blacktrigram 0.7.45 → 0.7.48
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/lib/App2.js.map +1 -1
- package/lib/audio/AudioAssetLoader.js.map +1 -1
- package/lib/audio/AudioAssetRegistry.js.map +1 -1
- package/lib/audio/AudioCache.js.map +1 -1
- package/lib/audio/AudioManager.js.map +1 -1
- package/lib/audio/AudioMonitor.js.map +1 -1
- package/lib/audio/AudioPool.js.map +1 -1
- package/lib/audio/AudioProvider.js.map +1 -1
- package/lib/audio/AudioUtils.js.map +1 -1
- package/lib/audio/BoneImpactAudioMap.js.map +1 -1
- package/lib/audio/VariantSelector.js.map +1 -1
- package/lib/audio/types.js.map +1 -1
- package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -1
- package/lib/components/screens/combat/CombatScreen3D.js +22 -11
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -1
- package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -1
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -1
- package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -1
- package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -1
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -1
- package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -1
- package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -1
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -1
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -1
- package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -1
- package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -1
- package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatPortraitStatusStrip.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -1
- package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -1
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -1
- package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -1
- package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -1
- package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -1
- package/lib/components/screens/combat/helpers/AnimationUpdater.js +4 -2
- package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -1
- package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -1
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatActions.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatAudio.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatLayout.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -1
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -1
- package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.js.map +1 -1
- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js.map +1 -1
- package/lib/components/screens/controls/components/GamepadVisualization3D.js.map +1 -1
- package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.js.map +1 -1
- package/lib/components/screens/controls/components/Key3D.js.map +1 -1
- package/lib/components/screens/controls/components/VisualKeyboard3D.js.map +1 -1
- package/lib/components/screens/controls/constants/ControlsConstants.js.map +1 -1
- package/lib/components/screens/controls/hooks/useControlsState.js.map +1 -1
- package/lib/components/screens/endscreen/EndScreen3D.js.map +1 -1
- package/lib/components/screens/endscreen/components/DefeatAnimation3D.js.map +1 -1
- package/lib/components/screens/endscreen/components/MatchStatisticsDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/NavigationButtonsOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/PerformanceBreakdownOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/PerformanceRatingOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/VictoryAnimation3D.js.map +1 -1
- package/lib/components/screens/endscreen/components/WinnerDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/IntroScreen3D.js +1 -1
- package/lib/components/screens/intro/IntroScreen3D.js.map +1 -1
- package/lib/components/screens/intro/components/AbilityListOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeCardGridOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeCardOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/EnhancedArchetypeDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/MenuSectionOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/StatBarOverlayHtml.js.map +1 -1
- package/lib/components/screens/philosophy/PhilosophyScreen3D.js.map +1 -1
- package/lib/components/screens/training/TrainingScreen3D.d.ts.map +1 -1
- package/lib/components/screens/training/TrainingScreen3D.js +1 -0
- package/lib/components/screens/training/TrainingScreen3D.js.map +1 -1
- package/lib/components/screens/training/components/AnatomyControlsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/AnatomyOverlay3D.js.map +1 -1
- package/lib/components/screens/training/components/FootPlacementMarkers3D.js.map +1 -1
- package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/HitFeedbackEffect3D.js.map +1 -1
- package/lib/components/screens/training/components/TrainingButtonsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingControlsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingDummy3D.js.map +1 -1
- package/lib/components/screens/training/components/TrainingFeedbackOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingModeSelectorOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingStatsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/VitalPointMarker3D.js.map +1 -1
- package/lib/components/screens/training/components/VitalPointTrainingOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingBottomHUD.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingLeftHUD.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingRightHUD.js.map +1 -1
- package/lib/components/screens/training/components/hud/TrainingTopHUD.js.map +1 -1
- package/lib/components/screens/training/hooks/useAttackMovement.js.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingActions.d.ts +1 -0
- package/lib/components/screens/training/hooks/useTrainingActions.d.ts.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingActions.js +6 -4
- package/lib/components/screens/training/hooks/useTrainingActions.js.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingLayout.js.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingState.js.map +1 -1
- package/lib/components/shared/base/BaseButton.js.map +1 -1
- package/lib/components/shared/base/BaseButtonOverlayHtml.js.map +1 -1
- package/lib/components/shared/base/BasePanel.js.map +1 -1
- package/lib/components/shared/base/BaseText.js.map +1 -1
- package/lib/components/shared/base/useKoreanTheme.js.map +1 -1
- package/lib/components/shared/debug/PerformanceDebugOverlayHtml.js.map +1 -1
- package/lib/components/shared/mobile/ActionButtons.js.map +1 -1
- package/lib/components/shared/mobile/GestureRecognizerPure.js.map +1 -1
- package/lib/components/shared/mobile/HapticController.js.map +1 -1
- package/lib/components/shared/mobile/MobileControlsPure.js.map +1 -1
- package/lib/components/shared/mobile/StanceWheelPure.js.map +1 -1
- package/lib/components/shared/mobile/TouchOptimizer.js.map +1 -1
- package/lib/components/shared/mobile/VirtualDPad.js.map +1 -1
- package/lib/components/shared/three/anatomy/BodySurface.js.map +1 -1
- package/lib/components/shared/three/anatomy/BoneAttachedMuscles.js.map +1 -1
- package/lib/components/shared/three/anatomy/BoneClothing.js.map +1 -1
- package/lib/components/shared/three/anatomy/BoneRenderer.js.map +1 -1
- package/lib/components/shared/three/anatomy/Face3D.js.map +1 -1
- package/lib/components/shared/three/anatomy/Foot3D.js.map +1 -1
- package/lib/components/shared/three/anatomy/Hand3D.js.map +1 -1
- package/lib/components/shared/three/effects/ActionFeedback.js.map +1 -1
- package/lib/components/shared/three/effects/DamageNumbers.js.map +1 -1
- package/lib/components/shared/three/effects/HitEffects3D.js.map +1 -1
- package/lib/components/shared/three/effects/PlayerStateIndicators.js.map +1 -1
- package/lib/components/shared/three/effects/StanceSymbol3D.js.map +1 -1
- package/lib/components/shared/three/effects/StanceTransitionEffect.js.map +1 -1
- package/lib/components/shared/three/effects/VitalPointMarkers3D.js.map +1 -1
- package/lib/components/shared/three/indicators/ElementalColorSystem.js.map +1 -1
- package/lib/components/shared/three/indicators/GuardIndicator.js.map +1 -1
- package/lib/components/shared/three/indicators/HapticFeedback.js.map +1 -1
- package/lib/components/shared/three/indicators/StanceChangeIndicator.js.map +1 -1
- package/lib/components/shared/three/models/Player3DWithTransitions.js.map +1 -1
- package/lib/components/shared/three/models/SkeletalPlayer3D.d.ts.map +1 -1
- package/lib/components/shared/three/models/SkeletalPlayer3D.js +7 -5
- package/lib/components/shared/three/models/SkeletalPlayer3D.js.map +1 -1
- package/lib/components/shared/three/optimization/AdaptiveQuality.js.map +1 -1
- package/lib/components/shared/three/scene/AtmosphericParticles3D.js.map +1 -1
- package/lib/components/shared/three/scene/BackgroundScene3D.js.map +1 -1
- package/lib/components/shared/three/scene/CombatArena3D.js.map +1 -1
- package/lib/components/shared/three/scene/KoreanSignage3D.js.map +1 -1
- package/lib/components/shared/three/ui/ArchetypeCard.js.map +1 -1
- package/lib/components/shared/three/ui/BodyPartHealthDisplay.js.map +1 -1
- package/lib/components/shared/three/ui/BreathingIndicator2.js.map +1 -1
- package/lib/components/shared/three/ui/CombatReadinessBar.js.map +1 -1
- package/lib/components/shared/three/ui/ComboCounter.js.map +1 -1
- package/lib/components/shared/three/ui/HealthBar.js.map +1 -1
- package/lib/components/shared/three/ui/KoreanButton.js.map +1 -1
- package/lib/components/shared/three/ui/KoreanPanel.js.map +1 -1
- package/lib/components/shared/three/ui/KoreanText.js.map +1 -1
- package/lib/components/shared/three/ui/MenuList.js.map +1 -1
- package/lib/components/shared/three/ui/PlayerHUD.js.map +1 -1
- package/lib/components/shared/three/ui/ProgressBar.js.map +1 -1
- package/lib/components/shared/three/ui/SpeedIndicatorHUD.js.map +1 -1
- package/lib/components/shared/three/ui/StaminaBar.js.map +1 -1
- package/lib/components/shared/three/ui/TechniqueBar.js.map +1 -1
- package/lib/components/shared/three/ui/TechniqueCard.js.map +1 -1
- package/lib/components/shared/three/ui/VitalPointOverlayControlsHtml.js.map +1 -1
- package/lib/components/shared/ui/BackButton.js.map +1 -1
- package/lib/components/shared/ui/BaseHUDContainer.js.map +1 -1
- package/lib/components/shared/ui/CombatTimer.js.map +1 -1
- package/lib/components/shared/ui/ErrorModal.js.map +1 -1
- package/lib/components/shared/ui/LoadingState.js.map +1 -1
- package/lib/components/shared/ui/SplashScreen.js +2 -2
- package/lib/components/shared/ui/SplashScreen.js.map +1 -1
- package/lib/components/shared/ui/VitalPointOverlayControlsPure.js.map +1 -1
- package/lib/components/shared/ui/VolumeControl.js.map +1 -1
- package/lib/components/shared/ui/shared/ConfirmDialog.js.map +1 -1
- package/lib/components/ui/combat/BalanceIndicatorOverlayHtml.js.map +1 -1
- package/lib/constants/bodyDimensions.js.map +1 -1
- package/lib/constants/bodyRenderingConstants.js.map +1 -1
- package/lib/data/archetypeClothing.js.map +1 -1
- package/lib/data/archetypePhysicalAttributes.js.map +1 -1
- package/lib/data/techniqueMappings.js.map +1 -1
- package/lib/data/techniques.js.map +1 -1
- package/lib/hooks/useActionFeedback.js.map +1 -1
- package/lib/hooks/useBalanceAnimations.js.map +1 -1
- package/lib/hooks/useCombatTimer.js.map +1 -1
- package/lib/hooks/useDebounce.js.map +1 -1
- package/lib/hooks/useHUDLayout.js.map +1 -1
- package/lib/hooks/useHandPoseTransitions.js.map +1 -1
- package/lib/hooks/useKeyboardControls.js.map +1 -1
- package/lib/hooks/useMatchCountdown.js.map +1 -1
- package/lib/hooks/useMuscleActivation.js.map +1 -1
- package/lib/hooks/usePauseMenu.js.map +1 -1
- package/lib/hooks/usePlayerAnimation.js.map +1 -1
- package/lib/hooks/useResponsiveLayout.js.map +1 -1
- package/lib/hooks/useRoundTransition.js.map +1 -1
- package/lib/hooks/useSkeletalAnimation.d.ts.map +1 -1
- package/lib/hooks/useSkeletalAnimation.js +1 -1
- package/lib/hooks/useSkeletalAnimation.js.map +1 -1
- package/lib/hooks/useTechniqueSelection.js.map +1 -1
- package/lib/hooks/useThrottle.js.map +1 -1
- package/lib/hooks/useTouchControls.js.map +1 -1
- package/lib/hooks/useWebGLContextLossHandler.js.map +1 -1
- package/lib/hooks/useWindowSize.js.map +1 -1
- package/lib/systems/CombatSystem.js.map +1 -1
- package/lib/systems/EffectCalculator.js.map +1 -1
- package/lib/systems/LayoutSystem.js.map +1 -1
- package/lib/systems/PlayerEffectManager.js.map +1 -1
- package/lib/systems/ResponsiveScaling.js.map +1 -1
- package/lib/systems/TrigramSystem.js.map +1 -1
- package/lib/systems/VitalPointSystem.js.map +1 -1
- package/lib/systems/ai/AIPersonality.js.map +1 -1
- package/lib/systems/ai/AdaptiveDifficulty.js +16 -16
- package/lib/systems/ai/AdaptiveDifficulty.js.map +1 -1
- package/lib/systems/ai/ArchetypeEnforcer.js.map +1 -1
- package/lib/systems/ai/ComboSystem.js.map +1 -1
- package/lib/systems/ai/DecisionTree.js.map +1 -1
- package/lib/systems/ai/TrainingAI.js.map +1 -1
- package/lib/systems/ai/types.js.map +1 -1
- package/lib/systems/animation/builders/AnimationBuilder.js.map +1 -1
- package/lib/systems/animation/builders/HandPoseApplicator.js.map +1 -1
- package/lib/systems/animation/builders/HandPoses.js.map +1 -1
- package/lib/systems/animation/builders/KeyframeConfig.js.map +1 -1
- package/lib/systems/animation/builders/KeyframeInterpolation.js.map +1 -1
- package/lib/systems/animation/builders/KickPhaseApplicator.d.ts +6 -0
- package/lib/systems/animation/builders/KickPhaseApplicator.d.ts.map +1 -1
- package/lib/systems/animation/builders/KickPhaseApplicator.js +16 -9
- package/lib/systems/animation/builders/KickPhaseApplicator.js.map +1 -1
- package/lib/systems/animation/builders/KoreanGuardPositions.d.ts +4 -4
- package/lib/systems/animation/builders/KoreanGuardPositions.js.map +1 -1
- package/lib/systems/animation/builders/MartialArtsAnimationBuilder.d.ts +1 -1
- package/lib/systems/animation/builders/MartialArtsAnimationBuilder.d.ts.map +1 -1
- package/lib/systems/animation/builders/MartialArtsAnimationBuilder.js +5 -5
- package/lib/systems/animation/builders/MartialArtsAnimationBuilder.js.map +1 -1
- package/lib/systems/animation/builders/MartialArtsConstants.d.ts +112 -71
- package/lib/systems/animation/builders/MartialArtsConstants.d.ts.map +1 -1
- package/lib/systems/animation/builders/MartialArtsConstants.js +113 -72
- package/lib/systems/animation/builders/MartialArtsConstants.js.map +1 -1
- package/lib/systems/animation/builders/MartialPoseApplicator.js.map +1 -1
- package/lib/systems/animation/builders/PunchPhaseApplicator.js.map +1 -1
- package/lib/systems/animation/builders/SkeletonRig.js.map +1 -1
- package/lib/systems/animation/builders/TrigramGuardApplicator.js.map +1 -1
- package/lib/systems/animation/catalogs/AttackAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/BasicAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/ComboAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/DarkOpsAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/DefensiveAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/ElbowKneeAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/EnhancedAttackAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/EnhancedElbowKneeAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/FootworkSkeletalAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/GamRedirectionAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/GamStanceAnimations.js +21 -0
- package/lib/systems/animation/catalogs/GamStanceAnimations.js.map +1 -0
- package/lib/systems/animation/catalogs/GamTechniqueAnimations.js +34 -2
- package/lib/systems/animation/catalogs/GamTechniqueAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/GanStanceAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/GanTechniqueAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/GeonStanceAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/GonTechniqueAnimations.d.ts +9 -0
- package/lib/systems/animation/catalogs/GonTechniqueAnimations.d.ts.map +1 -1
- package/lib/systems/animation/catalogs/GonTechniqueAnimations.js +288 -0
- package/lib/systems/animation/catalogs/GonTechniqueAnimations.js.map +1 -0
- package/lib/systems/animation/catalogs/GrapplingAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/JinStanceAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/JinTechniqueAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/KickAnimations.d.ts +2 -2
- package/lib/systems/animation/catalogs/KickAnimations.js +2 -2
- package/lib/systems/animation/catalogs/KickAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/LiStanceAnimations.js +14 -1
- package/lib/systems/animation/catalogs/LiStanceAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/LiTechniqueAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/MovementAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/PunchAnimations.d.ts +1 -1
- package/lib/systems/animation/catalogs/PunchAnimations.js +1 -1
- package/lib/systems/animation/catalogs/PunchAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/RecoveryAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/SonStanceAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/SonTechniqueAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/SpecializedPunchAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceAttackAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceGuardPoses.d.ts +6 -6
- package/lib/systems/animation/catalogs/StanceGuardPoses.js +36 -36
- package/lib/systems/animation/catalogs/StanceGuardPoses.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceIdleAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceLocomotionAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StepSkeletalAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/TaeJointLockAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/TaeStanceAnimations.js.map +1 -1
- package/lib/systems/animation/constants/AnatomicalLimits.js.map +1 -1
- package/lib/systems/animation/core/AnimationHitTiming.js.map +1 -1
- package/lib/systems/animation/core/AnimationOptimizations.js.map +1 -1
- package/lib/systems/animation/core/AnimationPriority.js +15 -15
- package/lib/systems/animation/core/AnimationPriority.js.map +1 -1
- package/lib/systems/animation/core/AnimationRegistry.d.ts +30 -0
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{"version":3,"file":"DefensiveAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/DefensiveAnimations.ts"],"sourcesContent":["/**\n * Defensive animations for Eight Trigram stances\n *\n * Implements stance-specific defensive techniques based on Korean martial arts\n * and I Ching philosophy using the MartialArtsAnimationBuilder pattern.\n *\n * Coverage:\n * - 8 stances × 2 defensive moves = 16 defensive animations\n * - Block success, parry, guard break, and recovery animations\n * - Integration with existing AnimationStateMachine\n *\n * @module systems/animation/DefensiveAnimations\n * @category Animation\n * @korean 방어애니메이션\n */\n\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport { TrigramStance } from \"@/types/common\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☰ 건 (GEON) - HEAVEN DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☰ 건 (Geon) - Heaven Defensive Move 1: High Block (상단막기)\n * Strong overhead block with both arms raised high. Direct force meets force.\n * @korean 건상단막기\n */\nexport const GEON_HIGH_BLOCK: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_high_block\", \"건 상단막기\")\n .asDefense(0.2)\n .stance()\n .blockHigh(0.1, \"ease-out\")\n .blockHigh(0.1, \"linear\")\n .build();\n\n/**\n * ☰ 건 (Geon) - Heaven Defensive Move 2: Counter Strike (반격)\n * Quick counter punch after blocking, leveraging forward aggression.\n * @korean 건반격\n */\nexport const GEON_COUNTER_STRIKE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_counter_strike\", \"건 반격\")\n .asDefense(0.25)\n .stance()\n .counterStrike(0.15, \"ease-out\")\n .recover(0.1, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☱ 태 (TAE) - LAKE DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☱ 태 (Tae) - Lake Defensive Move 1: Joint Lock Defense (관절꺾기 방어)\n * Circular deflection leading into joint manipulation. Fluid redirection.\n * @korean 태관절방어\n */\nexport const TAE_JOINT_LOCK_DEFENSE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_joint_lock_defense\", \"태 관절방어\")\n .asDefense(0.3)\n .stance()\n .parry(0.1, \"ease-out\")\n .jointLock(0.12, \"linear\")\n .recover(0.08, \"ease-in\")\n .build();\n\n/**\n * ☱ 태 (Tae) - Lake Defensive Move 2: Sweep Defense (쓸어치기 방어)\n * Low sweeping motion to deflect and unbalance attacker.\n * @korean 태쓸어치기방어\n */\nexport const TAE_SWEEP_DEFENSE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_sweep_defense\", \"태 쓸어치기방어\")\n .asDefense(0.28)\n .stance()\n .parry(0.08, \"ease-out\")\n .sweep(0.12, \"linear\")\n .recover(0.08, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☲ 리 (LI) - FIRE DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☲ 리 (Li) - Fire Defensive Move 1: Precision Parry (정밀 받아넘기기)\n * Precise hand deflection targeting specific attack points.\n * @korean 리정밀받아넘기기\n */\nexport const LI_PRECISION_PARRY: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"li_precision_parry\", \"리 정밀받아넘기기\")\n .asDefense(0.18)\n .stance()\n .parry(0.09, \"ease-out\")\n .recover(0.09, \"ease-in\")\n .build();\n\n/**\n * ☲ 리 (Li) - Fire Defensive Move 2: Nerve Strike Counter (신경타격 반격)\n * Quick nerve strike counter after deflection.\n * @korean 리신경타격반격\n */\nexport const LI_NERVE_STRIKE_COUNTER: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"li_nerve_strike_counter\",\n \"리 신경타격반격\",\n )\n .asDefense(0.22)\n .stance()\n .counterParry(0.06, \"linear\")\n .counterStrike(0.1, \"ease-out\")\n .recover(0.06, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☳ 진 (JIN) - THUNDER DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☳ 진 (Jin) - Thunder Defensive Move 1: Explosive Block (폭발적 막기)\n * Powerful explosive block that can stagger attacker.\n * @korean 진폭발막기\n */\nexport const JIN_EXPLOSIVE_BLOCK: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"jin_explosive_block\", \"진 폭발막기\")\n .asDefense(0.15)\n .stance()\n .blockHigh(0.08, \"ease-out\")\n .recover(0.07, \"ease-in\")\n .build();\n\n/**\n * ☳ 진 (Jin) - Thunder Defensive Move 2: Shocking Counter (충격 반격)\n * Lightning-fast counter strike with explosive power.\n * @korean 진충격반격\n */\nexport const JIN_SHOCKING_COUNTER: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"jin_shocking_counter\", \"진 충격반격\")\n .asDefense(0.18)\n .stance()\n .counterStrike(0.09, \"ease-out\")\n .recover(0.09, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☴ 손 (SON) - WIND DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☴ 손 (Son) - Wind Defensive Move 1: Continuous Deflection (연속 막기)\n * Rapid circular deflections, multiple in succession.\n * @korean 손연속막기\n */\nexport const SON_CONTINUOUS_DEFLECTION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"son_continuous_deflection\", \"손 연속막기\")\n .asDefense(0.35)\n .stance()\n .parry(0.1, \"linear\")\n .parry(0.1, \"linear\")\n .parry(0.08, \"linear\")\n .recover(0.07, \"ease-in\")\n .build();\n\n/**\n * ☴ 손 (Son) - Wind Defensive Move 2: Pressure Counter (압박 반격)\n * Multiple quick strikes after deflection, maintaining pressure.\n * @korean 손압박반격\n */\nexport const SON_PRESSURE_COUNTER: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"son_pressure_counter\", \"손 압박반격\")\n .asDefense(0.4)\n .stance()\n .counterStrike(0.1, \"ease-out\")\n .counterStrike(0.1, \"ease-out\")\n .counterStrike(0.1, \"ease-out\")\n .recover(0.1, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☵ 감 (GAM) - WATER DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☵ 감 (Gam) - Water Defensive Move 1: Flow Defense (흐름 방어)\n * Yielding circular defense that redirects force.\n * @korean 감흐름방어\n */\nexport const GAM_FLOW_DEFENSE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gam_flow_defense\", \"감 흐름방어\")\n .asDefense(0.32)\n .stance()\n .parry(0.12, \"ease-out\")\n .shift(0.1, \"linear\")\n .recover(0.1, \"ease-in\")\n .build();\n\n/**\n * ☵ 감 (Gam) - Water Defensive Move 2: Redirection Counter (전환 반격)\n * Uses opponent's momentum for counter strike.\n * @korean 감전환반격\n */\nexport const GAM_REDIRECTION_COUNTER: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gam_redirection_counter\", \"감 전환반격\")\n .asDefense(0.3)\n .stance()\n .parry(0.1, \"ease-out\")\n .counterStrike(0.12, \"ease-out\")\n .recover(0.08, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☶ 간 (GAN) - MOUNTAIN DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☶ 간 (Gan) - Mountain Defensive Move 1: Immovable Block (부동 막기)\n * Solid defensive stance that absorbs attacks.\n * @korean 간부동막기\n */\nexport const GAN_IMMOVABLE_BLOCK: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gan_immovable_block\", \"간 부동막기\")\n .asDefense(0.25)\n .stance()\n .blockHigh(0.13, \"linear\")\n .recover(0.12, \"ease-in\")\n .build();\n\n/**\n * ☶ 간 (Gan) - Mountain Defensive Move 2: Counter Fortress (반격 요새)\n * Strong defensive position with delayed power counter.\n * @korean 간반격요새\n */\nexport const GAN_COUNTER_FORTRESS: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gan_counter_fortress\", \"간 반격요새\")\n .asDefense(0.35)\n .stance()\n .blockHigh(0.12, \"linear\")\n .counterStrike(0.13, \"ease-out\")\n .recover(0.1, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☷ 곤 (GON) - EARTH DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☷ 곤 (Gon) - Earth Defensive Move 1: Grounding Defense (접지 방어)\n * Low defensive posture with strong base.\n * @korean 곤접지방어\n */\nexport const GON_GROUNDING_DEFENSE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gon_grounding_defense\", \"곤 접지방어\")\n .asDefense(0.28)\n .stance()\n .blockLow(0.14, \"ease-out\")\n .recover(0.14, \"ease-in\")\n .build();\n\n/**\n * ☷ 곤 (Gon) - Earth Defensive Move 2: Takedown Counter (꺾기 반격)\n * Defensive takedown using low center of gravity advantage.\n * @korean 곤꺾기반격\n */\nexport const GON_TAKEDOWN_COUNTER: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gon_takedown_counter\", \"곤 꺾기반격\")\n .asDefense(0.45)\n .stance()\n .takedownShoot(0.15, \"ease-out\")\n .takedownDump(0.15, \"linear\")\n .recover(0.15, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ANIMATION COLLECTIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all defensive animations by stance\n * @korean 자세별방어애니메이션\n */\nexport const DEFENSIVE_ANIMATIONS_BY_STANCE: ReadonlyMap<\n TrigramStance,\n readonly SkeletalAnimation[]\n> = new Map([\n [TrigramStance.GEON, [GEON_HIGH_BLOCK, GEON_COUNTER_STRIKE] as const],\n [TrigramStance.TAE, [TAE_JOINT_LOCK_DEFENSE, TAE_SWEEP_DEFENSE] as const],\n [TrigramStance.LI, [LI_PRECISION_PARRY, LI_NERVE_STRIKE_COUNTER] as const],\n [TrigramStance.JIN, [JIN_EXPLOSIVE_BLOCK, JIN_SHOCKING_COUNTER] as const],\n [\n TrigramStance.SON,\n [SON_CONTINUOUS_DEFLECTION, SON_PRESSURE_COUNTER] as const,\n ],\n [TrigramStance.GAM, [GAM_FLOW_DEFENSE, GAM_REDIRECTION_COUNTER] as const],\n [TrigramStance.GAN, [GAN_IMMOVABLE_BLOCK, GAN_COUNTER_FORTRESS] as const],\n [TrigramStance.GON, [GON_GROUNDING_DEFENSE, GON_TAKEDOWN_COUNTER] as const],\n]);\n\n/**\n * All defensive animations in a single map for easy lookup\n * @korean 모든방어애니메이션\n */\nexport const ALL_DEFENSIVE_ANIMATIONS = new Map<string, SkeletalAnimation>([\n [\"geon_high_block\", GEON_HIGH_BLOCK],\n [\"geon_counter_strike\", GEON_COUNTER_STRIKE],\n [\"tae_joint_lock_defense\", TAE_JOINT_LOCK_DEFENSE],\n [\"tae_sweep_defense\", TAE_SWEEP_DEFENSE],\n [\"li_precision_parry\", LI_PRECISION_PARRY],\n [\"li_nerve_strike_counter\", LI_NERVE_STRIKE_COUNTER],\n [\"jin_explosive_block\", JIN_EXPLOSIVE_BLOCK],\n [\"jin_shocking_counter\", JIN_SHOCKING_COUNTER],\n [\"son_continuous_deflection\", SON_CONTINUOUS_DEFLECTION],\n [\"son_pressure_counter\", SON_PRESSURE_COUNTER],\n [\"gam_flow_defense\", GAM_FLOW_DEFENSE],\n [\"gam_redirection_counter\", GAM_REDIRECTION_COUNTER],\n [\"gan_immovable_block\", GAN_IMMOVABLE_BLOCK],\n [\"gan_counter_fortress\", GAN_COUNTER_FORTRESS],\n [\"gon_grounding_defense\", GON_GROUNDING_DEFENSE],\n [\"gon_takedown_counter\", GON_TAKEDOWN_COUNTER],\n]);\n\n/**\n * Get defensive animations for a specific stance\n * @korean 자세방어애니메이션가져오기\n */\nexport function getDefensiveAnimationsForStance(\n stance: TrigramStance,\n): readonly SkeletalAnimation[] {\n return DEFENSIVE_ANIMATIONS_BY_STANCE.get(stance) ?? 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{"version":3,"file":"DefensiveAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/DefensiveAnimations.ts"],"sourcesContent":["/**\n * Defensive animations for Eight Trigram stances\n *\n * Implements stance-specific defensive techniques based on Korean martial arts\n * and I Ching philosophy using the MartialArtsAnimationBuilder pattern.\n *\n * Coverage:\n * - 8 stances × 2 defensive moves = 16 defensive animations\n * - Block success, parry, guard break, and recovery animations\n * - Integration with existing AnimationStateMachine\n *\n * @module systems/animation/DefensiveAnimations\n * @category Animation\n * @korean 방어애니메이션\n */\n\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport { TrigramStance } from \"@/types/common\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☰ 건 (GEON) - HEAVEN DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☰ 건 (Geon) - Heaven Defensive Move 1: High Block (상단막기)\n * Strong overhead block with both arms raised high. Direct force meets force.\n * @korean 건상단막기\n */\nexport const GEON_HIGH_BLOCK: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_high_block\", \"건 상단막기\")\n .asDefense(0.2)\n .stance()\n .blockHigh(0.1, \"ease-out\")\n .blockHigh(0.1, \"linear\")\n .build();\n\n/**\n * ☰ 건 (Geon) - Heaven Defensive Move 2: Counter Strike (반격)\n * Quick counter punch after blocking, leveraging forward aggression.\n * @korean 건반격\n */\nexport const GEON_COUNTER_STRIKE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_counter_strike\", \"건 반격\")\n .asDefense(0.25)\n .stance()\n .counterStrike(0.15, \"ease-out\")\n .recover(0.1, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☱ 태 (TAE) - LAKE DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☱ 태 (Tae) - Lake Defensive Move 1: Joint Lock Defense (관절꺾기 방어)\n * Circular deflection leading into joint manipulation. Fluid redirection.\n * @korean 태관절방어\n */\nexport const TAE_JOINT_LOCK_DEFENSE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_joint_lock_defense\", \"태 관절방어\")\n .asDefense(0.3)\n .stance()\n .parry(0.1, \"ease-out\")\n .jointLock(0.12, \"linear\")\n .recover(0.08, \"ease-in\")\n .build();\n\n/**\n * ☱ 태 (Tae) - Lake Defensive Move 2: Sweep Defense (쓸어치기 방어)\n * Low sweeping motion to deflect and unbalance attacker.\n * @korean 태쓸어치기방어\n */\nexport const TAE_SWEEP_DEFENSE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_sweep_defense\", \"태 쓸어치기방어\")\n .asDefense(0.28)\n .stance()\n .parry(0.08, \"ease-out\")\n .sweep(0.12, \"linear\")\n .recover(0.08, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☲ 리 (LI) - FIRE DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☲ 리 (Li) - Fire Defensive Move 1: Precision Parry (정밀 받아넘기기)\n * Precise hand deflection targeting specific attack points.\n * @korean 리정밀받아넘기기\n */\nexport const LI_PRECISION_PARRY: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"li_precision_parry\", \"리 정밀받아넘기기\")\n .asDefense(0.18)\n .stance()\n .parry(0.09, \"ease-out\")\n .recover(0.09, \"ease-in\")\n .build();\n\n/**\n * ☲ 리 (Li) - Fire Defensive Move 2: Nerve Strike Counter (신경타격 반격)\n * Quick nerve strike counter after deflection.\n * @korean 리신경타격반격\n */\nexport const LI_NERVE_STRIKE_COUNTER: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"li_nerve_strike_counter\",\n \"리 신경타격반격\",\n )\n .asDefense(0.22)\n .stance()\n .counterParry(0.06, \"linear\")\n .counterStrike(0.1, \"ease-out\")\n .recover(0.06, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☳ 진 (JIN) - THUNDER DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☳ 진 (Jin) - Thunder Defensive Move 1: Explosive Block (폭발적 막기)\n * Powerful explosive block that can stagger attacker.\n * @korean 진폭발막기\n */\nexport const JIN_EXPLOSIVE_BLOCK: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"jin_explosive_block\", \"진 폭발막기\")\n .asDefense(0.15)\n .stance()\n .blockHigh(0.08, \"ease-out\")\n .recover(0.07, \"ease-in\")\n .build();\n\n/**\n * ☳ 진 (Jin) - Thunder Defensive Move 2: Shocking Counter (충격 반격)\n * Lightning-fast counter strike with explosive power.\n * @korean 진충격반격\n */\nexport const JIN_SHOCKING_COUNTER: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"jin_shocking_counter\", \"진 충격반격\")\n .asDefense(0.18)\n .stance()\n .counterStrike(0.09, \"ease-out\")\n .recover(0.09, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☴ 손 (SON) - WIND DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☴ 손 (Son) - Wind Defensive Move 1: Continuous Deflection (연속 막기)\n * Rapid circular deflections, multiple in succession.\n * @korean 손연속막기\n */\nexport const SON_CONTINUOUS_DEFLECTION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"son_continuous_deflection\", \"손 연속막기\")\n .asDefense(0.35)\n .stance()\n .parry(0.1, \"linear\")\n .parry(0.1, \"linear\")\n .parry(0.08, \"linear\")\n .recover(0.07, \"ease-in\")\n .build();\n\n/**\n * ☴ 손 (Son) - Wind Defensive Move 2: Pressure Counter (압박 반격)\n * Multiple quick strikes after deflection, maintaining pressure.\n * @korean 손압박반격\n */\nexport const SON_PRESSURE_COUNTER: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"son_pressure_counter\", \"손 압박반격\")\n .asDefense(0.4)\n .stance()\n .counterStrike(0.1, \"ease-out\")\n .counterStrike(0.1, \"ease-out\")\n .counterStrike(0.1, \"ease-out\")\n .recover(0.1, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☵ 감 (GAM) - WATER DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☵ 감 (Gam) - Water Defensive Move 1: Flow Defense (흐름 방어)\n * Yielding circular defense that redirects force.\n * @korean 감흐름방어\n */\nexport const GAM_FLOW_DEFENSE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gam_flow_defense\", \"감 흐름방어\")\n .asDefense(0.32)\n .stance()\n .parry(0.12, \"ease-out\")\n .shift(0.1, \"linear\")\n .recover(0.1, \"ease-in\")\n .build();\n\n/**\n * ☵ 감 (Gam) - Water Defensive Move 2: Redirection Counter (전환 반격)\n * Uses opponent's momentum for counter strike.\n * @korean 감전환반격\n */\nexport const GAM_REDIRECTION_COUNTER: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gam_redirection_counter\", \"감 전환반격\")\n .asDefense(0.3)\n .stance()\n .parry(0.1, \"ease-out\")\n .counterStrike(0.12, \"ease-out\")\n .recover(0.08, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☶ 간 (GAN) - MOUNTAIN DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☶ 간 (Gan) - Mountain Defensive Move 1: Immovable Block (부동 막기)\n * Solid defensive stance that absorbs attacks.\n * @korean 간부동막기\n */\nexport const GAN_IMMOVABLE_BLOCK: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gan_immovable_block\", \"간 부동막기\")\n .asDefense(0.25)\n .stance()\n .blockHigh(0.13, \"linear\")\n .recover(0.12, \"ease-in\")\n .build();\n\n/**\n * ☶ 간 (Gan) - Mountain Defensive Move 2: Counter Fortress (반격 요새)\n * Strong defensive position with delayed power counter.\n * @korean 간반격요새\n */\nexport const GAN_COUNTER_FORTRESS: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gan_counter_fortress\", \"간 반격요새\")\n .asDefense(0.35)\n .stance()\n .blockHigh(0.12, \"linear\")\n .counterStrike(0.13, \"ease-out\")\n .recover(0.1, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☷ 곤 (GON) - EARTH DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☷ 곤 (Gon) - Earth Defensive Move 1: Grounding Defense (접지 방어)\n * Low defensive posture with strong base.\n * @korean 곤접지방어\n */\nexport const GON_GROUNDING_DEFENSE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gon_grounding_defense\", \"곤 접지방어\")\n .asDefense(0.28)\n .stance()\n .blockLow(0.14, \"ease-out\")\n .recover(0.14, \"ease-in\")\n .build();\n\n/**\n * ☷ 곤 (Gon) - Earth Defensive Move 2: Takedown Counter (꺾기 반격)\n * Defensive takedown using low center of gravity advantage.\n * @korean 곤꺾기반격\n */\nexport const GON_TAKEDOWN_COUNTER: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gon_takedown_counter\", \"곤 꺾기반격\")\n .asDefense(0.45)\n .stance()\n .takedownShoot(0.15, \"ease-out\")\n .takedownDump(0.15, \"linear\")\n .recover(0.15, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ANIMATION COLLECTIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all defensive animations by stance\n * @korean 자세별방어애니메이션\n */\nexport const DEFENSIVE_ANIMATIONS_BY_STANCE: ReadonlyMap<\n TrigramStance,\n readonly SkeletalAnimation[]\n> = new Map([\n [TrigramStance.GEON, [GEON_HIGH_BLOCK, GEON_COUNTER_STRIKE] as const],\n [TrigramStance.TAE, [TAE_JOINT_LOCK_DEFENSE, TAE_SWEEP_DEFENSE] as const],\n [TrigramStance.LI, [LI_PRECISION_PARRY, LI_NERVE_STRIKE_COUNTER] as const],\n [TrigramStance.JIN, [JIN_EXPLOSIVE_BLOCK, JIN_SHOCKING_COUNTER] as const],\n [\n TrigramStance.SON,\n [SON_CONTINUOUS_DEFLECTION, SON_PRESSURE_COUNTER] as const,\n ],\n [TrigramStance.GAM, [GAM_FLOW_DEFENSE, GAM_REDIRECTION_COUNTER] as const],\n [TrigramStance.GAN, [GAN_IMMOVABLE_BLOCK, GAN_COUNTER_FORTRESS] as const],\n [TrigramStance.GON, [GON_GROUNDING_DEFENSE, GON_TAKEDOWN_COUNTER] as const],\n]);\n\n/**\n * All defensive animations in a single map for easy lookup\n * @korean 모든방어애니메이션\n */\nexport const ALL_DEFENSIVE_ANIMATIONS = new Map<string, SkeletalAnimation>([\n [\"geon_high_block\", GEON_HIGH_BLOCK],\n [\"geon_counter_strike\", GEON_COUNTER_STRIKE],\n [\"tae_joint_lock_defense\", TAE_JOINT_LOCK_DEFENSE],\n [\"tae_sweep_defense\", TAE_SWEEP_DEFENSE],\n [\"li_precision_parry\", LI_PRECISION_PARRY],\n [\"li_nerve_strike_counter\", LI_NERVE_STRIKE_COUNTER],\n [\"jin_explosive_block\", JIN_EXPLOSIVE_BLOCK],\n [\"jin_shocking_counter\", JIN_SHOCKING_COUNTER],\n [\"son_continuous_deflection\", SON_CONTINUOUS_DEFLECTION],\n [\"son_pressure_counter\", SON_PRESSURE_COUNTER],\n [\"gam_flow_defense\", GAM_FLOW_DEFENSE],\n [\"gam_redirection_counter\", GAM_REDIRECTION_COUNTER],\n [\"gan_immovable_block\", GAN_IMMOVABLE_BLOCK],\n [\"gan_counter_fortress\", GAN_COUNTER_FORTRESS],\n [\"gon_grounding_defense\", GON_GROUNDING_DEFENSE],\n [\"gon_takedown_counter\", GON_TAKEDOWN_COUNTER],\n]);\n\n/**\n * Get defensive animations for a specific stance\n * @korean 자세방어애니메이션가져오기\n */\nexport function getDefensiveAnimationsForStance(\n stance: TrigramStance,\n): readonly SkeletalAnimation[] {\n return DEFENSIVE_ANIMATIONS_BY_STANCE.get(stance) ?? 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{"version":3,"file":"ElbowKneeAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/ElbowKneeAnimations.ts"],"sourcesContent":["/**\n * Elbow and Knee Animations Module\n *\n * Close-range elbow (팔꿈치) and knee (무릎) techniques for Korean martial arts.\n * Uses MartialArtsAnimationBuilder for readable, martial arts expert-friendly code.\n *\n * 한국 무술 팔꿈치/무릎 애니메이션 모듈\n *\n * @module systems/animation/ElbowKneeAnimations\n * @korean 팔꿈치무릎애니메이션\n */\n\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport {\n MartialArtsAnimationBuilder,\n TECHNIQUE_TIMING,\n} from \"../builders/MartialArtsAnimationBuilder\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ELBOW STRIKE (팔꿈치치기) - Horizontal Elbow\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Elbow Strike - 팔꿈치치기 (Palkkumchi Chigi)\n *\n * **Authentic Muay Thai / Taekwondo Horizontal Elbow Strike**\n *\n * Fast horizontal elbow strike targeting temple or jaw with devastating close-range power.\n * This is the fundamental elbow technique in all striking arts.\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Chamber (준비)**: Fist pulls to opposite shoulder, elbow tucked tight\n * - **Hip Rotation (골반 회전)**: 60° hip rotation drives the strike\n * - **Horizontal Path**: Elbow travels in straight line across target\n * - **Impact Surface**: Point of elbow (not forearm)\n * - **Follow-Through**: Shoulder rotates past centerline for maximum power\n *\n * **Target Vital Points**:\n * - 관자놀이 (Temple - Gwanjanoli): Knockout potential\n * - 턱끝 (Jaw Point - Teok-kkeut): Concussion risk\n * - 경동맥 (Carotid Sinus - Gyeongdongmaek): Blood flow disruption\n *\n * **Combat Applications**:\n * - Clinch range (0-12 inches)\n * - Counter to straight punches\n * - Breaking guard with sharp angle\n *\n * Phases:\n * 1. Chamber (준비): 100ms - Arm crosses body, fist to opposite shoulder\n * 2. Strike (치기): 140ms - Hip rotation drives elbow horizontally\n * 3. Peak (정점): 70ms - Hold at full extension for impact\n * 4. Recovery (복귀): 170ms - Return to guard position\n *\n * Duration: 480ms (Optimized for visible technique execution)\n *\n * @korean 팔꿈치치기애니메이션\n */\nexport const ELBOW_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"elbow_strike\", \"팔꿈치치기\")\n .asAttack(0.48)\n .elbowChamber(0.1) // 준비 - Chambered fist at opposite shoulder, elbow tight\n .elbowStrike(0.14) // 치기 - Hip rotation drives horizontal elbow through target\n .elbowStrike(0.07) // 정점 - Hold at impact, shoulder past centerline\n .recover(0.17) // 복귀 - Controlled recovery to guard\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ELBOW UPPERCUT (팔꿈치올려치기) - Rising Elbow\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Elbow Uppercut - 팔꿈치올려치기 (Palkkumchi Ollyeo Chigi)\n *\n * **Authentic Muay Thai / Taekwondo Rising Elbow Strike**\n *\n * Explosive vertical elbow strike targeting chin from below for knockout power.\n * One of the most devastating close-range techniques in striking arts.\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Low Chamber (낮은 준비)**: Arm drops below target with elbow bent 90°\n * - **Leg Drive (다리 힘)**: Rear leg extension provides upward power\n * - **Vertical Path (수직 경로)**: Elbow rises straight up through centerline\n * - **Body Drive (몸통 상승)**: Entire body rises with strike\n * - **Chin Target (턱 타격)**: Point of elbow drives under chin\n *\n * **Target Vital Points**:\n * - 턱끝 (Jaw Point - Teok-kkeut): Direct knockout\n * - 승장 (Philtrum - Seungjang): Nerve cluster under nose\n * - 인영 (Carotid - Inmyeong): Blood flow disruption\n *\n * **Combat Applications**:\n * - Counter to body attacks (opponent leans in)\n * - Clinch uppercut when opponent's chin is exposed\n * - Breaking opponent's posture with upward force\n *\n * Phases:\n * 1. Chamber (준비): 120ms - Drop and load, knee bend for drive\n * 2. Rise (올리기): 170ms - Explosive leg extension drives elbow upward\n * 3. Peak (정점): 90ms - Maximum extension at chin level, full body commitment\n * 4. Recovery (복귀): 170ms - Controlled return to guard\n *\n * Duration: 550ms (Explosive power requires visible wind-up)\n *\n * @korean 팔꿈치올려치기애니메이션\n */\nexport const ELBOW_UPPERCUT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"elbow_uppercut\", \"팔꿈치올려치기\")\n .asAttack(0.55)\n .elbowChamber(0.12) // 준비 - Drop and load with knee bend\n .elbowUppercut(0.17) // 올리기 - Explosive rising elbow with leg drive\n .elbowUppercut(0.09) // 정점 - Hold at peak with full body extension\n .recover(0.17) // 복귀 - Return to stance\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// KNEE STRIKE (무릎차기) - Clinch Knee\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Knee Strike - 무릎차기 (Mureup Chagi)\n *\n * **Authentic Muay Thai / Taekwondo Straight Knee Strike**\n *\n * Powerful knee strike from clinch position targeting midsection or thigh.\n * The knee is one of the hardest striking surfaces and delivers devastating power\n * at close range through proper hip thrust mechanics.\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Clinch Control (클린치 제어)**: Hands pull opponent's head down\n * - **Hip Thrust (골반 추진)**: Forward hip rotation drives knee upward\n * - **Knee Drive (무릎 상승)**: Rear leg knee chambers then drives up\n * - **Balance (균형)**: Support leg bends for stability and power transfer\n * - **Follow-Through**: Hip continues forward after knee contact\n *\n * **Target Vital Points**:\n * - 명치 (Solar Plexus - Myeongchi): Breath disruption\n * - 늑골 (Floating Ribs - Neukgol): Rib damage\n * - 간 (Liver - Gan): Internal organ trauma\n * - 대퇴부 (Thigh - Daetoebu): Leg damage for mobility denial\n *\n * **Combat Applications**:\n * - Clinch fighting primary weapon\n * - Counter to takedown attempts (sprawl and knee)\n * - Breaking opponent's posture and guard\n * - Multiple knees in combination (Thailand clinch style)\n *\n * Phases:\n * 1. Clinch (클린치): 120ms - Establish head control, pull opponent in\n * 2. Chamber (준비): 80ms - Rear leg chambers with hip load\n * 3. Strike (차기): 150ms - Hip thrust drives knee up into target\n * 4. Peak (정점): 70ms - Hold at maximum height and impact\n * 5. Reset (복귀): 180ms - Return to clinch or disengage\n *\n * Duration: 600ms (Deliberate clinch technique with control)\n *\n * @korean 무릎차기애니메이션\n */\nexport const KNEE_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"knee_strike\", \"무릎차기\")\n .asAttack(0.6)\n .withClinch() // 클린치 - Establish control position\n .chamber(0.08) // 준비 - Chamber rear leg with hip load\n .kneeStrike(0.15) // 차기 - Hip thrust drives knee up\n .kneeStrike(0.07) // 정점 - Hold at peak impact\n .recover(0.3) // 복귀 - Reset to clinch or disengage\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SPINNING ELBOW (회전팔꿈치) - 360° Spinning Elbow\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Spinning Elbow - 회전팔꿈치 (Hoejeon Palkkumchi)\n *\n * **Authentic Muay Thai / Taekwondo 360° Spinning Elbow Strike**\n *\n * Full 360° body rotation into horizontal elbow strike - the most powerful elbow technique.\n * High-risk, high-reward knockout technique that generates maximum angular momentum.\n * Used by elite Muay Thai fighters and requires perfect timing and distance control.\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Spin Initiation (회전 시작)**: Rear foot pivots, hips rotate first\n * - **Angular Momentum (각운동량)**: Full body rotation builds speed\n * - **Head Turn (머리 회전)**: Eyes find target mid-spin for accuracy\n * - **Elbow Whip (팔꿈치 채찍)**: Elbow whips through at completion of spin\n * - **Follow-Through**: Complete 360° rotation even if miss\n *\n * **Target Vital Points**:\n * - 관자놀이 (Temple - Gwanjanoli): Instant knockout potential\n * - 턱끝 (Jaw - Teok-kkeut): Rotational knockout force\n * - 경추 (Cervical Spine - Gyeongchu): Structural damage risk\n *\n * **Combat Applications**:\n * - Counter to circular attacks (slip and spin)\n * - Breaking opponent's rhythm with unexpected angle\n * - Creating space after clinch exchanges\n * - Devastating power from angular momentum\n *\n * **Risk Factors**:\n * - Exposes back during rotation\n * - Requires precise distance control\n * - Vulnerable to counters if missed\n * - Should only be used with confidence in timing\n *\n * Phases:\n * 1. Chamber (준비): 100ms - Weight shift to front foot, prepare spin\n * 2. Spin (회전): 200ms - Full 360° body rotation with head turn\n * 3. Strike (치기): 140ms - Elbow whips through target at spin completion\n * 4. Follow-Through (관통): 80ms - Complete rotation for balance\n * 5. Recovery (복귀): 180ms - Stabilize and return to guard\n *\n * Duration: 700ms (Long duration for full rotation visibility)\n *\n * @korean 회전팔꿈치애니메이션\n */\nexport const SPINNING_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"spinning_elbow\", \"회전팔꿈치\")\n .asAttack(0.7)\n .chamber(0.1) // 준비 - Weight shift and rotation preparation\n .backKickSpin(0.2) // 회전 - Full 360° spin with angular momentum\n .elbowStrike(0.14) // 치기 - Elbow whips through on completion\n .elbowStrike(0.08) // 관통 - Follow-through for balance\n .spinRecover(0.18) // 복귀 - Stabilize and return to guard\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// DOWNWARD ELBOW (내려팔꿈치) - 12-6 Elbow\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Downward Elbow - 내려팔꿈치 (Naeryeo Palkkumchi) - \"12-6 Elbow\"\n *\n * **Authentic Muay Thai Vertical Downward Elbow Strike**\n *\n * Vertical downward elbow strike targeting crown of head from above.\n * Named \"12-6 elbow\" (like clock hands) for its straight downward trajectory.\n * One of the most devastating strikes in Muay Thai, banned in some MMA competitions\n * due to high injury risk (cuts and concussions).\n *\n * **Korean Martial Arts Biomechanics**:\n * - **High Chamber (높은 준비)**: Elbow raises above head with arm bent\n * - **Body Weight (체중 이용)**: Uses gravity + body weight for power\n * - **Downward Drive (하강 타격)**: Elbow crashes straight down like axe\n * - **Hip Drop (골반 하강)**: Body drops to add mass behind strike\n * - **Impact Surface**: Sharp point of elbow (devastating cutting power)\n *\n * **Target Vital Points**:\n * - 백회혈 (Crown Point - Baekhoehoel): Neurological knockout\n * - 후두부 (Occipital Region - Hudubu): Concussion risk\n * - 쇄골 (Collarbone - Swaegol): Bone fracture\n * - 척추 (Cervical Spine - Cheokchu): Structural damage\n *\n * **Combat Applications**:\n * - Ground and pound from mount position\n * - Counter to opponent shooting for takedown (sprawl and elbow)\n * - Clinch position when opponent's head is below yours\n * - Breaking opponent's guard from above\n *\n * **Safety Note**:\n * Extremely dangerous technique. In training, this is practiced with control\n * or on pads/bags only. The \"12-6\" angle maximizes cutting and impact force.\n *\n * Phases:\n * 1. High Guard (상단 자세): 100ms - Raise arm above head\n * 2. Chamber (준비): 80ms - Elbow cocked at apex, body rises\n * 3. Drop (하강): 130ms - Body weight crashes elbow downward\n * 4. Impact (충격): 70ms - Full force impact with body weight\n * 5. Recovery (복귀): 200ms - Return to guard\n *\n * Duration: 580ms (Dramatic downward technique)\n *\n * @korean 내려팔꿈치애니메이션\n */\nexport const DOWNWARD_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"downward_elbow\", \"내려팔꿈치\")\n .asAttack(0.58)\n .withHighGuard() // 상단 자세 - Arm raises high\n .elbowChamber(0.08) // 준비 - Elbow loaded at apex\n .elbowChamber(0.1) // 준비 완료 - Hold high chamber position\n .spinalElbow(0.13) // 하강 - Crashes down with body weight (12-6 arc)\n .spinalElbow(0.07) // 충격 - Impact with full downward force\n .recover(0.2) // 복귀 - Return to guard\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// BACK ELBOW (뒤팔꿈치) - Rear Elbow Strike\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Back Elbow - 뒤팔꿈치\n *\n * Elbow strike thrown backward.\n * Used when opponent is behind.\n * Uses unique rear-strike rotation pattern.\n *\n * @korean 뒤팔꿈치애니메이션\n */\nexport const BACK_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"back_elbow\", \"뒤팔꿈치\")\n .asAttack(TECHNIQUE_TIMING.FAST.total)\n .withKoreanHighGuard() // Start in guard\n .elbowChamber(TECHNIQUE_TIMING.FAST.chamber) // 준비 - Chamber for rear strike\n .elbowStrike(TECHNIQUE_TIMING.FAST.extend) // 뒤팔꾼치 - Backward elbow thrust\n .recover(TECHNIQUE_TIMING.FAST.retract + TECHNIQUE_TIMING.FAST.recover)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// DOUBLE ELBOW (더블팔꿈치) - Two Rapid Elbows\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Double Elbow - 더블팔꿈치\n *\n * Two rapid elbow strikes.\n * Left-right combination with distinct alternating motion.\n *\n * @korean 더블팔꿈치애니메이션\n */\nexport const DOUBLE_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"double_elbow\", \"더블팔꿈치\")\n .asAttack(0.48)\n .elbowChamber(0.06) // First chamber\n .elbowStrike(0.1) // First horizontal elbow\n .slashingElbow(0.12) // Second diagonal elbow (unique)\n .recover(0.2) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SLASHING ELBOW (베기팔꿈치) - Diagonal Elbow Slash\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Slashing Elbow - 베기팔꿈치\n *\n * Diagonal slashing elbow motion.\n * Cuts across opponent's face with unique diagonal path.\n *\n * @korean 베기팔꿈치애니메이션\n */\nexport const SLASHING_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"slashing_elbow\", \"베기팔꿈치\")\n .asAttack(TECHNIQUE_TIMING.FAST.total)\n .withHighGuard() // Arm high\n .elbowChamber(TECHNIQUE_TIMING.FAST.chamber) // 준비 - Chamber arm high\n .slashingElbow(TECHNIQUE_TIMING.FAST.extend) // 베기 - Diagonal slash\n .recover(TECHNIQUE_TIMING.FAST.retract + TECHNIQUE_TIMING.FAST.recover) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// FLYING KNEE (뛰어무릎) - Jumping Knee Strike\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Flying Knee - 뛰어무릎 (Ttwi-eo Mureup) - \"Khao Loi\" (Muay Thai)\n *\n * **Authentic Muay Thai Jumping Knee Strike**\n *\n * Explosive airborne knee strike using full body momentum as a spear.\n * One of the most spectacular and devastating techniques in Muay Thai.\n * Maximum power from combining jump momentum with knee drive.\n * Famous for knockout victories in Muay Thai and MMA (e.g., Jorge Masvidal vs Ben Askren).\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Explosive Jump (폭발적 점프)**: Both legs drive off ground simultaneously\n * - **Airborne Drive (공중 추진)**: Knee drives forward while body is in flight\n * - **Rear Leg Extension (뒷다리 확장)**: Trailing leg extends back for balance\n * - **Arms Drive (팔 추진)**: Arms pull for momentum and balance\n * - **Target Acquisition (목표 확인)**: Eyes lock on target mid-flight\n * - **Impact Timing (충격 타이밍)**: Knee contacts at peak of jump arc\n *\n * **Target Vital Points**:\n * - 명치 (Solar Plexus - Myeongchi): Breath knockout\n * - 관자놀이 (Temple - Gwanjanoli): Airborne head strike (extreme power)\n * - 턱끝 (Jaw - Teok-kkeut): Flying uppercut knee\n * - 경추 (Cervical Spine - Gyeongchu): Spinal trauma risk\n *\n * **Combat Applications**:\n * - Close distance explosively against backpedaling opponent\n * - Counter to opponent circling away (cut off angle)\n * - Finish sequence after opponent is rocked\n * - Surprise attack from mid-range\n * - Breaking opponent's defensive shell with airborne attack\n *\n * **Technical Requirements**:\n * - Proper distance (3-5 feet optimal)\n * - Opponent stationary or moving toward you\n * - Strong push-off from both legs\n * - Commitment to technique (no half-measures in air)\n * - Landing preparedness (balance recovery critical)\n *\n * Phases:\n * 1. Chamber (준비): 120ms - Crouch and load both legs, arms swing back\n * 2. Jump (뛰기): 150ms - Explosive takeoff, both legs extend\n * 3. Airborne (공중): 180ms - Knee drives forward, trailing leg extends\n * 4. Strike (차기): 100ms - Knee contact at peak height\n * 5. Land (착지): 250ms - Absorb landing, recover balance\n *\n * Duration: 800ms (Extended for dramatic airborne technique)\n *\n * @korean 뛰어무릎애니메이션\n */\nexport const FLYING_KNEE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"flying_knee\", \"뛰어무릎\")\n .asAttack(0.8)\n .chamber(0.12) // 준비 - Crouch and load, arms swing back\n .flyingKnee(0.15) // 뛰기 - Explosive jump takeoff with upward drive\n .flyingKnee(0.18) // 공중 - Airborne knee drive forward\n .flyingKnee(0.1) // 차기 - Knee strike at peak\n .recover(0.25) // 착지 - Land and stabilize\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SIDE KNEE (옆무릎) - Lateral Knee Strike\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Side Knee - 옆무릎\n *\n * Lateral knee strike to ribs.\n * Clinch position to side target with unique lateral motion.\n *\n * @korean 옆무릎애니메이션\n */\nexport const SIDE_KNEE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"side_knee\", \"옆무릎\")\n .asAttack(0.42)\n .withClinch() // Clinch\n .chamber(0.08) // 준비 - Lift knee to side\n .sideKneeStrike(0.12) // 옆무릎 - Side knee strike\n .recover(0.22) // Release\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// STEP KNEE (스텝무릎) - Step-in Knee Strike\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Step Knee - 스텝무릎\n *\n * Stepping knee strike.\n * Close distance with knee.\n *\n * @korean 스텝무릎애니메이션\n */\nexport const STEP_KNEE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"step_knee\", \"스텝무릎\")\n .asAttack(0.45)\n .throwEntry(0.12) // Step in\n .kneeStrike(0.15) // Knee on entry\n .recover(0.18) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ELBOW-KNEE COMBO (팔꿈치무릎콤보) - Elbow to Knee\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Elbow-Knee Combo - 팔꿈치무릎콤보 (Palkkumchi-Mureup Kombo)\n *\n * **Authentic Muay Thai Close-Range Combination**\n *\n * Devastating two-strike combination from clinch range: horizontal elbow followed\n * immediately by knee strike. The elbow stuns and breaks opponent's guard, while\n * the knee finishes with body shot. Classic Muay Thai clinch sequence used to\n * overwhelm opponent at close quarters.\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Elbow Setup (팔꿈치 설정)**: Horizontal elbow to head creates opening\n * - **Clinch Transition (클린치 전환)**: Immediately grab opponent after elbow\n * - **Head Control (머리 제어)**: Pull opponent's head down for knee\n * - **Hip Rotation (골반 회전)**: Continuous rotation from elbow to knee\n * - **Overwhelming Offense (압도적 공격)**: No pause between strikes\n *\n * **Target Vital Points**:\n * Elbow Phase:\n * - 관자놀이 (Temple - Gwanjanoli): Stuns opponent\n * - 턱끝 (Jaw - Teok-kkeut): Opens guard\n *\n * Knee Phase:\n * - 명치 (Solar Plexus - Myeongchi): Finishing body shot\n * - 늑골 (Ribs - Neukgol): Breaks structure\n *\n * **Combat Applications**:\n * - Clinch dominance sequence\n * - Breaking opponent's turtle defense\n * - Finishing combination after opponent is hurt\n * - Preventing opponent from escaping clinch range\n * - Overwhelming forward pressure\n *\n * **Technical Keys**:\n * - NO gap between elbow and clinch grab\n * - Immediate head control after elbow\n * - Continuous hip rotation through both strikes\n * - Keep pressure forward throughout combo\n * - Be ready for multiple repetitions (Muay Thai clinch style)\n *\n * Phases:\n * 1. Elbow Prep (준비): 90ms - Quick chamber for horizontal elbow\n * 2. Elbow Strike (팔꿈치): 130ms - Horizontal elbow lands to head\n * 3. Clinch Grab (잡기): 100ms - Immediately grab opponent's head/neck\n * 4. Head Pull (당기기): 80ms - Pull head down exposing body\n * 5. Knee Strike (무릎치기): 150ms - Knee drives up into exposed midsection\n * 6. Recovery (복귀): 170ms - Release or reset for next strike\n *\n * Duration: 720ms (Deliberate combination with clinch control)\n *\n * @korean 팔꿈치무릎콤보애니메이션\n */\nexport const ELBOW_KNEE_COMBO_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"elbow_knee_combo\", \"팔꿈치무릎콤보\")\n .asAttack(0.72)\n .elbowChamber(0.09) // 준비 - Quick elbow chamber\n .elbowStrike(0.13) // 팔꿈치 - Elbow lands to head\n .clinchGrab(0.1) // 잡기 - Immediately grab opponent's head\n .withClinch() // 클린치 - Establish head control\n .chamber(0.08) // 당기기 - Pull head down\n .kneeStrike(0.15) // 무릎치기 - Knee drives to body\n .recover(0.17) // 복귀 - Release or continue clinch\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// KNEE BODY HOOK (무릎바디훅) - Knee to Hook Combo\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Knee Body Hook - 무릎바디훅\n *\n * Knee strike followed by body hook.\n * Devastates opponent's midsection.\n *\n * @korean 무릎바디훅애니메이션\n */\nexport const KNEE_BODY_HOOK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"knee_body_hook\", \"무릎바디훅\")\n .asAttack(0.55)\n .withClinch() // Clinch\n .chamber(0.07) // 준비 - Chamber knee\n .kneeStrike(0.11) // 무릎치기 - Knee lands\n .hookPunch(0.13) // 바디훅 - Body hook\n .recover(0.24) // Disengage\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// NEW KOREAN VITAL POINT VARIATIONS (추가 한국 급소 공격 변형)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Knee Kick - 무릎차기 (일반)\n * Generic knee kick (no clinch).\n * @korean 무릎차기애니메이션\n */\nexport const KNEE_KICK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"knee_kick\", \"무릎차기\")\n .asAttack(0.4)\n .chamber(0.12)\n .withKoreanMiddleGuard()\n .kneeStrike(0.15)\n .recover(0.13)\n .withKoreanMiddleGuard()\n .build();\n\n/**\n * Clinch Knee - 멱살잡고무릎차기\n * Explicit clinch knee.\n * @korean 멱살잡고무릎차기애니메이션\n */\nexport const CLINCH_KNEE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"clinch_knee\",\n \"Myeoksal-japgo Mureup Chagi\",\n )\n .asAttack(0.55)\n .clinchGrab(0.12) // 멅살잡기 - Grab collar/head\n .withClinch()\n .chamber(0.07) // 준비 - Pull head down, chamber knee\n .kneeStrike(0.13) // 무릎치기 - Knee drives up\n .recover(0.23)\n .build();\n\n/**\n * Temple Elbow - 관자놀이치기\n * Horizontal elbow to temple (Gwanjanoli).\n * @korean 관자놀이치기애니메이션\n */\nexport const TEMPLE_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"temple_elbow\", \"관자놀이치기\")\n .asAttack(TECHNIQUE_TIMING.FAST.total)\n .elbowChamber(TECHNIQUE_TIMING.FAST.chamber)\n .withKoreanHighGuard()\n .elbowStrike(TECHNIQUE_TIMING.FAST.extend + TECHNIQUE_TIMING.FAST.peak) // High target\n .recover(TECHNIQUE_TIMING.FAST.retract + TECHNIQUE_TIMING.FAST.recover)\n .build();\n\n/**\n * Spinning Back Elbow - 뒤돌아팔꿈치\n * Reverse elbow strike.\n * @korean 뒤돌아팔꿈치애니메이션\n */\nexport const SPINNING_BACK_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"spinning_back_elbow\", \"뒤돌아팔꿈치\")\n .asAttack(0.5)\n .backKickSpin(0.15)\n .withKoreanHighGuard()\n .elbowStrike(0.15)\n .spinRecover(0.2)\n .build();\n\n/**\n * Spinal Elbow - 척추치기\n * Downward elbow to spine with unique spinal targeting.\n * @korean 척추치기애니메이션\n */\nexport const SPINAL_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"spinal_elbow\", \"척추치기\")\n .asAttack(0.42)\n .elbowChamber(0.08) // 준비 - Raise elbow high\n .spinalElbow(0.14) // 척추치기 - Downward strike to spine\n .recover(0.2)\n .build();\n\n/**\n * Brachial Elbow - 상박치기\n *\n * Elbow to brachial nerve with downward angle.\n * Precise nerve strike causing arm numbness and weakness.\n *\n * Phases:\n * 1. Chamber (준비): 120ms - Position for downward strike\n * 2. Brachial Strike (상박치기): 180ms - Angled downward elbow to shoulder/upper arm\n * 3. Peak (정점): 80ms - Hold pressure on nerve\n * 4. Recovery (복귀): 170ms - Return to guard\n *\n * Duration: 550ms (Deliberate nerve targeting)\n *\n * @korean 상박치기애니메이션\n */\nexport const BRACHIAL_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"brachial_elbow\", \"상박치기\")\n .asAttack(0.55)\n .elbowChamber(0.12) // 준비 - Position high for downward strike\n .brachialElbow(0.18) // 상박치기 - Downward angled elbow to brachial nerve\n .brachialElbow(0.08) // 정점 - Hold on nerve cluster\n .recover(0.17) // 복귀 - Return to guard\n .build();\n\n/**\n * Kidney Knee - 신장차기\n * Knee strike to kidney from side/behind with unique targeting.\n * @korean 신장차기애니메이션\n */\nexport const KIDNEY_KNEE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"kidney_knee\", \"신장차기\")\n .asAttack(0.44)\n .withClinch()\n .chamber(0.08) // 준비 - Chamber knee to side\n .kidneyKnee(0.14) // 신장차기 - Knee to kidney area\n .recover(0.22)\n .build();\n\n/**\n * Femoral Knee - 대퇴부차기\n * Knee strike to femoral nerve (thigh) with unique low targeting.\n * @korean 대퇴부차기애니메이션\n */\nexport const FEMORAL_KNEE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"femoral_knee\", \"대퇴부차기\")\n .asAttack(0.4)\n .chamber(0.1)\n .femoralKnee(0.15) // Unique femoral targeting motion\n .recover(0.15)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORT ELBOW/KNEE ANIMATION MAP\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all elbow and knee animations for easy access\n * 팔꿈치/무릎 애니메이션 맵\n */\nexport const ELBOW_KNEE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> =\n new Map([\n [\"elbow_strike\", ELBOW_STRIKE_ANIMATION],\n [\"elbow_uppercut\", ELBOW_UPPERCUT_ANIMATION],\n [\"knee_strike\", KNEE_STRIKE_ANIMATION],\n [\"spinning_elbow\", SPINNING_ELBOW_ANIMATION],\n [\"downward_elbow\", DOWNWARD_ELBOW_ANIMATION],\n [\"back_elbow\", BACK_ELBOW_ANIMATION],\n [\"double_elbow\", DOUBLE_ELBOW_ANIMATION],\n [\"slashing_elbow\", SLASHING_ELBOW_ANIMATION],\n [\"flying_knee\", FLYING_KNEE_ANIMATION],\n [\"side_knee\", SIDE_KNEE_ANIMATION],\n [\"step_knee\", STEP_KNEE_ANIMATION],\n [\"elbow_knee_combo\", ELBOW_KNEE_COMBO_ANIMATION],\n [\"knee_body_hook\", KNEE_BODY_HOOK_ANIMATION],\n [\"knee_kick\", KNEE_KICK_ANIMATION],\n [\"clinch_knee\", CLINCH_KNEE_ANIMATION],\n [\"temple_elbow\", TEMPLE_ELBOW_ANIMATION],\n [\"spinning_back_elbow\", SPINNING_BACK_ELBOW_ANIMATION],\n [\"spinal_elbow\", SPINAL_ELBOW_ANIMATION],\n [\"brachial_elbow\", BRACHIAL_ELBOW_ANIMATION],\n [\"kidney_knee\", KIDNEY_KNEE_ANIMATION],\n [\"femoral_knee\", FEMORAL_KNEE_ANIMATION],\n 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{"version":3,"file":"ElbowKneeAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/ElbowKneeAnimations.ts"],"sourcesContent":["/**\n * Elbow and Knee Animations Module\n *\n * Close-range elbow (팔꿈치) and knee (무릎) techniques for Korean martial arts.\n * Uses MartialArtsAnimationBuilder for readable, martial arts expert-friendly code.\n *\n * 한국 무술 팔꿈치/무릎 애니메이션 모듈\n *\n * @module systems/animation/ElbowKneeAnimations\n * @korean 팔꿈치무릎애니메이션\n */\n\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport {\n MartialArtsAnimationBuilder,\n TECHNIQUE_TIMING,\n} from \"../builders/MartialArtsAnimationBuilder\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ELBOW STRIKE (팔꿈치치기) - Horizontal Elbow\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Elbow Strike - 팔꿈치치기 (Palkkumchi Chigi)\n *\n * **Authentic Muay Thai / Taekwondo Horizontal Elbow Strike**\n *\n * Fast horizontal elbow strike targeting temple or jaw with devastating close-range power.\n * This is the fundamental elbow technique in all striking arts.\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Chamber (준비)**: Fist pulls to opposite shoulder, elbow tucked tight\n * - **Hip Rotation (골반 회전)**: 60° hip rotation drives the strike\n * - **Horizontal Path**: Elbow travels in straight line across target\n * - **Impact Surface**: Point of elbow (not forearm)\n * - **Follow-Through**: Shoulder rotates past centerline for maximum power\n *\n * **Target Vital Points**:\n * - 관자놀이 (Temple - Gwanjanoli): Knockout potential\n * - 턱끝 (Jaw Point - Teok-kkeut): Concussion risk\n * - 경동맥 (Carotid Sinus - Gyeongdongmaek): Blood flow disruption\n *\n * **Combat Applications**:\n * - Clinch range (0-12 inches)\n * - Counter to straight punches\n * - Breaking guard with sharp angle\n *\n * Phases:\n * 1. Chamber (준비): 100ms - Arm crosses body, fist to opposite shoulder\n * 2. Strike (치기): 140ms - Hip rotation drives elbow horizontally\n * 3. Peak (정점): 70ms - Hold at full extension for impact\n * 4. Recovery (복귀): 170ms - Return to guard position\n *\n * Duration: 480ms (Optimized for visible technique execution)\n *\n * @korean 팔꿈치치기애니메이션\n */\nexport const ELBOW_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"elbow_strike\", \"팔꿈치치기\")\n .asAttack(0.48)\n .elbowChamber(0.1) // 준비 - Chambered fist at opposite shoulder, elbow tight\n .elbowStrike(0.14) // 치기 - Hip rotation drives horizontal elbow through target\n .elbowStrike(0.07) // 정점 - Hold at impact, shoulder past centerline\n .recover(0.17) // 복귀 - Controlled recovery to guard\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ELBOW UPPERCUT (팔꿈치올려치기) - Rising Elbow\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Elbow Uppercut - 팔꿈치올려치기 (Palkkumchi Ollyeo Chigi)\n *\n * **Authentic Muay Thai / Taekwondo Rising Elbow Strike**\n *\n * Explosive vertical elbow strike targeting chin from below for knockout power.\n * One of the most devastating close-range techniques in striking arts.\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Low Chamber (낮은 준비)**: Arm drops below target with elbow bent 90°\n * - **Leg Drive (다리 힘)**: Rear leg extension provides upward power\n * - **Vertical Path (수직 경로)**: Elbow rises straight up through centerline\n * - **Body Drive (몸통 상승)**: Entire body rises with strike\n * - **Chin Target (턱 타격)**: Point of elbow drives under chin\n *\n * **Target Vital Points**:\n * - 턱끝 (Jaw Point - Teok-kkeut): Direct knockout\n * - 승장 (Philtrum - Seungjang): Nerve cluster under nose\n * - 인영 (Carotid - Inmyeong): Blood flow disruption\n *\n * **Combat Applications**:\n * - Counter to body attacks (opponent leans in)\n * - Clinch uppercut when opponent's chin is exposed\n * - Breaking opponent's posture with upward force\n *\n * Phases:\n * 1. Chamber (준비): 120ms - Drop and load, knee bend for drive\n * 2. Rise (올리기): 170ms - Explosive leg extension drives elbow upward\n * 3. Peak (정점): 90ms - Maximum extension at chin level, full body commitment\n * 4. Recovery (복귀): 170ms - Controlled return to guard\n *\n * Duration: 550ms (Explosive power requires visible wind-up)\n *\n * @korean 팔꿈치올려치기애니메이션\n */\nexport const ELBOW_UPPERCUT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"elbow_uppercut\", \"팔꿈치올려치기\")\n .asAttack(0.55)\n .elbowChamber(0.12) // 준비 - Drop and load with knee bend\n .elbowUppercut(0.17) // 올리기 - Explosive rising elbow with leg drive\n .elbowUppercut(0.09) // 정점 - Hold at peak with full body extension\n .recover(0.17) // 복귀 - Return to stance\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// KNEE STRIKE (무릎차기) - Clinch Knee\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Knee Strike - 무릎차기 (Mureup Chagi)\n *\n * **Authentic Muay Thai / Taekwondo Straight Knee Strike**\n *\n * Powerful knee strike from clinch position targeting midsection or thigh.\n * The knee is one of the hardest striking surfaces and delivers devastating power\n * at close range through proper hip thrust mechanics.\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Clinch Control (클린치 제어)**: Hands pull opponent's head down\n * - **Hip Thrust (골반 추진)**: Forward hip rotation drives knee upward\n * - **Knee Drive (무릎 상승)**: Rear leg knee chambers then drives up\n * - **Balance (균형)**: Support leg bends for stability and power transfer\n * - **Follow-Through**: Hip continues forward after knee contact\n *\n * **Target Vital Points**:\n * - 명치 (Solar Plexus - Myeongchi): Breath disruption\n * - 늑골 (Floating Ribs - Neukgol): Rib damage\n * - 간 (Liver - Gan): Internal organ trauma\n * - 대퇴부 (Thigh - Daetoebu): Leg damage for mobility denial\n *\n * **Combat Applications**:\n * - Clinch fighting primary weapon\n * - Counter to takedown attempts (sprawl and knee)\n * - Breaking opponent's posture and guard\n * - Multiple knees in combination (Thailand clinch style)\n *\n * Phases:\n * 1. Clinch (클린치): 120ms - Establish head control, pull opponent in\n * 2. Chamber (준비): 80ms - Rear leg chambers with hip load\n * 3. Strike (차기): 150ms - Hip thrust drives knee up into target\n * 4. Peak (정점): 70ms - Hold at maximum height and impact\n * 5. Reset (복귀): 180ms - Return to clinch or disengage\n *\n * Duration: 600ms (Deliberate clinch technique with control)\n *\n * @korean 무릎차기애니메이션\n */\nexport const KNEE_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"knee_strike\", \"무릎차기\")\n .asAttack(0.6)\n .withClinch() // 클린치 - Establish control position\n .chamber(0.08) // 준비 - Chamber rear leg with hip load\n .kneeStrike(0.15) // 차기 - Hip thrust drives knee up\n .kneeStrike(0.07) // 정점 - Hold at peak impact\n .recover(0.3) // 복귀 - Reset to clinch or disengage\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SPINNING ELBOW (회전팔꿈치) - 360° Spinning Elbow\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Spinning Elbow - 회전팔꿈치 (Hoejeon Palkkumchi)\n *\n * **Authentic Muay Thai / Taekwondo 360° Spinning Elbow Strike**\n *\n * Full 360° body rotation into horizontal elbow strike - the most powerful elbow technique.\n * High-risk, high-reward knockout technique that generates maximum angular momentum.\n * Used by elite Muay Thai fighters and requires perfect timing and distance control.\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Spin Initiation (회전 시작)**: Rear foot pivots, hips rotate first\n * - **Angular Momentum (각운동량)**: Full body rotation builds speed\n * - **Head Turn (머리 회전)**: Eyes find target mid-spin for accuracy\n * - **Elbow Whip (팔꿈치 채찍)**: Elbow whips through at completion of spin\n * - **Follow-Through**: Complete 360° rotation even if miss\n *\n * **Target Vital Points**:\n * - 관자놀이 (Temple - Gwanjanoli): Instant knockout potential\n * - 턱끝 (Jaw - Teok-kkeut): Rotational knockout force\n * - 경추 (Cervical Spine - Gyeongchu): Structural damage risk\n *\n * **Combat Applications**:\n * - Counter to circular attacks (slip and spin)\n * - Breaking opponent's rhythm with unexpected angle\n * - Creating space after clinch exchanges\n * - Devastating power from angular momentum\n *\n * **Risk Factors**:\n * - Exposes back during rotation\n * - Requires precise distance control\n * - Vulnerable to counters if missed\n * - Should only be used with confidence in timing\n *\n * Phases:\n * 1. Chamber (준비): 100ms - Weight shift to front foot, prepare spin\n * 2. Spin (회전): 200ms - Full 360° body rotation with head turn\n * 3. Strike (치기): 140ms - Elbow whips through target at spin completion\n * 4. Follow-Through (관통): 80ms - Complete rotation for balance\n * 5. Recovery (복귀): 180ms - Stabilize and return to guard\n *\n * Duration: 700ms (Long duration for full rotation visibility)\n *\n * @korean 회전팔꿈치애니메이션\n */\nexport const SPINNING_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"spinning_elbow\", \"회전팔꿈치\")\n .asAttack(0.7)\n .chamber(0.1) // 준비 - Weight shift and rotation preparation\n .backKickSpin(0.2) // 회전 - Full 360° spin with angular momentum\n .elbowStrike(0.14) // 치기 - Elbow whips through on completion\n .elbowStrike(0.08) // 관통 - Follow-through for balance\n .spinRecover(0.18) // 복귀 - Stabilize and return to guard\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// DOWNWARD ELBOW (내려팔꿈치) - 12-6 Elbow\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Downward Elbow - 내려팔꿈치 (Naeryeo Palkkumchi) - \"12-6 Elbow\"\n *\n * **Authentic Muay Thai Vertical Downward Elbow Strike**\n *\n * Vertical downward elbow strike targeting crown of head from above.\n * Named \"12-6 elbow\" (like clock hands) for its straight downward trajectory.\n * One of the most devastating strikes in Muay Thai, banned in some MMA competitions\n * due to high injury risk (cuts and concussions).\n *\n * **Korean Martial Arts Biomechanics**:\n * - **High Chamber (높은 준비)**: Elbow raises above head with arm bent\n * - **Body Weight (체중 이용)**: Uses gravity + body weight for power\n * - **Downward Drive (하강 타격)**: Elbow crashes straight down like axe\n * - **Hip Drop (골반 하강)**: Body drops to add mass behind strike\n * - **Impact Surface**: Sharp point of elbow (devastating cutting power)\n *\n * **Target Vital Points**:\n * - 백회혈 (Crown Point - Baekhoehoel): Neurological knockout\n * - 후두부 (Occipital Region - Hudubu): Concussion risk\n * - 쇄골 (Collarbone - Swaegol): Bone fracture\n * - 척추 (Cervical Spine - Cheokchu): Structural damage\n *\n * **Combat Applications**:\n * - Ground and pound from mount position\n * - Counter to opponent shooting for takedown (sprawl and elbow)\n * - Clinch position when opponent's head is below yours\n * - Breaking opponent's guard from above\n *\n * **Safety Note**:\n * Extremely dangerous technique. In training, this is practiced with control\n * or on pads/bags only. The \"12-6\" angle maximizes cutting and impact force.\n *\n * Phases:\n * 1. High Guard (상단 자세): 100ms - Raise arm above head\n * 2. Chamber (준비): 80ms - Elbow cocked at apex, body rises\n * 3. Drop (하강): 130ms - Body weight crashes elbow downward\n * 4. Impact (충격): 70ms - Full force impact with body weight\n * 5. Recovery (복귀): 200ms - Return to guard\n *\n * Duration: 580ms (Dramatic downward technique)\n *\n * @korean 내려팔꿈치애니메이션\n */\nexport const DOWNWARD_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"downward_elbow\", \"내려팔꿈치\")\n .asAttack(0.58)\n .withHighGuard() // 상단 자세 - Arm raises high\n .elbowChamber(0.08) // 준비 - Elbow loaded at apex\n .elbowChamber(0.1) // 준비 완료 - Hold high chamber position\n .spinalElbow(0.13) // 하강 - Crashes down with body weight (12-6 arc)\n .spinalElbow(0.07) // 충격 - Impact with full downward force\n .recover(0.2) // 복귀 - Return to guard\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// BACK ELBOW (뒤팔꿈치) - Rear Elbow Strike\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Back Elbow - 뒤팔꿈치\n *\n * Elbow strike thrown backward.\n * Used when opponent is behind.\n * Uses unique rear-strike rotation pattern.\n *\n * @korean 뒤팔꿈치애니메이션\n */\nexport const BACK_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"back_elbow\", \"뒤팔꿈치\")\n .asAttack(TECHNIQUE_TIMING.FAST.total)\n .withKoreanHighGuard() // Start in guard\n .elbowChamber(TECHNIQUE_TIMING.FAST.chamber) // 준비 - Chamber for rear strike\n .elbowStrike(TECHNIQUE_TIMING.FAST.extend) // 뒤팔꾼치 - Backward elbow thrust\n .recover(TECHNIQUE_TIMING.FAST.retract + TECHNIQUE_TIMING.FAST.recover)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// DOUBLE ELBOW (더블팔꿈치) - Two Rapid Elbows\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Double Elbow - 더블팔꿈치\n *\n * Two rapid elbow strikes.\n * Left-right combination with distinct alternating motion.\n *\n * @korean 더블팔꿈치애니메이션\n */\nexport const DOUBLE_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"double_elbow\", \"더블팔꿈치\")\n .asAttack(0.48)\n .elbowChamber(0.06) // First chamber\n .elbowStrike(0.1) // First horizontal elbow\n .slashingElbow(0.12) // Second diagonal elbow (unique)\n .recover(0.2) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SLASHING ELBOW (베기팔꿈치) - Diagonal Elbow Slash\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Slashing Elbow - 베기팔꿈치\n *\n * Diagonal slashing elbow motion.\n * Cuts across opponent's face with unique diagonal path.\n *\n * @korean 베기팔꿈치애니메이션\n */\nexport const SLASHING_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"slashing_elbow\", \"베기팔꿈치\")\n .asAttack(TECHNIQUE_TIMING.FAST.total)\n .withHighGuard() // Arm high\n .elbowChamber(TECHNIQUE_TIMING.FAST.chamber) // 준비 - Chamber arm high\n .slashingElbow(TECHNIQUE_TIMING.FAST.extend) // 베기 - Diagonal slash\n .recover(TECHNIQUE_TIMING.FAST.retract + TECHNIQUE_TIMING.FAST.recover) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// FLYING KNEE (뛰어무릎) - Jumping Knee Strike\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Flying Knee - 뛰어무릎 (Ttwi-eo Mureup) - \"Khao Loi\" (Muay Thai)\n *\n * **Authentic Muay Thai Jumping Knee Strike**\n *\n * Explosive airborne knee strike using full body momentum as a spear.\n * One of the most spectacular and devastating techniques in Muay Thai.\n * Maximum power from combining jump momentum with knee drive.\n * Famous for knockout victories in Muay Thai and MMA (e.g., Jorge Masvidal vs Ben Askren).\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Explosive Jump (폭발적 점프)**: Both legs drive off ground simultaneously\n * - **Airborne Drive (공중 추진)**: Knee drives forward while body is in flight\n * - **Rear Leg Extension (뒷다리 확장)**: Trailing leg extends back for balance\n * - **Arms Drive (팔 추진)**: Arms pull for momentum and balance\n * - **Target Acquisition (목표 확인)**: Eyes lock on target mid-flight\n * - **Impact Timing (충격 타이밍)**: Knee contacts at peak of jump arc\n *\n * **Target Vital Points**:\n * - 명치 (Solar Plexus - Myeongchi): Breath knockout\n * - 관자놀이 (Temple - Gwanjanoli): Airborne head strike (extreme power)\n * - 턱끝 (Jaw - Teok-kkeut): Flying uppercut knee\n * - 경추 (Cervical Spine - Gyeongchu): Spinal trauma risk\n *\n * **Combat Applications**:\n * - Close distance explosively against backpedaling opponent\n * - Counter to opponent circling away (cut off angle)\n * - Finish sequence after opponent is rocked\n * - Surprise attack from mid-range\n * - Breaking opponent's defensive shell with airborne attack\n *\n * **Technical Requirements**:\n * - Proper distance (3-5 feet optimal)\n * - Opponent stationary or moving toward you\n * - Strong push-off from both legs\n * - Commitment to technique (no half-measures in air)\n * - Landing preparedness (balance recovery critical)\n *\n * Phases:\n * 1. Chamber (준비): 120ms - Crouch and load both legs, arms swing back\n * 2. Jump (뛰기): 150ms - Explosive takeoff, both legs extend\n * 3. Airborne (공중): 180ms - Knee drives forward, trailing leg extends\n * 4. Strike (차기): 100ms - Knee contact at peak height\n * 5. Land (착지): 250ms - Absorb landing, recover balance\n *\n * Duration: 800ms (Extended for dramatic airborne technique)\n *\n * @korean 뛰어무릎애니메이션\n */\nexport const FLYING_KNEE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"flying_knee\", \"뛰어무릎\")\n .asAttack(0.8)\n .chamber(0.12) // 준비 - Crouch and load, arms swing back\n .flyingKnee(0.15) // 뛰기 - Explosive jump takeoff with upward drive\n .flyingKnee(0.18) // 공중 - Airborne knee drive forward\n .flyingKnee(0.1) // 차기 - Knee strike at peak\n .recover(0.25) // 착지 - Land and stabilize\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SIDE KNEE (옆무릎) - Lateral Knee Strike\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Side Knee - 옆무릎\n *\n * Lateral knee strike to ribs.\n * Clinch position to side target with unique lateral motion.\n *\n * @korean 옆무릎애니메이션\n */\nexport const SIDE_KNEE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"side_knee\", \"옆무릎\")\n .asAttack(0.42)\n .withClinch() // Clinch\n .chamber(0.08) // 준비 - Lift knee to side\n .sideKneeStrike(0.12) // 옆무릎 - Side knee strike\n .recover(0.22) // Release\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// STEP KNEE (스텝무릎) - Step-in Knee Strike\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Step Knee - 스텝무릎\n *\n * Stepping knee strike.\n * Close distance with knee.\n *\n * @korean 스텝무릎애니메이션\n */\nexport const STEP_KNEE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"step_knee\", \"스텝무릎\")\n .asAttack(0.45)\n .throwEntry(0.12) // Step in\n .kneeStrike(0.15) // Knee on entry\n .recover(0.18) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ELBOW-KNEE COMBO (팔꿈치무릎콤보) - Elbow to Knee\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Elbow-Knee Combo - 팔꿈치무릎콤보 (Palkkumchi-Mureup Kombo)\n *\n * **Authentic Muay Thai Close-Range Combination**\n *\n * Devastating two-strike combination from clinch range: horizontal elbow followed\n * immediately by knee strike. The elbow stuns and breaks opponent's guard, while\n * the knee finishes with body shot. Classic Muay Thai clinch sequence used to\n * overwhelm opponent at close quarters.\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Elbow Setup (팔꿈치 설정)**: Horizontal elbow to head creates opening\n * - **Clinch Transition (클린치 전환)**: Immediately grab opponent after elbow\n * - **Head Control (머리 제어)**: Pull opponent's head down for knee\n * - **Hip Rotation (골반 회전)**: Continuous rotation from elbow to knee\n * - **Overwhelming Offense (압도적 공격)**: No pause between strikes\n *\n * **Target Vital Points**:\n * Elbow Phase:\n * - 관자놀이 (Temple - Gwanjanoli): Stuns opponent\n * - 턱끝 (Jaw - Teok-kkeut): Opens guard\n *\n * Knee Phase:\n * - 명치 (Solar Plexus - Myeongchi): Finishing body shot\n * - 늑골 (Ribs - Neukgol): Breaks structure\n *\n * **Combat Applications**:\n * - Clinch dominance sequence\n * - Breaking opponent's turtle defense\n * - Finishing combination after opponent is hurt\n * - Preventing opponent from escaping clinch range\n * - Overwhelming forward pressure\n *\n * **Technical Keys**:\n * - NO gap between elbow and clinch grab\n * - Immediate head control after elbow\n * - Continuous hip rotation through both strikes\n * - Keep pressure forward throughout combo\n * - Be ready for multiple repetitions (Muay Thai clinch style)\n *\n * Phases:\n * 1. Elbow Prep (준비): 90ms - Quick chamber for horizontal elbow\n * 2. Elbow Strike (팔꿈치): 130ms - Horizontal elbow lands to head\n * 3. Clinch Grab (잡기): 100ms - Immediately grab opponent's head/neck\n * 4. Head Pull (당기기): 80ms - Pull head down exposing body\n * 5. Knee Strike (무릎치기): 150ms - Knee drives up into exposed midsection\n * 6. Recovery (복귀): 170ms - Release or reset for next strike\n *\n * Duration: 720ms (Deliberate combination with clinch control)\n *\n * @korean 팔꿈치무릎콤보애니메이션\n */\nexport const ELBOW_KNEE_COMBO_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"elbow_knee_combo\", \"팔꿈치무릎콤보\")\n .asAttack(0.72)\n .elbowChamber(0.09) // 준비 - Quick elbow chamber\n .elbowStrike(0.13) // 팔꿈치 - Elbow lands to head\n .clinchGrab(0.1) // 잡기 - Immediately grab opponent's head\n .withClinch() // 클린치 - Establish head control\n .chamber(0.08) // 당기기 - Pull head down\n .kneeStrike(0.15) // 무릎치기 - Knee drives to body\n .recover(0.17) // 복귀 - Release or continue clinch\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// KNEE BODY HOOK (무릎바디훅) - Knee to Hook Combo\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Knee Body Hook - 무릎바디훅\n *\n * Knee strike followed by body hook.\n * Devastates opponent's midsection.\n *\n * @korean 무릎바디훅애니메이션\n */\nexport const KNEE_BODY_HOOK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"knee_body_hook\", \"무릎바디훅\")\n .asAttack(0.55)\n .withClinch() // Clinch\n .chamber(0.07) // 준비 - Chamber knee\n .kneeStrike(0.11) // 무릎치기 - Knee lands\n .hookPunch(0.13) // 바디훅 - Body hook\n .recover(0.24) // Disengage\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// NEW KOREAN VITAL POINT VARIATIONS (추가 한국 급소 공격 변형)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Knee Kick - 무릎차기 (일반)\n * Generic knee kick (no clinch).\n * @korean 무릎차기애니메이션\n */\nexport const KNEE_KICK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"knee_kick\", \"무릎차기\")\n .asAttack(0.4)\n .chamber(0.12)\n .withKoreanMiddleGuard()\n .kneeStrike(0.15)\n .recover(0.13)\n .withKoreanMiddleGuard()\n .build();\n\n/**\n * Clinch Knee - 멱살잡고무릎차기\n * Explicit clinch knee.\n * @korean 멱살잡고무릎차기애니메이션\n */\nexport const CLINCH_KNEE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"clinch_knee\",\n \"Myeoksal-japgo Mureup Chagi\",\n )\n .asAttack(0.55)\n .clinchGrab(0.12) // 멅살잡기 - Grab collar/head\n .withClinch()\n .chamber(0.07) // 준비 - Pull head down, chamber knee\n .kneeStrike(0.13) // 무릎치기 - Knee drives up\n .recover(0.23)\n .build();\n\n/**\n * Temple Elbow - 관자놀이치기\n * Horizontal elbow to temple (Gwanjanoli).\n * @korean 관자놀이치기애니메이션\n */\nexport const TEMPLE_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"temple_elbow\", \"관자놀이치기\")\n .asAttack(TECHNIQUE_TIMING.FAST.total)\n .elbowChamber(TECHNIQUE_TIMING.FAST.chamber)\n .withKoreanHighGuard()\n .elbowStrike(TECHNIQUE_TIMING.FAST.extend + TECHNIQUE_TIMING.FAST.peak) // High target\n .recover(TECHNIQUE_TIMING.FAST.retract + TECHNIQUE_TIMING.FAST.recover)\n .build();\n\n/**\n * Spinning Back Elbow - 뒤돌아팔꿈치\n * Reverse elbow strike.\n * @korean 뒤돌아팔꿈치애니메이션\n */\nexport const SPINNING_BACK_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"spinning_back_elbow\", \"뒤돌아팔꿈치\")\n .asAttack(0.5)\n .backKickSpin(0.15)\n .withKoreanHighGuard()\n .elbowStrike(0.15)\n .spinRecover(0.2)\n .build();\n\n/**\n * Spinal Elbow - 척추치기\n * Downward elbow to spine with unique spinal targeting.\n * @korean 척추치기애니메이션\n */\nexport const SPINAL_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"spinal_elbow\", \"척추치기\")\n .asAttack(0.42)\n .elbowChamber(0.08) // 준비 - Raise elbow high\n .spinalElbow(0.14) // 척추치기 - Downward strike to spine\n .recover(0.2)\n .build();\n\n/**\n * Brachial Elbow - 상박치기\n *\n * Elbow to brachial nerve with downward angle.\n * Precise nerve strike causing arm numbness and weakness.\n *\n * Phases:\n * 1. Chamber (준비): 120ms - Position for downward strike\n * 2. Brachial Strike (상박치기): 180ms - Angled downward elbow to shoulder/upper arm\n * 3. Peak (정점): 80ms - Hold pressure on nerve\n * 4. Recovery (복귀): 170ms - Return to guard\n *\n * Duration: 550ms (Deliberate nerve targeting)\n *\n * @korean 상박치기애니메이션\n */\nexport const BRACHIAL_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"brachial_elbow\", \"상박치기\")\n .asAttack(0.55)\n .elbowChamber(0.12) // 준비 - Position high for downward strike\n .brachialElbow(0.18) // 상박치기 - Downward angled elbow to brachial nerve\n .brachialElbow(0.08) // 정점 - Hold on nerve cluster\n .recover(0.17) // 복귀 - Return to guard\n .build();\n\n/**\n * Kidney Knee - 신장차기\n * Knee strike to kidney from side/behind with unique targeting.\n * @korean 신장차기애니메이션\n */\nexport const KIDNEY_KNEE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"kidney_knee\", \"신장차기\")\n .asAttack(0.44)\n .withClinch()\n .chamber(0.08) // 준비 - Chamber knee to side\n .kidneyKnee(0.14) // 신장차기 - Knee to kidney area\n .recover(0.22)\n .build();\n\n/**\n * Femoral Knee - 대퇴부차기\n * Knee strike to femoral nerve (thigh) with unique low targeting.\n * @korean 대퇴부차기애니메이션\n */\nexport const FEMORAL_KNEE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"femoral_knee\", \"대퇴부차기\")\n .asAttack(0.4)\n .chamber(0.1)\n .femoralKnee(0.15) // Unique femoral targeting motion\n .recover(0.15)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORT ELBOW/KNEE ANIMATION MAP\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all elbow and knee animations for easy access\n * 팔꿈치/무릎 애니메이션 맵\n */\nexport const ELBOW_KNEE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> =\n new Map([\n [\"elbow_strike\", ELBOW_STRIKE_ANIMATION],\n [\"elbow_uppercut\", ELBOW_UPPERCUT_ANIMATION],\n [\"knee_strike\", KNEE_STRIKE_ANIMATION],\n [\"spinning_elbow\", SPINNING_ELBOW_ANIMATION],\n [\"downward_elbow\", DOWNWARD_ELBOW_ANIMATION],\n [\"back_elbow\", BACK_ELBOW_ANIMATION],\n [\"double_elbow\", DOUBLE_ELBOW_ANIMATION],\n [\"slashing_elbow\", SLASHING_ELBOW_ANIMATION],\n [\"flying_knee\", FLYING_KNEE_ANIMATION],\n [\"side_knee\", SIDE_KNEE_ANIMATION],\n [\"step_knee\", STEP_KNEE_ANIMATION],\n [\"elbow_knee_combo\", ELBOW_KNEE_COMBO_ANIMATION],\n [\"knee_body_hook\", KNEE_BODY_HOOK_ANIMATION],\n [\"knee_kick\", KNEE_KICK_ANIMATION],\n [\"clinch_knee\", CLINCH_KNEE_ANIMATION],\n [\"temple_elbow\", TEMPLE_ELBOW_ANIMATION],\n [\"spinning_back_elbow\", SPINNING_BACK_ELBOW_ANIMATION],\n [\"spinal_elbow\", SPINAL_ELBOW_ANIMATION],\n [\"brachial_elbow\", BRACHIAL_ELBOW_ANIMATION],\n [\"kidney_knee\", KIDNEY_KNEE_ANIMATION],\n [\"femoral_knee\", FEMORAL_KNEE_ANIMATION],\n 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{"version":3,"file":"EnhancedAttackAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/EnhancedAttackAnimations.ts"],"sourcesContent":["/**\n * Enhanced Attack Animations with Recovery Phases\n *\n * Demonstrates application of RecoveryPhaseEnhancer to existing attack animations\n * following Korean martial arts principles of 복귀 (Bokgwi - recovery/return).\n *\n * Note: Imports individual animations directly for explicit dependency tracking.\n * This makes it clear which animations are being enhanced and simplifies debugging.\n *\n * @module systems/animation/EnhancedAttackAnimations\n * @category Animation System\n * @korean 향상된공격애니메이션\n */\n\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport {\n addRecoveryPhase,\n type RecoveryPhaseConfig,\n} from \"../core/RecoveryPhaseEnhancer\";\nimport {\n CROSS_ANIMATION,\n FRONT_KICK_ANIMATION,\n JAB_ANIMATION,\n ROUNDHOUSE_KICK_ANIMATION,\n} from \"./AttackAnimations\";\n\n/**\n * Enhanced jab animation with proper recovery phase\n *\n * **Korean**: 복귀 단계가 포함된 잽\n *\n * Original duration: 300ms\n * Enhanced duration: 500ms (300ms technique + 200ms recovery)\n *\n * Recovery characteristics:\n * - Quick 200ms recovery for fast technique\n * - 75% intermediate return (faster than default)\n * - Low final tension (0.05) for quick follow-up\n *\n * @korean 향상된잽애니메이션\n */\nexport const JAB_ANIMATION_ENHANCED: SkeletalAnimation = addRecoveryPhase(\n JAB_ANIMATION,\n {\n duration: 0.2, // Fast recovery for jab\n intermediateReturnPercent: 0.75, // Faster return than default\n peakMuscleTension: 0.9, // Jab doesn't require full tension\n intermediateMuscleTension: 0.35,\n finalMuscleTension: 0.05, // Very relaxed for combo follow-up\n }\n);\n\n/**\n * Enhanced cross punch animation with proper recovery phase\n *\n * **Korean**: 복귀 단계가 포함된 크로스\n *\n * Original duration: 350ms\n * Enhanced duration: 570ms (350ms technique + 220ms recovery)\n *\n * Recovery characteristics:\n * - Standard 220ms recovery for power technique\n * - Default 80% intermediate return\n * - Higher tension values due to power generation\n *\n * @korean 향상된크로스애니메이션\n */\nexport const CROSS_ANIMATION_ENHANCED: SkeletalAnimation = addRecoveryPhase(\n CROSS_ANIMATION,\n {\n duration: 0.22, // Standard recovery\n peakMuscleTension: 1.0, // Full power technique\n intermediateMuscleTension: 0.45, // Maintain tension during return\n finalMuscleTension: 0.12, // Slightly more tension than jab\n }\n);\n\n/**\n * Enhanced front kick animation with proper recovery phase\n *\n * **Korean**: 복귀 단계가 포함된 앞차기\n *\n * Original duration: 550ms (already includes some recovery)\n * Enhanced duration: 720ms (550ms technique + 170ms enhanced recovery)\n *\n * Recovery characteristics:\n * - Shorter 170ms recovery (already has set-down phase)\n * - 85% intermediate return (more complete than default)\n * - Balance-focused recovery\n *\n * Note: FRONT_KICK_ANIMATION already has frames 4-5 for set-down and balance recovery.\n * This enhancement adds proper muscle tension release and intermediate positioning.\n *\n * @korean 향상된앞차기애니메이션\n */\nexport const FRONT_KICK_ANIMATION_ENHANCED: SkeletalAnimation =\n addRecoveryPhase(FRONT_KICK_ANIMATION, {\n duration: 0.17, // Shorter since base has set-down\n intermediateReturnPercent: 0.85, // More complete return\n peakMuscleTension: 1.0, // Full leg power\n intermediateMuscleTension: 0.38,\n finalMuscleTension: 0.1, // Stable standing position\n });\n\n/**\n * Enhanced roundhouse kick animation with proper recovery phase\n *\n * **Korean**: 복귀 단계가 포함된 돌려차기\n *\n * Original duration: 600ms (already includes some recovery)\n * Enhanced duration: 780ms (600ms technique + 180ms enhanced recovery)\n *\n * Recovery characteristics:\n * - Moderate 180ms recovery (has set-down phase)\n * - 85% intermediate return for rotational recovery\n * - Higher tension due to rotational power\n *\n * Note: ROUNDHOUSE_KICK_ANIMATION already has frames 6-7 for set-down and recovery shuffle.\n * This enhancement adds proper hip de-rotation and balance restoration.\n *\n * @korean 향상된돌려차기애니메이션\n */\nexport const ROUNDHOUSE_KICK_ANIMATION_ENHANCED: SkeletalAnimation =\n addRecoveryPhase(ROUNDHOUSE_KICK_ANIMATION, {\n duration: 0.18, // Moderate recovery for rotation\n intermediateReturnPercent: 0.85, // Complete hip de-rotation\n peakMuscleTension: 1.0, // Maximum rotational power\n intermediateMuscleTension: 0.42, // Maintain core stability\n finalMuscleTension: 0.12, // Balanced stance\n });\n\n/**\n * Map of enhanced animations for easy lookup\n *\n * **Korean**: 향상된 애니메이션 맵\n *\n * Use this to replace base animations with enhanced versions in combat system.\n *\n * @example\n * ```typescript\n * import { ENHANCED_ANIMATIONS } from './EnhancedAttackAnimations';\n *\n * // Use enhanced jab instead of base jab\n * const jabAnimation = ENHANCED_ANIMATIONS.jab;\n * ```\n *\n * @korean 향상된애니메이션맵\n */\nexport const ENHANCED_ANIMATIONS = {\n jab: JAB_ANIMATION_ENHANCED,\n cross: CROSS_ANIMATION_ENHANCED,\n front_kick: FRONT_KICK_ANIMATION_ENHANCED,\n roundhouse_kick: ROUNDHOUSE_KICK_ANIMATION_ENHANCED,\n} as const;\n\n/**\n * Recovery phase configuration presets for different technique types\n *\n * **Korean**: 기술 유형별 복귀 설정\n *\n * Use these presets when enhancing additional techniques:\n * - **Fast**: Quick strikes (jabs, straights) - 180-200ms recovery\n * - **Power**: Heavy techniques (hooks, uppercuts) - 220-240ms recovery\n * - **Kick**: Leg techniques (kicks) - 170-190ms recovery (have set-down)\n * - **Combo**: Combination starters - 150-170ms recovery for fast chains\n *\n * @korean 복귀설정프리셋\n */\nexport const RECOVERY_PRESETS: Record<string, RecoveryPhaseConfig> = {\n /**\n * Fast technique recovery (잽, 직권)\n * - Duration: 180-200ms\n * - Quick return: 75%\n * - Low tension: 0.05-0.35\n */\n fast: {\n duration: 0.19,\n intermediateReturnPercent: 0.75,\n peakMuscleTension: 0.9,\n intermediateMuscleTension: 0.35,\n finalMuscleTension: 0.05,\n },\n\n /**\n * Power technique recovery (훅, 어퍼컷)\n * - Duration: 220-240ms\n * - Standard return: 80%\n * - High tension: 0.12-0.45\n */\n power: {\n duration: 0.22,\n intermediateReturnPercent: 0.8,\n peakMuscleTension: 1.0,\n intermediateMuscleTension: 0.45,\n finalMuscleTension: 0.12,\n },\n\n /**\n * Kick technique recovery (차기)\n * - Duration: 170-190ms (shorter, has set-down)\n * - Complete return: 85%\n * - Moderate tension: 0.1-0.4\n */\n kick: {\n duration: 0.18,\n intermediateReturnPercent: 0.85,\n peakMuscleTension: 1.0,\n intermediateMuscleTension: 0.4,\n finalMuscleTension: 0.1,\n },\n\n /**\n * Combo starter recovery (연속기 시작)\n * - Duration: 150-170ms (fastest)\n * - Rapid return: 70%\n * - Very low tension: 0.03-0.3\n */\n combo: {\n duration: 0.16,\n intermediateReturnPercent: 0.7,\n peakMuscleTension: 0.85,\n intermediateMuscleTension: 0.3,\n finalMuscleTension: 0.03,\n },\n\n /**\n * Finishing move recovery (마무리기술)\n * - Duration: 240-250ms (longest)\n * - Deliberate return: 85%\n * - High final tension: 0.15-0.5 (defensive)\n */\n finishing: {\n duration: 0.25,\n intermediateReturnPercent: 0.85,\n peakMuscleTension: 1.0,\n intermediateMuscleTension: 0.5,\n finalMuscleTension: 0.15,\n },\n} as const;\n\n/**\n * Apply recovery phase to any animation using preset\n *\n * **Korean**: 프리셋을 사용한 복귀 적용\n *\n * Convenience function for applying recovery with standard presets.\n *\n * @param animation - Base animation\n * @param preset - Preset name ('fast', 'power', 'kick', 'combo', 'finishing')\n * @returns Enhanced animation with recovery phase\n *\n * @example\n * ```typescript\n * import { UPPERCUT_ANIMATION } from './PunchAnimations';\n * import { applyRecoveryPreset } from './EnhancedAttackAnimations';\n *\n * // Apply power recovery preset to uppercut\n * const enhancedUppercut = applyRecoveryPreset(UPPERCUT_ANIMATION, 'power');\n * ```\n *\n * @korean 프리셋복귀적용\n */\nexport function applyRecoveryPreset(\n animation: SkeletalAnimation,\n preset: keyof typeof RECOVERY_PRESETS\n): SkeletalAnimation {\n return addRecoveryPhase(animation, RECOVERY_PRESETS[preset]);\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;AAyCA,IAAa,yBAA4C,iBACvD,eACA;CACE,UAAU;CACV,2BAA2B;CAC3B,mBAAmB;CACnB,2BAA2B;CAC3B,oBAAoB;
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{"version":3,"file":"EnhancedAttackAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/EnhancedAttackAnimations.ts"],"sourcesContent":["/**\n * Enhanced Attack Animations with Recovery Phases\n *\n * Demonstrates application of RecoveryPhaseEnhancer to existing attack animations\n * following Korean martial arts principles of 복귀 (Bokgwi - recovery/return).\n *\n * Note: Imports individual animations directly for explicit dependency tracking.\n * This makes it clear which animations are being enhanced and simplifies debugging.\n *\n * @module systems/animation/EnhancedAttackAnimations\n * @category Animation System\n * @korean 향상된공격애니메이션\n */\n\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport {\n addRecoveryPhase,\n type RecoveryPhaseConfig,\n} from \"../core/RecoveryPhaseEnhancer\";\nimport {\n CROSS_ANIMATION,\n FRONT_KICK_ANIMATION,\n JAB_ANIMATION,\n ROUNDHOUSE_KICK_ANIMATION,\n} from \"./AttackAnimations\";\n\n/**\n * Enhanced jab animation with proper recovery phase\n *\n * **Korean**: 복귀 단계가 포함된 잽\n *\n * Original duration: 300ms\n * Enhanced duration: 500ms (300ms technique + 200ms recovery)\n *\n * Recovery characteristics:\n * - Quick 200ms recovery for fast technique\n * - 75% intermediate return (faster than default)\n * - Low final tension (0.05) for quick follow-up\n *\n * @korean 향상된잽애니메이션\n */\nexport const JAB_ANIMATION_ENHANCED: SkeletalAnimation = addRecoveryPhase(\n JAB_ANIMATION,\n {\n duration: 0.2, // Fast recovery for jab\n intermediateReturnPercent: 0.75, // Faster return than default\n peakMuscleTension: 0.9, // Jab doesn't require full tension\n intermediateMuscleTension: 0.35,\n finalMuscleTension: 0.05, // Very relaxed for combo follow-up\n }\n);\n\n/**\n * Enhanced cross punch animation with proper recovery phase\n *\n * **Korean**: 복귀 단계가 포함된 크로스\n *\n * Original duration: 350ms\n * Enhanced duration: 570ms (350ms technique + 220ms recovery)\n *\n * Recovery characteristics:\n * - Standard 220ms recovery for power technique\n * - Default 80% intermediate return\n * - Higher tension values due to power generation\n *\n * @korean 향상된크로스애니메이션\n */\nexport const CROSS_ANIMATION_ENHANCED: SkeletalAnimation = addRecoveryPhase(\n CROSS_ANIMATION,\n {\n duration: 0.22, // Standard recovery\n peakMuscleTension: 1.0, // Full power technique\n intermediateMuscleTension: 0.45, // Maintain tension during return\n finalMuscleTension: 0.12, // Slightly more tension than jab\n }\n);\n\n/**\n * Enhanced front kick animation with proper recovery phase\n *\n * **Korean**: 복귀 단계가 포함된 앞차기\n *\n * Original duration: 550ms (already includes some recovery)\n * Enhanced duration: 720ms (550ms technique + 170ms enhanced recovery)\n *\n * Recovery characteristics:\n * - Shorter 170ms recovery (already has set-down phase)\n * - 85% intermediate return (more complete than default)\n * - Balance-focused recovery\n *\n * Note: FRONT_KICK_ANIMATION already has frames 4-5 for set-down and balance recovery.\n * This enhancement adds proper muscle tension release and intermediate positioning.\n *\n * @korean 향상된앞차기애니메이션\n */\nexport const FRONT_KICK_ANIMATION_ENHANCED: SkeletalAnimation =\n addRecoveryPhase(FRONT_KICK_ANIMATION, {\n duration: 0.17, // Shorter since base has set-down\n intermediateReturnPercent: 0.85, // More complete return\n peakMuscleTension: 1.0, // Full leg power\n intermediateMuscleTension: 0.38,\n finalMuscleTension: 0.1, // Stable standing position\n });\n\n/**\n * Enhanced roundhouse kick animation with proper recovery phase\n *\n * **Korean**: 복귀 단계가 포함된 돌려차기\n *\n * Original duration: 600ms (already includes some recovery)\n * Enhanced duration: 780ms (600ms technique + 180ms enhanced recovery)\n *\n * Recovery characteristics:\n * - Moderate 180ms recovery (has set-down phase)\n * - 85% intermediate return for rotational recovery\n * - Higher tension due to rotational power\n *\n * Note: ROUNDHOUSE_KICK_ANIMATION already has frames 6-7 for set-down and recovery shuffle.\n * This enhancement adds proper hip de-rotation and balance restoration.\n *\n * @korean 향상된돌려차기애니메이션\n */\nexport const ROUNDHOUSE_KICK_ANIMATION_ENHANCED: SkeletalAnimation =\n addRecoveryPhase(ROUNDHOUSE_KICK_ANIMATION, {\n duration: 0.18, // Moderate recovery for rotation\n intermediateReturnPercent: 0.85, // Complete hip de-rotation\n peakMuscleTension: 1.0, // Maximum rotational power\n intermediateMuscleTension: 0.42, // Maintain core stability\n finalMuscleTension: 0.12, // Balanced stance\n });\n\n/**\n * Map of enhanced animations for easy lookup\n *\n * **Korean**: 향상된 애니메이션 맵\n *\n * Use this to replace base animations with enhanced versions in combat system.\n *\n * @example\n * ```typescript\n * import { ENHANCED_ANIMATIONS } from './EnhancedAttackAnimations';\n *\n * // Use enhanced jab instead of base jab\n * const jabAnimation = ENHANCED_ANIMATIONS.jab;\n * ```\n *\n * @korean 향상된애니메이션맵\n */\nexport const ENHANCED_ANIMATIONS = {\n jab: JAB_ANIMATION_ENHANCED,\n cross: CROSS_ANIMATION_ENHANCED,\n front_kick: FRONT_KICK_ANIMATION_ENHANCED,\n roundhouse_kick: ROUNDHOUSE_KICK_ANIMATION_ENHANCED,\n} as const;\n\n/**\n * Recovery phase configuration presets for different technique types\n *\n * **Korean**: 기술 유형별 복귀 설정\n *\n * Use these presets when enhancing additional techniques:\n * - **Fast**: Quick strikes (jabs, straights) - 180-200ms recovery\n * - **Power**: Heavy techniques (hooks, uppercuts) - 220-240ms recovery\n * - **Kick**: Leg techniques (kicks) - 170-190ms recovery (have set-down)\n * - **Combo**: Combination starters - 150-170ms recovery for fast chains\n *\n * @korean 복귀설정프리셋\n */\nexport const RECOVERY_PRESETS: Record<string, RecoveryPhaseConfig> = {\n /**\n * Fast technique recovery (잽, 직권)\n * - Duration: 180-200ms\n * - Quick return: 75%\n * - Low tension: 0.05-0.35\n */\n fast: {\n duration: 0.19,\n intermediateReturnPercent: 0.75,\n peakMuscleTension: 0.9,\n intermediateMuscleTension: 0.35,\n finalMuscleTension: 0.05,\n },\n\n /**\n * Power technique recovery (훅, 어퍼컷)\n * - Duration: 220-240ms\n * - Standard return: 80%\n * - High tension: 0.12-0.45\n */\n power: {\n duration: 0.22,\n intermediateReturnPercent: 0.8,\n peakMuscleTension: 1.0,\n intermediateMuscleTension: 0.45,\n finalMuscleTension: 0.12,\n },\n\n /**\n * Kick technique recovery (차기)\n * - Duration: 170-190ms (shorter, has set-down)\n * - Complete return: 85%\n * - Moderate tension: 0.1-0.4\n */\n kick: {\n duration: 0.18,\n intermediateReturnPercent: 0.85,\n peakMuscleTension: 1.0,\n intermediateMuscleTension: 0.4,\n finalMuscleTension: 0.1,\n },\n\n /**\n * Combo starter recovery (연속기 시작)\n * - Duration: 150-170ms (fastest)\n * - Rapid return: 70%\n * - Very low tension: 0.03-0.3\n */\n combo: {\n duration: 0.16,\n intermediateReturnPercent: 0.7,\n peakMuscleTension: 0.85,\n intermediateMuscleTension: 0.3,\n finalMuscleTension: 0.03,\n },\n\n /**\n * Finishing move recovery (마무리기술)\n * - Duration: 240-250ms (longest)\n * - Deliberate return: 85%\n * - High final tension: 0.15-0.5 (defensive)\n */\n finishing: {\n duration: 0.25,\n intermediateReturnPercent: 0.85,\n peakMuscleTension: 1.0,\n intermediateMuscleTension: 0.5,\n finalMuscleTension: 0.15,\n },\n} as const;\n\n/**\n * Apply recovery phase to any animation using preset\n *\n * **Korean**: 프리셋을 사용한 복귀 적용\n *\n * Convenience function for applying recovery with standard presets.\n *\n * @param animation - Base animation\n * @param preset - Preset name ('fast', 'power', 'kick', 'combo', 'finishing')\n * @returns Enhanced animation with recovery phase\n *\n * @example\n * ```typescript\n * import { UPPERCUT_ANIMATION } from './PunchAnimations';\n * import { applyRecoveryPreset } from './EnhancedAttackAnimations';\n *\n * // Apply power recovery preset to uppercut\n * const enhancedUppercut = applyRecoveryPreset(UPPERCUT_ANIMATION, 'power');\n * ```\n *\n * @korean 프리셋복귀적용\n */\nexport function applyRecoveryPreset(\n animation: SkeletalAnimation,\n preset: keyof typeof RECOVERY_PRESETS\n): SkeletalAnimation {\n return addRecoveryPhase(animation, RECOVERY_PRESETS[preset]);\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;AAyCA,IAAa,yBAA4C,iBACvD,eACA;CACE,UAAU;CACV,2BAA2B;CAC3B,mBAAmB;CACnB,2BAA2B;CAC3B,oBAAoB;AACtB,CACF;;;;;;;;;;;;;;;;AAiBA,IAAa,2BAA8C,iBACzD,iBACA;CACE,UAAU;CACV,mBAAmB;CACnB,2BAA2B;CAC3B,oBAAoB;AACtB,CACF;;;;;;;;;;;;;;;;;;;AAoBA,IAAa,gCACX,iBAAiB,sBAAsB;CACrC,UAAU;CACV,2BAA2B;CAC3B,mBAAmB;CACnB,2BAA2B;CAC3B,oBAAoB;AACtB,CAAC;;;;;;;;;;;;;;;;;;;AAoBH,IAAa,qCACX,iBAAiB,2BAA2B;CAC1C,UAAU;CACV,2BAA2B;CAC3B,mBAAmB;CACnB,2BAA2B;CAC3B,oBAAoB;AACtB,CAAC"}
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{"version":3,"file":"EnhancedElbowKneeAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/EnhancedElbowKneeAnimations.ts"],"sourcesContent":["/**\n * Enhanced Elbow and Knee Animations with Recovery Phases\n *\n * Applies RecoveryPhaseEnhancer to close-range combat animations following\n * Korean martial arts principles of 복귀 (Bokgwi - recovery/return).\n *\n * Close-range techniques require faster recovery due to proximity to opponent.\n *\n * @module systems/animation/EnhancedElbowKneeAnimations\n * @category Animation System\n * @korean 향상된팔꿈치무릎애니메이션\n */\n\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport { addRecoveryPhase } from \"../core/RecoveryPhaseEnhancer\";\nimport {\n ELBOW_STRIKE_ANIMATION,\n ELBOW_UPPERCUT_ANIMATION,\n KNEE_STRIKE_ANIMATION,\n} from \"./ElbowKneeAnimations\";\n\n/**\n * Close-range recovery tension values\n * Optimized for rapid repositioning after elbow/knee techniques\n */\nconst CLOSE_RANGE_TENSION = {\n ELBOW_STRIKE: {\n intermediateReturn: 0.7,\n intermediate: 0.35,\n final: 0.08,\n },\n ELBOW_UPPERCUT: {\n intermediateReturn: 0.75,\n intermediate: 0.38,\n final: 0.09,\n },\n KNEE_STRIKE: {\n intermediateReturn: 0.85,\n intermediate: 0.42,\n final: 0.12,\n },\n} as const;\n\n/**\n * Enhanced elbow strike animation with proper recovery phase\n *\n * **Korean**: 복귀 단계가 포함된 팔꿈치치기\n *\n * Original duration: 350ms\n * Enhanced duration: 510ms (350ms technique + 160ms recovery)\n *\n * Recovery characteristics:\n * - Very fast 160ms recovery (close-range requires quick repositioning)\n * - 70% intermediate return (rapid return to guard)\n * - Moderate tension (0.08) for immediate follow-up\n *\n * @korean 향상된팔꿈치치기애니메이션\n */\nexport const ELBOW_STRIKE_ANIMATION_ENHANCED: SkeletalAnimation =\n addRecoveryPhase(ELBOW_STRIKE_ANIMATION, {\n duration: 0.16, // Very fast recovery for close-range\n intermediateReturnPercent:\n CLOSE_RANGE_TENSION.ELBOW_STRIKE.intermediateReturn,\n peakMuscleTension: 1.0, // Full power strike\n intermediateMuscleTension: CLOSE_RANGE_TENSION.ELBOW_STRIKE.intermediate,\n finalMuscleTension: CLOSE_RANGE_TENSION.ELBOW_STRIKE.final,\n });\n\n/**\n * Enhanced elbow uppercut animation with proper recovery phase\n *\n * **Korean**: 복귀 단계가 포함된 팔꿈치올려치기\n *\n * Original duration: 350ms\n * Enhanced duration: 520ms (350ms technique + 170ms recovery)\n *\n * Recovery characteristics:\n * - Fast 170ms recovery (close-range)\n * - 75% intermediate return (controlled return from vertical strike)\n * - Moderate tension for guard restoration\n *\n * @korean 향상된팔꿈치올려치기애니메이션\n */\nexport const ELBOW_UPPERCUT_ANIMATION_ENHANCED: SkeletalAnimation =\n addRecoveryPhase(ELBOW_UPPERCUT_ANIMATION, {\n duration: 0.17, // Fast recovery\n intermediateReturnPercent:\n CLOSE_RANGE_TENSION.ELBOW_UPPERCUT.intermediateReturn,\n peakMuscleTension: 1.0, // Explosive vertical power\n intermediateMuscleTension: CLOSE_RANGE_TENSION.ELBOW_UPPERCUT.intermediate,\n finalMuscleTension: CLOSE_RANGE_TENSION.ELBOW_UPPERCUT.final,\n });\n\n/**\n * Enhanced knee strike animation with proper recovery phase\n *\n * **Korean**: 복귀 단계가 포함된 무릎차기\n *\n * Original duration: 400ms\n * Enhanced duration: 590ms (400ms technique + 190ms recovery)\n *\n * Recovery characteristics:\n * - Moderate 190ms recovery (balance restoration from single-leg position)\n * - 85% intermediate return (complete balance restoration needed)\n * - Higher final tension (0.12) for stable grounded position\n *\n * @korean 향상된무릎차기애니메이션\n */\nexport const KNEE_STRIKE_ANIMATION_ENHANCED: SkeletalAnimation =\n addRecoveryPhase(KNEE_STRIKE_ANIMATION, {\n duration: 0.19, // Moderate recovery for balance\n intermediateReturnPercent:\n CLOSE_RANGE_TENSION.KNEE_STRIKE.intermediateReturn,\n peakMuscleTension: 1.0, // Maximum driving power\n intermediateMuscleTension: CLOSE_RANGE_TENSION.KNEE_STRIKE.intermediate,\n finalMuscleTension: CLOSE_RANGE_TENSION.KNEE_STRIKE.final,\n });\n\n/**\n * Map of enhanced elbow/knee animations for easy lookup\n *\n * **Korean**: 향상된 팔꿈치/무릎 애니메이션 맵\n *\n * @example\n * ```typescript\n * import { ENHANCED_ELBOW_KNEE_ANIMATIONS } from './EnhancedElbowKneeAnimations';\n *\n * const elbowStrike = ENHANCED_ELBOW_KNEE_ANIMATIONS.elbow_strike;\n * ```\n *\n * @korean 향상된팔꿈치무릎애니메이션맵\n */\nexport const ENHANCED_ELBOW_KNEE_ANIMATIONS = {\n elbow_strike: ELBOW_STRIKE_ANIMATION_ENHANCED,\n elbow_uppercut: ELBOW_UPPERCUT_ANIMATION_ENHANCED,\n knee_strike: KNEE_STRIKE_ANIMATION_ENHANCED,\n} as const;\n"],"mappings":";;;;;;;AAyBA,IAAM,sBAAsB;CAC1B,cAAc;EACZ,oBAAoB;EACpB,cAAc;EACd,OAAO;
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{"version":3,"file":"EnhancedElbowKneeAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/EnhancedElbowKneeAnimations.ts"],"sourcesContent":["/**\n * Enhanced Elbow and Knee Animations with Recovery Phases\n *\n * Applies RecoveryPhaseEnhancer to close-range combat animations following\n * Korean martial arts principles of 복귀 (Bokgwi - recovery/return).\n *\n * Close-range techniques require faster recovery due to proximity to opponent.\n *\n * @module systems/animation/EnhancedElbowKneeAnimations\n * @category Animation System\n * @korean 향상된팔꿈치무릎애니메이션\n */\n\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport { addRecoveryPhase } from \"../core/RecoveryPhaseEnhancer\";\nimport {\n ELBOW_STRIKE_ANIMATION,\n ELBOW_UPPERCUT_ANIMATION,\n KNEE_STRIKE_ANIMATION,\n} from \"./ElbowKneeAnimations\";\n\n/**\n * Close-range recovery tension values\n * Optimized for rapid repositioning after elbow/knee techniques\n */\nconst CLOSE_RANGE_TENSION = {\n ELBOW_STRIKE: {\n intermediateReturn: 0.7,\n intermediate: 0.35,\n final: 0.08,\n },\n ELBOW_UPPERCUT: {\n intermediateReturn: 0.75,\n intermediate: 0.38,\n final: 0.09,\n },\n KNEE_STRIKE: {\n intermediateReturn: 0.85,\n intermediate: 0.42,\n final: 0.12,\n },\n} as const;\n\n/**\n * Enhanced elbow strike animation with proper recovery phase\n *\n * **Korean**: 복귀 단계가 포함된 팔꿈치치기\n *\n * Original duration: 350ms\n * Enhanced duration: 510ms (350ms technique + 160ms recovery)\n *\n * Recovery characteristics:\n * - Very fast 160ms recovery (close-range requires quick repositioning)\n * - 70% intermediate return (rapid return to guard)\n * - Moderate tension (0.08) for immediate follow-up\n *\n * @korean 향상된팔꿈치치기애니메이션\n */\nexport const ELBOW_STRIKE_ANIMATION_ENHANCED: SkeletalAnimation =\n addRecoveryPhase(ELBOW_STRIKE_ANIMATION, {\n duration: 0.16, // Very fast recovery for close-range\n intermediateReturnPercent:\n CLOSE_RANGE_TENSION.ELBOW_STRIKE.intermediateReturn,\n peakMuscleTension: 1.0, // Full power strike\n intermediateMuscleTension: CLOSE_RANGE_TENSION.ELBOW_STRIKE.intermediate,\n finalMuscleTension: CLOSE_RANGE_TENSION.ELBOW_STRIKE.final,\n });\n\n/**\n * Enhanced elbow uppercut animation with proper recovery phase\n *\n * **Korean**: 복귀 단계가 포함된 팔꿈치올려치기\n *\n * Original duration: 350ms\n * Enhanced duration: 520ms (350ms technique + 170ms recovery)\n *\n * Recovery characteristics:\n * - Fast 170ms recovery (close-range)\n * - 75% intermediate return (controlled return from vertical strike)\n * - Moderate tension for guard restoration\n *\n * @korean 향상된팔꿈치올려치기애니메이션\n */\nexport const ELBOW_UPPERCUT_ANIMATION_ENHANCED: SkeletalAnimation =\n addRecoveryPhase(ELBOW_UPPERCUT_ANIMATION, {\n duration: 0.17, // Fast recovery\n intermediateReturnPercent:\n CLOSE_RANGE_TENSION.ELBOW_UPPERCUT.intermediateReturn,\n peakMuscleTension: 1.0, // Explosive vertical power\n intermediateMuscleTension: CLOSE_RANGE_TENSION.ELBOW_UPPERCUT.intermediate,\n finalMuscleTension: CLOSE_RANGE_TENSION.ELBOW_UPPERCUT.final,\n });\n\n/**\n * Enhanced knee strike animation with proper recovery phase\n *\n * **Korean**: 복귀 단계가 포함된 무릎차기\n *\n * Original duration: 400ms\n * Enhanced duration: 590ms (400ms technique + 190ms recovery)\n *\n * Recovery characteristics:\n * - Moderate 190ms recovery (balance restoration from single-leg position)\n * - 85% intermediate return (complete balance restoration needed)\n * - Higher final tension (0.12) for stable grounded position\n *\n * @korean 향상된무릎차기애니메이션\n */\nexport const KNEE_STRIKE_ANIMATION_ENHANCED: SkeletalAnimation =\n addRecoveryPhase(KNEE_STRIKE_ANIMATION, {\n duration: 0.19, // Moderate recovery for balance\n intermediateReturnPercent:\n CLOSE_RANGE_TENSION.KNEE_STRIKE.intermediateReturn,\n peakMuscleTension: 1.0, // Maximum driving power\n intermediateMuscleTension: CLOSE_RANGE_TENSION.KNEE_STRIKE.intermediate,\n finalMuscleTension: CLOSE_RANGE_TENSION.KNEE_STRIKE.final,\n });\n\n/**\n * Map of enhanced elbow/knee animations for easy lookup\n *\n * **Korean**: 향상된 팔꿈치/무릎 애니메이션 맵\n *\n * @example\n * ```typescript\n * import { ENHANCED_ELBOW_KNEE_ANIMATIONS } from './EnhancedElbowKneeAnimations';\n *\n * const elbowStrike = ENHANCED_ELBOW_KNEE_ANIMATIONS.elbow_strike;\n * ```\n *\n * @korean 향상된팔꿈치무릎애니메이션맵\n */\nexport const ENHANCED_ELBOW_KNEE_ANIMATIONS = {\n elbow_strike: ELBOW_STRIKE_ANIMATION_ENHANCED,\n elbow_uppercut: ELBOW_UPPERCUT_ANIMATION_ENHANCED,\n knee_strike: KNEE_STRIKE_ANIMATION_ENHANCED,\n} as const;\n"],"mappings":";;;;;;;AAyBA,IAAM,sBAAsB;CAC1B,cAAc;EACZ,oBAAoB;EACpB,cAAc;EACd,OAAO;CACT;CACA,gBAAgB;EACd,oBAAoB;EACpB,cAAc;EACd,OAAO;CACT;CACA,aAAa;EACX,oBAAoB;EACpB,cAAc;EACd,OAAO;CACT;AACF;;;;;;;;;;;;;;;;AAiBA,IAAa,kCACX,iBAAiB,wBAAwB;CACvC,UAAU;CACV,2BACE,oBAAoB,aAAa;CACnC,mBAAmB;CACnB,2BAA2B,oBAAoB,aAAa;CAC5D,oBAAoB,oBAAoB,aAAa;AACvD,CAAC;;;;;;;;;;;;;;;;AAiBH,IAAa,oCACX,iBAAiB,0BAA0B;CACzC,UAAU;CACV,2BACE,oBAAoB,eAAe;CACrC,mBAAmB;CACnB,2BAA2B,oBAAoB,eAAe;CAC9D,oBAAoB,oBAAoB,eAAe;AACzD,CAAC;;;;;;;;;;;;;;;;AAiBH,IAAa,iCACX,iBAAiB,uBAAuB;CACtC,UAAU;CACV,2BACE,oBAAoB,YAAY;CAClC,mBAAmB;CACnB,2BAA2B,oBAAoB,YAAY;CAC3D,oBAAoB,oBAAoB,YAAY;AACtD,CAAC"}
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