blacktrigram 0.7.23 → 0.7.25

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Files changed (33) hide show
  1. package/ARCHITECTURE.md +51 -47
  2. package/CRA-ASSESSMENT.md +13 -13
  3. package/DATA_MODEL.md +6 -2
  4. package/SECURITY_ARCHITECTURE.md +6 -6
  5. package/THREAT_MODEL.md +6 -6
  6. package/lib/audio/AudioManager.js +3 -2
  7. package/lib/audio/AudioManager.js.map +1 -1
  8. package/lib/audio/types.js.map +1 -1
  9. package/lib/components/screens/intro/IntroScreen3D.js +1 -1
  10. package/lib/components/shared/ui/SplashScreen.js +2 -2
  11. package/lib/systems/ai/AdaptiveDifficulty.js +2 -1
  12. package/lib/systems/ai/AdaptiveDifficulty.js.map +1 -1
  13. package/lib/systems/ai/types.js.map +1 -1
  14. package/lib/systems/animation/builders/MartialArtsConstants.js.map +1 -1
  15. package/lib/systems/animation/core/types.js.map +1 -1
  16. package/lib/systems/bodypart/types.js.map +1 -1
  17. package/lib/systems/breathing/BreathingDisruptionSystem.js.map +1 -1
  18. package/lib/systems/combat/BalanceSystem.js.map +1 -1
  19. package/lib/systems/combat/CombatStateSystem.js.map +1 -1
  20. package/lib/systems/combat/ConsciousnessSystem.js.map +1 -1
  21. package/lib/systems/combat/PainResponseSystem.js.map +1 -1
  22. package/lib/systems/effects.js.map +1 -1
  23. package/lib/systems/game.js.map +1 -1
  24. package/lib/systems/physics/SpeedModifierSystem.js.map +1 -1
  25. package/lib/types/AccessibilityTypes.js.map +1 -1
  26. package/lib/types/common.js.map +1 -1
  27. package/lib/types/facial.js.map +1 -1
  28. package/lib/types/hand-animation.js.map +1 -1
  29. package/lib/types/injury.js.map +1 -1
  30. package/lib/types/skeletal.js.map +1 -1
  31. package/lib/types/techniqueId.js.map +1 -1
  32. package/lib/utils/deviceDetection.js.map +1 -1
  33. package/package.json +8 -8
@@ -183,7 +183,7 @@ var SplashScreen = ({ onStart, width, height }) => {
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  }),
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  /* @__PURE__ */ jsxs("div", {
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  role: "contentinfo",
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- "aria-label": `Application version 0.7.23`,
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+ "aria-label": `Application version 0.7.25`,
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  style: {
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  position: "absolute",
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  bottom: "20px",
@@ -192,7 +192,7 @@ var SplashScreen = ({ onStart, width, height }) => {
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  fontSize: "10px",
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  zIndex: 1
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  },
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- children: ["v", "0.7.23"]
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+ children: ["v", "0.7.25"]
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  })
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  ]
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  });
@@ -278,7 +278,8 @@ var AdaptiveDifficulty = class {
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  */
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  importMetrics(data) {
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  try {
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- this.playerSkillMetrics = JSON.parse(data);
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+ const metrics = JSON.parse(data);
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+ this.playerSkillMetrics = metrics;
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  return true;
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  } catch {
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  return false;
@@ -1 +1 @@
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- {"version":3,"file":"AdaptiveDifficulty.js","names":[],"sources":["../../../src/systems/ai/AdaptiveDifficulty.ts"],"sourcesContent":["/**\n * Adaptive Difficulty System for Korean Martial Arts Combat\n * Tracks player skill metrics and adjusts AI difficulty dynamically\n */\n\nimport { AIPersonality } from \"./AIPersonality\";\n\n/**\n * Player skill metrics tracked for adaptive difficulty\n */\nexport interface PlayerSkillMetrics {\n averageAccuracy: number; // 0.0-1.0: Hit rate\n comboCount: number; // Total combos executed\n perfectBlocks: number; // Perfect timing blocks\n reactionTime: number; // Average reaction time in ms\n vitalPointHits: number; // Successful vital point strikes\n stanceTransitions: number; // Effective stance changes\n damageEfficiency: number; // 0.0-1.0: Damage dealt vs taken ratio\n matchesPlayed: number; // Total matches for scaling\n}\n\n/**\n * Difficulty tier levels (5 tiers for adaptive system)\n */\nexport enum DifficultyTier {\n BEGINNER = 1,\n NOVICE = 2,\n INTERMEDIATE = 3,\n ADVANCED = 4,\n EXPERT = 5,\n}\n\n/**\n * Difficulty parameters that control AI behavior\n * Applied dynamically based on player skill level\n * \n * @korean 난이도 매개변수 - 플레이어 실력에 따라 AI 행동 제어\n */\nexport interface DifficultyParameters {\n /** AI reaction time range in milliseconds */\n readonly reactionTimeMs: { readonly min: number; readonly max: number };\n /** Accuracy for vital point strikes (0.0-1.0) */\n readonly vitalPointAccuracy: number;\n /** Accuracy for basic attacks (0.0-1.0) */\n readonly basicAttackAccuracy: number;\n /** Block timing window in milliseconds (smaller = harder to block) */\n readonly blockTimingWindow: number;\n /** Decision quality affects technique selection optimality (0.0-1.0) */\n readonly decisionQuality: number;\n /** Aggression modifier multiplier (0.5-2.0) */\n readonly aggressionModifier: number;\n /** Chance to attempt combo sequences (0.0-1.0) */\n readonly comboChance: number;\n}\n\n/**\n * Difficulty parameter sets for each skill tier\n * Defines AI behavior characteristics at each difficulty level\n * \n * @korean 각 난이도 단계별 매개변수 설정\n */\nexport const DIFFICULTY_PARAMETERS: Record<DifficultyTier, DifficultyParameters> = {\n [DifficultyTier.BEGINNER]: {\n reactionTimeMs: { min: 800, max: 1200 },\n vitalPointAccuracy: 0.40,\n basicAttackAccuracy: 0.70,\n blockTimingWindow: 150,\n decisionQuality: 0.50,\n aggressionModifier: 0.7,\n comboChance: 0.20,\n },\n [DifficultyTier.NOVICE]: {\n reactionTimeMs: { min: 500, max: 800 },\n vitalPointAccuracy: 0.55,\n basicAttackAccuracy: 0.78,\n blockTimingWindow: 120,\n decisionQuality: 0.65,\n aggressionModifier: 0.9,\n comboChance: 0.35,\n },\n [DifficultyTier.INTERMEDIATE]: {\n reactionTimeMs: { min: 300, max: 500 },\n vitalPointAccuracy: 0.65,\n basicAttackAccuracy: 0.85,\n blockTimingWindow: 90,\n decisionQuality: 0.75,\n aggressionModifier: 1.1,\n comboChance: 0.50,\n },\n [DifficultyTier.ADVANCED]: {\n reactionTimeMs: { min: 150, max: 300 },\n vitalPointAccuracy: 0.75,\n basicAttackAccuracy: 0.90,\n blockTimingWindow: 70,\n decisionQuality: 0.85,\n aggressionModifier: 1.3,\n comboChance: 0.60,\n },\n [DifficultyTier.EXPERT]: {\n reactionTimeMs: { min: 50, max: 150 },\n vitalPointAccuracy: 0.85,\n basicAttackAccuracy: 0.95,\n blockTimingWindow: 50,\n decisionQuality: 0.95,\n aggressionModifier: 1.5,\n comboChance: 0.70,\n },\n};\n\n/**\n * Map skill score (0.0-1.0) to difficulty tier\n * Uses fixed thresholds for consistent tier assignment\n * \n * @korean 실력 점수를 난이도 단계로 변환\n * \n * @param score - Player skill score (0.0-1.0)\n * @returns Corresponding difficulty tier\n */\nexport function skillScoreToTier(score: number): DifficultyTier {\n if (score < 0.2) return DifficultyTier.BEGINNER;\n if (score < 0.4) return DifficultyTier.NOVICE;\n if (score < 0.6) return DifficultyTier.INTERMEDIATE;\n if (score < 0.8) return DifficultyTier.ADVANCED;\n return DifficultyTier.EXPERT;\n}\n\n/**\n * Linear interpolation helper\n * @param a - Start value\n * @param b - End value\n * @param t - Interpolation factor (0.0-1.0)\n * @returns Interpolated value\n */\nfunction lerp(a: number, b: number, t: number): number {\n return a + (b - a) * Math.max(0, Math.min(1, t));\n}\n\n/**\n * Interpolate between two difficulty parameter sets\n * Used for smooth difficulty transitions over time\n * \n * @korean 난이도 매개변수 간 부드러운 전환\n * \n * @param from - Starting difficulty parameters\n * @param to - Target difficulty parameters\n * @param progress - Interpolation progress (0.0-1.0)\n * @returns Interpolated difficulty parameters\n */\nexport function interpolateDifficultyParameters(\n from: DifficultyParameters,\n to: DifficultyParameters,\n progress: number\n): DifficultyParameters {\n const t = Math.max(0, Math.min(1, progress));\n \n return {\n reactionTimeMs: {\n min: lerp(from.reactionTimeMs.min, to.reactionTimeMs.min, t),\n max: lerp(from.reactionTimeMs.max, to.reactionTimeMs.max, t),\n },\n vitalPointAccuracy: lerp(from.vitalPointAccuracy, to.vitalPointAccuracy, t),\n basicAttackAccuracy: lerp(from.basicAttackAccuracy, to.basicAttackAccuracy, t),\n blockTimingWindow: lerp(from.blockTimingWindow, to.blockTimingWindow, t),\n decisionQuality: lerp(from.decisionQuality, to.decisionQuality, t),\n aggressionModifier: lerp(from.aggressionModifier, to.aggressionModifier, t),\n comboChance: lerp(from.comboChance, to.comboChance, t),\n };\n}\n\n/**\n * Adaptive Difficulty System\n */\nexport class AdaptiveDifficulty {\n private playerSkillMetrics: PlayerSkillMetrics;\n private readonly skillDecay = 0.95; // Gradual skill decay between matches\n private readonly learningRate = 0.1; // How quickly to adapt\n\n constructor() {\n this.playerSkillMetrics = {\n averageAccuracy: 0.5,\n comboCount: 0,\n perfectBlocks: 0,\n reactionTime: 800,\n vitalPointHits: 0,\n stanceTransitions: 0,\n damageEfficiency: 0.5,\n matchesPlayed: 0,\n };\n }\n\n /**\n * Update player skill metrics based on match performance\n */\n updateSkillMetrics(matchData: {\n hitsLanded: number;\n totalAttacks: number;\n combosExecuted: number;\n perfectBlockCount: number;\n avgReactionTimeMs: number;\n vitalPointsHit: number;\n effectiveStanceChanges: number;\n damageDealt: number;\n damageTaken: number;\n }): void {\n const { metrics } = this;\n\n // Update accuracy with learning rate\n const matchAccuracy =\n matchData.totalAttacks > 0\n ? matchData.hitsLanded / matchData.totalAttacks\n : 0.5;\n metrics.averageAccuracy =\n metrics.averageAccuracy * (1 - this.learningRate) +\n matchAccuracy * this.learningRate;\n\n // Update combo count\n metrics.comboCount += matchData.combosExecuted;\n\n // Update perfect blocks\n metrics.perfectBlocks += matchData.perfectBlockCount;\n\n // Update reaction time\n if (matchData.avgReactionTimeMs > 0) {\n metrics.reactionTime =\n metrics.reactionTime * (1 - this.learningRate) +\n matchData.avgReactionTimeMs * this.learningRate;\n }\n\n // Update vital point hits\n metrics.vitalPointHits += matchData.vitalPointsHit;\n\n // Update stance transitions\n metrics.stanceTransitions += matchData.effectiveStanceChanges;\n\n // Update damage efficiency\n const matchEfficiency =\n matchData.damageTaken > 0\n ? Math.min(1, matchData.damageDealt / matchData.damageTaken)\n : matchData.damageDealt > 0\n ? 1.0 // Perfect defense with damage dealt\n : 0.5; // No damage on either side\n metrics.damageEfficiency =\n metrics.damageEfficiency * (1 - this.learningRate) +\n matchEfficiency * this.learningRate;\n\n // Increment matches played\n metrics.matchesPlayed += 1;\n\n // Apply skill decay to prevent over-adjustment\n this.applySkillDecay();\n }\n\n /**\n * Apply gradual skill decay to prevent over-adjustment\n */\n private applySkillDecay(): void {\n const { metrics } = this;\n metrics.averageAccuracy =\n metrics.averageAccuracy * this.skillDecay +\n 0.5 * (1 - this.skillDecay);\n metrics.damageEfficiency =\n metrics.damageEfficiency * this.skillDecay +\n 0.5 * (1 - this.skillDecay);\n }\n\n /**\n * Calculate overall player skill level (0.0 - 1.0)\n */\n calculatePlayerSkill(): number {\n const { metrics } = this;\n\n // Weight different skill components\n const accuracyScore = metrics.averageAccuracy * 0.3;\n const comboScore = Math.min(1, metrics.comboCount / 20) * 0.2;\n const blockScore = Math.min(1, metrics.perfectBlocks / 10) * 0.2;\n const reactionScore = Math.max(0, 1 - metrics.reactionTime / 1000) * 0.15;\n const vitalScore = Math.min(1, metrics.vitalPointHits / 15) * 0.15;\n\n return accuracyScore + comboScore + blockScore + reactionScore + vitalScore;\n }\n\n /**\n * Get current difficulty tier based on skill level\n */\n getDifficultyTier(): DifficultyTier {\n const skillLevel = this.calculatePlayerSkill();\n return skillScoreToTier(skillLevel);\n }\n\n /**\n * Get difficulty parameters for current skill tier\n * Returns the appropriate DifficultyParameters based on player skill\n * \n * @korean 현재 실력 단계에 맞는 난이도 매개변수 반환\n */\n getDifficultyParameters(): DifficultyParameters {\n const tier = this.getDifficultyTier();\n return DIFFICULTY_PARAMETERS[tier];\n }\n\n /**\n * Adjust AI personality based on player skill\n */\n adjustAIPersonality(personality: AIPersonality): AIPersonality {\n const skillLevel = this.calculatePlayerSkill();\n const tier = this.getDifficultyTier();\n\n // Scale factors based on difficulty tier\n const aggressionScale = 1 + tier * 0.1; // +10% per tier\n const feintScale = 1 + tier * 0.15; // +15% per tier\n const comboScale = 1 + tier * 0.12; // +12% per tier\n const stanceScale = 1 + tier * 0.08; // +8% per tier\n\n return {\n ...personality,\n aggressionLevel: Math.min(\n 0.95,\n personality.aggressionLevel * aggressionScale\n ),\n feintChance: Math.min(0.6, personality.feintChance * feintScale),\n comboTendency: Math.min(0.85, personality.comboTendency * comboScale),\n stanceSwitchFrequency: Math.min(\n 0.9,\n personality.stanceSwitchFrequency * stanceScale\n ),\n // Adjust retreat threshold - better players face more aggressive AI\n tacticalRetreatThreshold: Math.max(\n 0.1,\n personality.tacticalRetreatThreshold * (1 - skillLevel * 0.3)\n ),\n };\n }\n\n /**\n * Get skill metrics\n */\n getMetrics(): Readonly<PlayerSkillMetrics> {\n return { ...this.playerSkillMetrics };\n }\n\n /**\n * Reset skill metrics\n */\n reset(): void {\n this.playerSkillMetrics = {\n averageAccuracy: 0.5,\n comboCount: 0,\n perfectBlocks: 0,\n reactionTime: 800,\n vitalPointHits: 0,\n stanceTransitions: 0,\n damageEfficiency: 0.5,\n matchesPlayed: 0,\n };\n }\n\n /**\n * Get difficulty adjustment recommendation\n */\n getDifficultyRecommendation(): {\n tier: DifficultyTier;\n tierName: string;\n skillLevel: number;\n shouldIncrease: boolean;\n message: string;\n } {\n const skillLevel = this.calculatePlayerSkill();\n const tier = this.getDifficultyTier();\n const shouldIncrease = skillLevel > 0.7 && tier < DifficultyTier.EXPERT;\n\n const tierNames: Record<DifficultyTier, string> = {\n [DifficultyTier.BEGINNER]: \"Beginner (초보)\",\n [DifficultyTier.NOVICE]: \"Novice (입문)\",\n [DifficultyTier.INTERMEDIATE]: \"Intermediate (중급)\",\n [DifficultyTier.ADVANCED]: \"Advanced (고급)\",\n [DifficultyTier.EXPERT]: \"Expert (전문)\",\n };\n\n let message: string;\n if (shouldIncrease) {\n message = \"Player shows mastery - 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+ {"version":3,"file":"AdaptiveDifficulty.js","names":[],"sources":["../../../src/systems/ai/AdaptiveDifficulty.ts"],"sourcesContent":["/**\n * Adaptive Difficulty System for Korean Martial Arts Combat\n * Tracks player skill metrics and adjusts AI difficulty dynamically\n */\n\nimport { AIPersonality } from \"./AIPersonality\";\n\n/**\n * Player skill metrics tracked for adaptive difficulty\n */\nexport interface PlayerSkillMetrics {\n averageAccuracy: number; // 0.0-1.0: Hit rate\n comboCount: number; // Total combos executed\n perfectBlocks: number; // Perfect timing blocks\n reactionTime: number; // Average reaction time in ms\n vitalPointHits: number; // Successful vital point strikes\n stanceTransitions: number; // Effective stance changes\n damageEfficiency: number; // 0.0-1.0: Damage dealt vs taken ratio\n matchesPlayed: number; // Total matches for scaling\n}\n\n/**\n * Difficulty tier levels (5 tiers for adaptive system)\n */\nexport enum DifficultyTier {\n BEGINNER = 1,\n NOVICE = 2,\n INTERMEDIATE = 3,\n ADVANCED = 4,\n EXPERT = 5,\n}\n\n/**\n * Difficulty parameters that control AI behavior\n * Applied dynamically based on player skill level\n * \n * @korean 난이도 매개변수 - 플레이어 실력에 따라 AI 행동 제어\n */\nexport interface DifficultyParameters {\n /** AI reaction time range in milliseconds */\n readonly reactionTimeMs: { readonly min: number; readonly max: number };\n /** Accuracy for vital point strikes (0.0-1.0) */\n readonly vitalPointAccuracy: number;\n /** Accuracy for basic attacks (0.0-1.0) */\n readonly basicAttackAccuracy: number;\n /** Block timing window in milliseconds (smaller = harder to block) */\n readonly blockTimingWindow: number;\n /** Decision quality affects technique selection optimality (0.0-1.0) */\n readonly decisionQuality: number;\n /** Aggression modifier multiplier (0.5-2.0) */\n readonly aggressionModifier: number;\n /** Chance to attempt combo sequences (0.0-1.0) */\n readonly comboChance: number;\n}\n\n/**\n * Difficulty parameter sets for each skill tier\n * Defines AI behavior characteristics at each difficulty level\n * \n * @korean 각 난이도 단계별 매개변수 설정\n */\nexport const DIFFICULTY_PARAMETERS: Record<DifficultyTier, DifficultyParameters> = {\n [DifficultyTier.BEGINNER]: {\n reactionTimeMs: { min: 800, max: 1200 },\n vitalPointAccuracy: 0.40,\n basicAttackAccuracy: 0.70,\n blockTimingWindow: 150,\n decisionQuality: 0.50,\n aggressionModifier: 0.7,\n comboChance: 0.20,\n },\n [DifficultyTier.NOVICE]: {\n reactionTimeMs: { min: 500, max: 800 },\n vitalPointAccuracy: 0.55,\n basicAttackAccuracy: 0.78,\n blockTimingWindow: 120,\n decisionQuality: 0.65,\n aggressionModifier: 0.9,\n comboChance: 0.35,\n },\n [DifficultyTier.INTERMEDIATE]: {\n reactionTimeMs: { min: 300, max: 500 },\n vitalPointAccuracy: 0.65,\n basicAttackAccuracy: 0.85,\n blockTimingWindow: 90,\n decisionQuality: 0.75,\n aggressionModifier: 1.1,\n comboChance: 0.50,\n },\n [DifficultyTier.ADVANCED]: {\n reactionTimeMs: { min: 150, max: 300 },\n vitalPointAccuracy: 0.75,\n basicAttackAccuracy: 0.90,\n blockTimingWindow: 70,\n decisionQuality: 0.85,\n aggressionModifier: 1.3,\n comboChance: 0.60,\n },\n [DifficultyTier.EXPERT]: {\n reactionTimeMs: { min: 50, max: 150 },\n vitalPointAccuracy: 0.85,\n basicAttackAccuracy: 0.95,\n blockTimingWindow: 50,\n decisionQuality: 0.95,\n aggressionModifier: 1.5,\n comboChance: 0.70,\n },\n};\n\n/**\n * Map skill score (0.0-1.0) to difficulty tier\n * Uses fixed thresholds for consistent tier assignment\n * \n * @korean 실력 점수를 난이도 단계로 변환\n * \n * @param score - Player skill score (0.0-1.0)\n * @returns Corresponding difficulty tier\n */\nexport function skillScoreToTier(score: number): DifficultyTier {\n if (score < 0.2) return DifficultyTier.BEGINNER;\n if (score < 0.4) return DifficultyTier.NOVICE;\n if (score < 0.6) return DifficultyTier.INTERMEDIATE;\n if (score < 0.8) return DifficultyTier.ADVANCED;\n return DifficultyTier.EXPERT;\n}\n\n/**\n * Linear interpolation helper\n * @param a - Start value\n * @param b - End value\n * @param t - Interpolation factor (0.0-1.0)\n * @returns Interpolated value\n */\nfunction lerp(a: number, b: number, t: number): number {\n return a + (b - a) * Math.max(0, Math.min(1, t));\n}\n\n/**\n * Interpolate between two difficulty parameter sets\n * Used for smooth difficulty transitions over time\n * \n * @korean 난이도 매개변수 간 부드러운 전환\n * \n * @param from - Starting difficulty parameters\n * @param to - Target difficulty parameters\n * @param progress - Interpolation progress (0.0-1.0)\n * @returns Interpolated difficulty parameters\n */\nexport function interpolateDifficultyParameters(\n from: DifficultyParameters,\n to: DifficultyParameters,\n progress: number\n): DifficultyParameters {\n const t = Math.max(0, Math.min(1, progress));\n \n return {\n reactionTimeMs: {\n min: lerp(from.reactionTimeMs.min, to.reactionTimeMs.min, t),\n max: lerp(from.reactionTimeMs.max, to.reactionTimeMs.max, t),\n },\n vitalPointAccuracy: lerp(from.vitalPointAccuracy, to.vitalPointAccuracy, t),\n basicAttackAccuracy: lerp(from.basicAttackAccuracy, to.basicAttackAccuracy, t),\n blockTimingWindow: lerp(from.blockTimingWindow, to.blockTimingWindow, t),\n decisionQuality: lerp(from.decisionQuality, to.decisionQuality, t),\n aggressionModifier: lerp(from.aggressionModifier, to.aggressionModifier, t),\n comboChance: lerp(from.comboChance, to.comboChance, t),\n };\n}\n\n/**\n * Adaptive Difficulty System\n */\nexport class AdaptiveDifficulty {\n private playerSkillMetrics: PlayerSkillMetrics;\n private readonly skillDecay = 0.95; // Gradual skill decay between matches\n private readonly learningRate = 0.1; // How quickly to adapt\n\n constructor() {\n this.playerSkillMetrics = {\n averageAccuracy: 0.5,\n comboCount: 0,\n perfectBlocks: 0,\n reactionTime: 800,\n vitalPointHits: 0,\n stanceTransitions: 0,\n damageEfficiency: 0.5,\n matchesPlayed: 0,\n };\n }\n\n /**\n * Update player skill metrics based on match performance\n */\n updateSkillMetrics(matchData: {\n hitsLanded: number;\n totalAttacks: number;\n combosExecuted: number;\n perfectBlockCount: number;\n avgReactionTimeMs: number;\n vitalPointsHit: number;\n effectiveStanceChanges: number;\n damageDealt: number;\n damageTaken: number;\n }): void {\n const { metrics } = this;\n\n // Update accuracy with learning rate\n const matchAccuracy =\n matchData.totalAttacks > 0\n ? matchData.hitsLanded / matchData.totalAttacks\n : 0.5;\n metrics.averageAccuracy =\n metrics.averageAccuracy * (1 - this.learningRate) +\n matchAccuracy * this.learningRate;\n\n // Update combo count\n metrics.comboCount += matchData.combosExecuted;\n\n // Update perfect blocks\n metrics.perfectBlocks += matchData.perfectBlockCount;\n\n // Update reaction time\n if (matchData.avgReactionTimeMs > 0) {\n metrics.reactionTime =\n metrics.reactionTime * (1 - this.learningRate) +\n matchData.avgReactionTimeMs * this.learningRate;\n }\n\n // Update vital point hits\n metrics.vitalPointHits += matchData.vitalPointsHit;\n\n // Update stance transitions\n metrics.stanceTransitions += matchData.effectiveStanceChanges;\n\n // Update damage efficiency\n const matchEfficiency =\n matchData.damageTaken > 0\n ? Math.min(1, matchData.damageDealt / matchData.damageTaken)\n : matchData.damageDealt > 0\n ? 1.0 // Perfect defense with damage dealt\n : 0.5; // No damage on either side\n metrics.damageEfficiency =\n metrics.damageEfficiency * (1 - this.learningRate) +\n matchEfficiency * this.learningRate;\n\n // Increment matches played\n metrics.matchesPlayed += 1;\n\n // Apply skill decay to prevent over-adjustment\n this.applySkillDecay();\n }\n\n /**\n * Apply gradual skill decay to prevent over-adjustment\n */\n private applySkillDecay(): void {\n const { metrics } = this;\n metrics.averageAccuracy =\n metrics.averageAccuracy * this.skillDecay +\n 0.5 * (1 - this.skillDecay);\n metrics.damageEfficiency =\n metrics.damageEfficiency * this.skillDecay +\n 0.5 * (1 - this.skillDecay);\n }\n\n /**\n * Calculate overall player skill level (0.0 - 1.0)\n */\n calculatePlayerSkill(): number {\n const { metrics } = this;\n\n // Weight different skill components\n const accuracyScore = metrics.averageAccuracy * 0.3;\n const comboScore = Math.min(1, metrics.comboCount / 20) * 0.2;\n const blockScore = Math.min(1, metrics.perfectBlocks / 10) * 0.2;\n const reactionScore = Math.max(0, 1 - metrics.reactionTime / 1000) * 0.15;\n const vitalScore = Math.min(1, metrics.vitalPointHits / 15) * 0.15;\n\n return accuracyScore + comboScore + blockScore + reactionScore + vitalScore;\n }\n\n /**\n * Get current difficulty tier based on skill level\n */\n getDifficultyTier(): DifficultyTier {\n const skillLevel = this.calculatePlayerSkill();\n return skillScoreToTier(skillLevel);\n }\n\n /**\n * Get difficulty parameters for current skill tier\n * Returns the appropriate DifficultyParameters based on player skill\n * \n * @korean 현재 실력 단계에 맞는 난이도 매개변수 반환\n */\n getDifficultyParameters(): DifficultyParameters {\n const tier = this.getDifficultyTier();\n return DIFFICULTY_PARAMETERS[tier];\n }\n\n /**\n * Adjust AI personality based on player skill\n */\n adjustAIPersonality(personality: AIPersonality): AIPersonality {\n const skillLevel = this.calculatePlayerSkill();\n const tier = this.getDifficultyTier();\n\n // Scale factors based on difficulty tier\n const aggressionScale = 1 + tier * 0.1; // +10% per tier\n const feintScale = 1 + tier * 0.15; // +15% per tier\n const comboScale = 1 + tier * 0.12; // +12% per tier\n const stanceScale = 1 + tier * 0.08; // +8% per tier\n\n return {\n ...personality,\n aggressionLevel: Math.min(\n 0.95,\n personality.aggressionLevel * aggressionScale\n ),\n feintChance: Math.min(0.6, personality.feintChance * feintScale),\n comboTendency: Math.min(0.85, personality.comboTendency * comboScale),\n stanceSwitchFrequency: Math.min(\n 0.9,\n personality.stanceSwitchFrequency * stanceScale\n ),\n // Adjust retreat threshold - better players face more aggressive AI\n tacticalRetreatThreshold: Math.max(\n 0.1,\n personality.tacticalRetreatThreshold * (1 - skillLevel * 0.3)\n ),\n };\n }\n\n /**\n * Get skill metrics\n */\n getMetrics(): Readonly<PlayerSkillMetrics> {\n return { ...this.playerSkillMetrics };\n }\n\n /**\n * Reset skill metrics\n */\n reset(): void {\n this.playerSkillMetrics = {\n averageAccuracy: 0.5,\n comboCount: 0,\n perfectBlocks: 0,\n reactionTime: 800,\n vitalPointHits: 0,\n stanceTransitions: 0,\n damageEfficiency: 0.5,\n matchesPlayed: 0,\n };\n }\n\n /**\n * Get difficulty adjustment recommendation\n */\n getDifficultyRecommendation(): {\n tier: DifficultyTier;\n tierName: string;\n skillLevel: number;\n shouldIncrease: boolean;\n message: string;\n } {\n const skillLevel = this.calculatePlayerSkill();\n const tier = this.getDifficultyTier();\n const shouldIncrease = skillLevel > 0.7 && tier < DifficultyTier.EXPERT;\n\n const tierNames: Record<DifficultyTier, string> = {\n [DifficultyTier.BEGINNER]: \"Beginner (초보)\",\n [DifficultyTier.NOVICE]: \"Novice (입문)\",\n [DifficultyTier.INTERMEDIATE]: \"Intermediate (중급)\",\n [DifficultyTier.ADVANCED]: \"Advanced (고급)\",\n [DifficultyTier.EXPERT]: \"Expert (전문)\",\n };\n\n let message: string;\n if (shouldIncrease) {\n message = \"Player shows mastery - 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1
- {"version":3,"file":"types.js","names":[],"sources":["../../../src/systems/ai/types.ts"],"sourcesContent":["/**\n * AI Combat System Type Definitions\n *\n * Core types for AI decision-making and combat behavior.\n * Separated to avoid circular dependencies between modules.\n *\n * @module systems/ai/types\n * @category AI Combat\n * @korean AI 전투 시스템 타입 정의\n */\n\nimport { Position, TrigramStance } from \"@/types\";\nimport { BalanceState } from \"@/types/player-visual\";\nimport type { CounterOpportunity } from \"@/types/physics\";\n\n/**\n * AI action types\n *\n * @korean AI 행동 유형\n */\nexport enum AIActionType {\n ATTACK = \"attack\",\n TECHNIQUE = \"technique\",\n DEFEND = \"defend\",\n COUNTER = \"counter\",\n RETREAT = \"retreat\",\n APPROACH = \"approach\",\n CIRCLE = \"circle\",\n STANCE_CHANGE = \"stance_change\",\n FEINT = \"feint\",\n WAIT = \"wait\",\n COMBO = \"combo\",\n}\n\n/**\n * AI decision result\n *\n * @korean AI 결정 결과\n */\nexport interface AIDecision {\n readonly action: AIActionType;\n readonly targetPosition?: Position;\n readonly targetStance?: TrigramStance;\n readonly targetVitalPoint?: string; // ID of vital point to target\n readonly priority: number; // 0-10: Decision confidence\n readonly reason: string; // For debugging/analysis\n}\n\n/**\n * Vulnerability assessment context for exploitation tactics\n *\n * Comprehensive analysis of opponent's defenseless states:\n * - **isHelpless**: Balance === HELPLESS (90% takedown priority)\n * - **isVulnerable**: Balance === VULNERABLE or HELPLESS (70% aggressive attack priority)\n * - **isShaken**: Balance === SHAKEN, VULNERABLE, or HELPLESS (50% pressure tactics priority)\n * - **hasLowStamina**: Stamina < 20% (60% exploitation priority)\n * - **hasNoKi**: Ki < 10% (50% technique spam priority)\n * - **overallVulnerability**: Composite vulnerability score (0.0-1.0)\n *\n * @korean 취약성 평가 컨텍스트\n */\nexport interface VulnerabilityContext {\n readonly isHelpless: boolean; // balance === HELPLESS\n readonly isVulnerable: boolean; // balance === VULNERABLE or HELPLESS\n readonly isShaken: boolean; // balance === SHAKEN, VULNERABLE, or HELPLESS\n readonly hasLowStamina: boolean; // stamina < 20%\n readonly hasNoKi: boolean; // ki < 10%\n readonly overallVulnerability: number; // 0.0-1.0 composite score\n}\n\n/**\n * Combat context for decision making\n *\n * @korean 전투 컨텍스트\n */\nexport interface CombatContext {\n readonly playerPosition: Position;\n readonly opponentPosition: Position;\n readonly playerHealth: number;\n readonly playerMaxHealth: number;\n readonly playerKi: number;\n readonly playerMaxKi: number;\n readonly playerStamina: number;\n readonly playerMaxStamina: number;\n readonly opponentHealth: number;\n readonly opponentMaxHealth?: number; // Opponent max health (if undefined, assumes symmetric with playerMaxHealth)\n readonly opponentStance: TrigramStance;\n readonly playerStance: TrigramStance;\n readonly distanceToOpponent: number;\n readonly timeInMatch: number;\n readonly isOpponentAttacking: boolean;\n readonly recentDamageTaken: number;\n readonly opponentBalance?: BalanceState; // Balance state: \"READY\" | \"SHAKEN\" | \"VULNERABLE\" | \"HELPLESS\"\n readonly opponentStamina?: number; // Opponent stamina for exploitation\n readonly opponentMaxStamina?: number; // Opponent max stamina\n readonly opponentKi?: number; // Opponent ki for exploitation\n readonly opponentMaxKi?: number; // Opponent max ki\n readonly stanceFatigue?: {\n readonly timeInStance: number; // Milliseconds in current stance\n };\n readonly arenaBounds: {\n readonly x: number;\n readonly y: number;\n readonly width: number;\n readonly height: number;\n readonly worldWidthMeters: number; // Arena width in meters for physics calculations\n readonly worldDepthMeters: number; // Arena depth in meters for physics calculations\n };\n /**\n * Detected counter-attack opportunity from opponent's limb exposure.\n * Includes exposed limb, timing window, vulnerability multiplier, and recommended counters.\n * **Korean**: 반격 기회 (Counter Opportunity)\n */\n readonly counterOpportunity?: CounterOpportunity;\n}\n"],"mappings":";;;;;;AAoBA,IAAY,eAAL,yBAAA,cAAA;AACL,cAAA,YAAA;AACA,cAAA,eAAA;AACA,cAAA,YAAA;AACA,cAAA,aAAA;AACA,cAAA,aAAA;AACA,cAAA,cAAA;AACA,cAAA,YAAA;AACA,cAAA,mBAAA;AACA,cAAA,WAAA;AACA,cAAA,UAAA;AACA,cAAA,WAAA;;KACD"}
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+ {"version":3,"file":"types.js","names":[],"sources":["../../../src/systems/ai/types.ts"],"sourcesContent":["/**\n * AI Combat System Type Definitions\n *\n * Core types for AI decision-making and combat behavior.\n * Separated to avoid circular dependencies between modules.\n *\n * @module systems/ai/types\n * @category AI Combat\n * @korean AI 전투 시스템 타입 정의\n */\n\nimport { Position, TrigramStance } from \"@/types\";\nimport { BalanceState } from \"@/types/player-visual\";\nimport type { CounterOpportunity } from \"@/types/physics\";\n\n/**\n * AI action types\n *\n * @korean AI 행동 유형\n */\nexport enum AIActionType {\n ATTACK = \"attack\",\n TECHNIQUE = \"technique\",\n DEFEND = \"defend\",\n COUNTER = \"counter\",\n RETREAT = \"retreat\",\n APPROACH = \"approach\",\n CIRCLE = \"circle\",\n STANCE_CHANGE = \"stance_change\",\n FEINT = \"feint\",\n WAIT = \"wait\",\n COMBO = \"combo\",\n}\n\n/**\n * AI decision result\n *\n * @korean AI 결정 결과\n */\nexport interface AIDecision {\n readonly action: AIActionType;\n readonly targetPosition?: Position;\n readonly targetStance?: TrigramStance;\n readonly targetVitalPoint?: string; // ID of vital point to target\n readonly priority: number; // 0-10: Decision confidence\n readonly reason: string; // For debugging/analysis\n}\n\n/**\n * Vulnerability assessment context for exploitation tactics\n *\n * Comprehensive analysis of opponent's defenseless states:\n * - **isHelpless**: Balance === HELPLESS (90% takedown priority)\n * - **isVulnerable**: Balance === VULNERABLE or HELPLESS (70% aggressive attack priority)\n * - **isShaken**: Balance === SHAKEN, VULNERABLE, or HELPLESS (50% pressure tactics priority)\n * - **hasLowStamina**: Stamina < 20% (60% exploitation priority)\n * - **hasNoKi**: Ki < 10% (50% technique spam priority)\n * - **overallVulnerability**: Composite vulnerability score (0.0-1.0)\n *\n * @korean 취약성 평가 컨텍스트\n */\nexport interface VulnerabilityContext {\n readonly isHelpless: boolean; // balance === HELPLESS\n readonly isVulnerable: boolean; // balance === VULNERABLE or HELPLESS\n readonly isShaken: boolean; // balance === SHAKEN, VULNERABLE, or HELPLESS\n readonly hasLowStamina: boolean; // stamina < 20%\n readonly hasNoKi: boolean; // ki < 10%\n readonly overallVulnerability: number; // 0.0-1.0 composite score\n}\n\n/**\n * Combat context for decision making\n *\n * @korean 전투 컨텍스트\n */\nexport interface CombatContext {\n readonly playerPosition: Position;\n readonly opponentPosition: Position;\n readonly playerHealth: number;\n readonly playerMaxHealth: number;\n readonly playerKi: number;\n readonly playerMaxKi: number;\n readonly playerStamina: number;\n readonly playerMaxStamina: number;\n readonly opponentHealth: number;\n readonly opponentMaxHealth?: number; // Opponent max health (if undefined, assumes symmetric with playerMaxHealth)\n readonly opponentStance: TrigramStance;\n readonly playerStance: TrigramStance;\n readonly distanceToOpponent: number;\n readonly timeInMatch: number;\n readonly isOpponentAttacking: boolean;\n readonly recentDamageTaken: number;\n readonly opponentBalance?: BalanceState; // Balance state: \"READY\" | \"SHAKEN\" | \"VULNERABLE\" | \"HELPLESS\"\n readonly opponentStamina?: number; // Opponent stamina for exploitation\n readonly opponentMaxStamina?: number; // Opponent max stamina\n readonly opponentKi?: number; // Opponent ki for exploitation\n readonly opponentMaxKi?: number; // Opponent max ki\n readonly stanceFatigue?: {\n readonly timeInStance: number; // Milliseconds in current stance\n };\n readonly arenaBounds: {\n readonly x: number;\n readonly y: number;\n readonly width: number;\n readonly height: number;\n readonly worldWidthMeters: number; // Arena width in meters for physics calculations\n readonly worldDepthMeters: number; // Arena depth in meters for physics calculations\n };\n /**\n * Detected counter-attack opportunity from opponent's limb exposure.\n * Includes exposed limb, timing window, vulnerability multiplier, and recommended counters.\n * **Korean**: 반격 기회 (Counter Opportunity)\n */\n readonly counterOpportunity?: CounterOpportunity;\n}\n"],"mappings":";;;;;;AAoBA,IAAY,eAAL,yBAAA,cAAA;AACL,cAAA,YAAS;AACT,cAAA,eAAY;AACZ,cAAA,YAAS;AACT,cAAA,aAAU;AACV,cAAA,aAAU;AACV,cAAA,cAAW;AACX,cAAA,YAAS;AACT,cAAA,mBAAgB;AAChB,cAAA,WAAQ;AACR,cAAA,UAAO;AACP,cAAA,WAAQ;;KACT"}
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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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