon Hyanghagi) - Face forward\n * - 몸회전 (Mom Hoejeon) - Body rotation\n * - 머리추적 (Meori Chujok) - Head tracking\n * - 180도회전 (180-do Hoejeon) - 180-degree turn\n *\n * @public\n * @korean 몸향하기상태\n */\nexport interface BodyFacing {\n /**\n * Current facing direction in degrees (0-360)\n * - 0° = facing right (+X axis)\n * - 90° = facing down (+Z axis)\n * - 180° = facing left (-X axis)\n * - 270° = facing up (-Z axis)\n *\n * @korean 현재각도\n */\n readonly currentAngle: number;\n\n /**\n * Desired facing direction in degrees (0-360)\n * Typically pointing toward opponent position\n *\n * @korean 목표각도\n */\n readonly targetAngle: number;\n\n /**\n * Rotation speed in degrees per second\n * Default: 45°/sec for smooth, realistic rotation\n *\n * @korean 회전속도\n */\n readonly rotationSpeed: number;\n\n /**\n * Head rotation offset relative to torso (-45° to +45°)\n * Head can track independently within limited range\n * - Positive = head turned right\n * - Negative = head turned left\n *\n * @korean 머리회전각도\n */\n readonly headAngleOffset: number;\n\n /**\n * Whether facing direction is locked\n * True during attack/defend animations to lock attack direction\n * False during idle/movement to allow dynamic tracking\n *\n * @korean 회전잠금\n */\n readonly isLocked: boolean;\n\n /**\n * Whether character is currently executing a 180° turn animation\n * Used to prevent movement and other actions during repositioning\n *\n * @korean 180도회전중\n */\n readonly isTurning: boolean;\n\n /**\n * Direction of current 180° turn ('left' or 'right')\n * Determines which turn animation to play\n *\n * @korean 회전방향\n */\n readonly turnDirection?: \"left\" | \"right\";\n\n /**\n * Timestamp when 180° turn animation started\n * Used to track turn animation progress (200ms duration)\n *\n * @korean 회전시작시간\n */\n readonly turnStartTime?: number;\n\n /**\n * Torso rotation relative to hips in radians\n * Range: ±π/2 (±90°) for anatomically correct movement\n * - Positive = torso rotated right relative to hips\n * - Negative = torso rotated left relative to hips\n *\n * @korean 허리회전 (Heorhwoejeon)\n */\n readonly torsoRotation?: number;\n\n /**\n * Hip/pelvis rotation in radians (lower body facing direction)\n * Base rotation for the lower body, torsoRotation is relative to this\n *\n * @korean 골반회전 (Golbanhwoejeon)\n */\n readonly hipRotation?: number;\n}\n\n/**\n * Torso rotation state for independent upper/lower body movement\n *\n * Manages realistic torso rotation allowing upper body to face opponent\n * while lower body moves in different direction (strafing).\n *\n * Korean terminology:\n * - 허리회전 (Heorhwoejeon) - Torso rotation\n * - 상체비틀기 (Sangchebiteulgi) - Upper body twist\n * - 골반고정 (Golbangojeong) - Hip stabilization\n *\n * @public\n * @korean 허리회전상태\n */\nexport interface TorsoRotationState {\n /**\n * Current torso Y-axis rotation in radians\n * Range: ±π/2 (±90°) relative to hip direction\n *\n * @korean 현재회전\n */\n readonly currentRotation: number;\n\n /**\n * Target rotation towards opponent in radians\n * Smoothly interpolated to currentRotation\n *\n * @korean 목표회전\n */\n readonly targetRotation: number;\n\n /**\n * Lower body (hip/pelvis) rotation in radians\n * Base rotation for movement direction\n *\n * @korean 골반회전\n */\n readonly hipRotation: number;\n\n /**\n * Interpolation speed in seconds\n * Default: 0.2 (200ms for smooth rotation)\n *\n * @korean 보간속도\n */\n readonly interpolationSpeed: number;\n}\n\n/**\n * Footwork pattern types for Korean martial arts (보법)\n *\n * Four specialized footwork patterns based on traditional Korean martial arts:\n * - circular: 원형보 (Wonhyeongbo) - Circular stepping while maintaining guard facing\n * - pivot: 축족회전 (Chukjok Hoejeon) - Pivot rotation on planted foot\n * - slide: 미끄럼보 (Mikkeureombo) - Sliding step with both feet moving together\n * - shuffle: 섞음보 (Seokkeumbo) - Quick shuffling micro-adjustment\n *\n * Each pattern serves distinct tactical purposes in combat:\n * - Circular: Lateral repositioning while keeping opponent in guard\n * - Pivot: Fast direction changes on planted foot\n * - Slide: Maintaining stable base while advancing/retreating\n * - Shuffle: Fine-tuning position without commitment\n *\n * @public\n * @korean 보법유형\n */\nexport type FootworkPattern = \"circular\" | \"pivot\" | \"slide\" | \"shuffle\";\n\n/**\n * Footwork direction for directional patterns\n *\n * @public\n * @korean 보법방향\n */\nexport type FootworkDirection = \"left\" | \"right\" | \"forward\" | \"back\";\n\n/**\n * Korean terminology for footwork patterns\n *\n * Maps each footwork pattern to its Korean martial arts terminology\n * with romanization and English translation.\n *\n * @public\n * @korean 보법한글용어\n */\nexport const FOOTWORK_KOREAN_TERMS: Record<\n FootworkPattern,\n { korean: string; romanized: string; english: string }\n> = {\n circular: {\n korean: \"원형보\",\n romanized: \"Wonhyeongbo\",\n english: \"Circular Step\",\n },\n pivot: {\n korean: \"축족회전\",\n romanized: \"Chukjok Hoejeon\",\n english: \"Pivot Rotation\",\n },\n slide: {\n korean: \"미끄럼보\",\n romanized: \"Mikkeureombo\",\n english: \"Sliding Step\",\n },\n shuffle: {\n korean: \"섞음보\",\n romanized: \"Seokkeumbo\",\n english: \"Shuffle Step\",\n },\n};\n\n/**\n * Recovery animation types for getting up from ground states\n *\n * Korean terminology:\n * - prone_standup: 엎드린 기상 (Eopdeurin Gisang) - Stand up from prone\n * - supine_standup: 누운 기상 (Nuun Gisang) - Stand up from supine\n * - roll: 회전기상 (Hoejeon Gisang) - Roll recovery\n * - defensive: 방어기상 (Bangeo Gisang) - Defensive getup\n *\n * @public\n * @korean 회복애니메이션유형\n */\nexport type RecoveryAnimationType =\n | \"prone_standup\"\n | \"supine_standup\"\n | \"roll_recovery\"\n | \"defensive_getup\";\n\n/**\n * Korean terminology for recovery animations\n *\n * Maps each recovery type to its Korean martial arts terminology\n * with romanization and English translation.\n *\n * @public\n * @korean 회복한글용어\n */\nexport const RECOVERY_KOREAN_TERMS: Record<\n RecoveryAnimationType,\n { korean: string; romanized: string; english: string }\n> = {\n prone_standup: {\n korean: \"엎드린 기상\",\n romanized: \"Eopdeurin Gisang\",\n english: \"Prone Stand-Up\",\n },\n supine_standup: {\n korean: \"누운 기상\",\n romanized: \"Nuun Gisang\",\n english: \"Supine Stand-Up\",\n },\n roll_recovery: {\n korean: \"회전기상\",\n romanized: \"Hoejeon Gisang\",\n english: \"Roll Recovery\",\n },\n defensive_getup: {\n korean: \"방어기상\",\n romanized: \"Bangeo Gisang\",\n english: \"Defensive Getup\",\n },\n};\n\n/**\n * Maps ground states to their default recovery animation\n *\n * @public\n * @korean 지면회복맵\n */\nexport const GROUND_STATE_TO_RECOVERY: Record<\n GroundState,\n RecoveryAnimationType\n> = {\n prone: \"prone_standup\",\n supine: \"supine_standup\",\n side_left: \"roll_recovery\", // Side positions use roll by default\n side_right: \"roll_recovery\",\n};\n\n/**\n * Maps recovery types to their animation states\n *\n * @public\n * @korean 회복애니메이션맵\n */\nexport const RECOVERY_TYPE_TO_ANIMATION: Record<\n RecoveryAnimationType,\n AnimationState\n> = {\n prone_standup: AnimationState.RECOVERY_PRONE_STANDUP,\n supine_standup: AnimationState.RECOVERY_SUPINE_STANDUP,\n roll_recovery: AnimationState.RECOVERY_ROLL,\n defensive_getup: AnimationState.RECOVERY_DEFENSIVE,\n};\n\n/**\n * Technique intensity levels for animation speed and impact\n *\n * **Korean**: 기술 강도 레벨\n *\n * Determines animation speed modifier and visual impact effects:\n * - light: Fast techniques (1.2x speed), lower damage\n * - medium: Normal techniques (1.0x speed), standard damage\n * - heavy: Powerful techniques (0.8x speed), high damage\n * - critical: Maximum power (0.6x speed), critical damage\n *\n * @public\n * @category Animation\n * @korean 기술강도\n */\nexport type TechniqueIntensity = \"light\" | \"medium\" | \"heavy\" | \"critical\";\n\n/**\n * Technique type categories for animation selection\n *\n * **Korean**: 기술 유형\n *\n * Core technique categories that determine base animation style:\n * - strike: Direct striking attacks (punches, palm strikes)\n * - joint: Joint manipulation and locks\n * - throw: Throwing and sweeping techniques\n * - pressure_point: Precise vital point strikes\n *\n * @public\n * @category Combat\n * @korean 기술타입\n */\nexport type TechniqueTypeCategory =\n | \"strike\"\n | \"joint\"\n | \"throw\"\n | \"pressure_point\";\n\n/**\n * Composite key for technique animation lookup\n *\n * **Korean**: 기술 애니메이션 키\n *\n * Combines stance, technique type, target body part, and intensity\n * to uniquely identify the appropriate animation to play.\n *\n * @example\n * ```typescript\n * const key: TechniqueAnimationKey = {\n * stance: TrigramStance.GEON,\n * techniqueType: 'strike',\n * bodyPart: BodyPart.HEAD,\n * intensity: 'heavy',\n * };\n * ```\n *\n * @public\n * @category Animation\n * @korean 기술애니메이션키\n */\nexport interface TechniqueAnimationKey {\n /** Trigram stance (8 stances) */\n readonly stance: string;\n /** Technique category */\n readonly techniqueType: TechniqueTypeCategory;\n /** Target body part */\n readonly bodyPart: string;\n /** Attack intensity level */\n readonly intensity: TechniqueIntensity;\n}\n\n/**\n * Complete technique animation configuration\n *\n * **Korean**: 기술 애니메이션 설정\n *\n * Defines all properties needed to execute a technique animation,\n * including timing, impact frame, Korean terminology, and priority.\n *\n * @example\n * ```typescript\n * const animation: TechniqueAnimation = {\n * animationState: AnimationState.ATTACK,\n * duration: 0.8,\n * impactFrame: 12,\n * recoveryFrames: 15,\n * priority: 8,\n * koreanName: '건괘 두부 강 타격',\n * englishName: 'Heaven Stance Head Strike',\n * };\n * ```\n *\n * @public\n * @category Animation\n * @korean 기술애니메이션\n */\nexport interface TechniqueAnimation {\n /** Animation state to play */\n readonly animationState: AnimationState;\n /** Duration in seconds */\n readonly duration: number;\n /** Frame number where hit lands (0-indexed) */\n readonly impactFrame: number;\n /** Number of recovery frames after impact */\n readonly recoveryFrames: number;\n /** Animation priority for interrupt system */\n readonly priority: AnimationPriority;\n /** Korean technique name */\n readonly koreanName: string;\n /** English technique name */\n readonly englishName: string;\n\n // ===== Advanced Joint Movement Properties (고급 관절 동작) =====\n\n /**\n * Torso rotation angle in radians relative to hips\n *\n * **Korean**: 허리회전 (Heorhwoejeon)\n *\n * Range: -π/2 to π/2 (-90° to 90°)\n * Used for independent upper/lower body movement\n *\n * @korean 허리회전각도\n */\n readonly torsoRotation?: number;\n\n /**\n * Hip rotation engagement factor (0-1)\n *\n * **Korean**: 골반회전 참여도 (Golbanhwoejeon Chamyeodo)\n *\n * - 0.0: No hip engagement (isolated technique)\n * - 0.3: Minimal hip involvement\n * - 0.6: Moderate hip rotation\n * - 1.0: Full hip engagement (maximum power)\n *\n * Contributes 10-30% damage bonus based on technique type\n *\n * @korean 골반회전도\n */\n readonly hipEngagement?: number;\n\n /**\n * Power modifier from hip rotation (calculated)\n *\n * **Korean**: 파워배율 (Pawo Baeyul)\n *\n * Multiplier applied to technique damage (1.0-1.3)\n * Calculated from hipEngagement and techniqueType\n *\n * @korean 파워배율\n */\n readonly powerModifier?: number;\n}\n\n/**\n * Validation result for technique animation mapping completeness\n *\n * **Korean**: 기술 애니메이션 매핑 검증 결과\n *\n * Reports coverage percentage and lists any missing mappings\n * that need to be filled in.\n *\n * @public\n * @category Animation\n * @korean 매핑검증결과\n */\nexport interface MappingValidationResult {\n /** Coverage percentage (0-100) */\n readonly coverage: number;\n /** Total combinations expected */\n readonly total: number;\n /** Number of mapped combinations */\n readonly mapped: number;\n /** List of missing combinations */\n readonly missing: readonly TechniqueAnimationKey[];\n}\n\n// ===== Backward Compatibility Helpers (하위 호환성 도우미) =====\n\n/**\n * Convert string to AnimationState enum (backward compatibility)\n *\n * **Korean**: 문자열을 애니메이션 상태로 변환\n *\n * Provides backward compatibility for code using string-based animation states.\n * Returns null if the string doesn't match any valid animation state.\n *\n * @param state - String representation of animation state\n * @returns AnimationState enum or null if invalid\n *\n * @example\n * ```typescript\n * const state = stringToAnimationState(\"idle\"); // AnimationState.IDLE\n * const invalid = stringToAnimationState(\"invalid\"); // null\n * ```\n *\n * @public\n * @korean 문자열을애니메이션상태로변환\n */\nexport function stringToAnimationState(state: string): AnimationState | null {\n const normalized = state.toLowerCase();\n\n // Check if the normalized string is a valid AnimationState enum value\n const values = Object.values(AnimationState) as string[];\n if (values.includes(normalized)) {\n return normalized as AnimationState;\n }\n\n return null;\n}\n\n/**\n * Check if a value is a valid AnimationState enum\n *\n * **Korean**: 유효한 애니메이션 상태인지 확인\n *\n * Type guard to validate that a value is a valid AnimationState enum value.\n *\n * @param value - Value to check\n * @returns True if value is a valid AnimationState\n *\n * @example\n * ```typescript\n * if (isValidAnimationState(someValue)) {\n * // TypeScript knows someValue is AnimationState here\n * machine.transitionTo(someValue);\n * }\n * ```\n *\n * @public\n * @korean 유효한애니메이션상태확인\n */\nexport function isValidAnimationState(value: unknown): value is AnimationState {\n if (typeof value !== \"string\") {\n return false;\n }\n\n const values = Object.values(AnimationState) as string[];\n return values.includes(value);\n}\n\n/**\n * Get all animation state enum values as an array\n *\n * **Korean**: 모든 애니메이션 상태 값 배열\n *\n * Returns an array of all valid AnimationState enum values.\n * Useful for iteration, validation, and testing.\n *\n * @returns Array of all AnimationState values\n *\n * @example\n * ```typescript\n * const allStates = getAllAnimationStates();\n * allStates.forEach(state => {\n * console.log(`State: ${state}`);\n * });\n * ```\n *\n * @public\n * @korean 모든애니메이션상태가져오기\n */\nexport function getAllAnimationStates(): AnimationState[] {\n return Object.values(AnimationState);\n}\n\n/**\n * Check if an animation state is a stance guard state\n *\n * **Korean**: 자세 방어 상태인지 확인\n *\n * Determines if the given animation state is one of the eight trigram\n * stance guard animations.\n *\n * @param state - Animation state to check\n * @returns True if state is a stance guard animation\n *\n * @example\n * ```typescript\n * if (isStanceGuardState(AnimationState.STANCE_GUARD_GEON)) {\n * // Handle stance guard logic\n * }\n * ```\n *\n * @public\n * @korean 자세방어상태확인\n */\nexport function isStanceGuardState(state: AnimationState): boolean {\n return state.startsWith(\"stance_guard_\");\n}\n\n/**\n * Check if an animation state is a step movement state\n *\n * **Korean**: 발걸음 이동 상태인지 확인\n *\n * Determines if the given animation state is one of the tactical step\n * movement animations.\n *\n * @param state - Animation state to check\n * @returns True if state is a step movement animation\n *\n * @example\n * ```typescript\n * if (isStepState(AnimationState.STEP_FORWARD)) {\n * // Handle step movement logic\n * }\n * ```\n *\n * @public\n * @korean 발걸음상태확인\n */\nexport function isStepState(state: AnimationState): boolean {\n return state.startsWith(\"step_\");\n}\n\n/**\n * Check if an animation state is a footwork pattern state\n *\n * **Korean**: 보법 패턴 상태인지 확인\n *\n * Determines if the given animation state is one of the specialized\n * Korean martial arts footwork patterns.\n *\n * @param state - Animation state to check\n * @returns True if state is a footwork pattern animation\n *\n * @example\n * ```typescript\n * if (isFootworkState(AnimationState.FOOTWORK_CIRCULAR_LEFT)) {\n * // Handle footwork pattern logic\n * }\n * ```\n *\n * @public\n * @korean 보법상태확인\n */\nexport function isFootworkState(state: AnimationState): boolean {\n return state.startsWith(\"footwork_\");\n}\n\n/**\n * Check if an animation state is a fall animation state\n *\n * **Korean**: 낙법 애니메이션 상태인지 확인\n *\n * Determines if the given animation state is one of the fall animations.\n *\n * @param state - Animation state to check\n * @returns True if state is a fall animation\n *\n * @example\n * ```typescript\n * if (isFallState(AnimationState.FALL_FORWARD)) {\n * // Handle fall animation logic\n * }\n * ```\n *\n * @public\n * @korean 낙법상태확인\n */\nexport function isFallState(state: AnimationState): boolean {\n return state.startsWith(\"fall_\");\n}\n\n/**\n * Check if an animation state is a ground position state\n *\n * **Korean**: 지면 자세 상태인지 확인\n *\n * Determines if the given animation state is one of the ground position\n * breathing loops.\n *\n * @param state - Animation state to check\n * @returns True if state is a ground position animation\n *\n * @example\n * ```typescript\n * if (isGroundState(AnimationState.GROUND_PRONE)) {\n * // Handle ground position logic\n * }\n * ```\n *\n * @public\n * @korean 지면상태확인\n */\nexport function isGroundState(state: AnimationState): boolean {\n return state.startsWith(\"ground_\");\n}\n\n/**\n * Check if an animation state is a recovery animation state\n *\n * **Korean**: 회복 애니메이션 상태인지 확인\n *\n * Determines if the given animation state is one of the recovery/getup\n * animations.\n *\n * @param state - Animation state to check\n * @returns True if state is a recovery animation\n *\n * @example\n * ```typescript\n * if (isRecoveryState(AnimationState.RECOVERY_ROLL)) {\n * // Handle recovery animation logic\n * }\n * ```\n *\n * @public\n * @korean 회복상태확인\n */\nexport function isRecoveryState(state: AnimationState): boolean {\n return state.startsWith(\"recovery_\");\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;AA2BA,IAAY,iBAAL,yBAAA,gBAAA;;;;;;AAQL,gBAAA,UAAO;;;;;;AAOP,gBAAA,UAAO;;;;;;AAOP,gBAAA,SAAM;;;;;;AASN,gBAAA,YAAS;;;;;;AAOT,gBAAA,YAAS;;;;;;AAOT,gBAAA,0BAAuB;;;;;;AAOvB,gBAAA,kBAAe;;;;;;AAOf,gBAAA,wBAAqB;;;;;;AAOrB,gBAAA,qBAAkB;;;;;;AAOlB,gBAAA,SAAM;;;;;;AAON,gBAAA,QAAK;;;;;;AASL,gBAAA,mBAAgB;;;;;;AAOhB,gBAAA,wBAAqB;;;;;;AASrB,gBAAA,uBAAoB;;;;;;AAOpB,gBAAA,sBAAmB;;;;;;AAOnB,gBAAA,qBAAkB;;;;;;AAOlB,gBAAA,sBAAmB;;;;;;AAOnB,gBAAA,sBAAmB;;;;;;AAOnB,gBAAA,sBAAmB;;;;;;AAOnB,gBAAA,sBAAmB;;;;;;AAOnB,gBAAA,sBAAmB;;;;;;AASnB,gBAAA,kBAAe;;;;;;AAOf,gBAAA,eAAY;;;;;;AAOZ,gBAAA,eAAY;;;;;;AAOZ,gBAAA,gBAAa;;;;;;AAOb,gBAAA,uBAAoB;;;;;;AAOpB,gBAAA,wBAAqB;;;;;;AAOrB,gBAAA,oBAAiB;;;;;;AAOjB,gBAAA,qBAAkB;;;;;;AASlB,gBAAA,4BAAyB;;;;;;AAOzB,gBAAA,6BAA0B;;;;;;AAO1B,gBAAA,yBAAsB;;;;;;AAOtB,gBAAA,0BAAuB;;;;;;AAOvB,gBAAA,4BAAyB;;;;;;AAOzB,gBAAA,yBAAsB;;;;;;AAOtB,gBAAA,yBAAsB;;;;;;AAOtB,gBAAA,0BAAuB;;;;;;AAOvB,gBAAA,sBAAmB;;;;;;AASnB,gBAAA,kBAAe;;;;;;AAOf,gBAAA,mBAAgB;;;;;;AAOhB,gBAAA,oBAAiB;;;;;;AAOjB,gBAAA,qBAAkB;;;;;;AASlB,gBAAA,kBAAe;;;;;;AAOf,gBAAA,mBAAgB;;;;;;AAOhB,gBAAA,sBAAmB;;;;;;AAOnB,gBAAA,uBAAoB;;;;;;AASpB,gBAAA,eAAY;;;;;;AAOZ,gBAAA,gBAAa;;;;;;AASb,gBAAA,4BAAyB;;;;;;AAOzB,gBAAA,6BAA0B;;;;;;AAO1B,gBAAA,mBAAgB;;;;;;AAOhB,gBAAA,wBAAqB;;;;;;;;;AAYrB,gBAAA,mBAAgB;;;;;;;;;;AAWhB,gBAAA,qBAAkB;;;;;;;;;;AAWlB,gBAAA,sBAAmB;;;;;;;;;;AAWnB,gBAAA,oBAAiB;;KAClB;;;;;;;;;;;;;;AAeD,IAAY,oBAAL,yBAAA,mBAAA;AACL,mBAAA,kBAAA,UAAO,KAAA;AACP,mBAAA,kBAAA,UAAO,KAAA;AACP,mBAAA,kBAAA,SAAM,KAAA;AACN,mBAAA,kBAAA,mBAAgB,KAAA;AAChB,mBAAA,kBAAA,YAAS,KAAA;AACT,mBAAA,kBAAA,YAAS,KAAA;AACT,mBAAA,kBAAA,SAAM,KAAA;AACN,mBAAA,kBAAA,QAAK,KAAA;AACL,mBAAA,kBAAA,UAAO,KAAA;AACP,mBAAA,kBAAA,cAAW,KAAA;;KACZ;AAGD,IAAa,gBAAgB,kBAAkB;;;;;;;AAya/C,IAAa,qBAAoD;CAC/D,SAAS;CACT,UAAU;CACV,WAAW;CACX,YAAY;CACb;;;;;;;AAQD,IAAa,yBAA2D;CACtE,SAAS,eAAe;CACxB,UAAU,eAAe;CACzB,WAAW,eAAe;CAC1B,YAAY,eAAe;CAC5B;AASQ,eAAe,cACd,eAAe,eACZ,eAAe,kBACd,eAAe;;;;;;;;;;AAoM7B,IAAa,wBAGT;CACF,UAAU;EACR,QAAQ;EACR,WAAW;EACX,SAAS;EACV;CACD,OAAO;EACL,QAAQ;EACR,WAAW;EACX,SAAS;EACV;CACD,OAAO;EACL,QAAQ;EACR,WAAW;EACX,SAAS;EACV;CACD,SAAS;EACP,QAAQ;EACR,WAAW;EACX,SAAS;EACV;CACF;;;;;;;AA6DD,IAAa,2BAGT;CACF,OAAO;CACP,QAAQ;CACR,WAAW;CACX,YAAY;CACb;;;;;;;AAQD,IAAa,6BAGT;CACF,eAAe,eAAe;CAC9B,gBAAgB,eAAe;CAC/B,eAAe,eAAe;CAC9B,iBAAiB,eAAe;CACjC;;;;;;;;;;;;;;;;;;;;;AA4WD,SAAgB,YAAY,OAAgC;AAC1D,QAAO,MAAM,WAAW,QAAQ;;;;;;;;;;;;;;;;;;;;;;;AAwBlC,SAAgB,cAAc,OAAgC;AAC5D,QAAO,MAAM,WAAW,UAAU"}