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.
Files changed (450) hide show
  1. package/lib/App2.js.map +1 -1
  2. package/lib/audio/AudioAssetLoader.js.map +1 -1
  3. package/lib/audio/AudioAssetRegistry.js.map +1 -1
  4. package/lib/audio/AudioCache.js.map +1 -1
  5. package/lib/audio/AudioManager.js.map +1 -1
  6. package/lib/audio/AudioMonitor.js.map +1 -1
  7. package/lib/audio/AudioPool.js.map +1 -1
  8. package/lib/audio/AudioProvider.js.map +1 -1
  9. package/lib/audio/AudioUtils.js.map +1 -1
  10. package/lib/audio/BoneImpactAudioMap.js.map +1 -1
  11. package/lib/audio/VariantSelector.js.map +1 -1
  12. package/lib/audio/types.js.map +1 -1
  13. package/lib/components/screens/combat/CombatScreen3D.d.ts.map +1 -1
  14. package/lib/components/screens/combat/CombatScreen3D.js +22 -11
  15. package/lib/components/screens/combat/CombatScreen3D.js.map +1 -1
  16. package/lib/components/screens/combat/components/controls/CombatButtons.js.map +1 -1
  17. package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -1
  18. package/lib/components/screens/combat/components/controls/ControlsGuide.js.map +1 -1
  19. package/lib/components/screens/combat/components/controls/KeyboardHints.js.map +1 -1
  20. package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -1
  21. package/lib/components/screens/combat/components/controls/PauseMenuButton.js.map +1 -1
  22. package/lib/components/screens/combat/components/controls/QuickSettings.js.map +1 -1
  23. package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -1
  24. package/lib/components/screens/combat/components/effects/BloodLossOverlayHtml.js.map +1 -1
  25. package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -1
  26. package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -1
  27. package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -1
  28. package/lib/components/screens/combat/components/effects/ConsciousnessBlur.js.map +1 -1
  29. package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -1
  30. package/lib/components/screens/combat/components/effects/PainVignette.js.map +1 -1
  31. package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -1
  32. package/lib/components/screens/combat/components/effects/TraumaOverlay3D.js.map +1 -1
  33. package/lib/components/screens/combat/components/feedback/MatchCountdown.js.map +1 -1
  34. package/lib/components/screens/combat/components/feedback/RoundAnnouncementOverlayHtml.js.map +1 -1
  35. package/lib/components/screens/combat/components/feedback/RoundDisplayStatus.js.map +1 -1
  36. package/lib/components/screens/combat/components/feedback/RoundStartAnnouncementOverlayHtml.js.map +1 -1
  37. package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -1
  38. package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -1
  39. package/lib/components/screens/combat/components/hud/CombatPortraitStatusStrip.js.map +1 -1
  40. package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -1
  41. package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -1
  42. package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -1
  43. package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -1
  44. package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -1
  45. package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -1
  46. package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -1
  47. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -1
  48. package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -1
  49. package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -1
  50. package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -1
  51. package/lib/components/screens/combat/helpers/AnimationUpdater.js +4 -2
  52. package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -1
  53. package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -1
  54. package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -1
  55. package/lib/components/screens/combat/hooks/useCombatActions.js.map +1 -1
  56. package/lib/components/screens/combat/hooks/useCombatAttackMovement.js.map +1 -1
  57. package/lib/components/screens/combat/hooks/useCombatAudio.js.map +1 -1
  58. package/lib/components/screens/combat/hooks/useCombatLayout.js.map +1 -1
  59. package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -1
  60. package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -1
  61. package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.js.map +1 -1
  62. package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js.map +1 -1
  63. package/lib/components/screens/controls/components/GamepadVisualization3D.js.map +1 -1
  64. package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.js.map +1 -1
  65. package/lib/components/screens/controls/components/Key3D.js.map +1 -1
  66. package/lib/components/screens/controls/components/VisualKeyboard3D.js.map +1 -1
  67. package/lib/components/screens/controls/constants/ControlsConstants.js.map +1 -1
  68. package/lib/components/screens/controls/hooks/useControlsState.js.map +1 -1
  69. package/lib/components/screens/endscreen/EndScreen3D.js.map +1 -1
  70. package/lib/components/screens/endscreen/components/DefeatAnimation3D.js.map +1 -1
  71. package/lib/components/screens/endscreen/components/MatchStatisticsDisplayOverlayHtml.js.map +1 -1
  72. package/lib/components/screens/endscreen/components/NavigationButtonsOverlayHtml.js.map +1 -1
  73. package/lib/components/screens/endscreen/components/PerformanceBreakdownOverlayHtml.js.map +1 -1
  74. package/lib/components/screens/endscreen/components/PerformanceRatingOverlayHtml.js.map +1 -1
  75. package/lib/components/screens/endscreen/components/VictoryAnimation3D.js.map +1 -1
  76. package/lib/components/screens/endscreen/components/WinnerDisplayOverlayHtml.js.map +1 -1
  77. package/lib/components/screens/intro/IntroScreen3D.js +1 -1
  78. package/lib/components/screens/intro/IntroScreen3D.js.map +1 -1
  79. package/lib/components/screens/intro/components/AbilityListOverlayHtml.js.map +1 -1
  80. package/lib/components/screens/intro/components/ArchetypeCardGridOverlayHtml.js.map +1 -1
  81. package/lib/components/screens/intro/components/ArchetypeCardOverlayHtml.js.map +1 -1
  82. package/lib/components/screens/intro/components/ArchetypeDisplayOverlayHtml.js.map +1 -1
  83. package/lib/components/screens/intro/components/EnhancedArchetypeDisplayOverlayHtml.js.map +1 -1
  84. package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.js.map +1 -1
  85. package/lib/components/screens/intro/components/MenuSectionOverlayHtml.js.map +1 -1
  86. package/lib/components/screens/intro/components/StatBarOverlayHtml.js.map +1 -1
  87. package/lib/components/screens/philosophy/PhilosophyScreen3D.js.map +1 -1
  88. package/lib/components/screens/training/TrainingScreen3D.d.ts.map +1 -1
  89. package/lib/components/screens/training/TrainingScreen3D.js +1 -0
  90. package/lib/components/screens/training/TrainingScreen3D.js.map +1 -1
  91. package/lib/components/screens/training/components/AnatomyControlsOverlayHtml.js.map +1 -1
  92. package/lib/components/screens/training/components/AnatomyOverlay3D.js.map +1 -1
  93. package/lib/components/screens/training/components/FootPlacementMarkers3D.js.map +1 -1
  94. package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.js.map +1 -1
  95. package/lib/components/screens/training/components/HitFeedbackEffect3D.js.map +1 -1
  96. package/lib/components/screens/training/components/TrainingButtonsOverlayHtml.js.map +1 -1
  97. package/lib/components/screens/training/components/TrainingControlsOverlayHtml.js.map +1 -1
  98. package/lib/components/screens/training/components/TrainingDummy3D.js.map +1 -1
  99. package/lib/components/screens/training/components/TrainingFeedbackOverlayHtml.js.map +1 -1
  100. package/lib/components/screens/training/components/TrainingModeSelectorOverlayHtml.js.map +1 -1
  101. package/lib/components/screens/training/components/TrainingStatsOverlayHtml.js.map +1 -1
  102. package/lib/components/screens/training/components/VitalPointMarker3D.js.map +1 -1
  103. package/lib/components/screens/training/components/VitalPointTrainingOverlayHtml.js.map +1 -1
  104. package/lib/components/screens/training/components/hud/TrainingBottomHUD.js.map +1 -1
  105. package/lib/components/screens/training/components/hud/TrainingLeftHUD.js.map +1 -1
  106. package/lib/components/screens/training/components/hud/TrainingRightHUD.js.map +1 -1
  107. package/lib/components/screens/training/components/hud/TrainingTopHUD.js.map +1 -1
  108. package/lib/components/screens/training/hooks/useAttackMovement.js.map +1 -1
  109. package/lib/components/screens/training/hooks/useTrainingActions.d.ts +1 -0
  110. package/lib/components/screens/training/hooks/useTrainingActions.d.ts.map +1 -1
  111. package/lib/components/screens/training/hooks/useTrainingActions.js +6 -4
  112. package/lib/components/screens/training/hooks/useTrainingActions.js.map +1 -1
  113. package/lib/components/screens/training/hooks/useTrainingLayout.js.map +1 -1
  114. package/lib/components/screens/training/hooks/useTrainingState.js.map +1 -1
  115. package/lib/components/shared/base/BaseButton.js.map +1 -1
  116. package/lib/components/shared/base/BaseButtonOverlayHtml.js.map +1 -1
  117. package/lib/components/shared/base/BasePanel.js.map +1 -1
  118. package/lib/components/shared/base/BaseText.js.map +1 -1
  119. package/lib/components/shared/base/useKoreanTheme.js.map +1 -1
  120. package/lib/components/shared/debug/PerformanceDebugOverlayHtml.js.map +1 -1
  121. package/lib/components/shared/mobile/ActionButtons.js.map +1 -1
  122. package/lib/components/shared/mobile/GestureRecognizerPure.js.map +1 -1
  123. package/lib/components/shared/mobile/HapticController.js.map +1 -1
  124. package/lib/components/shared/mobile/MobileControlsPure.js.map +1 -1
  125. package/lib/components/shared/mobile/StanceWheelPure.js.map +1 -1
  126. package/lib/components/shared/mobile/TouchOptimizer.js.map +1 -1
  127. package/lib/components/shared/mobile/VirtualDPad.js.map +1 -1
  128. package/lib/components/shared/three/anatomy/BodySurface.js.map +1 -1
  129. package/lib/components/shared/three/anatomy/BoneAttachedMuscles.js.map +1 -1
  130. package/lib/components/shared/three/anatomy/BoneClothing.js.map +1 -1
  131. package/lib/components/shared/three/anatomy/BoneRenderer.js.map +1 -1
  132. package/lib/components/shared/three/anatomy/Face3D.js.map +1 -1
  133. package/lib/components/shared/three/anatomy/Foot3D.js.map +1 -1
  134. package/lib/components/shared/three/anatomy/Hand3D.js.map +1 -1
  135. package/lib/components/shared/three/effects/ActionFeedback.js.map +1 -1
  136. package/lib/components/shared/three/effects/DamageNumbers.js.map +1 -1
  137. package/lib/components/shared/three/effects/HitEffects3D.js.map +1 -1
  138. package/lib/components/shared/three/effects/PlayerStateIndicators.js.map +1 -1
  139. package/lib/components/shared/three/effects/StanceSymbol3D.js.map +1 -1
  140. package/lib/components/shared/three/effects/StanceTransitionEffect.js.map +1 -1
  141. package/lib/components/shared/three/effects/VitalPointMarkers3D.js.map +1 -1
  142. package/lib/components/shared/three/indicators/ElementalColorSystem.js.map +1 -1
  143. package/lib/components/shared/three/indicators/GuardIndicator.js.map +1 -1
  144. package/lib/components/shared/three/indicators/HapticFeedback.js.map +1 -1
  145. package/lib/components/shared/three/indicators/StanceChangeIndicator.js.map +1 -1
  146. package/lib/components/shared/three/models/Player3DWithTransitions.js.map +1 -1
  147. package/lib/components/shared/three/models/SkeletalPlayer3D.d.ts.map +1 -1
  148. package/lib/components/shared/three/models/SkeletalPlayer3D.js +7 -5
  149. package/lib/components/shared/three/models/SkeletalPlayer3D.js.map +1 -1
  150. package/lib/components/shared/three/optimization/AdaptiveQuality.js.map +1 -1
  151. package/lib/components/shared/three/scene/AtmosphericParticles3D.js.map +1 -1
  152. package/lib/components/shared/three/scene/BackgroundScene3D.js.map +1 -1
  153. package/lib/components/shared/three/scene/CombatArena3D.js.map +1 -1
  154. package/lib/components/shared/three/scene/KoreanSignage3D.js.map +1 -1
  155. package/lib/components/shared/three/ui/ArchetypeCard.js.map +1 -1
  156. package/lib/components/shared/three/ui/BodyPartHealthDisplay.js.map +1 -1
  157. package/lib/components/shared/three/ui/BreathingIndicator2.js.map +1 -1
  158. package/lib/components/shared/three/ui/CombatReadinessBar.js.map +1 -1
  159. package/lib/components/shared/three/ui/ComboCounter.js.map +1 -1
  160. package/lib/components/shared/three/ui/HealthBar.js.map +1 -1
  161. package/lib/components/shared/three/ui/KoreanButton.js.map +1 -1
  162. package/lib/components/shared/three/ui/KoreanPanel.js.map +1 -1
  163. package/lib/components/shared/three/ui/KoreanText.js.map +1 -1
  164. package/lib/components/shared/three/ui/MenuList.js.map +1 -1
  165. package/lib/components/shared/three/ui/PlayerHUD.js.map +1 -1
  166. package/lib/components/shared/three/ui/ProgressBar.js.map +1 -1
  167. package/lib/components/shared/three/ui/SpeedIndicatorHUD.js.map +1 -1
  168. package/lib/components/shared/three/ui/StaminaBar.js.map +1 -1
  169. package/lib/components/shared/three/ui/TechniqueBar.js.map +1 -1
  170. package/lib/components/shared/three/ui/TechniqueCard.js.map +1 -1
  171. package/lib/components/shared/three/ui/VitalPointOverlayControlsHtml.js.map +1 -1
  172. package/lib/components/shared/ui/BackButton.js.map +1 -1
  173. package/lib/components/shared/ui/BaseHUDContainer.js.map +1 -1
  174. package/lib/components/shared/ui/CombatTimer.js.map +1 -1
  175. package/lib/components/shared/ui/ErrorModal.js.map +1 -1
  176. package/lib/components/shared/ui/LoadingState.js.map +1 -1
  177. package/lib/components/shared/ui/SplashScreen.js +2 -2
  178. package/lib/components/shared/ui/SplashScreen.js.map +1 -1
  179. package/lib/components/shared/ui/VitalPointOverlayControlsPure.js.map +1 -1
  180. package/lib/components/shared/ui/VolumeControl.js.map +1 -1
  181. package/lib/components/shared/ui/shared/ConfirmDialog.js.map +1 -1
  182. package/lib/components/ui/combat/BalanceIndicatorOverlayHtml.js.map +1 -1
  183. package/lib/constants/bodyDimensions.js.map +1 -1
  184. package/lib/constants/bodyRenderingConstants.js.map +1 -1
  185. package/lib/data/archetypeClothing.js.map +1 -1
  186. package/lib/data/archetypePhysicalAttributes.js.map +1 -1
  187. package/lib/data/techniqueMappings.js.map +1 -1
  188. package/lib/data/techniques.js.map +1 -1
  189. package/lib/hooks/useActionFeedback.js.map +1 -1
  190. package/lib/hooks/useBalanceAnimations.js.map +1 -1
  191. package/lib/hooks/useCombatTimer.js.map +1 -1
  192. package/lib/hooks/useDebounce.js.map +1 -1
  193. package/lib/hooks/useHUDLayout.js.map +1 -1
  194. package/lib/hooks/useHandPoseTransitions.js.map +1 -1
  195. package/lib/hooks/useKeyboardControls.js.map +1 -1
  196. package/lib/hooks/useMatchCountdown.js.map +1 -1
  197. package/lib/hooks/useMuscleActivation.js.map +1 -1
  198. package/lib/hooks/usePauseMenu.js.map +1 -1
  199. package/lib/hooks/usePlayerAnimation.js.map +1 -1
  200. package/lib/hooks/useResponsiveLayout.js.map +1 -1
  201. package/lib/hooks/useRoundTransition.js.map +1 -1
  202. package/lib/hooks/useSkeletalAnimation.d.ts.map +1 -1
  203. package/lib/hooks/useSkeletalAnimation.js +1 -1
  204. package/lib/hooks/useSkeletalAnimation.js.map +1 -1
  205. package/lib/hooks/useTechniqueSelection.js.map +1 -1
  206. package/lib/hooks/useThrottle.js.map +1 -1
  207. package/lib/hooks/useTouchControls.js.map +1 -1
  208. package/lib/hooks/useWebGLContextLossHandler.js.map +1 -1
  209. package/lib/hooks/useWindowSize.js.map +1 -1
  210. package/lib/systems/CombatSystem.js.map +1 -1
  211. package/lib/systems/EffectCalculator.js.map +1 -1
  212. package/lib/systems/LayoutSystem.js.map +1 -1
  213. package/lib/systems/PlayerEffectManager.js.map +1 -1
  214. package/lib/systems/ResponsiveScaling.js.map +1 -1
  215. package/lib/systems/TrigramSystem.js.map +1 -1
  216. package/lib/systems/VitalPointSystem.js.map +1 -1
  217. package/lib/systems/ai/AIPersonality.js.map +1 -1
  218. package/lib/systems/ai/AdaptiveDifficulty.js +16 -16
  219. package/lib/systems/ai/AdaptiveDifficulty.js.map +1 -1
  220. package/lib/systems/ai/ArchetypeEnforcer.js.map +1 -1
  221. package/lib/systems/ai/ComboSystem.js.map +1 -1
  222. package/lib/systems/ai/DecisionTree.js.map +1 -1
  223. package/lib/systems/ai/TrainingAI.js.map +1 -1
  224. package/lib/systems/ai/types.js.map +1 -1
  225. package/lib/systems/animation/builders/AnimationBuilder.js.map +1 -1
  226. package/lib/systems/animation/builders/HandPoseApplicator.js.map +1 -1
  227. package/lib/systems/animation/builders/HandPoses.js.map +1 -1
  228. package/lib/systems/animation/builders/KeyframeConfig.js.map +1 -1
  229. package/lib/systems/animation/builders/KeyframeInterpolation.js.map +1 -1
  230. package/lib/systems/animation/builders/KickPhaseApplicator.d.ts +6 -0
  231. package/lib/systems/animation/builders/KickPhaseApplicator.d.ts.map +1 -1
  232. package/lib/systems/animation/builders/KickPhaseApplicator.js +16 -9
  233. package/lib/systems/animation/builders/KickPhaseApplicator.js.map +1 -1
  234. package/lib/systems/animation/builders/KoreanGuardPositions.d.ts +4 -4
  235. package/lib/systems/animation/builders/KoreanGuardPositions.js.map +1 -1
  236. package/lib/systems/animation/builders/MartialArtsAnimationBuilder.d.ts +1 -1
  237. package/lib/systems/animation/builders/MartialArtsAnimationBuilder.d.ts.map +1 -1
  238. package/lib/systems/animation/builders/MartialArtsAnimationBuilder.js +5 -5
  239. package/lib/systems/animation/builders/MartialArtsAnimationBuilder.js.map +1 -1
  240. package/lib/systems/animation/builders/MartialArtsConstants.d.ts +112 -71
  241. package/lib/systems/animation/builders/MartialArtsConstants.d.ts.map +1 -1
  242. package/lib/systems/animation/builders/MartialArtsConstants.js +113 -72
  243. package/lib/systems/animation/builders/MartialArtsConstants.js.map +1 -1
  244. package/lib/systems/animation/builders/MartialPoseApplicator.js.map +1 -1
  245. package/lib/systems/animation/builders/PunchPhaseApplicator.js.map +1 -1
  246. package/lib/systems/animation/builders/SkeletonRig.js.map +1 -1
  247. package/lib/systems/animation/builders/TrigramGuardApplicator.js.map +1 -1
  248. package/lib/systems/animation/catalogs/AttackAnimations.js.map +1 -1
  249. package/lib/systems/animation/catalogs/BasicAnimations.js.map +1 -1
  250. package/lib/systems/animation/catalogs/ComboAnimations.js.map +1 -1
  251. package/lib/systems/animation/catalogs/DarkOpsAnimations.js.map +1 -1
  252. package/lib/systems/animation/catalogs/DefensiveAnimations.js.map +1 -1
  253. package/lib/systems/animation/catalogs/ElbowKneeAnimations.js.map +1 -1
  254. package/lib/systems/animation/catalogs/EnhancedAttackAnimations.js.map +1 -1
  255. package/lib/systems/animation/catalogs/EnhancedElbowKneeAnimations.js.map +1 -1
  256. package/lib/systems/animation/catalogs/FootworkSkeletalAnimations.js.map +1 -1
  257. package/lib/systems/animation/catalogs/GamRedirectionAnimations.js.map +1 -1
  258. package/lib/systems/animation/catalogs/GamStanceAnimations.js +21 -0
  259. package/lib/systems/animation/catalogs/GamStanceAnimations.js.map +1 -0
  260. package/lib/systems/animation/catalogs/GamTechniqueAnimations.js +34 -2
  261. package/lib/systems/animation/catalogs/GamTechniqueAnimations.js.map +1 -1
  262. package/lib/systems/animation/catalogs/GanStanceAnimations.js.map +1 -1
  263. package/lib/systems/animation/catalogs/GanTechniqueAnimations.js.map +1 -1
  264. package/lib/systems/animation/catalogs/GeonStanceAnimations.js.map +1 -1
  265. package/lib/systems/animation/catalogs/GonTechniqueAnimations.d.ts +9 -0
  266. package/lib/systems/animation/catalogs/GonTechniqueAnimations.d.ts.map +1 -1
  267. package/lib/systems/animation/catalogs/GonTechniqueAnimations.js +288 -0
  268. package/lib/systems/animation/catalogs/GonTechniqueAnimations.js.map +1 -0
  269. package/lib/systems/animation/catalogs/GrapplingAnimations.js.map +1 -1
  270. package/lib/systems/animation/catalogs/JinStanceAnimations.js.map +1 -1
  271. package/lib/systems/animation/catalogs/JinTechniqueAnimations.js.map +1 -1
  272. package/lib/systems/animation/catalogs/KickAnimations.d.ts +2 -2
  273. package/lib/systems/animation/catalogs/KickAnimations.js +2 -2
  274. package/lib/systems/animation/catalogs/KickAnimations.js.map +1 -1
  275. package/lib/systems/animation/catalogs/LiStanceAnimations.js +14 -1
  276. package/lib/systems/animation/catalogs/LiStanceAnimations.js.map +1 -1
  277. package/lib/systems/animation/catalogs/LiTechniqueAnimations.js.map +1 -1
  278. package/lib/systems/animation/catalogs/MovementAnimations.js.map +1 -1
  279. package/lib/systems/animation/catalogs/PunchAnimations.d.ts +1 -1
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@@ -0,0 +1,288 @@
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+ import { BoneName } from "../../../types/skeletal.js";
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+ import { MartialArtsAnimationBuilder } from "../builders/MartialArtsAnimationBuilder.js";
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+ //#region src/systems/animation/catalogs/GonTechniqueAnimations.ts
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+ /**
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+ * ☷ Gon (Earth) Technique Animations
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+ *
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+ * Combat technique animations for the Gon (곤/Earth) trigram.
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+ * Embodies throwing power and ground control from Ssireum wrestling.
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+ *
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+ * **Korean Martial Arts Context:**
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+ * - **기술**: 대지포옹 (Earth Embrace Throw), 땅 장악 (Ground Control), 발쓸기 (Leg Sweep)
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+ * - **특성**: 몸통 잡기 (Body Lock), 지면 전환 (Ground Transition), 낙법 (Falling Techniques)
13
+ * - **철학**: 땅의 힘으로 제압 (Subdue with Earth's Power)
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+ *
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+ * **Throwing Biomechanics:**
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+ * All Gon throw techniques emphasize:
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+ * - **Heavy Weight Transfer**: Explosive hip drive and leg extension
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+ * - **Ground Connection**: Feet planted firmly, power flows from earth
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+ * - **Circular Momentum**: Rotation powered by hips and core
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+ * - **Impact Control**: Following opponent to ground for dominance
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+ *
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+ * @module systems/animation/catalogs/GonTechniqueAnimations
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+ * @category Animation
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+ * @korean 곤괘기술애니메이션
25
+ */
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+ /**
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+ * Gon Earth Embrace Attack Animation - OVERHAULED
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+ *
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+ * **Korean**: 대지포옹 (Daeji Poong)
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+ * **Technique**: Full body throw with explosive hip drive and ground transition
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+ * **Target Points**: Balance disruption, spine compression, ground impact control
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+ *
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+ * Traditional Ssireum throw technique that embodies earth's embracing power.
34
+ * The fighter drops low with HEAVY weight shift, penetrates deep for grip,
35
+ * EXPLODES upward with powerful leg extension and hip drive, then rotates
36
+ * through a forceful circular arc to SLAM opponent to ground with devastating impact.
37
+ *
38
+ * **IMPROVED Biomechanics:**
39
+ * - **Deeper Penetration**: Lower stance (-35° hip angle) for maximum power base
40
+ * - **Explosive Lift**: Faster transition (420ms) with violent leg extension
41
+ * - **Hip Power**: Greater hip rotation (90°+) generating circular momentum
42
+ * - **Ground Impact**: SLAM down phase with full body weight follow-through
43
+ * - **Gravity Feel**: Exaggerated downward movement creating weight sensation
44
+ *
45
+ * Animation Phases (1100ms duration, 9 keyframes):
46
+ * - Setup Phase (0-200ms): Drop low, feet plant firmly
47
+ * - Penetration Phase (200-420ms): Deep penetration and secure grip
48
+ * - EXPLOSIVE Lift Phase (420-650ms): Violent upward drive with legs/hips
49
+ * - Rotation Phase (650-880ms): Powerful hip rotation and circular arc
50
+ * - IMPACT Phase (880-1100ms): Slam opponent down with devastating force
51
+ *
52
+ * @korean 대지포옹
53
+ * @duration 1100ms (faster, more explosive)
54
+ * @category Throw Animation
55
+ */
56
+ var GON_EARTH_EMBRACE_ANIMATION = MartialArtsAnimationBuilder.create("gon_earth_embrace", "대지포옹").asAttack(1.1).at(0).rotate(BoneName.PELVIS, -.26, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.SPINE_UPPER, .17, 0, 0).rotate(BoneName.KNEE_L, -.7, 0, 0).rotate(BoneName.KNEE_R, -.7, 0, 0).rotate(BoneName.FOOT_L, .26, 0, 0).rotate(BoneName.FOOT_R, .26, 0, 0).rotate(BoneName.SHOULDER_L, .44, .17, -.26).rotate(BoneName.SHOULDER_R, .44, -.17, .26).rotate(BoneName.ELBOW_L, 0, 0, -1.31).rotate(BoneName.ELBOW_R, 0, 0, 1.31).position(BoneName.PELVIS, 0, -.08, 0).done().withOpenPalm("both").at(.12).rotate(BoneName.PELVIS, -.44, 0, 0).rotate(BoneName.SPINE_UPPER, .26, 0, 0).rotate(BoneName.KNEE_L, -1.13, 0, 0).rotate(BoneName.KNEE_R, -1.13, 0, 0).rotate(BoneName.FOOT_L, .44, 0, 0).rotate(BoneName.FOOT_R, .44, 0, 0).rotate(BoneName.SHOULDER_L, .61, .35, -.17).rotate(BoneName.SHOULDER_R, .61, -.35, .17).position(BoneName.PELVIS, 0, -.2, 0).done().at(.2).rotate(BoneName.PELVIS, -.61, 0, 0).rotate(BoneName.SPINE_LOWER, .09, 0, 0).rotate(BoneName.SPINE_UPPER, .44, 0, 0).rotate(BoneName.KNEE_L, -1.22, 0, 0).rotate(BoneName.KNEE_R, -1.22, 0, 0).rotate(BoneName.SHOULDER_L, .79, .52, -.09).rotate(BoneName.SHOULDER_R, .79, -.52, .09).rotate(BoneName.ELBOW_L, 0, 0, -1.05).rotate(BoneName.ELBOW_R, 0, 0, 1.05).position(BoneName.PELVIS, 0, -.25, .18).done().at(.42).rotate(BoneName.PELVIS, -.61, 0, 0).rotate(BoneName.SPINE_UPPER, .52, .09, 0).rotate(BoneName.KNEE_L, -1.22, 0, 0).rotate(BoneName.KNEE_R, -1.22, 0, 0).rotate(BoneName.SHOULDER_L, .96, .61, 0).rotate(BoneName.SHOULDER_R, .96, -.61, 0).rotate(BoneName.ELBOW_L, 0, 0, -1.13).rotate(BoneName.ELBOW_R, 0, 0, 1.13).position(BoneName.PELVIS, 0, -.25, .2).done().withGrab("both").at(.55).rotate(BoneName.PELVIS, -.09, 0, .09).rotate(BoneName.SPINE_LOWER, -.17, 0, 0).rotate(BoneName.SPINE_UPPER, .09, .17, 0).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).rotate(BoneName.FOOT_L, .35, 0, 0).rotate(BoneName.FOOT_R, .35, 0, 0).rotate(BoneName.SHOULDER_L, .7, .44, -.17).rotate(BoneName.SHOULDER_R, .7, -.44, .17).position(BoneName.PELVIS, 0, -.08, .22).done().at(.65).rotate(BoneName.PELVIS, .09, .26, .09).rotate(BoneName.SPINE_LOWER, -.17, .17, 0).rotate(BoneName.SPINE_UPPER, -.09, .35, 0).rotate(BoneName.KNEE_L, -.09, 0, 0).rotate(BoneName.KNEE_R, -.09, 0, 0).rotate(BoneName.SHOULDER_L, .52, .35, -.26).rotate(BoneName.SHOULDER_R, .52, -.35, .26).position(BoneName.PELVIS, 0, .02, .24).done().at(.76).rotate(BoneName.PELVIS, .26, .96, 0).rotate(BoneName.SPINE_LOWER, -.09, 1.05, 0).rotate(BoneName.SPINE_UPPER, -.26, 1.05, 0).rotate(BoneName.KNEE_L, 0, 0, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).rotate(BoneName.SHOULDER_L, .35, .79, -.44).rotate(BoneName.SHOULDER_R, .44, -.7, .44).position(BoneName.PELVIS, 0, 0, .25).done().at(.88).rotate(BoneName.PELVIS, .35, 1.4, 0).rotate(BoneName.SPINE_LOWER, 0, 1.48, 0).rotate(BoneName.SPINE_UPPER, -.35, 1.48, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.KNEE_R, -.52, 0, 0).rotate(BoneName.SHOULDER_L, .26, .96, -.52).rotate(BoneName.SHOULDER_R, .35, -.87, .52).position(BoneName.PELVIS, 0, -.05, .26).done().at(1.1).rotate(BoneName.PELVIS, .09, 1.13, 0).rotate(BoneName.SPINE_LOWER, .17, 1.22, 0).rotate(BoneName.SPINE_UPPER, .26, 1.22, 0).rotate(BoneName.KNEE_L, -.87, 0, 0).rotate(BoneName.KNEE_R, -.96, 0, 0).rotate(BoneName.SHOULDER_L, .52, .79, -.35).rotate(BoneName.SHOULDER_R, .61, -.7, .35).rotate(BoneName.ELBOW_L, 0, 0, -1.31).rotate(BoneName.ELBOW_R, 0, 0, 1.31).rotate(BoneName.HEAD, .17, .26, 0).position(BoneName.PELVIS, 0, -.18, .28).done().withGrab("both").build();
57
+ /**
58
+ * Gon Ground Control Transition Animation - OVERHAULED
59
+ *
60
+ * **Korean**: 땅 장악 (Ttang Jangak)
61
+ * **Technique**: Rapid transition from throw to CRUSHING ground dominance
62
+ * **Target**: Establish superior position with HEAVY weight distribution
63
+ *
64
+ * Ssireum ground control technique that follows successful throw.
65
+ * Fighter transitions AGGRESSIVELY from standing to ground position,
66
+ * using HEAVY weight pressure and strategic grip placement for dominance.
67
+ *
68
+ * **IMPROVED Biomechanics:**
69
+ * - **Faster Transition**: 1200ms (was 2000ms) for explosive dominance
70
+ * - **Weight Pressure**: Exaggerated chest/hip pressure creating crushing feel
71
+ * - **Strategic Positioning**: Side control with crossface and underhook
72
+ * - **Ground Connection**: Constant downward pressure maintaining control
73
+ *
74
+ * Animation Phases (1200ms duration, 6 keyframes):
75
+ * - Takedown Phase (0-350ms): Drive opponent to ground with force
76
+ * - Transition Phase (350-700ms): Explosively move to side control
77
+ * - Dominance Phase (700-1200ms): Establish CRUSHING pressure and control
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+ *
79
+ * @korean 땅장악
80
+ * @duration 1200ms (faster, more aggressive)
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+ * @category Ground Control Animation
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+ */
83
+ var GON_GROUND_CONTROL_TRANSITION = MartialArtsAnimationBuilder.create("gon_ground_control_transition", "땅 장악").asAttack(1.2).at(0).rotate(BoneName.PELVIS, .09, 1.13, 0).rotate(BoneName.SPINE_LOWER, .17, 1.22, 0).rotate(BoneName.SPINE_UPPER, .26, 1.22, 0).rotate(BoneName.KNEE_L, -.87, 0, 0).rotate(BoneName.KNEE_R, -.96, 0, 0).rotate(BoneName.SHOULDER_L, .52, .79, -.35).rotate(BoneName.SHOULDER_R, .61, -.7, .35).rotate(BoneName.ELBOW_L, 0, 0, -1.31).rotate(BoneName.ELBOW_R, 0, 0, 1.31).position(BoneName.PELVIS, 0, -.18, .28).done().withGrab("both").at(.2).rotate(BoneName.PELVIS, .26, .87, 0).rotate(BoneName.SPINE_LOWER, .35, .96, 0).rotate(BoneName.SPINE_UPPER, .52, .87, 0).rotate(BoneName.KNEE_L, -1.05, 0, 0).rotate(BoneName.KNEE_R, -1.13, 0, 0).rotate(BoneName.SHOULDER_L, .7, .61, -.26).rotate(BoneName.SHOULDER_R, .79, -.52, .26).position(BoneName.PELVIS, 0, -.22, .32).done().at(.35).rotate(BoneName.PELVIS, .35, .7, 0).rotate(BoneName.SPINE_LOWER, .44, .79, 0).rotate(BoneName.SPINE_UPPER, .61, .7, 0).rotate(BoneName.KNEE_L, -1.13, 0, 0).rotate(BoneName.KNEE_R, -1.22, 0, 0).rotate(BoneName.SHOULDER_L, .87, .52, -.17).rotate(BoneName.SHOULDER_R, .96, -.44, .17).position(BoneName.PELVIS, 0, -.24, .35).done().at(.52).rotate(BoneName.PELVIS, .44, .44, 0).rotate(BoneName.SPINE_LOWER, .52, .52, 0).rotate(BoneName.SPINE_UPPER, .7, .44, 0).rotate(BoneName.KNEE_L, -.96, .17, 0).rotate(BoneName.KNEE_R, -.87, .26, 0).rotate(BoneName.SHOULDER_L, .96, .35, -.09).rotate(BoneName.SHOULDER_R, 1.05, -.26, .09).position(BoneName.PELVIS, -.08, -.22, .36).done().at(.7).rotate(BoneName.PELVIS, .52, .26, 0).rotate(BoneName.SPINE_LOWER, .61, .35, 0).rotate(BoneName.SPINE_UPPER, .79, .26, 0).rotate(BoneName.KNEE_L, -.79, .17, 0).rotate(BoneName.KNEE_R, -.7, .26, 0).rotate(BoneName.SHOULDER_L, 1.05, .26, -.09).rotate(BoneName.SHOULDER_R, 1.13, -.17, .17).rotate(BoneName.ELBOW_L, 0, 0, -1.05).rotate(BoneName.ELBOW_R, 0, 0, .96).position(BoneName.PELVIS, -.14, -.2, .36).done().at(1.2).rotate(BoneName.PELVIS, .61, .17, 0).rotate(BoneName.SPINE_LOWER, .7, .26, 0).rotate(BoneName.SPINE_UPPER, .87, .17, 0).rotate(BoneName.KNEE_L, -.7, .17, 0).rotate(BoneName.KNEE_R, -.61, .26, 0).rotate(BoneName.SHOULDER_L, 1.13, .17, -.09).rotate(BoneName.SHOULDER_R, 1.22, -.09, .17).rotate(BoneName.ELBOW_L, 0, 0, -.96).rotate(BoneName.ELBOW_R, 0, 0, .87).rotate(BoneName.HEAD, .26, .17, 0).position(BoneName.PELVIS, -.16, -.18, .36).done().withGrab("both").build();
84
+ /**
85
+ * Gon Leg Sweep Attack Animation - NEW
86
+ *
87
+ * **Korean**: 발쓸기 (Bal Sseulgi)
88
+ * **Technique**: Low sweeping kick targeting opponent's supporting leg
89
+ * **Target Points**: Ankle, calf, knee destabilization
90
+ *
91
+ * Classic Ssireum and Hapkido leg sweep that uses circular hip motion
92
+ * to generate powerful sweeping force. Fighter drops low, rotates hips
93
+ * violently, and uses extending leg to CUT through opponent's stance.
94
+ *
95
+ * **Biomechanics:**
96
+ * - **Low Drop**: Deep stance (-60° knee) for power base
97
+ * - **Hip Rotation**: Explosive 70° hip turn generates sweep power
98
+ * - **Circular Arc**: Sweeping leg follows wide circular path
99
+ * - **Ground Contact**: Supporting leg FIRMLY planted throughout
100
+ * - **Follow-Through**: Complete rotation for maximum impact
101
+ *
102
+ * Animation Phases (650ms duration, 5 keyframes):
103
+ * - Setup Phase (0-180ms): Drop low and chamber sweeping leg
104
+ * - Sweep Phase (180-450ms): EXPLOSIVE hip rotation and leg extension
105
+ * - Impact Phase (450-650ms): Follow through and recovery
106
+ *
107
+ * @korean 발쓸기
108
+ * @duration 650ms
109
+ * @category Attack Animation
110
+ */
111
+ var GON_LEG_SWEEP_ANIMATION = MartialArtsAnimationBuilder.create("gon_leg_sweep", "발쓸기").asAttack(.65).at(0).rotate(BoneName.PELVIS, -.35, 0, 0).rotate(BoneName.KNEE_L, -.87, 0, 0).rotate(BoneName.KNEE_R, -.87, 0, 0).rotate(BoneName.FOOT_L, .35, 0, 0).rotate(BoneName.SHOULDER_L, .52, .26, -.35).rotate(BoneName.SHOULDER_R, .52, -.26, .35).position(BoneName.PELVIS, 0, -.12, 0).done().at(.12).rotate(BoneName.PELVIS, -.52, -.17, 0).rotate(BoneName.KNEE_L, -1.05, 0, 0).rotate(BoneName.KNEE_R, -.7, 0, 0).rotate(BoneName.FOOT_L, .44, 0, 0).rotate(BoneName.HIP_R, 0, 0, -.26).rotate(BoneName.SPINE_UPPER, .17, -.17, 0).position(BoneName.PELVIS, -.04, -.18, 0).done().at(.18).rotate(BoneName.PELVIS, -.52, -.26, 0).rotate(BoneName.KNEE_L, -1.05, 0, 0).rotate(BoneName.KNEE_R, -.52, 0, 0).rotate(BoneName.HIP_R, 0, 0, -.35).rotate(BoneName.FOOT_R, -.17, 0, 0).position(BoneName.PELVIS, -.04, -.18, 0).done().at(.32).rotate(BoneName.PELVIS, -.44, .61, 0).rotate(BoneName.SPINE_LOWER, 0, .7, 0).rotate(BoneName.SPINE_UPPER, .09, .7, 0).rotate(BoneName.KNEE_L, -.96, 0, 0).rotate(BoneName.KNEE_R, -.26, 0, 0).rotate(BoneName.HIP_R, 0, 0, -.44).rotate(BoneName.FOOT_R, -.09, 0, 0).rotate(BoneName.SHOULDER_L, .44, .52, -.26).rotate(BoneName.SHOULDER_R, .61, -.44, .26).position(BoneName.PELVIS, .02, -.16, 0).done().at(.45).rotate(BoneName.PELVIS, -.35, .96, 0).rotate(BoneName.SPINE_LOWER, 0, 1.05, 0).rotate(BoneName.SPINE_UPPER, .17, 1.05, 0).rotate(BoneName.KNEE_L, -.87, 0, 0).rotate(BoneName.KNEE_R, -.17, 0, 0).rotate(BoneName.HIP_R, 0, 0, -.52).rotate(BoneName.FOOT_R, 0, 0, 0).position(BoneName.PELVIS, .04, -.14, .05).done().at(.65).rotate(BoneName.PELVIS, -.35, .7, 0).rotate(BoneName.SPINE_LOWER, 0, .79, 0).rotate(BoneName.SPINE_UPPER, .17, .79, 0).rotate(BoneName.KNEE_L, -.87, 0, 0).rotate(BoneName.KNEE_R, -.7, 0, 0).rotate(BoneName.HIP_R, 0, 0, -.26).rotate(BoneName.FOOT_R, .26, 0, 0).position(BoneName.PELVIS, .02, -.12, .08).done().build();
112
+ /**
113
+ * Gon Ankle Pick Takedown Animation - NEW
114
+ *
115
+ * **Korean**: 발목잡기 (Balmok Japgi)
116
+ * **Technique**: Wrestling ankle pick takedown
117
+ * **Target Points**: Ankle grip, balance disruption, forward drive
118
+ *
119
+ * Classic wrestling ankle pick from Ssireum and freestyle wrestling.
120
+ * Fighter drops VERY low, shoots hand to opponent's ankle, secures grip,
121
+ * then DRIVES forward while lifting ankle to take opponent down.
122
+ *
123
+ * **Biomechanics:**
124
+ * - **Deep Level Change**: Drop to -70° knee angle for maximum depth
125
+ * - **Explosive Penetration**: Fast forward drive (150ms)
126
+ * - **Ankle Grip**: One-handed secure grip on rear ankle
127
+ * - **Forward Drive**: Shoulder drives into opponent's thigh/hip
128
+ * - **Lift and Drive**: Simultaneous lift + forward pressure = takedown
129
+ *
130
+ * Animation Phases (850ms duration, 6 keyframes):
131
+ * - Setup Phase (0-150ms): DEEP level change
132
+ * - Penetration Phase (150-350ms): Shoot hand to ankle + secure grip
133
+ * - Drive Phase (350-650ms): Drive forward while lifting ankle
134
+ * - Finish Phase (650-850ms): Complete takedown
135
+ *
136
+ * @korean 발목잡기
137
+ * @duration 850ms
138
+ * @category Attack Animation
139
+ */
140
+ var GON_ANKLE_PICK_ANIMATION = MartialArtsAnimationBuilder.create("gon_ankle_pick", "발목잡기").asAttack(.85).at(0).rotate(BoneName.PELVIS, -.35, 0, 0).rotate(BoneName.KNEE_L, -.87, 0, 0).rotate(BoneName.KNEE_R, -.87, 0, 0).rotate(BoneName.SHOULDER_L, .52, .26, -.35).rotate(BoneName.SHOULDER_R, .52, -.26, .35).rotate(BoneName.ELBOW_R, 0, 0, 1.4).position(BoneName.PELVIS, 0, -.12, 0).done().withOpenPalm("right").at(.08).rotate(BoneName.PELVIS, -.7, 0, 0).rotate(BoneName.SPINE_UPPER, .35, 0, 0).rotate(BoneName.KNEE_L, -1.22, 0, 0).rotate(BoneName.KNEE_R, -1.22, 0, 0).rotate(BoneName.FOOT_L, .44, 0, 0).rotate(BoneName.FOOT_R, .44, 0, 0).position(BoneName.PELVIS, 0, -.24, 0).done().at(.15).rotate(BoneName.PELVIS, -.7, 0, 0).rotate(BoneName.SPINE_UPPER, .44, 0, 0).rotate(BoneName.KNEE_L, -1.13, 0, 0).rotate(BoneName.KNEE_R, -1.22, 0, 0).rotate(BoneName.SHOULDER_R, .7, -.52, .17).rotate(BoneName.ELBOW_R, 0, 0, 1.05).position(BoneName.PELVIS, 0, -.24, .15).done().at(.35).rotate(BoneName.PELVIS, -.61, 0, 0).rotate(BoneName.SPINE_UPPER, .52, 0, 0).rotate(BoneName.KNEE_L, -1.05, 0, 0).rotate(BoneName.KNEE_R, -1.13, 0, 0).rotate(BoneName.SHOULDER_R, .87, -.7, .09).rotate(BoneName.ELBOW_R, 0, 0, 1.13).rotate(BoneName.WRIST_R, .17, 0, 0).rotate(BoneName.SHOULDER_L, .61, .35, -.26).position(BoneName.PELVIS, 0, -.22, .25).done().withGrab("right").at(.55).rotate(BoneName.PELVIS, -.35, 0, 0).rotate(BoneName.SPINE_UPPER, .61, 0, 0).rotate(BoneName.KNEE_L, -.7, 0, 0).rotate(BoneName.KNEE_R, -.87, 0, 0).rotate(BoneName.SHOULDER_R, .61, -.87, -.17).rotate(BoneName.ELBOW_R, 0, 0, 1.22).rotate(BoneName.SHOULDER_L, .7, .44, -.17).position(BoneName.PELVIS, 0, -.16, .35).done().at(.65).rotate(BoneName.PELVIS, -.17, 0, 0).rotate(BoneName.SPINE_UPPER, .7, 0, 0).rotate(BoneName.KNEE_L, -.44, 0, 0).rotate(BoneName.KNEE_R, -.61, 0, 0).rotate(BoneName.SHOULDER_R, .44, -.96, -.26).rotate(BoneName.ELBOW_R, 0, 0, 1.31).rotate(BoneName.SHOULDER_L, .79, .52, -.09).position(BoneName.PELVIS, 0, -.1, .42).done().at(.85).rotate(BoneName.PELVIS, -.09, 0, 0).rotate(BoneName.SPINE_UPPER, .61, 0, 0).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.KNEE_R, -.52, 0, 0).rotate(BoneName.SHOULDER_R, .35, -.79, -.17).rotate(BoneName.ELBOW_R, 0, 0, 1.22).rotate(BoneName.SHOULDER_L, .7, .44, -.09).position(BoneName.PELVIS, 0, -.08, .45).done().withGrab("right").build();
141
+ /**
142
+ * Gon Ssireum Belt Throw Animation - NEW
143
+ *
144
+ * **Korean**: 씨름 던지기 (Ssireum Deonjigi)
145
+ * **Technique**: Traditional Korean Ssireum belt throw with hip rotation
146
+ * **Target Points**: Off-balance, hip leverage, rotational throw
147
+ *
148
+ * Authentic Ssireum wrestling technique using satba (belt) grip.
149
+ * Fighter secures double-grip on opponent's belt, drops hips LOW,
150
+ * then EXPLODES upward while rotating hips violently to execute
151
+ * a powerful hip throw with traditional Korean wrestling mechanics.
152
+ *
153
+ * **Biomechanics:**
154
+ * - **Belt Grip**: Both hands secure opponent's satba (wrestling belt)
155
+ * - **Hip Drop**: Deep hip position (-50° pelvis angle) for leverage
156
+ * - **Explosive Extension**: Violent upward drive with legs
157
+ * - **Hip Rotation**: 110° hip rotation generates circular momentum
158
+ * - **Traditional Form**: Authentic Ssireum throwing mechanics
159
+ *
160
+ * Animation Phases (1000ms duration, 7 keyframes):
161
+ * - Grip Phase (0-200ms): Secure double belt grip
162
+ * - Load Phase (200-400ms): Drop hips LOW for leverage
163
+ * - Explosion Phase (400-650ms): Violent upward + rotational drive
164
+ * - Throw Phase (650-850ms): Complete hip rotation and release
165
+ * - Finish Phase (850-1000ms): Stable landing position
166
+ *
167
+ * @korean 씨름던지기
168
+ * @duration 1000ms
169
+ * @category Throw Animation
170
+ */
171
+ var GON_SSIREUM_THROW_ANIMATION = MartialArtsAnimationBuilder.create("gon_ssireum_throw", "씨름 던지기").asAttack(1).at(0).rotate(BoneName.PELVIS, -.35, 0, 0).rotate(BoneName.KNEE_L, -.87, 0, 0).rotate(BoneName.KNEE_R, -.87, 0, 0).rotate(BoneName.SHOULDER_L, .61, .35, -.26).rotate(BoneName.SHOULDER_R, .61, -.35, .26).rotate(BoneName.ELBOW_L, 0, 0, -1.22).rotate(BoneName.ELBOW_R, 0, 0, 1.22).position(BoneName.PELVIS, 0, -.12, 0).done().withOpenPalm("both").at(.1).rotate(BoneName.PELVIS, -.35, 0, 0).rotate(BoneName.SHOULDER_L, .7, .44, -.17).rotate(BoneName.SHOULDER_R, .7, -.44, .17).rotate(BoneName.ELBOW_L, 0, 0, -1.31).rotate(BoneName.ELBOW_R, 0, 0, 1.31).rotate(BoneName.WRIST_L, .09, 0, 0).rotate(BoneName.WRIST_R, .09, 0, 0).done().withGrab("both").at(.2).rotate(BoneName.PELVIS, -.35, 0, 0).rotate(BoneName.SPINE_UPPER, .17, 0, 0).rotate(BoneName.SHOULDER_L, .79, .52, -.09).rotate(BoneName.SHOULDER_R, .79, -.52, .09).rotate(BoneName.ELBOW_L, 0, 0, -1.4).rotate(BoneName.ELBOW_R, 0, 0, 1.4).position(BoneName.PELVIS, 0, -.12, .05).done().at(.4).rotate(BoneName.PELVIS, -.87, 0, 0).rotate(BoneName.SPINE_UPPER, .26, 0, 0).rotate(BoneName.KNEE_L, -1.22, 0, 0).rotate(BoneName.KNEE_R, -1.22, 0, 0).rotate(BoneName.FOOT_L, .52, 0, 0).rotate(BoneName.FOOT_R, .52, 0, 0).rotate(BoneName.SHOULDER_L, .87, .61, 0).rotate(BoneName.SHOULDER_R, .87, -.61, 0).position(BoneName.PELVIS, 0, -.22, .08).done().at(.55).rotate(BoneName.PELVIS, -.17, .52, 0).rotate(BoneName.SPINE_LOWER, -.09, .61, 0).rotate(BoneName.SPINE_UPPER, -.17, .61, 0).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).rotate(BoneName.SHOULDER_L, .61, .7, -.26).rotate(BoneName.SHOULDER_R, .61, -.61, .26).position(BoneName.PELVIS, 0, -.08, .12).done().at(.65).rotate(BoneName.PELVIS, .17, 1.22, 0).rotate(BoneName.SPINE_LOWER, 0, 1.4, 0).rotate(BoneName.SPINE_UPPER, -.26, 1.48, 0).rotate(BoneName.KNEE_L, -.17, 0, 0).rotate(BoneName.KNEE_R, -.44, 0, 0).rotate(BoneName.SHOULDER_L, .44, .96, -.44).rotate(BoneName.SHOULDER_R, .52, -.87, .44).position(BoneName.PELVIS, 0, -.04, .15).done().at(.85).rotate(BoneName.PELVIS, .26, 1.57, 0).rotate(BoneName.SPINE_LOWER, .09, 1.65, 0).rotate(BoneName.SPINE_UPPER, -.17, 1.65, 0).rotate(BoneName.KNEE_L, -.35, 0, 0).rotate(BoneName.KNEE_R, -.61, 0, 0).rotate(BoneName.SHOULDER_L, .35, 1.05, -.52).rotate(BoneName.SHOULDER_R, .44, -.96, .52).position(BoneName.PELVIS, 0, -.08, .18).done().at(1).rotate(BoneName.PELVIS, .17, 1.4, 0).rotate(BoneName.SPINE_LOWER, .09, 1.48, 0).rotate(BoneName.SPINE_UPPER, -.09, 1.48, 0).rotate(BoneName.KNEE_L, -.52, 0, 0).rotate(BoneName.KNEE_R, -.7, 0, 0).rotate(BoneName.SHOULDER_L, .44, .96, -.44).rotate(BoneName.SHOULDER_R, .52, -.87, .44).rotate(BoneName.HEAD, .09, .35, 0).position(BoneName.PELVIS, 0, -.1, .18).done().withGrab("both").build();
172
+ /**
173
+ * Gon Ground Pound Strike Animation - NEW
174
+ *
175
+ * **Korean**: 땅 강타 (Ttang Gangta)
176
+ * **Technique**: Devastating downward strike from dominant ground position
177
+ * **Target Points**: Head, ribs, solar plexus from mount position
178
+ *
179
+ * Powerful ground-and-pound technique from Ssireum ground fighting.
180
+ * From mount or top position, fighter raises body HIGH to create
181
+ * gravitational energy, then SLAMS fist/forearm downward with
182
+ * CRUSHING force amplified by body weight and hip drop.
183
+ *
184
+ * **Biomechanics:**
185
+ * - **Elevated Position**: Rise UP from ground to build potential energy
186
+ * - **Weight Drop**: Use gravity + active hip drive for impact
187
+ * - **Posture Control**: Maintain base while generating power
188
+ * - **Follow-Through**: Drive through target, don't "arm punch"
189
+ * - **Recovery**: Quick return to control position
190
+ *
191
+ * Animation Phases (700ms duration, 5 keyframes):
192
+ * - Setup Phase (0-150ms): Rise from ground position
193
+ * - Chamber Phase (150-300ms): Elevate body for potential energy
194
+ * - Strike Phase (300-500ms): SLAM down with body weight
195
+ * - Impact Phase (500-600ms): Drive through target
196
+ * - Recovery Phase (600-700ms): Return to control
197
+ *
198
+ * @korean 땅강타
199
+ * @duration 700ms
200
+ * @category Ground Strike Animation
201
+ */
202
+ var GON_GROUND_POUND_ANIMATION = MartialArtsAnimationBuilder.create("gon_ground_pound", "땅 강타").asAttack(.7).at(0).rotate(BoneName.PELVIS, .44, 0, 0).rotate(BoneName.SPINE_UPPER, .52, 0, 0).rotate(BoneName.KNEE_L, -.79, .17, 0).rotate(BoneName.KNEE_R, -.79, .17, 0).rotate(BoneName.SHOULDER_R, .35, -.26, .17).rotate(BoneName.ELBOW_R, 0, 0, 1.22).rotate(BoneName.SHOULDER_L, .61, .35, -.17).position(BoneName.PELVIS, 0, -.16, .25).done().at(.15).rotate(BoneName.PELVIS, .26, 0, 0).rotate(BoneName.SPINE_LOWER, 0, 0, 0).rotate(BoneName.SPINE_UPPER, .17, 0, 0).rotate(BoneName.KNEE_L, -.61, .17, 0).rotate(BoneName.KNEE_R, -.61, .17, 0).rotate(BoneName.SHOULDER_R, -.17, -.35, 0).rotate(BoneName.ELBOW_R, 0, 0, 1.57).position(BoneName.PELVIS, 0, -.1, .25).done().at(.3).rotate(BoneName.PELVIS, .17, 0, 0).rotate(BoneName.SPINE_UPPER, .09, 0, 0).rotate(BoneName.KNEE_L, -.52, .17, 0).rotate(BoneName.KNEE_R, -.52, .17, 0).rotate(BoneName.SHOULDER_R, -.26, -.44, -.17).rotate(BoneName.ELBOW_R, 0, 0, 1.4).rotate(BoneName.WRIST_R, 0, 0, 0).position(BoneName.PELVIS, 0, -.08, .25).done().at(.45).rotate(BoneName.PELVIS, .52, 0, 0).rotate(BoneName.SPINE_UPPER, .61, 0, 0).rotate(BoneName.KNEE_L, -.79, .17, 0).rotate(BoneName.KNEE_R, -.79, .17, 0).rotate(BoneName.SHOULDER_R, .61, -.17, .26).rotate(BoneName.ELBOW_R, 0, 0, 2.27).rotate(BoneName.WRIST_R, -.17, 0, 0).position(BoneName.PELVIS, 0, -.14, .28).done().at(.5).rotate(BoneName.PELVIS, .61, 0, 0).rotate(BoneName.SPINE_UPPER, .7, 0, 0).rotate(BoneName.KNEE_L, -.87, .17, 0).rotate(BoneName.KNEE_R, -.87, .17, 0).rotate(BoneName.SHOULDER_R, .79, -.09, .35).rotate(BoneName.ELBOW_R, 0, 0, 2.53).rotate(BoneName.WRIST_R, -.09, 0, 0).position(BoneName.PELVIS, 0, -.16, .3).done().at(.7).rotate(BoneName.PELVIS, .52, 0, 0).rotate(BoneName.SPINE_UPPER, .61, 0, 0).rotate(BoneName.KNEE_L, -.79, .17, 0).rotate(BoneName.KNEE_R, -.79, .17, 0).rotate(BoneName.SHOULDER_R, .52, -.17, .26).rotate(BoneName.ELBOW_R, 0, 0, 1.57).rotate(BoneName.SHOULDER_L, .7, .35, -.17).position(BoneName.PELVIS, 0, -.15, .28).done().build();
203
+ /**
204
+ * Gon Body Lock Takedown Animation - NEW
205
+ *
206
+ * **Korean**: 몸통 잡기 (Momtong Japgi)
207
+ * **Technique**: Double-arm body lock with lift and slam takedown
208
+ * **Target Points**: Torso control, lifting power, ground impact
209
+ *
210
+ * Wrestling body lock technique from Ssireum and freestyle wrestling.
211
+ * Fighter wraps BOTH arms around opponent's torso (body lock),
212
+ * drops hips LOW for leverage, LIFTS opponent off ground using
213
+ * explosive leg drive, then SLAMS them down with devastating force.
214
+ *
215
+ * **Biomechanics:**
216
+ * - **Double Arm Wrap**: Both arms encircle torso for maximum control
217
+ * - **Hip Drop**: -55° pelvis angle creates low power base
218
+ * - **Leg Drive**: Explosive extension generates upward force
219
+ * - **Arc Throw**: Backward lean + hip rotation = arc trajectory
220
+ * - **Impact Control**: Follow to ground maintaining pressure
221
+ *
222
+ * Animation Phases (1100ms duration, 7 keyframes):
223
+ * - Grip Phase (0-200ms): Establish body lock
224
+ * - Load Phase (200-420ms): Drop hips and secure tight grip
225
+ * - Lift Phase (420-650ms): EXPLOSIVE upward drive
226
+ * - Arc Phase (650-880ms): Lean back and rotate for throw
227
+ * - Slam Phase (880-1100ms): Drive opponent to ground
228
+ *
229
+ * @korean 몸통잡기
230
+ * @duration 1100ms
231
+ * @category Throw Animation
232
+ */
233
+ var GON_BODY_LOCK_ANIMATION = MartialArtsAnimationBuilder.create("gon_body_lock", "몸통 잡기").asAttack(1.1).at(0).rotate(BoneName.PELVIS, -.35, 0, 0).rotate(BoneName.KNEE_L, -.87, 0, 0).rotate(BoneName.KNEE_R, -.87, 0, 0).rotate(BoneName.SHOULDER_L, .52, .26, -.35).rotate(BoneName.SHOULDER_R, .52, -.26, .35).rotate(BoneName.ELBOW_L, 0, 0, -1.22).rotate(BoneName.ELBOW_R, 0, 0, 1.22).position(BoneName.PELVIS, 0, -.12, 0).done().withOpenPalm("both").at(.1).rotate(BoneName.PELVIS, -.35, 0, 0).rotate(BoneName.SPINE_UPPER, .17, 0, 0).rotate(BoneName.SHOULDER_L, .7, .52, -.17).rotate(BoneName.SHOULDER_R, .7, -.52, .17).rotate(BoneName.ELBOW_L, 0, 0, -1.05).rotate(BoneName.ELBOW_R, 0, 0, 1.05).position(BoneName.PELVIS, 0, -.12, .08).done().at(.2).rotate(BoneName.PELVIS, -.35, 0, 0).rotate(BoneName.SPINE_UPPER, .26, 0, 0).rotate(BoneName.SHOULDER_L, .79, .7, 0).rotate(BoneName.SHOULDER_R, .79, -.7, 0).rotate(BoneName.ELBOW_L, 0, 0, -1.31).rotate(BoneName.ELBOW_R, 0, 0, 1.31).rotate(BoneName.WRIST_L, 0, .17, 0).rotate(BoneName.WRIST_R, 0, -.17, 0).position(BoneName.PELVIS, 0, -.12, .12).done().withGrab("both").at(.42).rotate(BoneName.PELVIS, -.96, 0, 0).rotate(BoneName.SPINE_UPPER, .35, 0, 0).rotate(BoneName.KNEE_L, -1.31, 0, 0).rotate(BoneName.KNEE_R, -1.31, 0, 0).rotate(BoneName.FOOT_L, .52, 0, 0).rotate(BoneName.FOOT_R, .52, 0, 0).rotate(BoneName.SHOULDER_L, .87, .79, 0).rotate(BoneName.SHOULDER_R, .87, -.79, 0).position(BoneName.PELVIS, 0, -.24, .12).done().at(.55).rotate(BoneName.PELVIS, -.26, 0, 0).rotate(BoneName.SPINE_LOWER, -.09, 0, 0).rotate(BoneName.SPINE_UPPER, 0, 0, 0).rotate(BoneName.KNEE_L, -.44, 0, 0).rotate(BoneName.KNEE_R, -.44, 0, 0).rotate(BoneName.SHOULDER_L, .7, .7, -.17).rotate(BoneName.SHOULDER_R, .7, -.7, .17).position(BoneName.PELVIS, 0, -.1, .14).done().at(.65).rotate(BoneName.PELVIS, .09, 0, 0).rotate(BoneName.SPINE_LOWER, -.17, 0, 0).rotate(BoneName.SPINE_UPPER, -.17, 0, 0).rotate(BoneName.KNEE_L, -.17, 0, 0).rotate(BoneName.KNEE_R, -.17, 0, 0).rotate(BoneName.SHOULDER_L, .52, .61, -.26).rotate(BoneName.SHOULDER_R, .52, -.61, .26).position(BoneName.PELVIS, 0, 0, .16).done().at(.88).rotate(BoneName.PELVIS, .26, .35, 0).rotate(BoneName.SPINE_LOWER, -.26, .44, 0).rotate(BoneName.SPINE_UPPER, -.35, .44, 0).rotate(BoneName.KNEE_L, -.52, 0, 0).rotate(BoneName.KNEE_R, -.61, 0, 0).rotate(BoneName.SHOULDER_L, .35, .7, -.35).rotate(BoneName.SHOULDER_R, .35, -.7, .35).position(BoneName.PELVIS, 0, -.08, .18).done().at(1.1).rotate(BoneName.PELVIS, .17, .52, 0).rotate(BoneName.SPINE_LOWER, .09, .61, 0).rotate(BoneName.SPINE_UPPER, .17, .61, 0).rotate(BoneName.KNEE_L, -.87, 0, 0).rotate(BoneName.KNEE_R, -.96, 0, 0).rotate(BoneName.SHOULDER_L, .61, .61, -.26).rotate(BoneName.SHOULDER_R, .61, -.61, .26).rotate(BoneName.ELBOW_L, 0, 0, -1.22).rotate(BoneName.ELBOW_R, 0, 0, 1.22).rotate(BoneName.HEAD, .17, .17, 0).position(BoneName.PELVIS, 0, -.16, .22).done().withGrab("both").build();
234
+ /**
235
+ * Gon Sacrifice Throw Animation - NEW
236
+ *
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+ * **Korean**: 희생 던지기 (Huisaeng Deonjigi)
238
+ * **Technique**: Sacrifice throw - fighter falls to ground to throw opponent
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+ * **Target Points**: Balance disruption, momentum reversal, ground transition
240
+ *
241
+ * Advanced Ssireum and Judo-influenced sacrifice throw.
242
+ * Fighter DROPS OWN BODY to ground (sacrifice), using falling momentum
243
+ * and leg positioning to AMPLIFY throw power. As fighter falls, legs
244
+ * hook opponent and ROTATE violently, generating circular momentum that
245
+ * LAUNCHES opponent through the air and to the ground.
246
+ *
247
+ * **Biomechanics:**
248
+ * - **Controlled Fall**: Fighter initiates own fall (sacrifice)
249
+ * - **Leg Hook**: One or both legs hook opponent during fall
250
+ * - **Rotational Power**: Falling + rotation = amplified throw force
251
+ * - **Momentum Transfer**: Fighter's falling momentum becomes opponent's
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+ * - **Ground Finish**: Both land but attacker in superior position
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+ *
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+ * Animation Phases (1200ms duration, 8 keyframes):
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+ * - Setup Phase (0-150ms): Grip and prepare
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+ * - Initiation Phase (150-350ms): Begin controlled fall
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+ * - Sacrifice Phase (350-600ms): FALL to ground with leg hook
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+ * - Rotation Phase (600-850ms): Violent rotation throws opponent
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+ * - Landing Phase (850-1050ms): Both hit ground
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+ * - Recovery Phase (1050-1200ms): Attacker achieves superior position
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+ *
262
+ * @korean 희생던지기
263
+ * @duration 1200ms
264
+ * @category Throw Animation
265
+ */
266
+ var GON_SACRIFICE_THROW_ANIMATION = MartialArtsAnimationBuilder.create("gon_sacrifice_throw", "희생 던지기").asAttack(1.2).at(0).rotate(BoneName.PELVIS, -.26, 0, 0).rotate(BoneName.KNEE_L, -.7, 0, 0).rotate(BoneName.KNEE_R, -.7, 0, 0).rotate(BoneName.SHOULDER_L, .61, .44, -.26).rotate(BoneName.SHOULDER_R, .61, -.44, .26).rotate(BoneName.ELBOW_L, 0, 0, -1.22).rotate(BoneName.ELBOW_R, 0, 0, 1.22).position(BoneName.PELVIS, 0, -.1, 0).done().withGrab("both").at(.12).rotate(BoneName.PELVIS, -.17, 0, 0).rotate(BoneName.SPINE_UPPER, .09, 0, 0).rotate(BoneName.SHOULDER_L, .7, .52, -.17).rotate(BoneName.SHOULDER_R, .7, -.52, .17).rotate(BoneName.ELBOW_L, 0, 0, -1.31).rotate(BoneName.ELBOW_R, 0, 0, 1.31).position(BoneName.PELVIS, 0, -.08, .06).done().at(.26).rotate(BoneName.PELVIS, .09, 0, 0).rotate(BoneName.SPINE_LOWER, -.09, 0, 0).rotate(BoneName.SPINE_UPPER, -.17, 0, 0).rotate(BoneName.KNEE_L, -.52, 0, 0).rotate(BoneName.KNEE_R, -.52, 0, 0).rotate(BoneName.SHOULDER_L, .79, .61, -.09).rotate(BoneName.SHOULDER_R, .79, -.61, .09).position(BoneName.PELVIS, 0, -.06, .08).done().at(.42).rotate(BoneName.PELVIS, .35, 0, 0).rotate(BoneName.SPINE_LOWER, -.35, 0, 0).rotate(BoneName.SPINE_UPPER, -.52, 0, 0).rotate(BoneName.HIP_R, .52, 0, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).rotate(BoneName.KNEE_L, -.26, 0, 0).rotate(BoneName.FOOT_R, -.17, 0, 0).rotate(BoneName.SHOULDER_L, .87, .7, 0).rotate(BoneName.SHOULDER_R, .87, -.7, 0).position(BoneName.PELVIS, 0, -.02, .1).done().at(.6).rotate(BoneName.PELVIS, .52, .35, 0).rotate(BoneName.SPINE_LOWER, -.44, .44, 0).rotate(BoneName.SPINE_UPPER, -.61, .52, 0).rotate(BoneName.HIP_R, .7, 0, 0).rotate(BoneName.KNEE_R, -.61, 0, 0).rotate(BoneName.KNEE_L, -.44, 0, 0).rotate(BoneName.SHOULDER_L, .96, .79, .09).rotate(BoneName.SHOULDER_R, .96, -.79, -.09).position(BoneName.PELVIS, 0, -.18, .14).done().at(.78).rotate(BoneName.PELVIS, .61, .96, 0).rotate(BoneName.SPINE_LOWER, -.52, 1.05, 0).rotate(BoneName.SPINE_UPPER, -.7, 1.13, 0).rotate(BoneName.HIP_R, .87, 0, 0).rotate(BoneName.KNEE_R, -.35, 0, 0).rotate(BoneName.KNEE_L, -.17, 0, 0).rotate(BoneName.FOOT_R, 0, 0, 0).rotate(BoneName.SHOULDER_L, 1.05, .96, .17).rotate(BoneName.SHOULDER_R, 1.05, -.96, -.17).position(BoneName.PELVIS, -.08, -.2, .18).done().at(.95).rotate(BoneName.PELVIS, .52, 1.22, 0).rotate(BoneName.SPINE_LOWER, -.35, 1.31, 0).rotate(BoneName.SPINE_UPPER, -.52, 1.4, 0).rotate(BoneName.HIP_R, .61, 0, 0).rotate(BoneName.KNEE_R, -.52, 0, 0).rotate(BoneName.KNEE_L, -.44, 0, 0).rotate(BoneName.SHOULDER_L, .87, .87, .17).rotate(BoneName.SHOULDER_R, .87, -.87, -.17).position(BoneName.PELVIS, -.12, -.2, .22).done().at(1.2).rotate(BoneName.PELVIS, .44, 1.4, 0).rotate(BoneName.SPINE_LOWER, -.17, 1.48, 0).rotate(BoneName.SPINE_UPPER, -.26, 1.48, 0).rotate(BoneName.HIP_R, .35, 0, 0).rotate(BoneName.KNEE_R, -.7, 0, 0).rotate(BoneName.KNEE_L, -.61, 0, 0).rotate(BoneName.SHOULDER_L, .7, .7, .09).rotate(BoneName.SHOULDER_R, .7, -.7, -.09).rotate(BoneName.ELBOW_L, 0, 0, -1.13).rotate(BoneName.ELBOW_R, 0, 0, 1.13).rotate(BoneName.HEAD, .17, .26, 0).position(BoneName.PELVIS, -.14, -.18, .24).done().withGrab("both").build();
267
+ /**
268
+ * All Gon technique combat animations.
269
+ *
270
+ * Keeps Earth-trigram throw and ground-control techniques addressable by their
271
+ * technique IDs instead of falling back to generic grappling animations.
272
+ *
273
+ * @korean 곤괘기술애니메이션맵
274
+ */
275
+ var GON_TECHNIQUE_ANIMATIONS = new Map([
276
+ ["gon_earth_embrace", GON_EARTH_EMBRACE_ANIMATION],
277
+ ["gon_ground_control_transition", GON_GROUND_CONTROL_TRANSITION],
278
+ ["gon_leg_sweep", GON_LEG_SWEEP_ANIMATION],
279
+ ["gon_ankle_pick", GON_ANKLE_PICK_ANIMATION],
280
+ ["gon_ssireum_throw", GON_SSIREUM_THROW_ANIMATION],
281
+ ["gon_ground_pound", GON_GROUND_POUND_ANIMATION],
282
+ ["gon_body_lock", GON_BODY_LOCK_ANIMATION],
283
+ ["gon_sacrifice_throw", GON_SACRIFICE_THROW_ANIMATION]
284
+ ]);
285
+ //#endregion
286
+ export { GON_TECHNIQUE_ANIMATIONS };
287
+
288
+ //# sourceMappingURL=GonTechniqueAnimations.js.map
@@ -0,0 +1 @@
1
+ {"version":3,"file":"GonTechniqueAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/GonTechniqueAnimations.ts"],"sourcesContent":["/**\n * ☷ Gon (Earth) Technique Animations\n *\n * Combat technique animations for the Gon (곤/Earth) trigram.\n * Embodies throwing power and ground control from Ssireum wrestling.\n *\n * **Korean Martial Arts Context:**\n * - **기술**: 대지포옹 (Earth Embrace Throw), 땅 장악 (Ground Control), 발쓸기 (Leg Sweep)\n * - **특성**: 몸통 잡기 (Body Lock), 지면 전환 (Ground Transition), 낙법 (Falling Techniques)\n * - **철학**: 땅의 힘으로 제압 (Subdue with Earth's Power)\n *\n * **Throwing Biomechanics:**\n * All Gon throw techniques emphasize:\n * - **Heavy Weight Transfer**: Explosive hip drive and leg extension\n * - **Ground Connection**: Feet planted firmly, power flows from earth\n * - **Circular Momentum**: Rotation powered by hips and core\n * - **Impact Control**: Following opponent to ground for dominance\n *\n * @module systems/animation/catalogs/GonTechniqueAnimations\n * @category Animation\n * @korean 곤괘기술애니메이션\n */\n\nimport { BoneName, type SkeletalAnimation } from \"@/types/skeletal\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☷ GON EARTH EMBRACE ANIMATION (곤괘 대지포옹)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gon Earth Embrace Attack Animation - OVERHAULED\n *\n * **Korean**: 대지포옹 (Daeji Poong)\n * **Technique**: Full body throw with explosive hip drive and ground transition\n * **Target Points**: Balance disruption, spine compression, ground impact control\n *\n * Traditional Ssireum throw technique that embodies earth's embracing power.\n * The fighter drops low with HEAVY weight shift, penetrates deep for grip,\n * EXPLODES upward with powerful leg extension and hip drive, then rotates\n * through a forceful circular arc to SLAM opponent to ground with devastating impact.\n *\n * **IMPROVED Biomechanics:**\n * - **Deeper Penetration**: Lower stance (-35° hip angle) for maximum power base\n * - **Explosive Lift**: Faster transition (420ms) with violent leg extension\n * - **Hip Power**: Greater hip rotation (90°+) generating circular momentum\n * - **Ground Impact**: SLAM down phase with full body weight follow-through\n * - **Gravity Feel**: Exaggerated downward movement creating weight sensation\n *\n * Animation Phases (1100ms duration, 9 keyframes):\n * - Setup Phase (0-200ms): Drop low, feet plant firmly\n * - Penetration Phase (200-420ms): Deep penetration and secure grip\n * - EXPLOSIVE Lift Phase (420-650ms): Violent upward drive with legs/hips\n * - Rotation Phase (650-880ms): Powerful hip rotation and circular arc\n * - IMPACT Phase (880-1100ms): Slam opponent down with devastating force\n *\n * @korean 대지포옹\n * @duration 1100ms (faster, more explosive)\n * @category Throw Animation\n */\nexport const GON_EARTH_EMBRACE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"gon_earth_embrace\",\n \"대지포옹\"\n )\n .asAttack(1.1) // FASTER: 1100ms (was 1867ms)\n \n // ═════════════════════════════════════════════════════════════════════\n // SETUP PHASE (0-200ms): Heavy Drop and Foot Plant\n // ═════════════════════════════════════════════════════════════════════\n \n // Keyframe 0ms: Pre-throw stance - feet planted, ready to drop\n .at(0)\n .rotate(BoneName.PELVIS, -0.26, 0, 0) // -15° (ready position)\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0) // Neutral\n .rotate(BoneName.SPINE_UPPER, 0.17, 0, 0) // 10° (forward lean)\n .rotate(BoneName.KNEE_L, -0.70, 0, 0) // -40° (athletic position)\n .rotate(BoneName.KNEE_R, -0.70, 0, 0) // -40°\n .rotate(BoneName.FOOT_L, 0.26, 0, 0) // 15° (weight on foot)\n .rotate(BoneName.FOOT_R, 0.26, 0, 0) // 15°\n .rotate(BoneName.SHOULDER_L, 0.44, 0.17, -0.26) // 25°, 10°, -15° (hands ready)\n .rotate(BoneName.SHOULDER_R, 0.44, -0.17, 0.26)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.31) // -75° (ready to grab)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.31)\n .position(BoneName.PELVIS, 0, -0.08, 0) // Low ready\n .done<MartialArtsAnimationBuilder>()\n .withOpenPalm(\"both\")\n \n // Keyframe 120ms: HEAVY DROP - sink with gravity\n .at(0.12)\n .rotate(BoneName.PELVIS, -0.44, 0, 0) // -25° (hips DROP)\n .rotate(BoneName.SPINE_UPPER, 0.26, 0, 0) // 15° (lean forward)\n .rotate(BoneName.KNEE_L, -1.13, 0, 0) // -65° (DEEP sink)\n .rotate(BoneName.KNEE_R, -1.13, 0, 0) // -65° (DEEP sink)\n .rotate(BoneName.FOOT_L, 0.44, 0, 0) // 25° (PLANT firmly)\n .rotate(BoneName.FOOT_R, 0.44, 0, 0) // 25° (PLANT firmly)\n .rotate(BoneName.SHOULDER_L, 0.61, 0.35, -0.17) // 35°, 20°, -10° (reach down)\n .rotate(BoneName.SHOULDER_R, 0.61, -0.35, 0.17)\n .position(BoneName.PELVIS, 0, -0.20, 0) // HEAVY drop down\n .done<MartialArtsAnimationBuilder>()\n \n // ═════════════════════════════════════════════════════════════════════\n // PENETRATION PHASE (200-420ms): Deep Entry and Grip\n // ═════════════════════════════════════════════════════════════════════\n \n // Keyframe 200ms: Drive forward and LOW\n .at(0.2)\n .rotate(BoneName.PELVIS, -0.61, 0, 0) // -35° (MAXIMUM drop - HEAVY!)\n .rotate(BoneName.SPINE_LOWER, 0.09, 0, 0) // 5° (compress)\n .rotate(BoneName.SPINE_UPPER, 0.44, 0, 0) // 25° (drive forward)\n .rotate(BoneName.KNEE_L, -1.22, 0, 0) // -70° (VERY deep)\n .rotate(BoneName.KNEE_R, -1.22, 0, 0) // -70° (maximum bend)\n .rotate(BoneName.SHOULDER_L, 0.79, 0.52, -0.09) // 45°, 30°, -5° (wrap around)\n .rotate(BoneName.SHOULDER_R, 0.79, -0.52, 0.09)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.05) // -60° (reaching)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.05)\n .position(BoneName.PELVIS, 0, -0.25, 0.18) // Very low, forward\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 420ms: Secure TIGHT grip - coiled power\n .at(0.42)\n .rotate(BoneName.PELVIS, -0.61, 0, 0) // -35° (maintain depth)\n .rotate(BoneName.SPINE_UPPER, 0.52, 0.09, 0) // 30°, 5° (close contact)\n .rotate(BoneName.KNEE_L, -1.22, 0, 0) // -70° (coiled spring)\n .rotate(BoneName.KNEE_R, -1.22, 0, 0) // -70°\n .rotate(BoneName.SHOULDER_L, 0.96, 0.61, 0) // 55°, 35°, 0° (TIGHT wrap)\n .rotate(BoneName.SHOULDER_R, 0.96, -0.61, 0)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.13) // -65° (grip tight)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.13)\n .position(BoneName.PELVIS, 0, -0.25, 0.20) // Deep coiled position\n .done<MartialArtsAnimationBuilder>()\n .withGrab(\"both\") // SECURE grip\n \n // ═════════════════════════════════════════════════════════════════════\n // EXPLOSIVE LIFT PHASE (420-650ms): VIOLENT Upward Drive\n // ═════════════════════════════════════════════════════════════════════\n \n // Keyframe 550ms: EXPLOSIVE leg/hip extension\n .at(0.55)\n .rotate(BoneName.PELVIS, -0.09, 0, 0.09) // -5°, 0°, 5° (DRIVE up and rotate)\n .rotate(BoneName.SPINE_LOWER, -0.17, 0, 0) // -10° (explosive extension)\n .rotate(BoneName.SPINE_UPPER, 0.09, 0.17, 0) // 5°, 10° (begin rotation)\n .rotate(BoneName.KNEE_L, -0.35, 0, 0) // -20° (EXPLOSIVE extend)\n .rotate(BoneName.KNEE_R, -0.35, 0, 0) // -20° (POWER!)\n .rotate(BoneName.FOOT_L, 0.35, 0, 0) // 20° (push through foot)\n .rotate(BoneName.FOOT_R, 0.35, 0, 0) // 20°\n .rotate(BoneName.SHOULDER_L, 0.70, 0.44, -0.17) // 40°, 25°, -10° (lift!)\n .rotate(BoneName.SHOULDER_R, 0.70, -0.44, 0.17)\n .position(BoneName.PELVIS, 0, -0.08, 0.22) // Rising FAST\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 650ms: Peak of lift - full extension\n .at(0.65)\n .rotate(BoneName.PELVIS, 0.09, 0.26, 0.09) // 5°, 15°, 5° (extended, rotating)\n .rotate(BoneName.SPINE_LOWER, -0.17, 0.17, 0) // -10°, 10° (lean back + rotate)\n .rotate(BoneName.SPINE_UPPER, -0.09, 0.35, 0) // -5°, 20° (rotation begins)\n .rotate(BoneName.KNEE_L, -0.09, 0, 0) // -5° (nearly straight)\n .rotate(BoneName.KNEE_R, -0.09, 0, 0) // -5°\n .rotate(BoneName.SHOULDER_L, 0.52, 0.35, -0.26) // 30°, 20°, -15° (opponent lifted)\n .rotate(BoneName.SHOULDER_R, 0.52, -0.35, 0.26)\n .position(BoneName.PELVIS, 0, 0.02, 0.24) // Elevated (above neutral!)\n .done<MartialArtsAnimationBuilder>()\n \n // ═════════════════════════════════════════════════════════════════════\n // ROTATION PHASE (650-880ms): Powerful Hip-Driven Circular Arc\n // ═════════════════════════════════════════════════════════════════════\n \n // Keyframe 760ms: Hip rotation POWERS the throw\n .at(0.76)\n .rotate(BoneName.PELVIS, 0.26, 0.96, 0) // 15°, 55° (MASSIVE hip rotation)\n .rotate(BoneName.SPINE_LOWER, -0.09, 1.05, 0) // -5°, 60° (core follows)\n .rotate(BoneName.SPINE_UPPER, -0.26, 1.05, 0) // -15°, 60° (full rotation)\n .rotate(BoneName.KNEE_L, 0, 0, 0) // 0° (pivot leg straight)\n .rotate(BoneName.KNEE_R, -0.35, 0, 0) // -20° (rear leg drives)\n .rotate(BoneName.SHOULDER_L, 0.35, 0.79, -0.44) // 20°, 45°, -25° (pull across)\n .rotate(BoneName.SHOULDER_R, 0.44, -0.70, 0.44) // 25°, -40°, 25° (push across)\n .position(BoneName.PELVIS, 0, 0, 0.25) // Rotating position\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 880ms: Maximum rotation - release/throw peak\n .at(0.88)\n .rotate(BoneName.PELVIS, 0.35, 1.40, 0) // 20°, 80° (EXTREME rotation)\n .rotate(BoneName.SPINE_LOWER, 0, 1.48, 0) // 0°, 85° (full body rotation)\n .rotate(BoneName.SPINE_UPPER, -0.35, 1.48, 0) // -20°, 85° (whip motion)\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (lower for slam)\n .rotate(BoneName.KNEE_R, -0.52, 0, 0) // -30° (prepare to drop)\n .rotate(BoneName.SHOULDER_L, 0.26, 0.96, -0.52) // 15°, 55°, -30° (release arc)\n .rotate(BoneName.SHOULDER_R, 0.35, -0.87, 0.52) // 20°, -50°, 30°\n .position(BoneName.PELVIS, 0, -0.05, 0.26) // Beginning descent\n .done<MartialArtsAnimationBuilder>()\n \n // ═════════════════════════════════════════════════════════════════════\n // IMPACT PHASE (880-1100ms): SLAM Down with Full Body Weight\n // ═════════════════════════════════════════════════════════════════════\n \n // Keyframe 1100ms: GROUND IMPACT - full weight down\n .at(1.1)\n .rotate(BoneName.PELVIS, 0.09, 1.13, 0) // 5°, 65° (follow down)\n .rotate(BoneName.SPINE_LOWER, 0.17, 1.22, 0) // 10°, 70° (over opponent)\n .rotate(BoneName.SPINE_UPPER, 0.26, 1.22, 0) // 15°, 70° (chest down)\n .rotate(BoneName.KNEE_L, -0.87, 0, 0) // -50° (lower base)\n .rotate(BoneName.KNEE_R, -0.96, 0, 0) // -55° (control position)\n .rotate(BoneName.SHOULDER_L, 0.52, 0.79, -0.35) // 30°, 45°, -20° (control grip)\n .rotate(BoneName.SHOULDER_R, 0.61, -0.70, 0.35) // 35°, -40°, 20°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.31) // -75° (maintain control)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.31)\n .rotate(BoneName.HEAD, 0.17, 0.26, 0) // 10°, 15° (look at opponent)\n .position(BoneName.PELVIS, 0, -0.18, 0.28) // GROUND position\n .done<MartialArtsAnimationBuilder>()\n .withGrab(\"both\") // Maintain control\n \n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☷ GON GROUND CONTROL TRANSITION (곤괘 땅 장악) - OVERHAULED\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gon Ground Control Transition Animation - OVERHAULED\n *\n * **Korean**: 땅 장악 (Ttang Jangak)\n * **Technique**: Rapid transition from throw to CRUSHING ground dominance\n * **Target**: Establish superior position with HEAVY weight distribution\n *\n * Ssireum ground control technique that follows successful throw.\n * Fighter transitions AGGRESSIVELY from standing to ground position,\n * using HEAVY weight pressure and strategic grip placement for dominance.\n *\n * **IMPROVED Biomechanics:**\n * - **Faster Transition**: 1200ms (was 2000ms) for explosive dominance\n * - **Weight Pressure**: Exaggerated chest/hip pressure creating crushing feel\n * - **Strategic Positioning**: Side control with crossface and underhook\n * - **Ground Connection**: Constant downward pressure maintaining control\n *\n * Animation Phases (1200ms duration, 6 keyframes):\n * - Takedown Phase (0-350ms): Drive opponent to ground with force\n * - Transition Phase (350-700ms): Explosively move to side control\n * - Dominance Phase (700-1200ms): Establish CRUSHING pressure and control\n *\n * @korean 땅장악\n * @duration 1200ms (faster, more aggressive)\n * @category Ground Control Animation\n */\nexport const GON_GROUND_CONTROL_TRANSITION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"gon_ground_control_transition\",\n \"땅 장악\"\n )\n .asAttack(1.2) // FASTER: 1200ms (was 2000ms)\n \n // ═════════════════════════════════════════════════════════════════════\n // TAKEDOWN PHASE (0-350ms): Drive Opponent Down with FORCE\n // ═════════════════════════════════════════════════════════════════════\n \n // Keyframe 0ms: Start from throw completion (transition from Earth Embrace)\n .at(0)\n .rotate(BoneName.PELVIS, 0.09, 1.13, 0) // 5°, 65° (rotated from throw)\n .rotate(BoneName.SPINE_LOWER, 0.17, 1.22, 0) // 10°, 70°\n .rotate(BoneName.SPINE_UPPER, 0.26, 1.22, 0) // 15°, 70°\n .rotate(BoneName.KNEE_L, -0.87, 0, 0) // -50°\n .rotate(BoneName.KNEE_R, -0.96, 0, 0) // -55°\n .rotate(BoneName.SHOULDER_L, 0.52, 0.79, -0.35) // 30°, 45°, -20°\n .rotate(BoneName.SHOULDER_R, 0.61, -0.70, 0.35) // 35°, -40°, 20°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.31) // -75°\n .rotate(BoneName.ELBOW_R, 0, 0, 1.31)\n .position(BoneName.PELVIS, 0, -0.18, 0.28)\n .done<MartialArtsAnimationBuilder>()\n .withGrab(\"both\")\n \n // Keyframe 200ms: DRIVE down with heavy pressure\n .at(0.2)\n .rotate(BoneName.PELVIS, 0.26, 0.87, 0) // 15°, 50° (press down)\n .rotate(BoneName.SPINE_LOWER, 0.35, 0.96, 0) // 20°, 55° (forward pressure)\n .rotate(BoneName.SPINE_UPPER, 0.52, 0.87, 0) // 30°, 50° (HEAVY chest)\n .rotate(BoneName.KNEE_L, -1.05, 0, 0) // -60° (lower base)\n .rotate(BoneName.KNEE_R, -1.13, 0, 0) // -65° (drive down)\n .rotate(BoneName.SHOULDER_L, 0.70, 0.61, -0.26) // 40°, 35°, -15° (push down)\n .rotate(BoneName.SHOULDER_R, 0.79, -0.52, 0.26) // 45°, -30°, 15°\n .position(BoneName.PELVIS, 0, -0.22, 0.32) // HEAVY down pressure\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 350ms: Opponent FLATTENED on ground\n .at(0.35)\n .rotate(BoneName.PELVIS, 0.35, 0.70, 0) // 20°, 40° (over opponent)\n .rotate(BoneName.SPINE_LOWER, 0.44, 0.79, 0) // 25°, 45° (weight forward)\n .rotate(BoneName.SPINE_UPPER, 0.61, 0.70, 0) // 35°, 40° (chest HEAVY)\n .rotate(BoneName.KNEE_L, -1.13, 0, 0) // -65° (very low)\n .rotate(BoneName.KNEE_R, -1.22, 0, 0) // -70° (crushing)\n .rotate(BoneName.SHOULDER_L, 0.87, 0.52, -0.17) // 50°, 30°, -10° (control)\n .rotate(BoneName.SHOULDER_R, 0.96, -0.44, 0.17) // 55°, -25°, 10°\n .position(BoneName.PELVIS, 0, -0.24, 0.35) // Ground level crushing\n .done<MartialArtsAnimationBuilder>()\n \n // ═════════════════════════════════════════════════════════════════════\n // TRANSITION PHASE (350-700ms): EXPLOSIVE Move to Side Control\n // ═════════════════════════════════════════════════════════════════════\n \n // Keyframe 520ms: Rapid position transition - slide to side\n .at(0.52)\n .rotate(BoneName.PELVIS, 0.44, 0.44, 0) // 25°, 25° (shift side)\n .rotate(BoneName.SPINE_LOWER, 0.52, 0.52, 0) // 30°, 30°\n .rotate(BoneName.SPINE_UPPER, 0.70, 0.44, 0) // 40°, 25° (chest over)\n .rotate(BoneName.KNEE_L, -0.96, 0.17, 0) // -55°, 10° (adjust base)\n .rotate(BoneName.KNEE_R, -0.87, 0.26, 0) // -50°, 15° (side position)\n .rotate(BoneName.SHOULDER_L, 0.96, 0.35, -0.09) // 55°, 20°, -5° (underhook)\n .rotate(BoneName.SHOULDER_R, 1.05, -0.26, 0.09) // 60°, -15°, 5° (crossface setup)\n .position(BoneName.PELVIS, -0.08, -0.22, 0.36) // Shift lateral\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 700ms: Side control LOCKED - strategic grips\n .at(0.7)\n .rotate(BoneName.PELVIS, 0.52, 0.26, 0) // 30°, 15° (side position stable)\n .rotate(BoneName.SPINE_LOWER, 0.61, 0.35, 0) // 35°, 20°\n .rotate(BoneName.SPINE_UPPER, 0.79, 0.26, 0) // 45°, 15° (chest across)\n .rotate(BoneName.KNEE_L, -0.79, 0.17, 0) // -45°, 10° (base leg)\n .rotate(BoneName.KNEE_R, -0.70, 0.26, 0) // -40°, 15° (control leg)\n .rotate(BoneName.SHOULDER_L, 1.05, 0.26, -0.09) // 60°, 15°, -5° (underhook DEEP)\n .rotate(BoneName.SHOULDER_R, 1.13, -0.17, 0.17) // 65°, -10°, 10° (crossface)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.05) // -60° (tight control)\n .rotate(BoneName.ELBOW_R, 0, 0, 0.96) // 55° (head control)\n .position(BoneName.PELVIS, -0.14, -0.20, 0.36) // Side control position\n .done<MartialArtsAnimationBuilder>()\n \n // ═════════════════════════════════════════════════════════════════════\n // DOMINANCE PHASE (700-1200ms): CRUSHING Pressure and Control\n // ═════════════════════════════════════════════════════════════════════\n \n // Keyframe 1200ms: Complete CRUSHING dominance - heavy settle\n .at(1.2)\n .rotate(BoneName.PELVIS, 0.61, 0.17, 0) // 35°, 10° (HEAVY weight settled)\n .rotate(BoneName.SPINE_LOWER, 0.70, 0.26, 0) // 40°, 15° (chest pressure)\n .rotate(BoneName.SPINE_UPPER, 0.87, 0.17, 0) // 50°, 10° (MAXIMUM pressure)\n .rotate(BoneName.KNEE_L, -0.70, 0.17, 0) // -40°, 10° (stable base)\n .rotate(BoneName.KNEE_R, -0.61, 0.26, 0) // -35°, 15° (pressure leg)\n .rotate(BoneName.SHOULDER_L, 1.13, 0.17, -0.09) // 65°, 10°, -5° (locked deep)\n .rotate(BoneName.SHOULDER_R, 1.22, -0.09, 0.17) // 70°, -5°, 10° (dominant)\n .rotate(BoneName.ELBOW_L, 0, 0, -0.96) // -55° (control grip)\n .rotate(BoneName.ELBOW_R, 0, 0, 0.87) // 50° (head control)\n .rotate(BoneName.HEAD, 0.26, 0.17, 0) // 15°, 10° (looking at opponent)\n .position(BoneName.PELVIS, -0.16, -0.18, 0.36) // Ground control HEAVY\n .done<MartialArtsAnimationBuilder>()\n .withGrab(\"both\") // Maintain dominant grips\n \n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☷ GON LEG SWEEP (곤괘 발쓸기) - NEW\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gon Leg Sweep Attack Animation - NEW\n *\n * **Korean**: 발쓸기 (Bal Sseulgi)\n * **Technique**: Low sweeping kick targeting opponent's supporting leg\n * **Target Points**: Ankle, calf, knee destabilization\n *\n * Classic Ssireum and Hapkido leg sweep that uses circular hip motion\n * to generate powerful sweeping force. Fighter drops low, rotates hips\n * violently, and uses extending leg to CUT through opponent's stance.\n *\n * **Biomechanics:**\n * - **Low Drop**: Deep stance (-60° knee) for power base\n * - **Hip Rotation**: Explosive 70° hip turn generates sweep power\n * - **Circular Arc**: Sweeping leg follows wide circular path\n * - **Ground Contact**: Supporting leg FIRMLY planted throughout\n * - **Follow-Through**: Complete rotation for maximum impact\n *\n * Animation Phases (650ms duration, 5 keyframes):\n * - Setup Phase (0-180ms): Drop low and chamber sweeping leg\n * - Sweep Phase (180-450ms): EXPLOSIVE hip rotation and leg extension\n * - Impact Phase (450-650ms): Follow through and recovery\n *\n * @korean 발쓸기\n * @duration 650ms\n * @category Attack Animation\n */\nexport const GON_LEG_SWEEP_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"gon_leg_sweep\",\n \"발쓸기\"\n )\n .asAttack(0.65)\n \n // Keyframe 0ms: Pre-sweep stance\n .at(0)\n .rotate(BoneName.PELVIS, -0.35, 0, 0) // -20° (low stance)\n .rotate(BoneName.KNEE_L, -0.87, 0, 0) // -50° (support leg bent)\n .rotate(BoneName.KNEE_R, -0.87, 0, 0) // -50°\n .rotate(BoneName.FOOT_L, 0.35, 0, 0) // 20° (planted firmly)\n .rotate(BoneName.SHOULDER_L, 0.52, 0.26, -0.35) // Ready position\n .rotate(BoneName.SHOULDER_R, 0.52, -0.26, 0.35)\n .position(BoneName.PELVIS, 0, -0.12, 0)\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 120ms: Drop LOWER and weight shift to left leg\n .at(0.12)\n .rotate(BoneName.PELVIS, -0.52, -0.17, 0) // -30°, -10° (sink and shift)\n .rotate(BoneName.KNEE_L, -1.05, 0, 0) // -60° (support leg DEEP)\n .rotate(BoneName.KNEE_R, -0.70, 0, 0) // -40° (sweeping leg chambers)\n .rotate(BoneName.FOOT_L, 0.44, 0, 0) // 25° (HEAVY weight)\n .rotate(BoneName.HIP_R, 0, 0, -0.26) // 0°, 0°, -15° (abduct slightly)\n .rotate(BoneName.SPINE_UPPER, 0.17, -0.17, 0) // 10°, -10° (coil)\n .position(BoneName.PELVIS, -0.04, -0.18, 0) // Shift weight left\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 180ms: Begin sweep - chamber at maximum\n .at(0.18)\n .rotate(BoneName.PELVIS, -0.52, -0.26, 0) // -30°, -15° (coiled)\n .rotate(BoneName.KNEE_L, -1.05, 0, 0) // -60° (support stable)\n .rotate(BoneName.KNEE_R, -0.52, 0, 0) // -30° (ready to extend)\n .rotate(BoneName.HIP_R, 0, 0, -0.35) // 0°, 0°, -20° (abduct more)\n .rotate(BoneName.FOOT_R, -0.17, 0, 0) // -10° (flex for sweep)\n .position(BoneName.PELVIS, -0.04, -0.18, 0)\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 320ms: EXPLOSIVE sweep - maximum velocity\n .at(0.32)\n .rotate(BoneName.PELVIS, -0.44, 0.61, 0) // -25°, 35° (HIP EXPLOSION!)\n .rotate(BoneName.SPINE_LOWER, 0, 0.70, 0) // 0°, 40° (torso follows)\n .rotate(BoneName.SPINE_UPPER, 0.09, 0.70, 0) // 5°, 40° (full rotation)\n .rotate(BoneName.KNEE_L, -0.96, 0, 0) // -55° (support leg)\n .rotate(BoneName.KNEE_R, -0.26, 0, 0) // -15° (sweeping leg EXTENDS)\n .rotate(BoneName.HIP_R, 0, 0, -0.44) // 0°, 0°, -25° (wide arc)\n .rotate(BoneName.FOOT_R, -0.09, 0, 0) // -5° (cutting through)\n .rotate(BoneName.SHOULDER_L, 0.44, 0.52, -0.26) // 25°, 30°, -15° (arms counter-rotate)\n .rotate(BoneName.SHOULDER_R, 0.61, -0.44, 0.26) // 35°, -25°, 15°\n .position(BoneName.PELVIS, 0.02, -0.16, 0) // Rotating position\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 450ms: Impact and follow-through\n .at(0.45)\n .rotate(BoneName.PELVIS, -0.35, 0.96, 0) // -20°, 55° (maximum rotation)\n .rotate(BoneName.SPINE_LOWER, 0, 1.05, 0) // 0°, 60° (complete turn)\n .rotate(BoneName.SPINE_UPPER, 0.17, 1.05, 0) // 10°, 60° (full follow-through)\n .rotate(BoneName.KNEE_L, -0.87, 0, 0) // -50° (support)\n .rotate(BoneName.KNEE_R, -0.17, 0, 0) // -10° (fully extended)\n .rotate(BoneName.HIP_R, 0, 0, -0.52) // 0°, 0°, -30° (maximum arc)\n .rotate(BoneName.FOOT_R, 0, 0, 0) // 0° (impact position)\n .position(BoneName.PELVIS, 0.04, -0.14, 0.05) // Rotated past target\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 650ms: Recovery to stance\n .at(0.65)\n .rotate(BoneName.PELVIS, -0.35, 0.70, 0) // -20°, 40° (settling)\n .rotate(BoneName.SPINE_LOWER, 0, 0.79, 0) // 0°, 45°\n .rotate(BoneName.SPINE_UPPER, 0.17, 0.79, 0) // 10°, 45°\n .rotate(BoneName.KNEE_L, -0.87, 0, 0) // -50°\n .rotate(BoneName.KNEE_R, -0.70, 0, 0) // -40° (leg returning)\n .rotate(BoneName.HIP_R, 0, 0, -0.26) // 0°, 0°, -15° (recover)\n .rotate(BoneName.FOOT_R, 0.26, 0, 0) // 15° (plant down)\n .position(BoneName.PELVIS, 0.02, -0.12, 0.08)\n .done<MartialArtsAnimationBuilder>()\n \n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☷ GON ANKLE PICK (곤괘 발목잡기) - NEW\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gon Ankle Pick Takedown Animation - NEW\n *\n * **Korean**: 발목잡기 (Balmok Japgi)\n * **Technique**: Wrestling ankle pick takedown\n * **Target Points**: Ankle grip, balance disruption, forward drive\n *\n * Classic wrestling ankle pick from Ssireum and freestyle wrestling.\n * Fighter drops VERY low, shoots hand to opponent's ankle, secures grip,\n * then DRIVES forward while lifting ankle to take opponent down.\n *\n * **Biomechanics:**\n * - **Deep Level Change**: Drop to -70° knee angle for maximum depth\n * - **Explosive Penetration**: Fast forward drive (150ms)\n * - **Ankle Grip**: One-handed secure grip on rear ankle\n * - **Forward Drive**: Shoulder drives into opponent's thigh/hip\n * - **Lift and Drive**: Simultaneous lift + forward pressure = takedown\n *\n * Animation Phases (850ms duration, 6 keyframes):\n * - Setup Phase (0-150ms): DEEP level change\n * - Penetration Phase (150-350ms): Shoot hand to ankle + secure grip\n * - Drive Phase (350-650ms): Drive forward while lifting ankle\n * - Finish Phase (650-850ms): Complete takedown\n *\n * @korean 발목잡기\n * @duration 850ms\n * @category Attack Animation\n */\nexport const GON_ANKLE_PICK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"gon_ankle_pick\",\n \"발목잡기\"\n )\n .asAttack(0.85)\n \n // Keyframe 0ms: Ready stance\n .at(0)\n .rotate(BoneName.PELVIS, -0.35, 0, 0) // -20°\n .rotate(BoneName.KNEE_L, -0.87, 0, 0) // -50°\n .rotate(BoneName.KNEE_R, -0.87, 0, 0) // -50°\n .rotate(BoneName.SHOULDER_L, 0.52, 0.26, -0.35) // Ready\n .rotate(BoneName.SHOULDER_R, 0.52, -0.26, 0.35)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.4) // 80° (right arm chambered)\n .position(BoneName.PELVIS, 0, -0.12, 0)\n .done<MartialArtsAnimationBuilder>()\n .withOpenPalm(\"right\")\n \n // Keyframe 80ms: DEEP level change - explosive drop\n .at(0.08)\n .rotate(BoneName.PELVIS, -0.70, 0, 0) // -40° (DEEP drop)\n .rotate(BoneName.SPINE_UPPER, 0.35, 0, 0) // 20° (lean forward)\n .rotate(BoneName.KNEE_L, -1.22, 0, 0) // -70° (VERY deep)\n .rotate(BoneName.KNEE_R, -1.22, 0, 0) // -70°\n .rotate(BoneName.FOOT_L, 0.44, 0, 0) // 25° (plant hard)\n .rotate(BoneName.FOOT_R, 0.44, 0, 0) // 25°\n .position(BoneName.PELVIS, 0, -0.24, 0) // HEAVY drop\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 150ms: Begin penetration - step forward\n .at(0.15)\n .rotate(BoneName.PELVIS, -0.70, 0, 0) // -40° (maintain depth)\n .rotate(BoneName.SPINE_UPPER, 0.44, 0, 0) // 25° (drive forward)\n .rotate(BoneName.KNEE_L, -1.13, 0, 0) // -65° (lead leg drives)\n .rotate(BoneName.KNEE_R, -1.22, 0, 0) // -70° (rear leg pushes)\n .rotate(BoneName.SHOULDER_R, 0.70, -0.52, 0.17) // 40°, -30°, 10° (reach low)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.05) // 60° (extending)\n .position(BoneName.PELVIS, 0, -0.24, 0.15) // Forward\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 350ms: Secure ankle grip\n .at(0.35)\n .rotate(BoneName.PELVIS, -0.61, 0, 0) // -35° (slightly rise)\n .rotate(BoneName.SPINE_UPPER, 0.52, 0, 0) // 30° (over ankle)\n .rotate(BoneName.KNEE_L, -1.05, 0, 0) // -60°\n .rotate(BoneName.KNEE_R, -1.13, 0, 0) // -65°\n .rotate(BoneName.SHOULDER_R, 0.87, -0.70, 0.09) // 50°, -40°, 5° (at ankle)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.13) // 65° (wrap around)\n .rotate(BoneName.WRIST_R, 0.17, 0, 0) // 10° (grip)\n .rotate(BoneName.SHOULDER_L, 0.61, 0.35, -0.26) // 35°, 20°, -15° (post on thigh)\n .position(BoneName.PELVIS, 0, -0.22, 0.25) // At opponent's leg\n .done<MartialArtsAnimationBuilder>()\n .withGrab(\"right\") // Ankle secured\n \n // Keyframe 550ms: DRIVE forward + lift ankle\n .at(0.55)\n .rotate(BoneName.PELVIS, -0.35, 0, 0) // -20° (rising)\n .rotate(BoneName.SPINE_UPPER, 0.61, 0, 0) // 35° (pressure forward)\n .rotate(BoneName.KNEE_L, -0.70, 0, 0) // -40° (extending - drive!)\n .rotate(BoneName.KNEE_R, -0.87, 0, 0) // -50° (pushing)\n .rotate(BoneName.SHOULDER_R, 0.61, -0.87, -0.17) // 35°, -50°, -10° (lift ankle)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.22) // 70° (pulling up)\n .rotate(BoneName.SHOULDER_L, 0.70, 0.44, -0.17) // 40°, 25°, -10° (drive shoulder)\n .position(BoneName.PELVIS, 0, -0.16, 0.35) // Forward pressure\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 650ms: Maximum drive - opponent falling\n .at(0.65)\n .rotate(BoneName.PELVIS, -0.17, 0, 0) // -10° (standing up through)\n .rotate(BoneName.SPINE_UPPER, 0.70, 0, 0) // 40° (maximum forward)\n .rotate(BoneName.KNEE_L, -0.44, 0, 0) // -25° (almost straight)\n .rotate(BoneName.KNEE_R, -0.61, 0, 0) // -35°\n .rotate(BoneName.SHOULDER_R, 0.44, -0.96, -0.26) // 25°, -55°, -15° (ankle HIGH)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.31) // 75° (lift)\n .rotate(BoneName.SHOULDER_L, 0.79, 0.52, -0.09) // 45°, 30°, -5° (driving through)\n .position(BoneName.PELVIS, 0, -0.10, 0.42) // Through opponent\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 850ms: Finish - opponent down\n .at(0.85)\n .rotate(BoneName.PELVIS, -0.09, 0, 0) // -5° (upright)\n .rotate(BoneName.SPINE_UPPER, 0.61, 0, 0) // 35° (over opponent)\n .rotate(BoneName.KNEE_L, -0.35, 0, 0) // -20°\n .rotate(BoneName.KNEE_R, -0.52, 0, 0) // -30°\n .rotate(BoneName.SHOULDER_R, 0.35, -0.79, -0.17) // 20°, -45°, -10° (control)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.22) // 70°\n .rotate(BoneName.SHOULDER_L, 0.70, 0.44, -0.09) // 40°, 25°, -5°\n .position(BoneName.PELVIS, 0, -0.08, 0.45) // Final position\n .done<MartialArtsAnimationBuilder>()\n .withGrab(\"right\")\n \n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☷ GON SSIREUM THROW (곤괘 씨름 던지기) - NEW\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gon Ssireum Belt Throw Animation - NEW\n *\n * **Korean**: 씨름 던지기 (Ssireum Deonjigi)\n * **Technique**: Traditional Korean Ssireum belt throw with hip rotation\n * **Target Points**: Off-balance, hip leverage, rotational throw\n *\n * Authentic Ssireum wrestling technique using satba (belt) grip.\n * Fighter secures double-grip on opponent's belt, drops hips LOW,\n * then EXPLODES upward while rotating hips violently to execute\n * a powerful hip throw with traditional Korean wrestling mechanics.\n *\n * **Biomechanics:**\n * - **Belt Grip**: Both hands secure opponent's satba (wrestling belt)\n * - **Hip Drop**: Deep hip position (-50° pelvis angle) for leverage\n * - **Explosive Extension**: Violent upward drive with legs\n * - **Hip Rotation**: 110° hip rotation generates circular momentum\n * - **Traditional Form**: Authentic Ssireum throwing mechanics\n *\n * Animation Phases (1000ms duration, 7 keyframes):\n * - Grip Phase (0-200ms): Secure double belt grip\n * - Load Phase (200-400ms): Drop hips LOW for leverage\n * - Explosion Phase (400-650ms): Violent upward + rotational drive\n * - Throw Phase (650-850ms): Complete hip rotation and release\n * - Finish Phase (850-1000ms): Stable landing position\n *\n * @korean 씨름던지기\n * @duration 1000ms\n * @category Throw Animation\n */\nexport const GON_SSIREUM_THROW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"gon_ssireum_throw\",\n \"씨름 던지기\"\n )\n .asAttack(1.0)\n \n // Keyframe 0ms: Ready with hands on belt position\n .at(0)\n .rotate(BoneName.PELVIS, -0.35, 0, 0) // -20°\n .rotate(BoneName.KNEE_L, -0.87, 0, 0) // -50°\n .rotate(BoneName.KNEE_R, -0.87, 0, 0) // -50°\n .rotate(BoneName.SHOULDER_L, 0.61, 0.35, -0.26) // 35°, 20°, -15° (on belt)\n .rotate(BoneName.SHOULDER_R, 0.61, -0.35, 0.26)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.22) // -70° (gripping)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.22)\n .position(BoneName.PELVIS, 0, -0.12, 0)\n .done<MartialArtsAnimationBuilder>()\n .withOpenPalm(\"both\")\n \n // Keyframe 100ms: Secure tight belt grip\n .at(0.1)\n .rotate(BoneName.PELVIS, -0.35, 0, 0) // -20°\n .rotate(BoneName.SHOULDER_L, 0.70, 0.44, -0.17) // 40°, 25°, -10° (grip tight)\n .rotate(BoneName.SHOULDER_R, 0.70, -0.44, 0.17)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.31) // -75° (pull in)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.31)\n .rotate(BoneName.WRIST_L, 0.09, 0, 0) // 5° (tight grip)\n .rotate(BoneName.WRIST_R, 0.09, 0, 0)\n .done<MartialArtsAnimationBuilder>()\n .withGrab(\"both\") // Belt secured\n \n // Keyframe 200ms: Pull opponent close\n .at(0.2)\n .rotate(BoneName.PELVIS, -0.35, 0, 0) // -20° (maintain)\n .rotate(BoneName.SPINE_UPPER, 0.17, 0, 0) // 10° (lean in)\n .rotate(BoneName.SHOULDER_L, 0.79, 0.52, -0.09) // 45°, 30°, -5° (pull)\n .rotate(BoneName.SHOULDER_R, 0.79, -0.52, 0.09)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.40) // -80° (tight)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.40)\n .position(BoneName.PELVIS, 0, -0.12, 0.05) // Pull closer\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 400ms: DROP hips LOW - coiled power\n .at(0.4)\n .rotate(BoneName.PELVIS, -0.87, 0, 0) // -50° (DEEP hip drop - Ssireum style!)\n .rotate(BoneName.SPINE_UPPER, 0.26, 0, 0) // 15° (forward)\n .rotate(BoneName.KNEE_L, -1.22, 0, 0) // -70° (VERY deep)\n .rotate(BoneName.KNEE_R, -1.22, 0, 0) // -70° (coiled spring)\n .rotate(BoneName.FOOT_L, 0.52, 0, 0) // 30° (planted)\n .rotate(BoneName.FOOT_R, 0.52, 0, 0) // 30°\n .rotate(BoneName.SHOULDER_L, 0.87, 0.61, 0) // 50°, 35°, 0° (tight hold)\n .rotate(BoneName.SHOULDER_R, 0.87, -0.61, 0)\n .position(BoneName.PELVIS, 0, -0.22, 0.08) // Deep drop\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 550ms: EXPLOSIVE upward drive + hip rotation START\n .at(0.55)\n .rotate(BoneName.PELVIS, -0.17, 0.52, 0) // -10°, 30° (rising + rotating!)\n .rotate(BoneName.SPINE_LOWER, -0.09, 0.61, 0) // -5°, 35° (extension + rotation)\n .rotate(BoneName.SPINE_UPPER, -0.17, 0.61, 0) // -10°, 35° (whip motion starts)\n .rotate(BoneName.KNEE_L, -0.35, 0, 0) // -20° (EXPLODING up)\n .rotate(BoneName.KNEE_R, -0.35, 0, 0) // -20° (power!)\n .rotate(BoneName.SHOULDER_L, 0.61, 0.70, -0.26) // 35°, 40°, -15° (lift + rotate)\n .rotate(BoneName.SHOULDER_R, 0.61, -0.61, 0.26) // 35°, -35°, 15°\n .position(BoneName.PELVIS, 0, -0.08, 0.12) // Rising fast\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 650ms: Peak rotation - maximum hip turn\n .at(0.65)\n .rotate(BoneName.PELVIS, 0.17, 1.22, 0) // 10°, 70° (MASSIVE hip rotation)\n .rotate(BoneName.SPINE_LOWER, 0, 1.40, 0) // 0°, 80° (full rotation)\n .rotate(BoneName.SPINE_UPPER, -0.26, 1.48, 0) // -15°, 85° (maximum whip)\n .rotate(BoneName.KNEE_L, -0.17, 0, 0) // -10° (pivot leg)\n .rotate(BoneName.KNEE_R, -0.44, 0, 0) // -25° (support)\n .rotate(BoneName.SHOULDER_L, 0.44, 0.96, -0.44) // 25°, 55°, -25° (throw arc)\n .rotate(BoneName.SHOULDER_R, 0.52, -0.87, 0.44) // 30°, -50°, 25°\n .position(BoneName.PELVIS, 0, -0.04, 0.15) // Elevated, rotated\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 850ms: Release and follow-through\n .at(0.85)\n .rotate(BoneName.PELVIS, 0.26, 1.57, 0) // 15°, 90° (complete rotation)\n .rotate(BoneName.SPINE_LOWER, 0.09, 1.65, 0) // 5°, 95° (full turn)\n .rotate(BoneName.SPINE_UPPER, -0.17, 1.65, 0) // -10°, 95° (follow through)\n .rotate(BoneName.KNEE_L, -0.35, 0, 0) // -20° (stabilize)\n .rotate(BoneName.KNEE_R, -0.61, 0, 0) // -35°\n .rotate(BoneName.SHOULDER_L, 0.35, 1.05, -0.52) // 20°, 60°, -30° (extended)\n .rotate(BoneName.SHOULDER_R, 0.44, -0.96, 0.52) // 25°, -55°, 30°\n .position(BoneName.PELVIS, 0, -0.08, 0.18) // Rotated position\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 1000ms: Stable finish position\n .at(1.0)\n .rotate(BoneName.PELVIS, 0.17, 1.40, 0) // 10°, 80° (settled)\n .rotate(BoneName.SPINE_LOWER, 0.09, 1.48, 0) // 5°, 85°\n .rotate(BoneName.SPINE_UPPER, -0.09, 1.48, 0) // -5°, 85°\n .rotate(BoneName.KNEE_L, -0.52, 0, 0) // -30° (stable)\n .rotate(BoneName.KNEE_R, -0.70, 0, 0) // -40°\n .rotate(BoneName.SHOULDER_L, 0.44, 0.96, -0.44) // 25°, 55°, -25°\n .rotate(BoneName.SHOULDER_R, 0.52, -0.87, 0.44) // 30°, -50°, 25°\n .rotate(BoneName.HEAD, 0.09, 0.35, 0) // 5°, 20° (watch opponent)\n .position(BoneName.PELVIS, 0, -0.10, 0.18)\n .done<MartialArtsAnimationBuilder>()\n .withGrab(\"both\") // Maintain grip through finish\n \n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☷ GON GROUND POUND (곤괘 땅 강타) - NEW\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gon Ground Pound Strike Animation - NEW\n *\n * **Korean**: 땅 강타 (Ttang Gangta)\n * **Technique**: Devastating downward strike from dominant ground position\n * **Target Points**: Head, ribs, solar plexus from mount position\n *\n * Powerful ground-and-pound technique from Ssireum ground fighting.\n * From mount or top position, fighter raises body HIGH to create\n * gravitational energy, then SLAMS fist/forearm downward with\n * CRUSHING force amplified by body weight and hip drop.\n *\n * **Biomechanics:**\n * - **Elevated Position**: Rise UP from ground to build potential energy\n * - **Weight Drop**: Use gravity + active hip drive for impact\n * - **Posture Control**: Maintain base while generating power\n * - **Follow-Through**: Drive through target, don't \"arm punch\"\n * - **Recovery**: Quick return to control position\n *\n * Animation Phases (700ms duration, 5 keyframes):\n * - Setup Phase (0-150ms): Rise from ground position\n * - Chamber Phase (150-300ms): Elevate body for potential energy\n * - Strike Phase (300-500ms): SLAM down with body weight\n * - Impact Phase (500-600ms): Drive through target\n * - Recovery Phase (600-700ms): Return to control\n *\n * @korean 땅강타\n * @duration 700ms\n * @category Ground Strike Animation\n */\nexport const GON_GROUND_POUND_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"gon_ground_pound\",\n \"땅 강타\"\n )\n .asAttack(0.7)\n \n // Keyframe 0ms: Mount position start\n .at(0)\n .rotate(BoneName.PELVIS, 0.44, 0, 0) // 25° (over opponent)\n .rotate(BoneName.SPINE_UPPER, 0.52, 0, 0) // 30° (chest forward)\n .rotate(BoneName.KNEE_L, -0.79, 0.17, 0) // -45°, 10° (mount position)\n .rotate(BoneName.KNEE_R, -0.79, 0.17, 0) // -45°, 10°\n .rotate(BoneName.SHOULDER_R, 0.35, -0.26, 0.17) // 20°, -15°, 10° (ready)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.22) // 70° (chambered)\n .rotate(BoneName.SHOULDER_L, 0.61, 0.35, -0.17) // 35°, 20°, -10° (post)\n .position(BoneName.PELVIS, 0, -0.16, 0.25) // Ground position\n .done<MartialArtsAnimationBuilder>()\n \n \n // Keyframe 150ms: Rise UP - build potential energy\n .at(0.15)\n .rotate(BoneName.PELVIS, 0.26, 0, 0) // 15° (rise up)\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0) // 0° (straighten)\n .rotate(BoneName.SPINE_UPPER, 0.17, 0, 0) // 10° (torso rises)\n .rotate(BoneName.KNEE_L, -0.61, 0.17, 0) // -35°, 10° (extend legs)\n .rotate(BoneName.KNEE_R, -0.61, 0.17, 0) // -35°, 10°\n .rotate(BoneName.SHOULDER_R, -0.17, -0.35, 0) // -10°, -20°, 0° (raise arm)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° (chamber high)\n .position(BoneName.PELVIS, 0, -0.10, 0.25) // Elevated\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 300ms: Peak height - maximum potential energy\n .at(0.3)\n .rotate(BoneName.PELVIS, 0.17, 0, 0) // 10° (high position)\n .rotate(BoneName.SPINE_UPPER, 0.09, 0, 0) // 5° (tall posture)\n .rotate(BoneName.KNEE_L, -0.52, 0.17, 0) // -30°, 10° (almost straight)\n .rotate(BoneName.KNEE_R, -0.52, 0.17, 0) // -30°, 10°\n .rotate(BoneName.SHOULDER_R, -0.26, -0.44, -0.17) // -15°, -25°, -10° (cocked back)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.40) // 80° (loaded)\n .rotate(BoneName.WRIST_R, 0, 0, 0) // Neutral (fist ready)\n .position(BoneName.PELVIS, 0, -0.08, 0.25) // Peak height\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 450ms: SLAM DOWN - explosive drop\n .at(0.45)\n .rotate(BoneName.PELVIS, 0.52, 0, 0) // 30° (HIP DROP!)\n .rotate(BoneName.SPINE_UPPER, 0.61, 0, 0) // 35° (drive down)\n .rotate(BoneName.KNEE_L, -0.79, 0.17, 0) // -45°, 10° (drop weight)\n .rotate(BoneName.KNEE_R, -0.79, 0.17, 0) // -45°, 10°\n .rotate(BoneName.SHOULDER_R, 0.61, -0.17, 0.26) // 35°, -10°, 15° (drive down)\n .rotate(BoneName.ELBOW_R, 0, 0, 2.27) // 130° (extending)\n .rotate(BoneName.WRIST_R, -0.17, 0, 0) // -10° (impact angle)\n .position(BoneName.PELVIS, 0, -0.14, 0.28) // Dropping down\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 500ms: IMPACT - maximum force\n .at(0.5)\n .rotate(BoneName.PELVIS, 0.61, 0, 0) // 35° (full weight)\n .rotate(BoneName.SPINE_UPPER, 0.70, 0, 0) // 40° (drive through)\n .rotate(BoneName.KNEE_L, -0.87, 0.17, 0) // -50°, 10° (heavy down)\n .rotate(BoneName.KNEE_R, -0.87, 0.17, 0) // -50°, 10°\n .rotate(BoneName.SHOULDER_R, 0.79, -0.09, 0.35) // 45°, -5°, 20° (full extension)\n .rotate(BoneName.ELBOW_R, 0, 0, 2.53) // 145° (nearly straight - POWER!)\n .rotate(BoneName.WRIST_R, -0.09, 0, 0) // -5° (impact)\n .position(BoneName.PELVIS, 0, -0.16, 0.30) // Maximum down\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 700ms: Recovery to control position\n .at(0.7)\n .rotate(BoneName.PELVIS, 0.52, 0, 0) // 30° (settle)\n .rotate(BoneName.SPINE_UPPER, 0.61, 0, 0) // 35° (maintain pressure)\n .rotate(BoneName.KNEE_L, -0.79, 0.17, 0) // -45°, 10° (control base)\n .rotate(BoneName.KNEE_R, -0.79, 0.17, 0) // -45°, 10°\n .rotate(BoneName.SHOULDER_R, 0.52, -0.17, 0.26) // 30°, -10°, 15° (return)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° (chamber)\n .rotate(BoneName.SHOULDER_L, 0.70, 0.35, -0.17) // 40°, 20°, -10° (maintain post)\n .position(BoneName.PELVIS, 0, -0.15, 0.28) // Control position\n .done<MartialArtsAnimationBuilder>()\n \n \n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☷ GON BODY LOCK (곤괘 몸통 잡기) - NEW\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gon Body Lock Takedown Animation - NEW\n *\n * **Korean**: 몸통 잡기 (Momtong Japgi)\n * **Technique**: Double-arm body lock with lift and slam takedown\n * **Target Points**: Torso control, lifting power, ground impact\n *\n * Wrestling body lock technique from Ssireum and freestyle wrestling.\n * Fighter wraps BOTH arms around opponent's torso (body lock),\n * drops hips LOW for leverage, LIFTS opponent off ground using\n * explosive leg drive, then SLAMS them down with devastating force.\n *\n * **Biomechanics:**\n * - **Double Arm Wrap**: Both arms encircle torso for maximum control\n * - **Hip Drop**: -55° pelvis angle creates low power base\n * - **Leg Drive**: Explosive extension generates upward force\n * - **Arc Throw**: Backward lean + hip rotation = arc trajectory\n * - **Impact Control**: Follow to ground maintaining pressure\n *\n * Animation Phases (1100ms duration, 7 keyframes):\n * - Grip Phase (0-200ms): Establish body lock\n * - Load Phase (200-420ms): Drop hips and secure tight grip\n * - Lift Phase (420-650ms): EXPLOSIVE upward drive\n * - Arc Phase (650-880ms): Lean back and rotate for throw\n * - Slam Phase (880-1100ms): Drive opponent to ground\n *\n * @korean 몸통잡기\n * @duration 1100ms\n * @category Throw Animation\n */\nexport const GON_BODY_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"gon_body_lock\",\n \"몸통 잡기\"\n )\n .asAttack(1.1)\n \n // Keyframe 0ms: Ready position\n .at(0)\n .rotate(BoneName.PELVIS, -0.35, 0, 0) // -20°\n .rotate(BoneName.KNEE_L, -0.87, 0, 0) // -50°\n .rotate(BoneName.KNEE_R, -0.87, 0, 0) // -50°\n .rotate(BoneName.SHOULDER_L, 0.52, 0.26, -0.35) // Ready to wrap\n .rotate(BoneName.SHOULDER_R, 0.52, -0.26, 0.35)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.22) // -70°\n .rotate(BoneName.ELBOW_R, 0, 0, 1.22)\n .position(BoneName.PELVIS, 0, -0.12, 0)\n .done<MartialArtsAnimationBuilder>()\n .withOpenPalm(\"both\")\n \n // Keyframe 100ms: Step close and reach for body lock\n .at(0.1)\n .rotate(BoneName.PELVIS, -0.35, 0, 0) // -20° (maintain)\n .rotate(BoneName.SPINE_UPPER, 0.17, 0, 0) // 10° (lean in)\n .rotate(BoneName.SHOULDER_L, 0.70, 0.52, -0.17) // 40°, 30°, -10° (reach around)\n .rotate(BoneName.SHOULDER_R, 0.70, -0.52, 0.17)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.05) // -60° (reaching)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.05)\n .position(BoneName.PELVIS, 0, -0.12, 0.08) // Step closer\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 200ms: Secure body lock - arms wrapped\n .at(0.2)\n .rotate(BoneName.PELVIS, -0.35, 0, 0) // -20°\n .rotate(BoneName.SPINE_UPPER, 0.26, 0, 0) // 15° (close contact)\n .rotate(BoneName.SHOULDER_L, 0.79, 0.70, 0) // 45°, 40°, 0° (wrapped)\n .rotate(BoneName.SHOULDER_R, 0.79, -0.70, 0)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.31) // -75° (tight wrap)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.31)\n .rotate(BoneName.WRIST_L, 0, 0.17, 0) // 0°, 10° (grip tight)\n .rotate(BoneName.WRIST_R, 0, -0.17, 0)\n .position(BoneName.PELVIS, 0, -0.12, 0.12) // Tight contact\n .done<MartialArtsAnimationBuilder>()\n .withGrab(\"both\") // Body lock secured\n \n // Keyframe 420ms: DROP hips LOW - coiled power\n .at(0.42)\n .rotate(BoneName.PELVIS, -0.96, 0, 0) // -55° (VERY deep hip drop!)\n .rotate(BoneName.SPINE_UPPER, 0.35, 0, 0) // 20° (lean forward)\n .rotate(BoneName.KNEE_L, -1.31, 0, 0) // -75° (MAXIMUM bend)\n .rotate(BoneName.KNEE_R, -1.31, 0, 0) // -75° (coiled spring)\n .rotate(BoneName.FOOT_L, 0.52, 0, 0) // 30° (planted)\n .rotate(BoneName.FOOT_R, 0.52, 0, 0) // 30°\n .rotate(BoneName.SHOULDER_L, 0.87, 0.79, 0) // 50°, 45°, 0° (tight hold)\n .rotate(BoneName.SHOULDER_R, 0.87, -0.79, 0)\n .position(BoneName.PELVIS, 0, -0.24, 0.12) // Very deep\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 550ms: EXPLOSIVE lift - legs extend\n .at(0.55)\n .rotate(BoneName.PELVIS, -0.26, 0, 0) // -15° (rising!)\n .rotate(BoneName.SPINE_LOWER, -0.09, 0, 0) // -5° (extension)\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // 0° (straightening)\n .rotate(BoneName.KNEE_L, -0.44, 0, 0) // -25° (EXPLODING)\n .rotate(BoneName.KNEE_R, -0.44, 0, 0) // -25° (power!)\n .rotate(BoneName.SHOULDER_L, 0.70, 0.70, -0.17) // 40°, 40°, -10° (lift)\n .rotate(BoneName.SHOULDER_R, 0.70, -0.70, 0.17)\n .position(BoneName.PELVIS, 0, -0.10, 0.14) // Rising fast\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 650ms: Peak of lift - opponent off ground\n .at(0.65)\n .rotate(BoneName.PELVIS, 0.09, 0, 0) // 5° (extended)\n .rotate(BoneName.SPINE_LOWER, -0.17, 0, 0) // -10° (lean back)\n .rotate(BoneName.SPINE_UPPER, -0.17, 0, 0) // -10° (lean back)\n .rotate(BoneName.KNEE_L, -0.17, 0, 0) // -10° (almost straight)\n .rotate(BoneName.KNEE_R, -0.17, 0, 0) // -10°\n .rotate(BoneName.SHOULDER_L, 0.52, 0.61, -0.26) // 30°, 35°, -15° (lift high)\n .rotate(BoneName.SHOULDER_R, 0.52, -0.61, 0.26)\n .position(BoneName.PELVIS, 0, 0, 0.16) // Elevated (neutral height!)\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 880ms: Arc throw - lean back and rotate\n .at(0.88)\n .rotate(BoneName.PELVIS, 0.26, 0.35, 0) // 15°, 20° (lean + rotate)\n .rotate(BoneName.SPINE_LOWER, -0.26, 0.44, 0) // -15°, 25° (arc back)\n .rotate(BoneName.SPINE_UPPER, -0.35, 0.44, 0) // -20°, 25° (throw arc)\n .rotate(BoneName.KNEE_L, -0.52, 0, 0) // -30° (lower for control)\n .rotate(BoneName.KNEE_R, -0.61, 0, 0) // -35°\n .rotate(BoneName.SHOULDER_L, 0.35, 0.70, -0.35) // 20°, 40°, -20° (throw motion)\n .rotate(BoneName.SHOULDER_R, 0.35, -0.70, 0.35)\n .position(BoneName.PELVIS, 0, -0.08, 0.18) // Descending\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 1100ms: SLAM to ground - maintain control\n .at(1.1)\n .rotate(BoneName.PELVIS, 0.17, 0.52, 0) // 10°, 30° (over opponent)\n .rotate(BoneName.SPINE_LOWER, 0.09, 0.61, 0) // 5°, 35° (pressure down)\n .rotate(BoneName.SPINE_UPPER, 0.17, 0.61, 0) // 10°, 35° (weight forward)\n .rotate(BoneName.KNEE_L, -0.87, 0, 0) // -50° (ground base)\n .rotate(BoneName.KNEE_R, -0.96, 0, 0) // -55° (control)\n .rotate(BoneName.SHOULDER_L, 0.61, 0.61, -0.26) // 35°, 35°, -15° (maintain wrap)\n .rotate(BoneName.SHOULDER_R, 0.61, -0.61, 0.26)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.22) // -70° (control)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.22)\n .rotate(BoneName.HEAD, 0.17, 0.17, 0) // 10°, 10° (look at opponent)\n .position(BoneName.PELVIS, 0, -0.16, 0.22) // Ground control\n .done<MartialArtsAnimationBuilder>()\n .withGrab(\"both\")\n \n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☷ GON SACRIFICE THROW (곤괘 희생 던지기) - NEW\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Gon Sacrifice Throw Animation - NEW\n *\n * **Korean**: 희생 던지기 (Huisaeng Deonjigi)\n * **Technique**: Sacrifice throw - fighter falls to ground to throw opponent\n * **Target Points**: Balance disruption, momentum reversal, ground transition\n *\n * Advanced Ssireum and Judo-influenced sacrifice throw.\n * Fighter DROPS OWN BODY to ground (sacrifice), using falling momentum\n * and leg positioning to AMPLIFY throw power. As fighter falls, legs\n * hook opponent and ROTATE violently, generating circular momentum that\n * LAUNCHES opponent through the air and to the ground.\n *\n * **Biomechanics:**\n * - **Controlled Fall**: Fighter initiates own fall (sacrifice)\n * - **Leg Hook**: One or both legs hook opponent during fall\n * - **Rotational Power**: Falling + rotation = amplified throw force\n * - **Momentum Transfer**: Fighter's falling momentum becomes opponent's\n * - **Ground Finish**: Both land but attacker in superior position\n *\n * Animation Phases (1200ms duration, 8 keyframes):\n * - Setup Phase (0-150ms): Grip and prepare\n * - Initiation Phase (150-350ms): Begin controlled fall\n * - Sacrifice Phase (350-600ms): FALL to ground with leg hook\n * - Rotation Phase (600-850ms): Violent rotation throws opponent\n * - Landing Phase (850-1050ms): Both hit ground\n * - Recovery Phase (1050-1200ms): Attacker achieves superior position\n *\n * @korean 희생던지기\n * @duration 1200ms\n * @category Throw Animation\n */\nexport const GON_SACRIFICE_THROW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"gon_sacrifice_throw\",\n \"희생 던지기\"\n )\n .asAttack(1.2)\n \n // Keyframe 0ms: Gripping position - ready to sacrifice\n .at(0)\n .rotate(BoneName.PELVIS, -0.26, 0, 0) // -15°\n .rotate(BoneName.KNEE_L, -0.70, 0, 0) // -40°\n .rotate(BoneName.KNEE_R, -0.70, 0, 0) // -40°\n .rotate(BoneName.SHOULDER_L, 0.61, 0.44, -0.26) // 35°, 25°, -15° (grip)\n .rotate(BoneName.SHOULDER_R, 0.61, -0.44, 0.26)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.22) // -70°\n .rotate(BoneName.ELBOW_R, 0, 0, 1.22)\n .position(BoneName.PELVIS, 0, -0.10, 0)\n .done<MartialArtsAnimationBuilder>()\n .withGrab(\"both\")\n \n // Keyframe 120ms: Pull opponent close\n .at(0.12)\n .rotate(BoneName.PELVIS, -0.17, 0, 0) // -10° (slightly rise)\n .rotate(BoneName.SPINE_UPPER, 0.09, 0, 0) // 5° (lean in)\n .rotate(BoneName.SHOULDER_L, 0.70, 0.52, -0.17) // 40°, 30°, -10° (pull)\n .rotate(BoneName.SHOULDER_R, 0.70, -0.52, 0.17)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.31) // -75° (tight)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.31)\n .position(BoneName.PELVIS, 0, -0.08, 0.06) // Pull closer\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 260ms: BEGIN FALL - controlled drop\n .at(0.26)\n .rotate(BoneName.PELVIS, 0.09, 0, 0) // 5° (starting to fall back)\n .rotate(BoneName.SPINE_LOWER, -0.09, 0, 0) // -5° (lean back)\n .rotate(BoneName.SPINE_UPPER, -0.17, 0, 0) // -10° (falling back)\n .rotate(BoneName.KNEE_L, -0.52, 0, 0) // -30° (extending)\n .rotate(BoneName.KNEE_R, -0.52, 0, 0) // -30°\n .rotate(BoneName.SHOULDER_L, 0.79, 0.61, -0.09) // 45°, 35°, -5° (pull opponent)\n .rotate(BoneName.SHOULDER_R, 0.79, -0.61, 0.09)\n .position(BoneName.PELVIS, 0, -0.06, 0.08) // Rising slightly before fall\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 420ms: MID-FALL - legs hooking opponent\n .at(0.42)\n .rotate(BoneName.PELVIS, 0.35, 0, 0) // 20° (falling back)\n .rotate(BoneName.SPINE_LOWER, -0.35, 0, 0) // -20° (arching back)\n .rotate(BoneName.SPINE_UPPER, -0.52, 0, 0) // -30° (falling)\n .rotate(BoneName.HIP_R, 0.52, 0, 0) // 30° (raise leg to hook)\n .rotate(BoneName.KNEE_R, -0.35, 0, 0) // -20° (hooking)\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° (extending)\n .rotate(BoneName.FOOT_R, -0.17, 0, 0) // -10° (hook)\n .rotate(BoneName.SHOULDER_L, 0.87, 0.70, 0) // 50°, 40°, 0° (pull down)\n .rotate(BoneName.SHOULDER_R, 0.87, -0.70, 0)\n .position(BoneName.PELVIS, 0, -0.02, 0.10) // Falling down/back\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 600ms: GROUND CONTACT - begin rotation\n .at(0.6)\n .rotate(BoneName.PELVIS, 0.52, 0.35, 0) // 30°, 20° (on ground + rotate)\n .rotate(BoneName.SPINE_LOWER, -0.44, 0.44, 0) // -25°, 25° (lying back + twist)\n .rotate(BoneName.SPINE_UPPER, -0.61, 0.52, 0) // -35°, 30° (back on ground)\n .rotate(BoneName.HIP_R, 0.70, 0, 0) // 40° (leg hooks high)\n .rotate(BoneName.KNEE_R, -0.61, 0, 0) // -35° (leg pushes)\n .rotate(BoneName.KNEE_L, -0.44, 0, 0) // -25° (other leg assists)\n .rotate(BoneName.SHOULDER_L, 0.96, 0.79, 0.09) // 55°, 45°, 5° (pull opponent over)\n .rotate(BoneName.SHOULDER_R, 0.96, -0.79, -0.09)\n .position(BoneName.PELVIS, 0, -0.18, 0.14) // On ground\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 780ms: MAXIMUM ROTATION - opponent airborne\n .at(0.78)\n .rotate(BoneName.PELVIS, 0.61, 0.96, 0) // 35°, 55° (maximum rotation)\n .rotate(BoneName.SPINE_LOWER, -0.52, 1.05, 0) // -30°, 60° (twisting)\n .rotate(BoneName.SPINE_UPPER, -0.70, 1.13, 0) // -40°, 65° (full rotation)\n .rotate(BoneName.HIP_R, 0.87, 0, 0) // 50° (leg fully extended)\n .rotate(BoneName.KNEE_R, -0.35, 0, 0) // -20° (pushing through)\n .rotate(BoneName.KNEE_L, -0.17, 0, 0) // -10°\n .rotate(BoneName.FOOT_R, 0, 0, 0) // 0° (extension)\n .rotate(BoneName.SHOULDER_L, 1.05, 0.96, 0.17) // 60°, 55°, 10° (pulling)\n .rotate(BoneName.SHOULDER_R, 1.05, -0.96, -0.17)\n .position(BoneName.PELVIS, -0.08, -0.20, 0.18) // Rotated on ground\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 950ms: Opponent SLAMS down\n .at(0.95)\n .rotate(BoneName.PELVIS, 0.52, 1.22, 0) // 30°, 70° (rotated position)\n .rotate(BoneName.SPINE_LOWER, -0.35, 1.31, 0) // -20°, 75°\n .rotate(BoneName.SPINE_UPPER, -0.52, 1.40, 0) // -30°, 80° (completing roll)\n .rotate(BoneName.HIP_R, 0.61, 0, 0) // 35° (leg coming down)\n .rotate(BoneName.KNEE_R, -0.52, 0, 0) // -30°\n .rotate(BoneName.KNEE_L, -0.44, 0, 0) // -25°\n .rotate(BoneName.SHOULDER_L, 0.87, 0.87, 0.17) // 50°, 50°, 10° (control)\n .rotate(BoneName.SHOULDER_R, 0.87, -0.87, -0.17)\n .position(BoneName.PELVIS, -0.12, -0.20, 0.22) // Rotated far\n .done<MartialArtsAnimationBuilder>()\n \n // Keyframe 1200ms: Recovery - attacker achieves top position\n .at(1.2)\n .rotate(BoneName.PELVIS, 0.44, 1.40, 0) // 25°, 80° (settled on side)\n .rotate(BoneName.SPINE_LOWER, -0.17, 1.48, 0) // -10°, 85° (stable)\n .rotate(BoneName.SPINE_UPPER, -0.26, 1.48, 0) // -15°, 85° (control posture)\n .rotate(BoneName.HIP_R, 0.35, 0, 0) // 20° (legs repositioning)\n .rotate(BoneName.KNEE_R, -0.70, 0, 0) // -40°\n .rotate(BoneName.KNEE_L, -0.61, 0, 0) // -35°\n .rotate(BoneName.SHOULDER_L, 0.70, 0.70, 0.09) // 40°, 40°, 5° (maintain control)\n .rotate(BoneName.SHOULDER_R, 0.70, -0.70, -0.09)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.13) // -65° (control)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.13)\n .rotate(BoneName.HEAD, 0.17, 0.26, 0) // 10°, 15° (look at opponent)\n .position(BoneName.PELVIS, -0.14, -0.18, 0.24) // Ground control position\n .done<MartialArtsAnimationBuilder>()\n .withGrab(\"both\") // Maintain control\n \n .build();\n\n/**\n * All Gon technique combat animations.\n *\n * Keeps Earth-trigram throw and ground-control techniques addressable by their\n * technique IDs instead of falling back to generic grappling animations.\n *\n * @korean 곤괘기술애니메이션맵\n */\nexport const GON_TECHNIQUE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> =\n new Map([\n [\"gon_earth_embrace\", GON_EARTH_EMBRACE_ANIMATION],\n [\"gon_ground_control_transition\", GON_GROUND_CONTROL_TRANSITION],\n [\"gon_leg_sweep\", GON_LEG_SWEEP_ANIMATION],\n [\"gon_ankle_pick\", GON_ANKLE_PICK_ANIMATION],\n [\"gon_ssireum_throw\", GON_SSIREUM_THROW_ANIMATION],\n [\"gon_ground_pound\", GON_GROUND_POUND_ANIMATION],\n [\"gon_body_lock\", GON_BODY_LOCK_ANIMATION],\n [\"gon_sacrifice_throw\", GON_SACRIFICE_THROW_ANIMATION],\n 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