blacktrigram 0.7.47 → 0.7.49

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 (471) 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 +29 -25
  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.d.ts.map +1 -1
  38. package/lib/components/screens/combat/components/hud/CombatBottomHUD.js +2 -2
  39. package/lib/components/screens/combat/components/hud/CombatBottomHUD.js.map +1 -1
  40. package/lib/components/screens/combat/components/hud/CombatLeftHUD.js.map +1 -1
  41. package/lib/components/screens/combat/components/hud/CombatPortraitStatusStrip.js +1 -1
  42. package/lib/components/screens/combat/components/hud/CombatPortraitStatusStrip.js.map +1 -1
  43. package/lib/components/screens/combat/components/hud/CombatRightHUD.js.map +1 -1
  44. package/lib/components/screens/combat/components/hud/CombatTopHUD.d.ts.map +1 -1
  45. package/lib/components/screens/combat/components/hud/CombatTopHUD.js +2 -1
  46. package/lib/components/screens/combat/components/hud/CombatTopHUD.js.map +1 -1
  47. package/lib/components/screens/combat/components/hud/DifficultyIndicator.js.map +1 -1
  48. package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -1
  49. package/lib/components/screens/combat/components/hud/MobileControlsWrapper.js.map +1 -1
  50. package/lib/components/screens/combat/components/hud/PlayerStateOverlayHtml.js.map +1 -1
  51. package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -1
  52. package/lib/components/screens/combat/components/indicators/InputBufferDisplay.js.map +1 -1
  53. package/lib/components/screens/combat/components/indicators/StaminaWarning.js.map +1 -1
  54. package/lib/components/screens/combat/components/indicators/TechniqueNameDisplay.js.map +1 -1
  55. package/lib/components/screens/combat/helpers/AnimationUpdater.d.ts.map +1 -1
  56. package/lib/components/screens/combat/helpers/AnimationUpdater.js +4 -2
  57. package/lib/components/screens/combat/helpers/AnimationUpdater.js.map +1 -1
  58. package/lib/components/screens/combat/helpers/combatHelpers.js.map +1 -1
  59. package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -1
  60. package/lib/components/screens/combat/hooks/useCombatActions.js.map +1 -1
  61. package/lib/components/screens/combat/hooks/useCombatAttackMovement.js.map +1 -1
  62. package/lib/components/screens/combat/hooks/useCombatAudio.js.map +1 -1
  63. package/lib/components/screens/combat/hooks/useCombatLayout.d.ts.map +1 -1
  64. package/lib/components/screens/combat/hooks/useCombatLayout.js +11 -5
  65. package/lib/components/screens/combat/hooks/useCombatLayout.js.map +1 -1
  66. package/lib/components/screens/combat/hooks/useCombatState.js.map +1 -1
  67. package/lib/components/screens/controls/ControlsScreen3D.js +1 -1
  68. package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -1
  69. package/lib/components/screens/controls/components/ControlBindingsOverlayHtml.js.map +1 -1
  70. package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js.map +1 -1
  71. package/lib/components/screens/controls/components/GamepadVisualization3D.js.map +1 -1
  72. package/lib/components/screens/controls/components/InteractiveControlDemoOverlayHtml.js.map +1 -1
  73. package/lib/components/screens/controls/components/Key3D.js.map +1 -1
  74. package/lib/components/screens/controls/components/VisualKeyboard3D.js.map +1 -1
  75. package/lib/components/screens/controls/constants/ControlsConstants.js.map +1 -1
  76. package/lib/components/screens/controls/hooks/useControlsState.js.map +1 -1
  77. package/lib/components/screens/endscreen/EndScreen3D.js.map +1 -1
  78. package/lib/components/screens/endscreen/components/DefeatAnimation3D.js.map +1 -1
  79. package/lib/components/screens/endscreen/components/MatchStatisticsDisplayOverlayHtml.js.map +1 -1
  80. package/lib/components/screens/endscreen/components/NavigationButtonsOverlayHtml.js.map +1 -1
  81. package/lib/components/screens/endscreen/components/PerformanceBreakdownOverlayHtml.js.map +1 -1
  82. package/lib/components/screens/endscreen/components/PerformanceRatingOverlayHtml.js.map +1 -1
  83. package/lib/components/screens/endscreen/components/VictoryAnimation3D.js.map +1 -1
  84. package/lib/components/screens/endscreen/components/WinnerDisplayOverlayHtml.js.map +1 -1
  85. package/lib/components/screens/intro/IntroScreen3D.js +1 -1
  86. package/lib/components/screens/intro/IntroScreen3D.js.map +1 -1
  87. package/lib/components/screens/intro/components/AbilityListOverlayHtml.js.map +1 -1
  88. package/lib/components/screens/intro/components/ArchetypeCardGridOverlayHtml.js.map +1 -1
  89. package/lib/components/screens/intro/components/ArchetypeCardOverlayHtml.js.map +1 -1
  90. package/lib/components/screens/intro/components/ArchetypeDisplayOverlayHtml.js.map +1 -1
  91. package/lib/components/screens/intro/components/EnhancedArchetypeDisplayOverlayHtml.js.map +1 -1
  92. package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.js.map +1 -1
  93. package/lib/components/screens/intro/components/MenuSectionOverlayHtml.js.map +1 -1
  94. package/lib/components/screens/intro/components/StatBarOverlayHtml.js.map +1 -1
  95. package/lib/components/screens/philosophy/PhilosophyScreen3D.js +1 -1
  96. package/lib/components/screens/philosophy/PhilosophyScreen3D.js.map +1 -1
  97. package/lib/components/screens/training/TrainingScreen3D.d.ts.map +1 -1
  98. package/lib/components/screens/training/TrainingScreen3D.js +3 -11
  99. package/lib/components/screens/training/TrainingScreen3D.js.map +1 -1
  100. package/lib/components/screens/training/components/AnatomyControlsOverlayHtml.js.map +1 -1
  101. package/lib/components/screens/training/components/AnatomyOverlay3D.js.map +1 -1
  102. package/lib/components/screens/training/components/FootPlacementMarkers3D.js.map +1 -1
  103. package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.js.map +1 -1
  104. package/lib/components/screens/training/components/HitFeedbackEffect3D.js.map +1 -1
  105. package/lib/components/screens/training/components/TrainingButtonsOverlayHtml.js.map +1 -1
  106. package/lib/components/screens/training/components/TrainingControlsOverlayHtml.js.map +1 -1
  107. package/lib/components/screens/training/components/TrainingDummy3D.js.map +1 -1
  108. package/lib/components/screens/training/components/TrainingFeedbackOverlayHtml.js.map +1 -1
  109. package/lib/components/screens/training/components/TrainingModeSelectorOverlayHtml.js.map +1 -1
  110. package/lib/components/screens/training/components/TrainingStatsOverlayHtml.js.map +1 -1
  111. package/lib/components/screens/training/components/VitalPointMarker3D.js.map +1 -1
  112. package/lib/components/screens/training/components/VitalPointTrainingOverlayHtml.js.map +1 -1
  113. package/lib/components/screens/training/components/hud/TrainingBottomHUD.d.ts.map +1 -1
  114. package/lib/components/screens/training/components/hud/TrainingBottomHUD.js +2 -2
  115. package/lib/components/screens/training/components/hud/TrainingBottomHUD.js.map +1 -1
  116. package/lib/components/screens/training/components/hud/TrainingLeftHUD.js.map +1 -1
  117. package/lib/components/screens/training/components/hud/TrainingRightHUD.js.map +1 -1
  118. package/lib/components/screens/training/components/hud/TrainingTopHUD.js.map +1 -1
  119. package/lib/components/screens/training/hooks/useAttackMovement.js.map +1 -1
  120. package/lib/components/screens/training/hooks/useTrainingActions.d.ts +1 -0
  121. package/lib/components/screens/training/hooks/useTrainingActions.d.ts.map +1 -1
  122. package/lib/components/screens/training/hooks/useTrainingActions.js +6 -4
  123. package/lib/components/screens/training/hooks/useTrainingActions.js.map +1 -1
  124. package/lib/components/screens/training/hooks/useTrainingLayout.d.ts.map +1 -1
  125. package/lib/components/screens/training/hooks/useTrainingLayout.js +11 -5
  126. package/lib/components/screens/training/hooks/useTrainingLayout.js.map +1 -1
  127. package/lib/components/screens/training/hooks/useTrainingState.js.map +1 -1
  128. package/lib/components/shared/base/BaseButton.js.map +1 -1
  129. package/lib/components/shared/base/BaseButtonOverlayHtml.js.map +1 -1
  130. package/lib/components/shared/base/BasePanel.js.map +1 -1
  131. package/lib/components/shared/base/BaseText.js.map +1 -1
  132. package/lib/components/shared/base/useKoreanTheme.js.map +1 -1
  133. package/lib/components/shared/debug/PerformanceDebugOverlayHtml.js.map +1 -1
  134. package/lib/components/shared/mobile/ActionButtons.js.map +1 -1
  135. package/lib/components/shared/mobile/GestureRecognizerPure.js.map +1 -1
  136. package/lib/components/shared/mobile/HapticController.js.map +1 -1
  137. package/lib/components/shared/mobile/MobileControlsPure.js.map +1 -1
  138. package/lib/components/shared/mobile/StanceWheelPure.js.map +1 -1
  139. package/lib/components/shared/mobile/TouchOptimizer.js.map +1 -1
  140. package/lib/components/shared/mobile/VirtualDPad.js.map +1 -1
  141. package/lib/components/shared/three/anatomy/BodySurface.js.map +1 -1
  142. package/lib/components/shared/three/anatomy/BoneAttachedMuscles.js.map +1 -1
  143. package/lib/components/shared/three/anatomy/BoneClothing.js.map +1 -1
  144. package/lib/components/shared/three/anatomy/BoneRenderer.js.map +1 -1
  145. package/lib/components/shared/three/anatomy/Face3D.js.map +1 -1
  146. package/lib/components/shared/three/anatomy/Foot3D.js.map +1 -1
  147. package/lib/components/shared/three/anatomy/Hand3D.js.map +1 -1
  148. package/lib/components/shared/three/effects/ActionFeedback.js.map +1 -1
  149. package/lib/components/shared/three/effects/DamageNumbers.js.map +1 -1
  150. package/lib/components/shared/three/effects/HitEffects3D.js.map +1 -1
  151. package/lib/components/shared/three/effects/PlayerStateIndicators.js.map +1 -1
  152. package/lib/components/shared/three/effects/StanceSymbol3D.js.map +1 -1
  153. package/lib/components/shared/three/effects/StanceTransitionEffect.js.map +1 -1
  154. package/lib/components/shared/three/effects/VitalPointMarkers3D.js.map +1 -1
  155. package/lib/components/shared/three/indicators/ElementalColorSystem.js.map +1 -1
  156. package/lib/components/shared/three/indicators/GuardIndicator.js.map +1 -1
  157. package/lib/components/shared/three/indicators/HapticFeedback.js.map +1 -1
  158. package/lib/components/shared/three/indicators/StanceChangeIndicator.js.map +1 -1
  159. package/lib/components/shared/three/models/Player3DWithTransitions.js.map +1 -1
  160. package/lib/components/shared/three/models/SkeletalPlayer3D.d.ts.map +1 -1
  161. package/lib/components/shared/three/models/SkeletalPlayer3D.js +7 -5
  162. package/lib/components/shared/three/models/SkeletalPlayer3D.js.map +1 -1
  163. package/lib/components/shared/three/optimization/AdaptiveQuality.js.map +1 -1
  164. package/lib/components/shared/three/scene/AtmosphericParticles3D.js.map +1 -1
  165. package/lib/components/shared/three/scene/BackgroundScene3D.js.map +1 -1
  166. package/lib/components/shared/three/scene/CombatArena3D.js.map +1 -1
  167. package/lib/components/shared/three/scene/KoreanSignage3D.js.map +1 -1
  168. package/lib/components/shared/three/ui/ArchetypeCard.js.map +1 -1
  169. package/lib/components/shared/three/ui/BodyPartHealthDisplay.js.map +1 -1
  170. package/lib/components/shared/three/ui/BreathingIndicator2.js.map +1 -1
  171. package/lib/components/shared/three/ui/CombatReadinessBar.js.map +1 -1
  172. package/lib/components/shared/three/ui/ComboCounter.js.map +1 -1
  173. package/lib/components/shared/three/ui/HealthBar.js.map +1 -1
  174. package/lib/components/shared/three/ui/KoreanButton.js.map +1 -1
  175. package/lib/components/shared/three/ui/KoreanPanel.js.map +1 -1
  176. package/lib/components/shared/three/ui/KoreanText.js.map +1 -1
  177. package/lib/components/shared/three/ui/MenuList.js.map +1 -1
  178. package/lib/components/shared/three/ui/PlayerHUD.js.map +1 -1
  179. package/lib/components/shared/three/ui/ProgressBar.js.map +1 -1
  180. package/lib/components/shared/three/ui/SpeedIndicatorHUD.js.map +1 -1
  181. package/lib/components/shared/three/ui/StaminaBar.js.map +1 -1
  182. package/lib/components/shared/three/ui/TechniqueBar.js.map +1 -1
  183. package/lib/components/shared/three/ui/TechniqueCard.js.map +1 -1
  184. package/lib/components/shared/three/ui/VitalPointOverlayControlsHtml.js.map +1 -1
  185. package/lib/components/shared/ui/BackButton.js.map +1 -1
  186. package/lib/components/shared/ui/BaseHUDContainer.js.map +1 -1
  187. package/lib/components/shared/ui/CombatTimer.js.map +1 -1
  188. package/lib/components/shared/ui/ErrorModal.js.map +1 -1
  189. package/lib/components/shared/ui/LoadingState.js.map +1 -1
  190. package/lib/components/shared/ui/SplashScreen.js +2 -2
  191. package/lib/components/shared/ui/SplashScreen.js.map +1 -1
  192. package/lib/components/shared/ui/VitalPointOverlayControlsPure.js.map +1 -1
  193. package/lib/components/shared/ui/VolumeControl.js.map +1 -1
  194. package/lib/components/shared/ui/shared/ConfirmDialog.js.map +1 -1
  195. package/lib/components/ui/combat/BalanceIndicatorOverlayHtml.js.map +1 -1
  196. package/lib/constants/bodyDimensions.js.map +1 -1
  197. package/lib/constants/bodyRenderingConstants.js.map +1 -1
  198. package/lib/data/archetypeClothing.js.map +1 -1
  199. package/lib/data/archetypePhysicalAttributes.js.map +1 -1
  200. package/lib/data/techniqueMappings.js.map +1 -1
  201. package/lib/data/techniques.js.map +1 -1
  202. package/lib/hooks/useActionFeedback.js.map +1 -1
  203. package/lib/hooks/useBalanceAnimations.js.map +1 -1
  204. package/lib/hooks/useCombatTimer.js.map +1 -1
  205. package/lib/hooks/useDebounce.js.map +1 -1
  206. package/lib/hooks/useHUDLayout.d.ts.map +1 -1
  207. package/lib/hooks/useHUDLayout.js +3 -2
  208. package/lib/hooks/useHUDLayout.js.map +1 -1
  209. package/lib/hooks/useHandPoseTransitions.js.map +1 -1
  210. package/lib/hooks/useKeyboardControls.js.map +1 -1
  211. package/lib/hooks/useMatchCountdown.js.map +1 -1
  212. package/lib/hooks/useMuscleActivation.js.map +1 -1
  213. package/lib/hooks/usePauseMenu.js.map +1 -1
  214. package/lib/hooks/usePlayerAnimation.js.map +1 -1
  215. package/lib/hooks/useResponsiveLayout.js.map +1 -1
  216. package/lib/hooks/useRoundTransition.js.map +1 -1
  217. package/lib/hooks/useSkeletalAnimation.d.ts.map +1 -1
  218. package/lib/hooks/useSkeletalAnimation.js +1 -1
  219. package/lib/hooks/useSkeletalAnimation.js.map +1 -1
  220. package/lib/hooks/useTechniqueSelection.js.map +1 -1
  221. package/lib/hooks/useThrottle.js.map +1 -1
  222. package/lib/hooks/useTouchControls.js.map +1 -1
  223. package/lib/hooks/useWebGLContextLossHandler.js.map +1 -1
  224. package/lib/hooks/useWindowSize.js.map +1 -1
  225. package/lib/systems/CombatSystem.js.map +1 -1
  226. package/lib/systems/EffectCalculator.js.map +1 -1
  227. package/lib/systems/LayoutSystem.js.map +1 -1
  228. package/lib/systems/PlayerEffectManager.js.map +1 -1
  229. package/lib/systems/ResponsiveScaling.js.map +1 -1
  230. package/lib/systems/TrigramSystem.js.map +1 -1
  231. package/lib/systems/VitalPointSystem.js.map +1 -1
  232. package/lib/systems/ai/AIPersonality.js.map +1 -1
  233. package/lib/systems/ai/AdaptiveDifficulty.js +16 -16
  234. package/lib/systems/ai/AdaptiveDifficulty.js.map +1 -1
  235. package/lib/systems/ai/ArchetypeEnforcer.js.map +1 -1
  236. package/lib/systems/ai/ComboSystem.js.map +1 -1
  237. package/lib/systems/ai/DecisionTree.js.map +1 -1
  238. package/lib/systems/ai/TrainingAI.js.map +1 -1
  239. package/lib/systems/ai/types.js.map +1 -1
  240. package/lib/systems/animation/builders/AnimationBuilder.js.map +1 -1
  241. package/lib/systems/animation/builders/HandPoseApplicator.js.map +1 -1
  242. package/lib/systems/animation/builders/HandPoses.js.map +1 -1
  243. package/lib/systems/animation/builders/KeyframeConfig.js.map +1 -1
  244. package/lib/systems/animation/builders/KeyframeInterpolation.js.map +1 -1
  245. package/lib/systems/animation/builders/KickPhaseApplicator.d.ts +6 -0
  246. package/lib/systems/animation/builders/KickPhaseApplicator.d.ts.map +1 -1
  247. package/lib/systems/animation/builders/KickPhaseApplicator.js +16 -9
  248. package/lib/systems/animation/builders/KickPhaseApplicator.js.map +1 -1
  249. package/lib/systems/animation/builders/KoreanGuardPositions.d.ts +4 -4
  250. package/lib/systems/animation/builders/KoreanGuardPositions.js.map +1 -1
  251. package/lib/systems/animation/builders/MartialArtsAnimationBuilder.d.ts +1 -1
  252. package/lib/systems/animation/builders/MartialArtsAnimationBuilder.d.ts.map +1 -1
  253. package/lib/systems/animation/builders/MartialArtsAnimationBuilder.js +5 -5
  254. package/lib/systems/animation/builders/MartialArtsAnimationBuilder.js.map +1 -1
  255. package/lib/systems/animation/builders/MartialArtsConstants.d.ts +112 -71
  256. package/lib/systems/animation/builders/MartialArtsConstants.d.ts.map +1 -1
  257. package/lib/systems/animation/builders/MartialArtsConstants.js +113 -72
  258. package/lib/systems/animation/builders/MartialArtsConstants.js.map +1 -1
  259. package/lib/systems/animation/builders/MartialPoseApplicator.js.map +1 -1
  260. package/lib/systems/animation/builders/PunchPhaseApplicator.js.map +1 -1
  261. package/lib/systems/animation/builders/SkeletonRig.js.map +1 -1
  262. package/lib/systems/animation/builders/TrigramGuardApplicator.js.map +1 -1
  263. package/lib/systems/animation/catalogs/AttackAnimations.js.map +1 -1
  264. package/lib/systems/animation/catalogs/BasicAnimations.js.map +1 -1
  265. package/lib/systems/animation/catalogs/ComboAnimations.js.map +1 -1
  266. package/lib/systems/animation/catalogs/DarkOpsAnimations.js.map +1 -1
  267. package/lib/systems/animation/catalogs/DefensiveAnimations.js.map +1 -1
  268. package/lib/systems/animation/catalogs/ElbowKneeAnimations.js.map +1 -1
  269. package/lib/systems/animation/catalogs/EnhancedAttackAnimations.js.map +1 -1
  270. package/lib/systems/animation/catalogs/EnhancedElbowKneeAnimations.js.map +1 -1
  271. package/lib/systems/animation/catalogs/FootworkSkeletalAnimations.js.map +1 -1
  272. package/lib/systems/animation/catalogs/GamRedirectionAnimations.js.map +1 -1
  273. package/lib/systems/animation/catalogs/GamStanceAnimations.js +21 -0
  274. package/lib/systems/animation/catalogs/GamStanceAnimations.js.map +1 -0
  275. package/lib/systems/animation/catalogs/GamTechniqueAnimations.js +34 -2
  276. package/lib/systems/animation/catalogs/GamTechniqueAnimations.js.map +1 -1
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- {"version":3,"file":"GrapplingAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/GrapplingAnimations.ts"],"sourcesContent":["/**\n * Grappling Animations Module\n *\n * Throw (던지기), lock (관절기), and grappling animations for Korean martial arts.\n * Features Hapkido and Ssireum techniques.\n * Uses MartialArtsAnimationBuilder for readable, martial arts expert-friendly code.\n *\n * 한국 무술 잡기 애니메이션 모듈\n *\n * @module systems/animation/GrapplingAnimations\n * @korean 잡기애니메이션\n */\n\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport {\n MartialArtsAnimationBuilder,\n TECHNIQUE_TIMING,\n} from \"../builders/MartialArtsAnimationBuilder\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// THROW (던지기) - Hip Throw\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Throw - 던지기\n *\n * Hip throw technique from Hapkido and Ssireum.\n * Unbalance and throw opponent over hip.\n *\n * Phases:\n * 1. Entry (진입): Step in and grab\n * 2. Load: Hip under opponent's center\n * 3. Throw (던지기): Hip rotation throws opponent\n * 4. Recovery (복귀): Return to stance\n *\n * @korean 던지기애니메이션\n */\nexport const THROW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"throw\", \"던지기\")\n .asAttack(0.7)\n .throwEntry(0.15) // 진입 - Entry and grab\n .hipThrow(0.18) // 던지기 - Load hip under opponent\n .throwExecute(0.12) // 투척 - Project opponent over hip\n .recover(0.25) // 복귀\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// GRAPPLE (관절기) - Joint Lock\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Grapple - 관절기\n *\n * Joint lock application from Hapkido.\n * Control and submit opponent through joint manipulation.\n *\n * Phases:\n * 1. Grab (잡기): Secure grip on limb\n * 2. Control: Position for leverage\n * 3. Lock (꺾기): Apply joint pressure\n * 4. Hold/Release: Maintain or release\n *\n * @korean 관절기애니메이션\n */\nexport const GRAPPLE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"grapple\", \"관절기\")\n .asAttack(0.65)\n .wristGrab(0.15) // 잡기 - Seize limb\n .jointLock(0.25) // 꺾기 - Apply lock\n .recover(0.25) // Release/reset\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// COUNTER ATTACK (반격) - Defensive Counter\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Counter Attack - 반격\n *\n * Defensive parry followed by immediate counter strike.\n * Fundamental Hapkido and Taekwondo defensive concept.\n *\n * Phases:\n * 1. Parry (막기): Deflect incoming attack\n * 2. Counter (반격): Immediate return strike\n * 3. Recovery (복귀): Return to guard\n *\n * @korean 반격애니메이션\n */\nexport const COUNTER_ATTACK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"counter_attack\", \"반격\")\n .asAttack(0.45)\n .parry(0.12) // 막기 - Deflect\n .punchExtend(0.13) // 반격 - Counter strike\n .recover(0.2) // 복귀\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// BLOCK (막기) - Defensive Block\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Block - 막기 (Rigid High Block - Traditional Taekwondo Style)\n *\n * Defensive blocking technique with rigid, forceful blocking motion.\n * Strong high block (상단막기) with chambered arm position.\n * Contrasts with flowing/yielding styles - this is direct force against force.\n *\n * Korean Martial Arts: 막기 (Mak-gi) - \"to block/prevent\"\n * - Strong chambering from hip (허리에서)\n * - Explosive upward motion (폭발적 상향)\n * - Solid contact intercept (강한 차단)\n * - Firm guard position maintained (견고한 방어 자세)\n *\n * @korean 막기애니메이션\n */\nexport const BLOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"block\", \"막기\")\n .asDefense(TECHNIQUE_TIMING.FAST.total)\n .withHighGuard() // Start from high guard position\n .parry(TECHNIQUE_TIMING.FAST.chamber, \"ease-out\") // Explosive upward block\n .parry(TECHNIQUE_TIMING.FAST.extend, \"linear\") // Hold firm blocking position\n .recover(\n TECHNIQUE_TIMING.FAST.peak +\n TECHNIQUE_TIMING.FAST.retract +\n TECHNIQUE_TIMING.FAST.recover,\n ) // 복귀 - Return to guard\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// WRIST LOCK (손목꺾기) - Hapkido Joint Lock\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Wrist Lock - 손목꺾기 (Sonmok-kkeokgi) - Hapkido Joint Lock\n *\n * **Authentic Hapkido Wrist Joint Manipulation Technique**\n *\n * Fundamental Hapkido joint lock controlling opponent through rotational pressure\n * on the wrist joint. The small joints of the wrist are manipulated through circular\n * motion (원 - Won) to create pain compliance and control. One of the signature\n * techniques that defines Hapkido's approach to joint manipulation.\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Secure Grip (확실한 잡기)**: Two-handed control of opponent's wrist\n * - **Circular Motion (원형 움직임)**: Small circle technique (소원법)\n * - **Wrist Rotation (손목 회전)**: Twist wrist beyond natural range of motion\n * - **Hip Power (골반 힘)**: Hip rotation amplifies wrist twist\n * - **Body Drop (몸 낮춤)**: Lower body position adds downward pressure\n * - **Hyperextension (과신전)**: Wrist bent backward to anatomical limit (70°)\n *\n * **Hapkido Principles Applied**:\n * - **원 (Won - Circle)**: Circular wrist manipulation, not linear force\n * - **유 (Yu - Flow)**: Flowing control without jerky motions\n * - **화 (Hwa - Harmony)**: Blending with opponent's resistance\n *\n * **Anatomical Targets**:\n * - Wrist joint (radiocarpal joint)\n * - Forearm tendons and ligaments\n * - Median nerve compression\n * - Elbow joint (secondary control)\n *\n * **Pain Compliance Mechanism**:\n * - Hyperextension beyond 70° causes acute pain\n * - Continued pressure risks ligament damage\n * - Opponent must comply or risk wrist injury\n * - Can escalate to arm bar if opponent resists\n *\n * **Combat Applications**:\n * - Grab defense (opponent grabs your wrist, you counter)\n * - Control technique for restraining without striking\n * - Transitioning to throw or takedown\n * - Police/security restraint technique\n * - Self-defense against larger opponents (uses leverage, not strength)\n *\n * **Technical Keys**:\n * - Two hands control one wrist (2-on-1 principle)\n * - Circular motion is key (not straight twist)\n * - Hip rotation provides power, not arm strength\n * - Opponent's elbow must be straight for maximum effect\n * - Maintain control throughout - no gaps\n *\n * Phases:\n * 1. Grab (잡기): 150ms - Secure firm grip on opponent's wrist with both hands\n * 2. Position (위치): 100ms - Position opponent's arm for control\n * 3. Twist (꺾기): 200ms - Apply circular rotational pressure to wrist\n * 4. Control (제어): 120ms - Hold pressure, opponent's wrist hyperextended\n * 5. Release (복귀): 180ms - Controlled release or transition to next technique\n *\n * Duration: 750ms (Controlled joint manipulation takes time)\n *\n * @korean 손목꺾기애니메이션\n */\nexport const WRIST_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"wrist_lock\", \"손목꺾기\")\n .asAttack(0.75)\n .wristGrab(0.15) // 잡기 - Secure two-handed grip on wrist\n .wristGrab(0.1) // 위치 - Position arm for control\n .wristTwist(0.2) // 꺾기 - Apply circular rotational pressure\n .wristTwist(0.12) // 제어 - Hold at hyperextension\n .recover(0.18) // 복귀 - Controlled release\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// NEW TAE (LAKE) TRIGRAM JOINT LOCKS (새로운 태괘 관절기)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Small Circle Lock - 소원꺾기\n *\n * Tae (Lake) Trigram signature technique.\n * Using minimal circular motion to lock joint.\n *\n * @korean 소원꺾기애니메이션\n */\nexport const SMALL_CIRCLE_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"small_circle_lock\", \"소원꺾기\")\n .asAttack(0.55)\n .wristGrab(0.12) // 잡기 - Quick grab\n .wristTwist(0.1) // 꺾기 - Small circle twist\n .jointLock(0.15) // 제압 - Lock\n .recover(0.18) // 복귀\n .build();\n\n/**\n * Finger Lock - 손가락꺾기\n *\n * Manipulating individual digits for pain compliance.\n *\n * @korean 손가락꺾기애니메이션\n */\nexport const FINGER_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"finger_lock\", \"손가락꺾기\")\n .asAttack(0.5)\n .wristGrab(0.1) // 잡기 - Grab fingers\n .fingerLockTwist(0.15) // 꺺기 - Hyper-extend fingers\n .recover(0.25) // 복귀\n .build();\n\n/**\n * Elbow Lock - 팔꿈치꺾기\n *\n * Hyperextending the elbow joint (Armbar variation).\n *\n * @korean 팔꿈치꺾기애니메이션\n */\nexport const ELBOW_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"elbow_lock\", \"팔꿈치꺾기\")\n .asAttack(0.65)\n .wristGrab(0.15) // 잡기 - Seize arm\n .elbowLockApply(0.3) // 꺺기 - Apply elbow hyperextension\n .recover(0.2) // 복귀\n .build();\n\n/**\n * Shoulder Manipulation - 어깨비틀기\n *\n * Rotational torque on shoulder joint.\n *\n * @korean 어깨비틀기애니메이션\n */\nexport const SHOULDER_MANIPULATION_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"shoulder_manipulation\", \"어깨비틀기\")\n .asAttack(0.7)\n .wristGrab(0.2) // 잡기 - Capture arm\n .shoulderLockTwist(0.3) // 비틀기 - Shoulder manipulation\n .recover(0.2) // 복귀\n .build();\n\n/**\n * Flowing Arm Bar - 유수팔꺾기\n *\n * Fluid transition into arm bar from movement.\n *\n * @korean 유수팔꺾기애니메이션\n */\nexport const FLOWING_ARM_BAR_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"flowing_arm_bar\", \"유수팔꺾기\")\n .asAttack(0.75)\n .parry(0.15) // 막기 - Flow with attack\n .armBarEntry(0.15) // 진입 - Catch arm\n .armBarDrop(0.25) // 내려가기 - Drop to arm bar position\n .recover(0.2) // 복귀\n .build();\n\n/**\n * Joint Lock Defense - 관절기방어\n *\n * Escaping or countering a joint lock.\n *\n * @korean 관절기방어애니메이션\n */\nexport const JOINT_LOCK_DEFENSE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"joint_lock_defense\", \"관절기방어\")\n .asDefense(0.5)\n .parry(0.1) // 틈파기 - Create space\n .wristTwist(0.2) // 빼기 - Rotate out\n .recover(0.2) // 복귀\n .build();\n\n/**\n * Sweep Defense - 걸기방어\n *\n * Avoiding or countering a low sweep.\n *\n * @korean 걸기방어애니메이션\n */\nexport const SWEEP_DEFENSE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"sweep_defense\", \"걸기방어\")\n .asDefense(0.45)\n .recover(0.15) // 들어올리기 - Lift leg\n .parry(0.1) // 피하기 - Avoid\n .recover(0.2) // 착지 - Land\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// NEW GROUND/CHOKE TECHNIQUES (새로운 그라운드/조르기 기법)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Mountain Lock - 산형굳히기 (Gan Trigram)\n * Immovable hold.\n *\n * @korean 산형굳히기애니메이션\n */\nexport const MOUNTAIN_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"mountain_lock\", \"산형굳히기\")\n .asAttack(0.8)\n .clinchGrab(0.2) // 잡기 - Establish grip control\n .jointLock(0.4) // Long hold pressure\n .recover(0.2)\n .build();\n\n/**\n * Earth Embrace - 대지포옹 (Gon Trigram)\n * Ground control technique.\n *\n * @korean 대지포옹애니메이션\n */\nexport const EARTH_EMBRACE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"earth_embrace\", \"대지포옹\")\n .asAttack(0.9)\n .takedownShoot(0.25) // Shoot for takedown\n .takedownDump(0.35) // Take down\n .groundMount(0.3) // Control on ground\n .build();\n\n/**\n * Carotid Choke - 경동맥조르기 (Dark Ops)\n * Blood choke.\n *\n * @korean 경동맥조르기애니메이션\n */\nexport const CAROTID_CHOKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"carotid_choke\", \"경동맥조르기\")\n .asAttack(1.0)\n .clinchGrab(0.2) // 뒤잡기 - Establish rear control\n .chokeGrip(0.6) // Apply carotid squeeze\n .recover(0.2)\n .build();\n\n/**\n * Rear Naked Choke - 뒤조르기 (Dark Ops)\n * Traditional mata leao.\n *\n * @korean 뒤조르기애니메이션\n */\nexport const REAR_NAKED_CHOKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"rear_naked_choke\", \"뒤조르기\")\n .asAttack(1.2)\n .clinchGrab(0.3) // 뒤잡기 - Get back control\n .chokeGrip(0.7) // Apply rear naked choke\n .recover(0.2)\n .build();\n\n/**\n * Redirect Throw - 유수던지기 (Gam Trigram)\n * Using opponent momentum.\n *\n * @korean 유수던지기애니메이션\n */\nexport const REDIRECT_THROW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"redirect_throw\", \"유수던지기\")\n .asAttack(0.7)\n .parry(0.15) // Flow with attack\n .hipThrow(0.2) // Redirect momentum into throw\n .throwExecute(0.15) // 투척 - Complete the projection\n .recover(0.2)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ARM BAR (팔꺾기) - Arm Hyperextension\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Arm Bar - 팔꺾기 (Pal-kkeok-gi) - Direct Force Hapkido Arm Bar\n *\n * **Authentic Hapkido Straight Arm Hyperextension Lock**\n *\n * Straight arm hyperextension lock with direct downward force. Traditional Hapkido\n * style emphasizing immediate control, explosive entry, and strong submission pressure.\n * The arm bar (Juji-Gatame in Judo, Pal-kkeok-gi in Hapkido) is one of the most\n * effective joint locks, attacking the elbow joint's natural range of motion.\n *\n * Contrasts with Tae (Lake) Trigram flowing circular technique:\n * - **Tae Style**: Circular, flowing, uses momentum and small circles\n * - **This Style**: Linear, forceful, direct pressure and immediate submission\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Quick Entry (빠른진입)**: Explosive arm capture with strong grip\n * - **Linear Pressure (직선압박)**: Straight downward force on elbow\n * - **Immediate Control (즉각제압)**: No circular motion, direct submission\n * - **Hip Pressure (골반 압박)**: Hips thrust upward against elbow joint\n * - **Two-on-One Control (2대1 제어)**: Both hands control one arm\n * - **Body Weight (체중 이용)**: Full body weight applied to hyperextension\n *\n * **Anatomical Mechanics**:\n * - Elbow joint bends ~145° naturally (flexion)\n * - Hyperextension beyond 0° (straight) causes pain\n * - 10-15° hyperextension forces tap or break\n * - Ligaments (UCL, RCL) stressed beyond limits\n * - Can cause permanent elbow damage if held too long\n *\n * **Hapkido Principles Applied**:\n * - **강 (Gang - Strength)**: Direct force application (not flowing)\n * - **속 (Sok - Speed)**: Explosive entry prevents escape\n * - **제 (Je - Control)**: Complete arm control throughout\n *\n * **Submission Mechanism**:\n * - Opponent's arm extended and isolated\n * - Elbow joint hyperextended beyond natural range\n * - Extreme pain forces tap or risks elbow break\n * - No escape once position secured\n *\n * **Combat Applications**:\n * - Ground fighting dominant position\n * - Standing arm bar from wrist control\n * - Counter to opponent's punch (catch and arm bar)\n * - Submission finish after throw\n * - Police/security restraint and arrest technique\n *\n * **Technical Requirements**:\n * - Opponent's arm must be straight (can't bend elbow to escape)\n * - Thumb points up (prevents rotation escape)\n * - Hips positioned tight against elbow joint\n * - Legs pinch opponent's body for control\n * - Body leans back to add pressure\n *\n * Phases:\n * 1. Entry (진입): 150ms - Quick explosive catch of opponent's arm\n * 2. Position (위치 설정): 180ms - Direct downward drop, secure arm\n * 3. Drop (내려가기): 250ms - Body drops to ground, arm isolated\n * 4. Extension (확장): 150ms - Immediate hyperextension with hip pressure\n * 5. Submission (굴복): 100ms - Maximum pressure, opponent must tap\n * 6. Release (복귀): 150ms - Controlled release after submission\n *\n * Duration: 980ms (Full arm bar sequence with control)\n *\n * @korean 팔꺾기애니메이션\n */\nexport const ARM_BAR_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"arm_bar\", \"팔꺾기\")\n .asAttack(0.98)\n .armBarEntry(0.15) // 진입 - Quick explosive catch (faster than Tae flowing style)\n .armBarEntry(0.18) // 위치 설정 - Position for downward drop\n .armBarDrop(0.25) // 내려가기 - Direct downward drop (linear, not circular)\n .jointLock(0.15) // 확장 - Hyperextension with hip pressure\n .jointLock(0.1) // 굴복 - Maximum submission pressure\n .recover(0.15) // 복귀 - Quick controlled release\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SLAM (메치기) - Powerful Throw Down\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Slam - 메치기\n *\n * Powerful lift and slam technique.\n * Lifts opponent and drives them into ground.\n *\n * Phases:\n * 1. Entry (진입): Clinch and underhook\n * 2. Lift (들기): Lift opponent\n * 3. Slam (메치기): Drive to ground\n * 4. Recovery (복귀): Return to stance\n *\n * @korean 메치기애니메이션\n */\nexport const SLAM_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"slam\", \"메치기\")\n .asAttack(0.85)\n .clinchGrab(0.1) // 잡기 - Clinch and underhook\n .slamLift(0.25) // 들기 - Lift opponent\n .slamDown(0.2) // 메치기 - Slam down\n .recover(0.3) // 복귀\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// HIP THROW (허리치기) - Classic Judo/Hapkido Throw\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Hip Throw - 허리치기 (Heori Chigi) / 배대되치기 (Baedae-doechigi)\n *\n * **Authentic Hapkido / Judo Hip Throw (O-Goshi / Koshi-Guruma)**\n *\n * Classic hip throw from Hapkido and Judo using hip as fulcrum to project opponent.\n * One of the first throws taught in Hapkido (합기도) and Judo (유도) due to its\n * fundamental mechanics and effectiveness. The hip becomes the pivot point that\n * multiplies force, allowing smaller practitioners to throw larger opponents.\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Deep Entry (깊은 진입)**: Step in front of opponent, hip lower than theirs\n * - **Arm Control (팔 제어)**: One arm controls opponent's arm, other wraps body\n * - **Hip Position (골반 위치)**: Hip positioned under opponent's center of mass\n * - **Hip Rotation (골반 회전)**: Explosive hip rotation lifts and throws\n * - **Forward Lean (앞으로 숙임)**: Upper body leans forward for leverage\n * - **Leg Drive (다리 힘)**: Legs extend to add upward lift force\n *\n * **Hapkido Principles Applied**:\n * - **원 (Won - Circle)**: Circular motion redirects opponent's force\n * - **유 (Yu - Flow)**: Blend with opponent's movement\n * - **화 (Hwa - Harmony)**: Use opponent's energy against them\n *\n * **Target Application**:\n * - Opponent pushed to ground on back/side (hard impact)\n * - Sets up ground control or follow-up strikes\n * - Can be done with or without gi/jacket grip\n *\n * **Combat Applications**:\n * - Close-range when opponent pushes forward\n * - Counter to straight punches (step in and throw)\n * - Setting up ground and pound position\n * - Creating distance by throwing opponent away\n * - Self-defense against larger/stronger attackers\n *\n * **Variations**:\n * - O-Goshi (Major Hip Throw): Arm under opponent's armpit\n * - Koshi-Guruma (Hip Wheel): Arm around opponent's neck\n * - Harai-Goshi (Sweeping Hip): Leg sweeps during throw\n *\n * Phases:\n * 1. Entry (진입): 200ms - Step deep in front of opponent, lower hips\n * 2. Grip & Position (잡기 및 위치): 150ms - Secure control, hip under center mass\n * 3. Rotation (회전): 220ms - Explosive hip rotation lifts opponent\n * 4. Projection (던지기): 120ms - Opponent leaves feet, airborne\n * 5. Follow-Through (완료): 100ms - Complete rotation and release\n * 6. Recovery (복귀): 180ms - Return to standing or ground position\n *\n * Duration: 970ms (Long duration for full throw sequence)\n *\n * @korean 허리치기애니메이션\n */\nexport const HIP_THROW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"hip_throw\", \"허리치기\")\n .asAttack(0.97)\n .throwEntry(0.2) // 진입 - Deep entry, lower hips\n .throwEntry(0.15) // 잡기 및 위치 - Secure control and positioning\n .hipThrow(0.22) // 회전 - Explosive hip rotation lifts opponent\n .hipThrow(0.12) // 던지기 - Opponent airborne\n .throwExecute(0.1) // 완료 - Complete rotation\n .recover(0.18) // 복귀 - Return to standing or ground\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// LEG REAP (다리걸기) - Leg Sweep Takedown\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Leg Reap - 다리걸기\n *\n * Reap opponent's leg while pushing.\n * Opponent falls backward.\n *\n * @korean 다리걸기애니메이션\n */\nexport const LEG_REAP_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"leg_reap\", \"다리걸기\")\n .asAttack(0.55)\n .clinchGrab(0.12) // Grab opponent\n .sweep(0.18) // Reap leg\n .recover(0.25) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SHOULDER LOCK (어깨꺾기) - Kimura/Americana\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Shoulder Lock - 어깨꺾기\n *\n * Rotational pressure on shoulder joint.\n * Standing or ground submission.\n *\n * @korean 어깨꺾기애니메이션\n */\nexport const SHOULDER_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"shoulder_lock\", \"어깨꺾기\")\n .asAttack(0.65)\n .wristGrab(0.15) // Grab arm\n .shoulderLockTwist(0.25) // Apply shoulder rotation\n .recover(0.25) // Release\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// COUNTER STRIKE (반격타격) - Parry to Strike\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Counter Strike - 반격타격\n *\n * Defensive parry followed by powerful counter.\n * More aggressive than standard counter attack.\n *\n * @korean 반격타격애니메이션\n */\nexport const COUNTER_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"counter_strike\", \"반격타격\")\n .asAttack(0.5)\n .counterParry(0.1) // Parry incoming\n .counterStrike(0.15) // Powerful counter\n .recover(0.25) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// PARRY COUNTER (막기반격) - Block and Counter\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Parry Counter - 막기반격\n *\n * High block followed by immediate counter strike.\n *\n * @korean 막기반격애니메이션\n */\nexport const PARRY_COUNTER_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"parry_counter\", \"막기반격\")\n .asAttack(0.48)\n .parry(0.12) // Block\n .punchExtend(0.14) // Quick counter\n .recover(0.22) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// REMOVED - MOVED TO ELBOWKNEEANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n// ═══════════════════════════════════════════════════════════════════════════\n// DOUBLE KNEE (더블무릎) - Two Rapid Knee Strikes\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Double Knee - 더블무릎\n *\n * Two rapid knee strikes from clinch.\n *\n * @korean 더블무릎애니메이션\n */\nexport const DOUBLE_KNEE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"double_knee\", \"더블무릎\")\n .asAttack(0.6)\n .clinchGrab(0.1) // Clinch\n .kneeStrike(0.12) // First knee\n .kneeStrike(0.15) // Second knee\n .recover(0.23) // Release\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SUPLEX (수플렉스) - Backward Throw\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Suplex - 수플렉스\n *\n * Grab and throw opponent backward.\n * High-impact wrestling technique.\n *\n * @korean 수플렉스애니메이션\n */\nexport const SUPLEX_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"suplex\", \"수플렉스\")\n .asAttack(0.8)\n .clinchGrab(0.15) // Grab from behind\n .slamLift(0.25) // Lift and arch\n .slamDown(0.2) // Slam backward\n .recover(0.2) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// HIGH BLOCK (상단막기) - Upper Defense\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * High Block - 상단막기\n *\n * High defensive block against head attacks.\n *\n * @korean 상단막기애니메이션\n */\nexport const HIGH_BLOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"block_high\", \"상단막기\")\n .asDefense(TECHNIQUE_TIMING.FAST.total)\n .withHighGuard() // High guard position\n .blockHigh(TECHNIQUE_TIMING.FAST.chamber + TECHNIQUE_TIMING.FAST.extend) // High block technique\n .recover(\n TECHNIQUE_TIMING.FAST.peak +\n TECHNIQUE_TIMING.FAST.retract +\n TECHNIQUE_TIMING.FAST.recover,\n ) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// LOW BLOCK (하단막기) - Lower Defense\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Low Block - 하단막기\n *\n * Low defensive block against leg attacks.\n *\n * @korean 하단막기애니메이션\n */\nexport const LOW_BLOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"block_low\", \"하단막기\")\n .asDefense(TECHNIQUE_TIMING.FAST.total)\n .blockLow(TECHNIQUE_TIMING.FAST.chamber + TECHNIQUE_TIMING.FAST.extend) // Low block technique\n .recover(\n TECHNIQUE_TIMING.FAST.peak +\n TECHNIQUE_TIMING.FAST.retract +\n TECHNIQUE_TIMING.FAST.recover,\n ) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// TAKEDOWN (테이크다운) - Wrestling Takedown\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Takedown - 테이크다운\n *\n * Wrestling-style double leg takedown.\n * Shoot for legs and drive through.\n *\n * @korean 테이크다운애니메이션\n */\nexport const TAKEDOWN_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"takedown\", \"테이크다운\")\n .asAttack(0.65)\n .takedownShoot(0.2) // Shoot for legs\n .takedownDump(0.2) // Drive through and dump\n .recover(0.25) // Top position\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// BODY LOCK THROW (바디락던지기) - Bear Hug Throw\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Body Lock Throw - 바디락던지기\n *\n * Grab body and throw using leverage.\n *\n * @korean 바디락던지기애니메이션\n */\nexport const BODY_LOCK_THROW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"body_lock_throw\", \"바디락던지기\")\n .asAttack(0.7)\n .clinchGrab(0.15) // Body lock\n .throwEntry(0.15) // Position\n .throwExecute(0.2) // Execute throw\n .recover(0.2) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORT GRAPPLING ANIMATION MAP\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all grappling animations for easy access\n * 잡기 애니메이션 맵\n */\nexport const GRAPPLING_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> =\n new Map([\n [\"throw\", THROW_ANIMATION],\n [\"grapple\", GRAPPLE_ANIMATION],\n [\"counter_attack\", COUNTER_ATTACK_ANIMATION],\n [\"block\", BLOCK_ANIMATION],\n [\"wrist_lock\", WRIST_LOCK_ANIMATION],\n [\"arm_bar\", ARM_BAR_ANIMATION],\n [\"slam\", SLAM_ANIMATION],\n [\"hip_throw\", HIP_THROW_ANIMATION],\n [\"leg_reap\", LEG_REAP_ANIMATION],\n [\"shoulder_lock\", SHOULDER_LOCK_ANIMATION],\n [\"counter_strike\", COUNTER_STRIKE_ANIMATION],\n [\"parry_counter\", PARRY_COUNTER_ANIMATION],\n // Clinch knee moved to ElbowKneeAnimations\n [\"double_knee\", DOUBLE_KNEE_ANIMATION],\n [\"suplex\", SUPLEX_ANIMATION],\n [\"block_high\", HIGH_BLOCK_ANIMATION],\n [\"block_low\", LOW_BLOCK_ANIMATION],\n [\"takedown\", TAKEDOWN_ANIMATION],\n [\"body_lock_throw\", BODY_LOCK_THROW_ANIMATION],\n [\"small_circle_lock\", SMALL_CIRCLE_LOCK_ANIMATION],\n [\"finger_lock\", FINGER_LOCK_ANIMATION],\n [\"elbow_lock\", ELBOW_LOCK_ANIMATION],\n [\"shoulder_manipulation\", SHOULDER_MANIPULATION_ANIMATION],\n [\"flowing_arm_bar\", FLOWING_ARM_BAR_ANIMATION],\n [\"joint_lock_defense\", JOINT_LOCK_DEFENSE_ANIMATION],\n [\"sweep_defense\", SWEEP_DEFENSE_ANIMATION],\n [\"mountain_lock\", MOUNTAIN_LOCK_ANIMATION],\n [\"earth_embrace\", EARTH_EMBRACE_ANIMATION],\n [\"carotid_choke\", CAROTID_CHOKE_ANIMATION],\n [\"rear_naked_choke\", REAR_NAKED_CHOKE_ANIMATION],\n [\"redirect_throw\", REDIRECT_THROW_ANIMATION],\n 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+ {"version":3,"file":"GrapplingAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/GrapplingAnimations.ts"],"sourcesContent":["/**\n * Grappling Animations Module\n *\n * Throw (던지기), lock (관절기), and grappling animations for Korean martial arts.\n * Features Hapkido and Ssireum techniques.\n * Uses MartialArtsAnimationBuilder for readable, martial arts expert-friendly code.\n *\n * 한국 무술 잡기 애니메이션 모듈\n *\n * @module systems/animation/GrapplingAnimations\n * @korean 잡기애니메이션\n */\n\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport {\n MartialArtsAnimationBuilder,\n TECHNIQUE_TIMING,\n} from \"../builders/MartialArtsAnimationBuilder\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// THROW (던지기) - Hip Throw\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Throw - 던지기\n *\n * Hip throw technique from Hapkido and Ssireum.\n * Unbalance and throw opponent over hip.\n *\n * Phases:\n * 1. Entry (진입): Step in and grab\n * 2. Load: Hip under opponent's center\n * 3. Throw (던지기): Hip rotation throws opponent\n * 4. Recovery (복귀): Return to stance\n *\n * @korean 던지기애니메이션\n */\nexport const THROW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"throw\", \"던지기\")\n .asAttack(0.7)\n .throwEntry(0.15) // 진입 - Entry and grab\n .hipThrow(0.18) // 던지기 - Load hip under opponent\n .throwExecute(0.12) // 투척 - Project opponent over hip\n .recover(0.25) // 복귀\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// GRAPPLE (관절기) - Joint Lock\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Grapple - 관절기\n *\n * Joint lock application from Hapkido.\n * Control and submit opponent through joint manipulation.\n *\n * Phases:\n * 1. Grab (잡기): Secure grip on limb\n * 2. Control: Position for leverage\n * 3. Lock (꺾기): Apply joint pressure\n * 4. Hold/Release: Maintain or release\n *\n * @korean 관절기애니메이션\n */\nexport const GRAPPLE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"grapple\", \"관절기\")\n .asAttack(0.65)\n .wristGrab(0.15) // 잡기 - Seize limb\n .jointLock(0.25) // 꺾기 - Apply lock\n .recover(0.25) // Release/reset\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// COUNTER ATTACK (반격) - Defensive Counter\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Counter Attack - 반격\n *\n * Defensive parry followed by immediate counter strike.\n * Fundamental Hapkido and Taekwondo defensive concept.\n *\n * Phases:\n * 1. Parry (막기): Deflect incoming attack\n * 2. Counter (반격): Immediate return strike\n * 3. Recovery (복귀): Return to guard\n *\n * @korean 반격애니메이션\n */\nexport const COUNTER_ATTACK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"counter_attack\", \"반격\")\n .asAttack(0.45)\n .parry(0.12) // 막기 - Deflect\n .punchExtend(0.13) // 반격 - Counter strike\n .recover(0.2) // 복귀\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// BLOCK (막기) - Defensive Block\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Block - 막기 (Rigid High Block - Traditional Taekwondo Style)\n *\n * Defensive blocking technique with rigid, forceful blocking motion.\n * Strong high block (상단막기) with chambered arm position.\n * Contrasts with flowing/yielding styles - this is direct force against force.\n *\n * Korean Martial Arts: 막기 (Mak-gi) - \"to block/prevent\"\n * - Strong chambering from hip (허리에서)\n * - Explosive upward motion (폭발적 상향)\n * - Solid contact intercept (강한 차단)\n * - Firm guard position maintained (견고한 방어 자세)\n *\n * @korean 막기애니메이션\n */\nexport const BLOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"block\", \"막기\")\n .asDefense(TECHNIQUE_TIMING.FAST.total)\n .withHighGuard() // Start from high guard position\n .parry(TECHNIQUE_TIMING.FAST.chamber, \"ease-out\") // Explosive upward block\n .parry(TECHNIQUE_TIMING.FAST.extend, \"linear\") // Hold firm blocking position\n .recover(\n TECHNIQUE_TIMING.FAST.peak +\n TECHNIQUE_TIMING.FAST.retract +\n TECHNIQUE_TIMING.FAST.recover,\n ) // 복귀 - Return to guard\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// WRIST LOCK (손목꺾기) - Hapkido Joint Lock\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Wrist Lock - 손목꺾기 (Sonmok-kkeokgi) - Hapkido Joint Lock\n *\n * **Authentic Hapkido Wrist Joint Manipulation Technique**\n *\n * Fundamental Hapkido joint lock controlling opponent through rotational pressure\n * on the wrist joint. The small joints of the wrist are manipulated through circular\n * motion (원 - Won) to create pain compliance and control. One of the signature\n * techniques that defines Hapkido's approach to joint manipulation.\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Secure Grip (확실한 잡기)**: Two-handed control of opponent's wrist\n * - **Circular Motion (원형 움직임)**: Small circle technique (소원법)\n * - **Wrist Rotation (손목 회전)**: Twist wrist beyond natural range of motion\n * - **Hip Power (골반 힘)**: Hip rotation amplifies wrist twist\n * - **Body Drop (몸 낮춤)**: Lower body position adds downward pressure\n * - **Hyperextension (과신전)**: Wrist bent backward to anatomical limit (70°)\n *\n * **Hapkido Principles Applied**:\n * - **원 (Won - Circle)**: Circular wrist manipulation, not linear force\n * - **유 (Yu - Flow)**: Flowing control without jerky motions\n * - **화 (Hwa - Harmony)**: Blending with opponent's resistance\n *\n * **Anatomical Targets**:\n * - Wrist joint (radiocarpal joint)\n * - Forearm tendons and ligaments\n * - Median nerve compression\n * - Elbow joint (secondary control)\n *\n * **Pain Compliance Mechanism**:\n * - Hyperextension beyond 70° causes acute pain\n * - Continued pressure risks ligament damage\n * - Opponent must comply or risk wrist injury\n * - Can escalate to arm bar if opponent resists\n *\n * **Combat Applications**:\n * - Grab defense (opponent grabs your wrist, you counter)\n * - Control technique for restraining without striking\n * - Transitioning to throw or takedown\n * - Police/security restraint technique\n * - Self-defense against larger opponents (uses leverage, not strength)\n *\n * **Technical Keys**:\n * - Two hands control one wrist (2-on-1 principle)\n * - Circular motion is key (not straight twist)\n * - Hip rotation provides power, not arm strength\n * - Opponent's elbow must be straight for maximum effect\n * - Maintain control throughout - no gaps\n *\n * Phases:\n * 1. Grab (잡기): 150ms - Secure firm grip on opponent's wrist with both hands\n * 2. Position (위치): 100ms - Position opponent's arm for control\n * 3. Twist (꺾기): 200ms - Apply circular rotational pressure to wrist\n * 4. Control (제어): 120ms - Hold pressure, opponent's wrist hyperextended\n * 5. Release (복귀): 180ms - Controlled release or transition to next technique\n *\n * Duration: 750ms (Controlled joint manipulation takes time)\n *\n * @korean 손목꺾기애니메이션\n */\nexport const WRIST_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"wrist_lock\", \"손목꺾기\")\n .asAttack(0.75)\n .wristGrab(0.15) // 잡기 - Secure two-handed grip on wrist\n .wristGrab(0.1) // 위치 - Position arm for control\n .wristTwist(0.2) // 꺾기 - Apply circular rotational pressure\n .wristTwist(0.12) // 제어 - Hold at hyperextension\n .recover(0.18) // 복귀 - Controlled release\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// NEW TAE (LAKE) TRIGRAM JOINT LOCKS (새로운 태괘 관절기)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Small Circle Lock - 소원꺾기\n *\n * Tae (Lake) Trigram signature technique.\n * Using minimal circular motion to lock joint.\n *\n * @korean 소원꺾기애니메이션\n */\nexport const SMALL_CIRCLE_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"small_circle_lock\", \"소원꺾기\")\n .asAttack(0.55)\n .wristGrab(0.12) // 잡기 - Quick grab\n .wristTwist(0.1) // 꺾기 - Small circle twist\n .jointLock(0.15) // 제압 - Lock\n .recover(0.18) // 복귀\n .build();\n\n/**\n * Finger Lock - 손가락꺾기\n *\n * Manipulating individual digits for pain compliance.\n *\n * @korean 손가락꺾기애니메이션\n */\nexport const FINGER_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"finger_lock\", \"손가락꺾기\")\n .asAttack(0.5)\n .wristGrab(0.1) // 잡기 - Grab fingers\n .fingerLockTwist(0.15) // 꺺기 - Hyper-extend fingers\n .recover(0.25) // 복귀\n .build();\n\n/**\n * Elbow Lock - 팔꿈치꺾기\n *\n * Hyperextending the elbow joint (Armbar variation).\n *\n * @korean 팔꿈치꺾기애니메이션\n */\nexport const ELBOW_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"elbow_lock\", \"팔꿈치꺾기\")\n .asAttack(0.65)\n .wristGrab(0.15) // 잡기 - Seize arm\n .elbowLockApply(0.3) // 꺺기 - Apply elbow hyperextension\n .recover(0.2) // 복귀\n .build();\n\n/**\n * Shoulder Manipulation - 어깨비틀기\n *\n * Rotational torque on shoulder joint.\n *\n * @korean 어깨비틀기애니메이션\n */\nexport const SHOULDER_MANIPULATION_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"shoulder_manipulation\", \"어깨비틀기\")\n .asAttack(0.7)\n .wristGrab(0.2) // 잡기 - Capture arm\n .shoulderLockTwist(0.3) // 비틀기 - Shoulder manipulation\n .recover(0.2) // 복귀\n .build();\n\n/**\n * Flowing Arm Bar - 유수팔꺾기\n *\n * Fluid transition into arm bar from movement.\n *\n * @korean 유수팔꺾기애니메이션\n */\nexport const FLOWING_ARM_BAR_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"flowing_arm_bar\", \"유수팔꺾기\")\n .asAttack(0.75)\n .parry(0.15) // 막기 - Flow with attack\n .armBarEntry(0.15) // 진입 - Catch arm\n .armBarDrop(0.25) // 내려가기 - Drop to arm bar position\n .recover(0.2) // 복귀\n .build();\n\n/**\n * Joint Lock Defense - 관절기방어\n *\n * Escaping or countering a joint lock.\n *\n * @korean 관절기방어애니메이션\n */\nexport const JOINT_LOCK_DEFENSE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"joint_lock_defense\", \"관절기방어\")\n .asDefense(0.5)\n .parry(0.1) // 틈파기 - Create space\n .wristTwist(0.2) // 빼기 - Rotate out\n .recover(0.2) // 복귀\n .build();\n\n/**\n * Sweep Defense - 걸기방어\n *\n * Avoiding or countering a low sweep.\n *\n * @korean 걸기방어애니메이션\n */\nexport const SWEEP_DEFENSE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"sweep_defense\", \"걸기방어\")\n .asDefense(0.45)\n .recover(0.15) // 들어올리기 - Lift leg\n .parry(0.1) // 피하기 - Avoid\n .recover(0.2) // 착지 - Land\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// NEW GROUND/CHOKE TECHNIQUES (새로운 그라운드/조르기 기법)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Mountain Lock - 산형굳히기 (Gan Trigram)\n * Immovable hold.\n *\n * @korean 산형굳히기애니메이션\n */\nexport const MOUNTAIN_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"mountain_lock\", \"산형굳히기\")\n .asAttack(0.8)\n .clinchGrab(0.2) // 잡기 - Establish grip control\n .jointLock(0.4) // Long hold pressure\n .recover(0.2)\n .build();\n\n/**\n * Earth Embrace - 대지포옹 (Gon Trigram)\n * Ground control technique.\n *\n * @korean 대지포옹애니메이션\n */\nexport const EARTH_EMBRACE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"earth_embrace\", \"대지포옹\")\n .asAttack(0.9)\n .takedownShoot(0.25) // Shoot for takedown\n .takedownDump(0.35) // Take down\n .groundMount(0.3) // Control on ground\n .build();\n\n/**\n * Carotid Choke - 경동맥조르기 (Dark Ops)\n * Blood choke.\n *\n * @korean 경동맥조르기애니메이션\n */\nexport const CAROTID_CHOKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"carotid_choke\", \"경동맥조르기\")\n .asAttack(1.0)\n .clinchGrab(0.2) // 뒤잡기 - Establish rear control\n .chokeGrip(0.6) // Apply carotid squeeze\n .recover(0.2)\n .build();\n\n/**\n * Rear Naked Choke - 뒤조르기 (Dark Ops)\n * Traditional mata leao.\n *\n * @korean 뒤조르기애니메이션\n */\nexport const REAR_NAKED_CHOKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"rear_naked_choke\", \"뒤조르기\")\n .asAttack(1.2)\n .clinchGrab(0.3) // 뒤잡기 - Get back control\n .chokeGrip(0.7) // Apply rear naked choke\n .recover(0.2)\n .build();\n\n/**\n * Redirect Throw - 유수던지기 (Gam Trigram)\n * Using opponent momentum.\n *\n * @korean 유수던지기애니메이션\n */\nexport const REDIRECT_THROW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"redirect_throw\", \"유수던지기\")\n .asAttack(0.7)\n .parry(0.15) // Flow with attack\n .hipThrow(0.2) // Redirect momentum into throw\n .throwExecute(0.15) // 투척 - Complete the projection\n .recover(0.2)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ARM BAR (팔꺾기) - Arm Hyperextension\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Arm Bar - 팔꺾기 (Pal-kkeok-gi) - Direct Force Hapkido Arm Bar\n *\n * **Authentic Hapkido Straight Arm Hyperextension Lock**\n *\n * Straight arm hyperextension lock with direct downward force. Traditional Hapkido\n * style emphasizing immediate control, explosive entry, and strong submission pressure.\n * The arm bar (Juji-Gatame in Judo, Pal-kkeok-gi in Hapkido) is one of the most\n * effective joint locks, attacking the elbow joint's natural range of motion.\n *\n * Contrasts with Tae (Lake) Trigram flowing circular technique:\n * - **Tae Style**: Circular, flowing, uses momentum and small circles\n * - **This Style**: Linear, forceful, direct pressure and immediate submission\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Quick Entry (빠른진입)**: Explosive arm capture with strong grip\n * - **Linear Pressure (직선압박)**: Straight downward force on elbow\n * - **Immediate Control (즉각제압)**: No circular motion, direct submission\n * - **Hip Pressure (골반 압박)**: Hips thrust upward against elbow joint\n * - **Two-on-One Control (2대1 제어)**: Both hands control one arm\n * - **Body Weight (체중 이용)**: Full body weight applied to hyperextension\n *\n * **Anatomical Mechanics**:\n * - Elbow joint bends ~145° naturally (flexion)\n * - Hyperextension beyond 0° (straight) causes pain\n * - 10-15° hyperextension forces tap or break\n * - Ligaments (UCL, RCL) stressed beyond limits\n * - Can cause permanent elbow damage if held too long\n *\n * **Hapkido Principles Applied**:\n * - **강 (Gang - Strength)**: Direct force application (not flowing)\n * - **속 (Sok - Speed)**: Explosive entry prevents escape\n * - **제 (Je - Control)**: Complete arm control throughout\n *\n * **Submission Mechanism**:\n * - Opponent's arm extended and isolated\n * - Elbow joint hyperextended beyond natural range\n * - Extreme pain forces tap or risks elbow break\n * - No escape once position secured\n *\n * **Combat Applications**:\n * - Ground fighting dominant position\n * - Standing arm bar from wrist control\n * - Counter to opponent's punch (catch and arm bar)\n * - Submission finish after throw\n * - Police/security restraint and arrest technique\n *\n * **Technical Requirements**:\n * - Opponent's arm must be straight (can't bend elbow to escape)\n * - Thumb points up (prevents rotation escape)\n * - Hips positioned tight against elbow joint\n * - Legs pinch opponent's body for control\n * - Body leans back to add pressure\n *\n * Phases:\n * 1. Entry (진입): 150ms - Quick explosive catch of opponent's arm\n * 2. Position (위치 설정): 180ms - Direct downward drop, secure arm\n * 3. Drop (내려가기): 250ms - Body drops to ground, arm isolated\n * 4. Extension (확장): 150ms - Immediate hyperextension with hip pressure\n * 5. Submission (굴복): 100ms - Maximum pressure, opponent must tap\n * 6. Release (복귀): 150ms - Controlled release after submission\n *\n * Duration: 980ms (Full arm bar sequence with control)\n *\n * @korean 팔꺾기애니메이션\n */\nexport const ARM_BAR_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"arm_bar\", \"팔꺾기\")\n .asAttack(0.98)\n .armBarEntry(0.15) // 진입 - Quick explosive catch (faster than Tae flowing style)\n .armBarEntry(0.18) // 위치 설정 - Position for downward drop\n .armBarDrop(0.25) // 내려가기 - Direct downward drop (linear, not circular)\n .jointLock(0.15) // 확장 - Hyperextension with hip pressure\n .jointLock(0.1) // 굴복 - Maximum submission pressure\n .recover(0.15) // 복귀 - Quick controlled release\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SLAM (메치기) - Powerful Throw Down\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Slam - 메치기\n *\n * Powerful lift and slam technique.\n * Lifts opponent and drives them into ground.\n *\n * Phases:\n * 1. Entry (진입): Clinch and underhook\n * 2. Lift (들기): Lift opponent\n * 3. Slam (메치기): Drive to ground\n * 4. Recovery (복귀): Return to stance\n *\n * @korean 메치기애니메이션\n */\nexport const SLAM_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"slam\", \"메치기\")\n .asAttack(0.85)\n .clinchGrab(0.1) // 잡기 - Clinch and underhook\n .slamLift(0.25) // 들기 - Lift opponent\n .slamDown(0.2) // 메치기 - Slam down\n .recover(0.3) // 복귀\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// HIP THROW (허리치기) - Classic Judo/Hapkido Throw\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Hip Throw - 허리치기 (Heori Chigi) / 배대되치기 (Baedae-doechigi)\n *\n * **Authentic Hapkido / Judo Hip Throw (O-Goshi / Koshi-Guruma)**\n *\n * Classic hip throw from Hapkido and Judo using hip as fulcrum to project opponent.\n * One of the first throws taught in Hapkido (합기도) and Judo (유도) due to its\n * fundamental mechanics and effectiveness. The hip becomes the pivot point that\n * multiplies force, allowing smaller practitioners to throw larger opponents.\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Deep Entry (깊은 진입)**: Step in front of opponent, hip lower than theirs\n * - **Arm Control (팔 제어)**: One arm controls opponent's arm, other wraps body\n * - **Hip Position (골반 위치)**: Hip positioned under opponent's center of mass\n * - **Hip Rotation (골반 회전)**: Explosive hip rotation lifts and throws\n * - **Forward Lean (앞으로 숙임)**: Upper body leans forward for leverage\n * - **Leg Drive (다리 힘)**: Legs extend to add upward lift force\n *\n * **Hapkido Principles Applied**:\n * - **원 (Won - Circle)**: Circular motion redirects opponent's force\n * - **유 (Yu - Flow)**: Blend with opponent's movement\n * - **화 (Hwa - Harmony)**: Use opponent's energy against them\n *\n * **Target Application**:\n * - Opponent pushed to ground on back/side (hard impact)\n * - Sets up ground control or follow-up strikes\n * - Can be done with or without gi/jacket grip\n *\n * **Combat Applications**:\n * - Close-range when opponent pushes forward\n * - Counter to straight punches (step in and throw)\n * - Setting up ground and pound position\n * - Creating distance by throwing opponent away\n * - Self-defense against larger/stronger attackers\n *\n * **Variations**:\n * - O-Goshi (Major Hip Throw): Arm under opponent's armpit\n * - Koshi-Guruma (Hip Wheel): Arm around opponent's neck\n * - Harai-Goshi (Sweeping Hip): Leg sweeps during throw\n *\n * Phases:\n * 1. Entry (진입): 200ms - Step deep in front of opponent, lower hips\n * 2. Grip & Position (잡기 및 위치): 150ms - Secure control, hip under center mass\n * 3. Rotation (회전): 220ms - Explosive hip rotation lifts opponent\n * 4. Projection (던지기): 120ms - Opponent leaves feet, airborne\n * 5. Follow-Through (완료): 100ms - Complete rotation and release\n * 6. Recovery (복귀): 180ms - Return to standing or ground position\n *\n * Duration: 970ms (Long duration for full throw sequence)\n *\n * @korean 허리치기애니메이션\n */\nexport const HIP_THROW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"hip_throw\", \"허리치기\")\n .asAttack(0.97)\n .throwEntry(0.2) // 진입 - Deep entry, lower hips\n .throwEntry(0.15) // 잡기 및 위치 - Secure control and positioning\n .hipThrow(0.22) // 회전 - Explosive hip rotation lifts opponent\n .hipThrow(0.12) // 던지기 - Opponent airborne\n .throwExecute(0.1) // 완료 - Complete rotation\n .recover(0.18) // 복귀 - Return to standing or ground\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// LEG REAP (다리걸기) - Leg Sweep Takedown\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Leg Reap - 다리걸기\n *\n * Reap opponent's leg while pushing.\n * Opponent falls backward.\n *\n * @korean 다리걸기애니메이션\n */\nexport const LEG_REAP_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"leg_reap\", \"다리걸기\")\n .asAttack(0.55)\n .clinchGrab(0.12) // Grab opponent\n .sweep(0.18) // Reap leg\n .recover(0.25) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SHOULDER LOCK (어깨꺾기) - Kimura/Americana\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Shoulder Lock - 어깨꺾기\n *\n * Rotational pressure on shoulder joint.\n * Standing or ground submission.\n *\n * @korean 어깨꺾기애니메이션\n */\nexport const SHOULDER_LOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"shoulder_lock\", \"어깨꺾기\")\n .asAttack(0.65)\n .wristGrab(0.15) // Grab arm\n .shoulderLockTwist(0.25) // Apply shoulder rotation\n .recover(0.25) // Release\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// COUNTER STRIKE (반격타격) - Parry to Strike\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Counter Strike - 반격타격\n *\n * Defensive parry followed by powerful counter.\n * More aggressive than standard counter attack.\n *\n * @korean 반격타격애니메이션\n */\nexport const COUNTER_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"counter_strike\", \"반격타격\")\n .asAttack(0.5)\n .counterParry(0.1) // Parry incoming\n .counterStrike(0.15) // Powerful counter\n .recover(0.25) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// PARRY COUNTER (막기반격) - Block and Counter\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Parry Counter - 막기반격\n *\n * High block followed by immediate counter strike.\n *\n * @korean 막기반격애니메이션\n */\nexport const PARRY_COUNTER_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"parry_counter\", \"막기반격\")\n .asAttack(0.48)\n .parry(0.12) // Block\n .punchExtend(0.14) // Quick counter\n .recover(0.22) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// REMOVED - MOVED TO ELBOWKNEEANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n// ═══════════════════════════════════════════════════════════════════════════\n// DOUBLE KNEE (더블무릎) - Two Rapid Knee Strikes\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Double Knee - 더블무릎\n *\n * Two rapid knee strikes from clinch.\n *\n * @korean 더블무릎애니메이션\n */\nexport const DOUBLE_KNEE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"double_knee\", \"더블무릎\")\n .asAttack(0.6)\n .clinchGrab(0.1) // Clinch\n .kneeStrike(0.12) // First knee\n .kneeStrike(0.15) // Second knee\n .recover(0.23) // Release\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SUPLEX (수플렉스) - Backward Throw\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Suplex - 수플렉스\n *\n * Grab and throw opponent backward.\n * High-impact wrestling technique.\n *\n * @korean 수플렉스애니메이션\n */\nexport const SUPLEX_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"suplex\", \"수플렉스\")\n .asAttack(0.8)\n .clinchGrab(0.15) // Grab from behind\n .slamLift(0.25) // Lift and arch\n .slamDown(0.2) // Slam backward\n .recover(0.2) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// HIGH BLOCK (상단막기) - Upper Defense\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * High Block - 상단막기\n *\n * High defensive block against head attacks.\n *\n * @korean 상단막기애니메이션\n */\nexport const HIGH_BLOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"block_high\", \"상단막기\")\n .asDefense(TECHNIQUE_TIMING.FAST.total)\n .withHighGuard() // High guard position\n .blockHigh(TECHNIQUE_TIMING.FAST.chamber + TECHNIQUE_TIMING.FAST.extend) // High block technique\n .recover(\n TECHNIQUE_TIMING.FAST.peak +\n TECHNIQUE_TIMING.FAST.retract +\n TECHNIQUE_TIMING.FAST.recover,\n ) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// LOW BLOCK (하단막기) - Lower Defense\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Low Block - 하단막기\n *\n * Low defensive block against leg attacks.\n *\n * @korean 하단막기애니메이션\n */\nexport const LOW_BLOCK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"block_low\", \"하단막기\")\n .asDefense(TECHNIQUE_TIMING.FAST.total)\n .blockLow(TECHNIQUE_TIMING.FAST.chamber + TECHNIQUE_TIMING.FAST.extend) // Low block technique\n .recover(\n TECHNIQUE_TIMING.FAST.peak +\n TECHNIQUE_TIMING.FAST.retract +\n TECHNIQUE_TIMING.FAST.recover,\n ) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// TAKEDOWN (테이크다운) - Wrestling Takedown\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Takedown - 테이크다운\n *\n * Wrestling-style double leg takedown.\n * Shoot for legs and drive through.\n *\n * @korean 테이크다운애니메이션\n */\nexport const TAKEDOWN_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"takedown\", \"테이크다운\")\n .asAttack(0.65)\n .takedownShoot(0.2) // Shoot for legs\n .takedownDump(0.2) // Drive through and dump\n .recover(0.25) // Top position\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// BODY LOCK THROW (바디락던지기) - Bear Hug Throw\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Body Lock Throw - 바디락던지기\n *\n * Grab body and throw using leverage.\n *\n * @korean 바디락던지기애니메이션\n */\nexport const BODY_LOCK_THROW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"body_lock_throw\", \"바디락던지기\")\n .asAttack(0.7)\n .clinchGrab(0.15) // Body lock\n .throwEntry(0.15) // Position\n .throwExecute(0.2) // Execute throw\n .recover(0.2) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORT GRAPPLING ANIMATION MAP\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all grappling animations for easy access\n * 잡기 애니메이션 맵\n */\nexport const GRAPPLING_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> =\n new Map([\n [\"throw\", THROW_ANIMATION],\n [\"grapple\", GRAPPLE_ANIMATION],\n [\"counter_attack\", COUNTER_ATTACK_ANIMATION],\n [\"block\", BLOCK_ANIMATION],\n [\"wrist_lock\", WRIST_LOCK_ANIMATION],\n [\"arm_bar\", ARM_BAR_ANIMATION],\n [\"slam\", SLAM_ANIMATION],\n [\"hip_throw\", HIP_THROW_ANIMATION],\n [\"leg_reap\", LEG_REAP_ANIMATION],\n [\"shoulder_lock\", SHOULDER_LOCK_ANIMATION],\n [\"counter_strike\", COUNTER_STRIKE_ANIMATION],\n [\"parry_counter\", PARRY_COUNTER_ANIMATION],\n // Clinch knee moved to ElbowKneeAnimations\n [\"double_knee\", DOUBLE_KNEE_ANIMATION],\n [\"suplex\", SUPLEX_ANIMATION],\n [\"block_high\", HIGH_BLOCK_ANIMATION],\n [\"block_low\", LOW_BLOCK_ANIMATION],\n [\"takedown\", TAKEDOWN_ANIMATION],\n [\"body_lock_throw\", BODY_LOCK_THROW_ANIMATION],\n [\"small_circle_lock\", SMALL_CIRCLE_LOCK_ANIMATION],\n [\"finger_lock\", FINGER_LOCK_ANIMATION],\n [\"elbow_lock\", ELBOW_LOCK_ANIMATION],\n [\"shoulder_manipulation\", SHOULDER_MANIPULATION_ANIMATION],\n [\"flowing_arm_bar\", FLOWING_ARM_BAR_ANIMATION],\n [\"joint_lock_defense\", JOINT_LOCK_DEFENSE_ANIMATION],\n [\"sweep_defense\", SWEEP_DEFENSE_ANIMATION],\n [\"mountain_lock\", MOUNTAIN_LOCK_ANIMATION],\n [\"earth_embrace\", EARTH_EMBRACE_ANIMATION],\n [\"carotid_choke\", CAROTID_CHOKE_ANIMATION],\n [\"rear_naked_choke\", REAR_NAKED_CHOKE_ANIMATION],\n [\"redirect_throw\", REDIRECT_THROW_ANIMATION],\n 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- {"version":3,"file":"JinStanceAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/JinStanceAnimations.ts"],"sourcesContent":["/**\n * ☳ Jin (Thunder) Stance-Specific Animations\n *\n * Specialized idle, movement, and combat animations for the Jin (진/Thunder) trigram.\n * Embodies explosive power and stunning force from Taekwondo jumping techniques.\n *\n * **Korean Martial Arts Context:**\n * - **무술**: 태권도 폭발 기술 (Taekwondo Explosive Techniques)\n * - **특성**: 기절시키는 힘 (Stunning Power), 뛰어 차기 (Jumping Kicks)\n * - **철학**: 천둥의 폭발력 (Thunder's Explosive Force), 번개같은 충격 (Lightning Shock)\n * - **대표 기술**: 벽력일섬 (Thunder Flash/Explosive Stunning Strike)\n *\n * @module systems/animation/catalogs/JinStanceAnimations\n * @category Animation\n * @korean 진괘자세애니메이션\n */\n\nimport { BoneName } from \"@/types/skeletal\";\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\nimport { ANATOMICAL_LIMITS } from \"../constants\";\n\n// Import Jin Thunder explosive techniques (진괘 폭발 기술)\nimport {\n JIN_THUNDER_FLASH_ANIMATION,\n JIN_JUMPING_KNEE_STRIKE,\n} from \"./JinTechniqueAnimations\";\n\n/**\n * Anatomical safety constants for Jin (Thunder) trigram animations\n *\n * These limits ensure joint rotations remain within safe physiological ranges\n * while maintaining explosive, dramatic animation for Jin's jumping techniques.\n */\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☳ JIN IDLE COILED ANIMATION (진괘 도약 자세)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Jin Idle Coiled Animation\n *\n * **Korean**: 진괘 도약 자세 (Jin-gwae Doyak Jase)\n * **Philosophy**: Thunder's coiled spring ready to unleash explosive power\n *\n * Characteristics:\n * - Coiled spring tension in legs and core\n * - Weight on balls of feet, heels slightly raised\n * - Shoulders drawn back for explosive readiness\n * - Fists chambered at hips with maximum tension\n * - Deep squat position (horse stance)\n *\n * Animation Cycle:\n * - 0ms: Neutral coiled position\n * - 1250ms: Increased tension (deeper coil)\n * - 2500ms: Return to neutral\n *\n * @korean 진괘도약자세\n * @duration 2500ms (2.5 second cycle)\n * @category Idle Animation\n */\nexport const JIN_IDLE_COILED: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"jin_idle_coiled\",\n \"진괘 도약 자세\"\n )\n .asIdle(2.5, true)\n // Keyframe 0ms: Neutral coiled position (baseline)\n .at(0)\n .rotate(BoneName.PELVIS, 0.1, 0, 0) // 5.7° forward tilt for power stance\n .rotate(BoneName.SPINE_UPPER, -0.09, 0, 0) // -5° backward lean for balance\n .rotate(BoneName.HIP_L, 0.52, 0, 0) // 30° hip flexion\n .rotate(BoneName.HIP_R, 0.52, 0, 0) // 30° hip flexion (symmetrical)\n .rotate(BoneName.KNEE_L, -1.4, 0, 0) // -80° deep bend (coiled)\n .rotate(BoneName.KNEE_R, -1.4, 0, 0) // -80° deep bend (coiled)\n .rotate(BoneName.FOOT_L, 0.26, 0, 0) // 15° heels raised (balls of feet)\n .rotate(BoneName.FOOT_R, 0.26, 0, 0) // 15° heels raised\n .rotate(BoneName.SHOULDER_L, -0.26, 0, -0.35) // -15°, 0°, -20° (fists at hips)\n .rotate(BoneName.SHOULDER_R, -0.26, 0, 0.35) // -15°, 0°, 20°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° (chambered)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° (chambered)\n .rotate(BoneName.HEAD, 0, 0, 0) // Neutral, eyes locked forward\n .position(BoneName.PELVIS, 0, -0.25, 0) // Very low for explosive power\n .done<MartialArtsAnimationBuilder>()\n // Keyframe 1250ms: Increased tension (deeper coil)\n .at(1.25)\n .rotate(BoneName.PELVIS, 0.14, 0, 0) // 8° more forward\n .rotate(BoneName.SPINE_UPPER, -0.12, 0, 0) // -7° more backward\n .rotate(BoneName.KNEE_L, ANATOMICAL_LIMITS.KNEE.MAX_FLEXION * -1, 0, 0) // -90° MAXIMUM coil\n .rotate(BoneName.KNEE_R, ANATOMICAL_LIMITS.KNEE.MAX_FLEXION * -1, 0, 0) // -90° MAXIMUM coil\n .rotate(BoneName.FOOT_L, 0.31, 0, 0) // 18° more on toes\n .rotate(BoneName.FOOT_R, 0.31, 0, 0) // 18° more on toes\n .rotate(BoneName.SHOULDER_L, -0.30, 0, -0.38) // -17°, 0°, -22° (tighter)\n .rotate(BoneName.SHOULDER_R, -0.30, 0, 0.38) // -17°, 0°, 22°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° (chambered)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° (chambered)\n .position(BoneName.PELVIS, 0, -0.28, 0) // Even lower - maximum spring load\n .done<MartialArtsAnimationBuilder>()\n // Keyframe 2500ms: Return to neutral\n .at(2.5)\n .rotate(BoneName.PELVIS, 0.1, 0, 0)\n .rotate(BoneName.SPINE_UPPER, -0.09, 0, 0)\n .rotate(BoneName.KNEE_L, -1.4, 0, 0)\n .rotate(BoneName.KNEE_R, -1.4, 0, 0)\n .rotate(BoneName.FOOT_L, 0.26, 0, 0)\n .rotate(BoneName.FOOT_R, 0.26, 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.26, 0, -0.35)\n .rotate(BoneName.SHOULDER_R, -0.26, 0, 0.35)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° (chambered)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° (chambered)\n .position(BoneName.PELVIS, 0, -0.25, 0)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☳ JIN EXPLOSIVE BURST (천둥 돌진)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Jin Explosive Burst Animation\n *\n * **Korean**: 천둥 돌진 (Cheondung Doljin) - Thunder Rush\n * **Technique**: Explosive forward launch from coiled position\n *\n * Characteristics:\n * - Explosive leg drive with both legs pushing simultaneously\n * - Upper body follows with momentum\n * - Arms drive forward for striking on arrival\n * - Maximum power from ground-up force generation\n *\n * Animation Phases:\n * - 0-167ms: Initial explosive push-off (frames 1-3)\n * - 167-467ms: Forward burst acceleration (frames 4-8)\n * - 467-600ms: Landing in stable position (frames 9-10)\n *\n * @korean 천둥돌진\n * @frames 10 frames (16.67ms per frame at 60fps)\n * @duration 600ms\n * @category Movement Animation\n */\nexport const JIN_EXPLOSIVE_BURST: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"jin_explosive_burst\",\n \"천둥 돌진\"\n )\n .asMovement(0.6, false)\n // Frames 1-3: Explosive push-off (0-167ms)\n .at(0)\n .rotate(BoneName.PELVIS, 0.14, 0, 0) // 8° deep coil\n .rotate(BoneName.SPINE_UPPER, -0.12, 0, 0) // -7° loaded\n .rotate(BoneName.KNEE_L, ANATOMICAL_LIMITS.KNEE.MAX_FLEXION * -1, 0, 0) // -90° maximum coil\n .rotate(BoneName.KNEE_R, ANATOMICAL_LIMITS.KNEE.MAX_FLEXION * -1, 0, 0) // -90° maximum coil\n .rotate(BoneName.FOOT_L, 0.31, 0, 0) // 18° on toes\n .rotate(BoneName.FOOT_R, 0.31, 0, 0) // 18° on toes\n .rotate(BoneName.SHOULDER_L, -0.30, 0, -0.38) // Fists chambered\n .rotate(BoneName.SHOULDER_R, -0.30, 0, 0.38)\n .position(BoneName.PELVIS, 0, -0.28, 0) // Very low\n .done<MartialArtsAnimationBuilder>()\n // Frames 4-8: Forward burst (167-467ms)\n .at(0.317)\n .rotate(BoneName.PELVIS, 0.35, 0, 0) // 20° explosive forward drive\n .rotate(BoneName.SPINE_UPPER, 0.17, 0, 0) // 10° following through\n .rotate(BoneName.KNEE_L, -0.17, 0, 0) // -10° extending explosively\n .rotate(BoneName.KNEE_R, -0.17, 0, 0) // -10° extending\n .rotate(BoneName.FOOT_L, -0.17, 0, 0) // -10° pushing off\n .rotate(BoneName.FOOT_R, -0.17, 0, 0) // -10° pushing off\n .rotate(BoneName.SHOULDER_L, -0.52, 0, 0.17) // -30°, 0°, 10° (arms driving forward)\n .rotate(BoneName.SHOULDER_R, -0.52, 0, -0.17) // -30°, 0°, -10°\n .position(BoneName.PELVIS, 0, -0.08, 0.6) // Rising and moving forward rapidly\n .done<MartialArtsAnimationBuilder>()\n // Frames 9-10: Landing (467-600ms)\n .at(0.6)\n .rotate(BoneName.PELVIS, 0.1, 0, 0) // 5.7° settling\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // Neutral spine\n .rotate(BoneName.KNEE_L, -0.44, 0, 0) // -25° absorbing impact\n .rotate(BoneName.KNEE_R, -0.44, 0, 0) // -25° absorbing impact\n .rotate(BoneName.FOOT_L, 0, 0, 0) // Flat landing\n .rotate(BoneName.FOOT_R, 0, 0, 0) // Flat landing\n .rotate(BoneName.SHOULDER_L, -0.26, 0, -0.35) // Return to ready\n .rotate(BoneName.SHOULDER_R, -0.26, 0, 0.35)\n .position(BoneName.PELVIS, 0, -0.12, 1.0) // Forward position, stable height\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☳ JIN JUMPING ADVANCE (번개 도약)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Jin Jumping Advance Animation\n *\n * **Korean**: 번개 도약 (Byeonggae Doyak) - Lightning Leap\n * **Technique**: Leap forward with both feet leaving ground\n *\n * Characteristics:\n * - Both feet leave ground simultaneously\n * - Arms swing for momentum and balance\n * - Body rotates for striking position in air\n * - Land in stable striking stance\n *\n * Animation Phases:\n * - 0-200ms: Crouch and spring load (frames 1-4)\n * - 200-567ms: Airborne leap forward (frames 5-10)\n * - 567-900ms: Landing and stabilization (frames 11-15)\n *\n * @korean 번개도약\n * @frames 15 frames (16.67ms per frame at 60fps)\n * @duration 900ms\n * @category Movement Animation\n */\nexport const JIN_JUMPING_ADVANCE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"jin_jumping_advance\",\n \"번개 도약\"\n )\n .asMovement(0.9, false)\n // Frames 1-4: Spring load (0-200ms)\n .at(0)\n .rotate(BoneName.PELVIS, 0.17, 0, 0) // 10° crouch\n .rotate(BoneName.SPINE_UPPER, -0.14, 0, 0) // -8° counter-balance\n .rotate(BoneName.KNEE_L, -1.22, 0, 0) // -70° deep crouch\n .rotate(BoneName.KNEE_R, -1.22, 0, 0) // -70° deep crouch\n .rotate(BoneName.FOOT_L, 0.35, 0, 0) // 20° on toes\n .rotate(BoneName.FOOT_R, 0.35, 0, 0) // 20° on toes\n .rotate(BoneName.SHOULDER_L, 0.52, 0, -0.26) // 30°, 0°, -15° (arms back)\n .rotate(BoneName.SHOULDER_R, 0.52, 0, 0.26) // 30°, 0°, 15°\n .position(BoneName.PELVIS, 0, -0.35, 0) // Very low crouch\n .done<MartialArtsAnimationBuilder>()\n // Frames 5-7: Takeoff (200-383ms)\n .at(0.292)\n .rotate(BoneName.PELVIS, -0.09, 0, 0) // -5° launching backward\n .rotate(BoneName.SPINE_UPPER, 0.26, 0, 0) // 15° driving up\n .rotate(BoneName.KNEE_L, 0, 0, 0) // 0° fully extended\n .rotate(BoneName.KNEE_R, 0, 0, 0) // 0° fully extended\n .rotate(BoneName.FOOT_L, -0.26, 0, 0) // -15° pushing off\n .rotate(BoneName.FOOT_R, -0.26, 0, 0) // -15° pushing off\n .rotate(BoneName.SHOULDER_L, -0.70, 0, 0.17) // -40°, 0°, 10° (arms swinging forward)\n .rotate(BoneName.SHOULDER_R, -0.70, 0, -0.17) // -40°, 0°, -10°\n .position(BoneName.PELVIS, 0, 0.05, 0.2) // Airborne - rising\n .done<MartialArtsAnimationBuilder>()\n // Frames 8-10: Peak of jump (383-567ms)\n .at(0.475)\n .rotate(BoneName.PELVIS, 0, -0.17, 0) // 0°, -10° rotating in air\n .rotate(BoneName.SPINE_UPPER, 0.17, -0.26, 0) // 10°, -15° twist for striking\n .rotate(BoneName.KNEE_L, -0.52, 0, 0) // -30° tucking legs\n .rotate(BoneName.KNEE_R, -0.52, 0, 0) // -30° tucking legs\n .rotate(BoneName.FOOT_L, 0.17, 0, 0) // 10° feet extended\n .rotate(BoneName.FOOT_R, 0.17, 0, 0) // 10° feet extended\n .rotate(BoneName.SHOULDER_L, -0.87, 0, 0.26) // -50°, 0°, 15° (full swing)\n .rotate(BoneName.SHOULDER_R, -0.87, 0, -0.26) // -50°, 0°, -15°\n .position(BoneName.PELVIS, 0, 0.15, 0.5) // Peak height, forward\n .done<MartialArtsAnimationBuilder>()\n // Frames 11-15: Landing (567-900ms)\n .at(0.9)\n .rotate(BoneName.PELVIS, 0.1, -0.26, 0) // 5.7°, -15° landed with rotation\n .rotate(BoneName.SPINE_UPPER, 0.09, -0.35, 0) // 5°, -20° striking position\n .rotate(BoneName.KNEE_L, -0.61, 0, 0) // -35° absorbing impact\n .rotate(BoneName.KNEE_R, -0.61, 0, 0) // -35° absorbing impact\n .rotate(BoneName.FOOT_L, 0, 0, 0) // Flat landing\n .rotate(BoneName.FOOT_R, 0, 0, 0) // Flat landing\n .rotate(BoneName.SHOULDER_L, -0.26, 0, -0.35) // -15°, 0°, -20° ready to strike\n .rotate(BoneName.SHOULDER_R, -0.26, 0, 0.35) // -15°, 0°, 20°\n .position(BoneName.PELVIS, 0, -0.18, 0.9) // Forward position, stable\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORT ANIMATION MAP\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all Jin stance-specific animations for easy access\n * 진괘 자세별 애니메이션 맵\n */\nexport const JIN_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> =\n new Map([\n // Idle & Movement\n [\"jin_idle_coiled\", JIN_IDLE_COILED],\n [\"jin_explosive_burst\", JIN_EXPLOSIVE_BURST],\n [\"jin_jumping_advance\", JIN_JUMPING_ADVANCE],\n \n // Thunder Explosive Strike Techniques (진괘 폭발 기술)\n [\"jin_thunder_flash_animation\", JIN_THUNDER_FLASH_ANIMATION],\n [\"jin_jumping_knee_strike\", JIN_JUMPING_KNEE_STRIKE],\n 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+ {"version":3,"file":"JinStanceAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/JinStanceAnimations.ts"],"sourcesContent":["/**\n * ☳ Jin (Thunder) Stance-Specific Animations\n *\n * Specialized idle, movement, and combat animations for the Jin (진/Thunder) trigram.\n * Embodies explosive power and stunning force from Taekwondo jumping techniques.\n *\n * **Korean Martial Arts Context:**\n * - **무술**: 태권도 폭발 기술 (Taekwondo Explosive Techniques)\n * - **특성**: 기절시키는 힘 (Stunning Power), 뛰어 차기 (Jumping Kicks)\n * - **철학**: 천둥의 폭발력 (Thunder's Explosive Force), 번개같은 충격 (Lightning Shock)\n * - **대표 기술**: 벽력일섬 (Thunder Flash/Explosive Stunning Strike)\n *\n * @module systems/animation/catalogs/JinStanceAnimations\n * @category Animation\n * @korean 진괘자세애니메이션\n */\n\nimport { BoneName } from \"@/types/skeletal\";\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\nimport { ANATOMICAL_LIMITS } from \"../constants\";\n\n// Import Jin Thunder explosive techniques (진괘 폭발 기술)\nimport {\n JIN_THUNDER_FLASH_ANIMATION,\n JIN_JUMPING_KNEE_STRIKE,\n} from \"./JinTechniqueAnimations\";\n\n/**\n * Anatomical safety constants for Jin (Thunder) trigram animations\n *\n * These limits ensure joint rotations remain within safe physiological ranges\n * while maintaining explosive, dramatic animation for Jin's jumping techniques.\n */\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☳ JIN IDLE COILED ANIMATION (진괘 도약 자세)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Jin Idle Coiled Animation\n *\n * **Korean**: 진괘 도약 자세 (Jin-gwae Doyak Jase)\n * **Philosophy**: Thunder's coiled spring ready to unleash explosive power\n *\n * Characteristics:\n * - Coiled spring tension in legs and core\n * - Weight on balls of feet, heels slightly raised\n * - Shoulders drawn back for explosive readiness\n * - Fists chambered at hips with maximum tension\n * - Deep squat position (horse stance)\n *\n * Animation Cycle:\n * - 0ms: Neutral coiled position\n * - 1250ms: Increased tension (deeper coil)\n * - 2500ms: Return to neutral\n *\n * @korean 진괘도약자세\n * @duration 2500ms (2.5 second cycle)\n * @category Idle Animation\n */\nexport const JIN_IDLE_COILED: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"jin_idle_coiled\",\n \"진괘 도약 자세\"\n )\n .asIdle(2.5, true)\n // Keyframe 0ms: Neutral coiled position (baseline)\n .at(0)\n .rotate(BoneName.PELVIS, 0.1, 0, 0) // 5.7° forward tilt for power stance\n .rotate(BoneName.SPINE_UPPER, -0.09, 0, 0) // -5° backward lean for balance\n .rotate(BoneName.HIP_L, 0.52, 0, 0) // 30° hip flexion\n .rotate(BoneName.HIP_R, 0.52, 0, 0) // 30° hip flexion (symmetrical)\n .rotate(BoneName.KNEE_L, -1.4, 0, 0) // -80° deep bend (coiled)\n .rotate(BoneName.KNEE_R, -1.4, 0, 0) // -80° deep bend (coiled)\n .rotate(BoneName.FOOT_L, 0.26, 0, 0) // 15° heels raised (balls of feet)\n .rotate(BoneName.FOOT_R, 0.26, 0, 0) // 15° heels raised\n .rotate(BoneName.SHOULDER_L, -0.26, 0, -0.35) // -15°, 0°, -20° (fists at hips)\n .rotate(BoneName.SHOULDER_R, -0.26, 0, 0.35) // -15°, 0°, 20°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° (chambered)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° (chambered)\n .rotate(BoneName.HEAD, 0, 0, 0) // Neutral, eyes locked forward\n .position(BoneName.PELVIS, 0, -0.25, 0) // Very low for explosive power\n .done<MartialArtsAnimationBuilder>()\n // Keyframe 1250ms: Increased tension (deeper coil)\n .at(1.25)\n .rotate(BoneName.PELVIS, 0.14, 0, 0) // 8° more forward\n .rotate(BoneName.SPINE_UPPER, -0.12, 0, 0) // -7° more backward\n .rotate(BoneName.KNEE_L, ANATOMICAL_LIMITS.KNEE.MAX_FLEXION * -1, 0, 0) // -90° MAXIMUM coil\n .rotate(BoneName.KNEE_R, ANATOMICAL_LIMITS.KNEE.MAX_FLEXION * -1, 0, 0) // -90° MAXIMUM coil\n .rotate(BoneName.FOOT_L, 0.31, 0, 0) // 18° more on toes\n .rotate(BoneName.FOOT_R, 0.31, 0, 0) // 18° more on toes\n .rotate(BoneName.SHOULDER_L, -0.30, 0, -0.38) // -17°, 0°, -22° (tighter)\n .rotate(BoneName.SHOULDER_R, -0.30, 0, 0.38) // -17°, 0°, 22°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° (chambered)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° (chambered)\n .position(BoneName.PELVIS, 0, -0.28, 0) // Even lower - maximum spring load\n .done<MartialArtsAnimationBuilder>()\n // Keyframe 2500ms: Return to neutral\n .at(2.5)\n .rotate(BoneName.PELVIS, 0.1, 0, 0)\n .rotate(BoneName.SPINE_UPPER, -0.09, 0, 0)\n .rotate(BoneName.KNEE_L, -1.4, 0, 0)\n .rotate(BoneName.KNEE_R, -1.4, 0, 0)\n .rotate(BoneName.FOOT_L, 0.26, 0, 0)\n .rotate(BoneName.FOOT_R, 0.26, 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.26, 0, -0.35)\n .rotate(BoneName.SHOULDER_R, -0.26, 0, 0.35)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° (chambered)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° (chambered)\n .position(BoneName.PELVIS, 0, -0.25, 0)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☳ JIN EXPLOSIVE BURST (천둥 돌진)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Jin Explosive Burst Animation\n *\n * **Korean**: 천둥 돌진 (Cheondung Doljin) - Thunder Rush\n * **Technique**: Explosive forward launch from coiled position\n *\n * Characteristics:\n * - Explosive leg drive with both legs pushing simultaneously\n * - Upper body follows with momentum\n * - Arms drive forward for striking on arrival\n * - Maximum power from ground-up force generation\n *\n * Animation Phases:\n * - 0-167ms: Initial explosive push-off (frames 1-3)\n * - 167-467ms: Forward burst acceleration (frames 4-8)\n * - 467-600ms: Landing in stable position (frames 9-10)\n *\n * @korean 천둥돌진\n * @frames 10 frames (16.67ms per frame at 60fps)\n * @duration 600ms\n * @category Movement Animation\n */\nexport const JIN_EXPLOSIVE_BURST: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"jin_explosive_burst\",\n \"천둥 돌진\"\n )\n .asMovement(0.6, false)\n // Frames 1-3: Explosive push-off (0-167ms)\n .at(0)\n .rotate(BoneName.PELVIS, 0.14, 0, 0) // 8° deep coil\n .rotate(BoneName.SPINE_UPPER, -0.12, 0, 0) // -7° loaded\n .rotate(BoneName.KNEE_L, ANATOMICAL_LIMITS.KNEE.MAX_FLEXION * -1, 0, 0) // -90° maximum coil\n .rotate(BoneName.KNEE_R, ANATOMICAL_LIMITS.KNEE.MAX_FLEXION * -1, 0, 0) // -90° maximum coil\n .rotate(BoneName.FOOT_L, 0.31, 0, 0) // 18° on toes\n .rotate(BoneName.FOOT_R, 0.31, 0, 0) // 18° on toes\n .rotate(BoneName.SHOULDER_L, -0.30, 0, -0.38) // Fists chambered\n .rotate(BoneName.SHOULDER_R, -0.30, 0, 0.38)\n .position(BoneName.PELVIS, 0, -0.28, 0) // Very low\n .done<MartialArtsAnimationBuilder>()\n // Frames 4-8: Forward burst (167-467ms)\n .at(0.317)\n .rotate(BoneName.PELVIS, 0.35, 0, 0) // 20° explosive forward drive\n .rotate(BoneName.SPINE_UPPER, 0.17, 0, 0) // 10° following through\n .rotate(BoneName.KNEE_L, -0.17, 0, 0) // -10° extending explosively\n .rotate(BoneName.KNEE_R, -0.17, 0, 0) // -10° extending\n .rotate(BoneName.FOOT_L, -0.17, 0, 0) // -10° pushing off\n .rotate(BoneName.FOOT_R, -0.17, 0, 0) // -10° pushing off\n .rotate(BoneName.SHOULDER_L, -0.52, 0, 0.17) // -30°, 0°, 10° (arms driving forward)\n .rotate(BoneName.SHOULDER_R, -0.52, 0, -0.17) // -30°, 0°, -10°\n .position(BoneName.PELVIS, 0, -0.08, 0.6) // Rising and moving forward rapidly\n .done<MartialArtsAnimationBuilder>()\n // Frames 9-10: Landing (467-600ms)\n .at(0.6)\n .rotate(BoneName.PELVIS, 0.1, 0, 0) // 5.7° settling\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // Neutral spine\n .rotate(BoneName.KNEE_L, -0.44, 0, 0) // -25° absorbing impact\n .rotate(BoneName.KNEE_R, -0.44, 0, 0) // -25° absorbing impact\n .rotate(BoneName.FOOT_L, 0, 0, 0) // Flat landing\n .rotate(BoneName.FOOT_R, 0, 0, 0) // Flat landing\n .rotate(BoneName.SHOULDER_L, -0.26, 0, -0.35) // Return to ready\n .rotate(BoneName.SHOULDER_R, -0.26, 0, 0.35)\n .position(BoneName.PELVIS, 0, -0.12, 1.0) // Forward position, stable height\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☳ JIN JUMPING ADVANCE (번개 도약)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Jin Jumping Advance Animation\n *\n * **Korean**: 번개 도약 (Byeonggae Doyak) - Lightning Leap\n * **Technique**: Leap forward with both feet leaving ground\n *\n * Characteristics:\n * - Both feet leave ground simultaneously\n * - Arms swing for momentum and balance\n * - Body rotates for striking position in air\n * - Land in stable striking stance\n *\n * Animation Phases:\n * - 0-200ms: Crouch and spring load (frames 1-4)\n * - 200-567ms: Airborne leap forward (frames 5-10)\n * - 567-900ms: Landing and stabilization (frames 11-15)\n *\n * @korean 번개도약\n * @frames 15 frames (16.67ms per frame at 60fps)\n * @duration 900ms\n * @category Movement Animation\n */\nexport const JIN_JUMPING_ADVANCE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"jin_jumping_advance\",\n \"번개 도약\"\n )\n .asMovement(0.9, false)\n // Frames 1-4: Spring load (0-200ms)\n .at(0)\n .rotate(BoneName.PELVIS, 0.17, 0, 0) // 10° crouch\n .rotate(BoneName.SPINE_UPPER, -0.14, 0, 0) // -8° counter-balance\n .rotate(BoneName.KNEE_L, -1.22, 0, 0) // -70° deep crouch\n .rotate(BoneName.KNEE_R, -1.22, 0, 0) // -70° deep crouch\n .rotate(BoneName.FOOT_L, 0.35, 0, 0) // 20° on toes\n .rotate(BoneName.FOOT_R, 0.35, 0, 0) // 20° on toes\n .rotate(BoneName.SHOULDER_L, 0.52, 0, -0.26) // 30°, 0°, -15° (arms back)\n .rotate(BoneName.SHOULDER_R, 0.52, 0, 0.26) // 30°, 0°, 15°\n .position(BoneName.PELVIS, 0, -0.35, 0) // Very low crouch\n .done<MartialArtsAnimationBuilder>()\n // Frames 5-7: Takeoff (200-383ms)\n .at(0.292)\n .rotate(BoneName.PELVIS, -0.09, 0, 0) // -5° launching backward\n .rotate(BoneName.SPINE_UPPER, 0.26, 0, 0) // 15° driving up\n .rotate(BoneName.KNEE_L, 0, 0, 0) // 0° fully extended\n .rotate(BoneName.KNEE_R, 0, 0, 0) // 0° fully extended\n .rotate(BoneName.FOOT_L, -0.26, 0, 0) // -15° pushing off\n .rotate(BoneName.FOOT_R, -0.26, 0, 0) // -15° pushing off\n .rotate(BoneName.SHOULDER_L, -0.70, 0, 0.17) // -40°, 0°, 10° (arms swinging forward)\n .rotate(BoneName.SHOULDER_R, -0.70, 0, -0.17) // -40°, 0°, -10°\n .position(BoneName.PELVIS, 0, 0.05, 0.2) // Airborne - rising\n .done<MartialArtsAnimationBuilder>()\n // Frames 8-10: Peak of jump (383-567ms)\n .at(0.475)\n .rotate(BoneName.PELVIS, 0, -0.17, 0) // 0°, -10° rotating in air\n .rotate(BoneName.SPINE_UPPER, 0.17, -0.26, 0) // 10°, -15° twist for striking\n .rotate(BoneName.KNEE_L, -0.52, 0, 0) // -30° tucking legs\n .rotate(BoneName.KNEE_R, -0.52, 0, 0) // -30° tucking legs\n .rotate(BoneName.FOOT_L, 0.17, 0, 0) // 10° feet extended\n .rotate(BoneName.FOOT_R, 0.17, 0, 0) // 10° feet extended\n .rotate(BoneName.SHOULDER_L, -0.87, 0, 0.26) // -50°, 0°, 15° (full swing)\n .rotate(BoneName.SHOULDER_R, -0.87, 0, -0.26) // -50°, 0°, -15°\n .position(BoneName.PELVIS, 0, 0.15, 0.5) // Peak height, forward\n .done<MartialArtsAnimationBuilder>()\n // Frames 11-15: Landing (567-900ms)\n .at(0.9)\n .rotate(BoneName.PELVIS, 0.1, -0.26, 0) // 5.7°, -15° landed with rotation\n .rotate(BoneName.SPINE_UPPER, 0.09, -0.35, 0) // 5°, -20° striking position\n .rotate(BoneName.KNEE_L, -0.61, 0, 0) // -35° absorbing impact\n .rotate(BoneName.KNEE_R, -0.61, 0, 0) // -35° absorbing impact\n .rotate(BoneName.FOOT_L, 0, 0, 0) // Flat landing\n .rotate(BoneName.FOOT_R, 0, 0, 0) // Flat landing\n .rotate(BoneName.SHOULDER_L, -0.26, 0, -0.35) // -15°, 0°, -20° ready to strike\n .rotate(BoneName.SHOULDER_R, -0.26, 0, 0.35) // -15°, 0°, 20°\n .position(BoneName.PELVIS, 0, -0.18, 0.9) // Forward position, stable\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORT ANIMATION MAP\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all Jin stance-specific animations for easy access\n * 진괘 자세별 애니메이션 맵\n */\nexport const JIN_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> =\n new Map([\n // Idle & Movement\n [\"jin_idle_coiled\", JIN_IDLE_COILED],\n [\"jin_explosive_burst\", JIN_EXPLOSIVE_BURST],\n [\"jin_jumping_advance\", JIN_JUMPING_ADVANCE],\n \n // Thunder Explosive Strike Techniques (진괘 폭발 기술)\n [\"jin_thunder_flash_animation\", JIN_THUNDER_FLASH_ANIMATION],\n [\"jin_jumping_knee_strike\", JIN_JUMPING_KNEE_STRIKE],\n 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1
- {"version":3,"file":"JinTechniqueAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/JinTechniqueAnimations.ts"],"sourcesContent":["/**\n * ☳ Jin (Thunder) Combat Technique Animations\n *\n * Specialized combat technique animations for Jin (진/Thunder) trigram.\n * Focuses on explosive strikes and jumping attacks with stunning power.\n *\n * **Korean Martial Arts Context:**\n * - **무술**: 태권도 폭발 타격 (Taekwondo Explosive Strikes)\n * - **특성**: 기절 효과 (Stunning Effect), 폭발적 타격 (Explosive Impact)\n * - **철학**: 천둥의 일격 (Thunder's Single Strike), 번개 속도 (Lightning Speed)\n * - **대표 기술**: 벽력일섬 (Thunder Flash), 도약 무릎격 (Jumping Knee Strike)\n *\n * @module systems/animation/catalogs/JinTechniqueAnimations\n * @category Animation\n * @korean 진괘기술애니메이션\n */\n\nimport { BoneName } from \"@/types/skeletal\";\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ANATOMICAL SAFETY CONSTANTS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Anatomical safety constants for Jin technique animations\n */\nconst ANATOMICAL_LIMITS = {\n MAX_FOOT_DORSIFLEXION: 0.44, // 25° in radians (was ANKLE_DORSIFLEXION)\n} as const;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☳ JIN THUNDER FLASH ANIMATION (벽력일섬)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Jin Thunder Flash Attack Animation\n *\n * **Korean**: 벽력일섬 (Byeokryeok Ilseom) - Thunder Flash\n * **Technique**: Explosive upward punch with stunning force\n * **Target Points**: 턱 (Teok/Jaw), 관자놀이 (Gwanjanori/Temple), 명치 (Myeongchi/Solar Plexus)\n *\n * Characteristics:\n * - Deep coil phase with maximum body tension\n * - Explosive upward drive with full leg extension\n * - Fist drives upward with shoulder follow-through\n * - Stunning impact at apex of extension\n * - Rapid recovery to guarded position\n *\n * Animation Phases (20 frames total):\n * - 0-360ms: Coil phase (6 frames) - Deep crouch with body tension\n * - 360-960ms: Explosion phase (10 frames) - Upward drive with punch\n * - 960-1200ms: Recovery phase (4 frames) - Return to guard position\n *\n * **Performance**: Targets 60fps (16.67ms per frame)\n * **Damage Type**: Stunning blunt force with neurological shock\n *\n * @korean 벽력일섬\n * @frames 20 total (6 coil, 10 explosion, 4 recovery)\n * @duration 1200ms\n * @category Attack Animation\n */\nexport const JIN_THUNDER_FLASH_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"jin_thunder_flash\",\n \"벽력일섬\"\n )\n .asAttack(1.2)\n // ─────────────────────────────────────────────────────────────────────────\n // COIL PHASE (0-360ms, frames 1-6): Building maximum tension\n // ─────────────────────────────────────────────────────────────────────────\n \n // Frame 1: Initial coil begins (0ms)\n .at(0)\n .rotate(BoneName.PELVIS, 0.14, 0, 0) // 8° forward tilt\n .rotate(BoneName.SPINE_UPPER, -0.17, -0.09, 0) // -10°, -5° slight twist\n .rotate(BoneName.HIP_L, 0.52, 0, 0) // 30° hip flexion\n .rotate(BoneName.HIP_R, 0.52, 0, 0) // 30° hip flexion\n .rotate(BoneName.KNEE_L, -1.22, 0, 0) // -70° deep bend\n .rotate(BoneName.KNEE_R, -1.22, 0, 0) // -70° deep bend\n .rotate(BoneName.FOOT_L, 0.26, 0, 0) // 15° on toes\n .rotate(BoneName.FOOT_R, 0.26, 0, 0) // 15° on toes\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44) // -20°, 0°, 25° (right fist cocking)\n .rotate(BoneName.ELBOW_R, 0, 0, -1.92) // -110° bent back\n .rotate(BoneName.WRIST_R, 0.52, 0, 0) // 30° fist alignment\n .rotate(BoneName.SHOULDER_L, -0.26, 0, -0.35) // -15°, 0°, -20° (left guard)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° guard position\n .position(BoneName.PELVIS, 0, -0.25, 0) // Low position\n .done<MartialArtsAnimationBuilder>()\n \n // Frame 6: Maximum coil (360ms)\n .at(0.36)\n .rotate(BoneName.PELVIS, 0.26, 0, 0) // 15° maximum forward tilt\n .rotate(BoneName.SPINE_UPPER, -0.26, -0.14, 0) // -15°, -8° maximum twist\n .rotate(BoneName.KNEE_L, -1.05, 0, 0) // -60° deepest crouch\n .rotate(BoneName.KNEE_R, -1.05, 0, 0) // -60° deepest crouch\n .rotate(BoneName.FOOT_L, ANATOMICAL_LIMITS.MAX_FOOT_DORSIFLEXION, 0, 0) // 25° maximum\n .rotate(BoneName.FOOT_R, ANATOMICAL_LIMITS.MAX_FOOT_DORSIFLEXION, 0, 0) // 25° maximum\n .rotate(BoneName.SHOULDER_R, -0.44, 0, 0.52) // -25°, 0°, 30° (maximum cock)\n .rotate(BoneName.ELBOW_R, 0, 0, -1.92) // -110° fully cocked\n .rotate(BoneName.WRIST_R, 0.61, 0, 0) // 35° maximum tension\n .position(BoneName.PELVIS, 0, -0.35, 0) // Very low - maximum spring load\n .done<MartialArtsAnimationBuilder>()\n \n // ─────────────────────────────────────────────────────────────────────────\n // EXPLOSION PHASE (360-960ms, frames 7-16): Upward explosive punch\n // ─────────────────────────────────────────────────────────────────────────\n \n // Frame 10: Mid-explosion (600ms)\n .at(0.6)\n .rotate(BoneName.PELVIS, 0.09, 0, 0) // 5° rising\n .rotate(BoneName.SPINE_UPPER, 0.17, 0.17, 0) // 10°, 10° rotating forward\n .rotate(BoneName.KNEE_L, -0.17, 0, 0) // -10° legs extending explosively\n .rotate(BoneName.KNEE_R, -0.17, 0, 0) // -10° legs extending\n .rotate(BoneName.FOOT_L, -0.17, 0, 0) // -10° pushing off ground\n .rotate(BoneName.FOOT_R, -0.17, 0, 0) // -10° pushing off\n .rotate(BoneName.SHOULDER_R, 0.70, 0, 0) // 40° fist driving upward\n .rotate(BoneName.ELBOW_R, 0, 0, -0.35) // -20° extending\n .rotate(BoneName.WRIST_R, 0.17, 0, 0) // 10° follow-through\n .position(BoneName.PELVIS, 0, -0.1, 0) // Rising rapidly\n .done<MartialArtsAnimationBuilder>()\n \n // Frame 16: Maximum extension at apex (960ms)\n .at(0.96)\n .rotate(BoneName.PELVIS, 0.17, 0, 0) // 10° full extension\n .rotate(BoneName.SPINE_UPPER, 0.26, 0.26, 0) // 15°, 15° maximum reach\n .rotate(BoneName.KNEE_L, 0, 0, 0) // 0° fully extended\n .rotate(BoneName.KNEE_R, 0, 0, 0) // 0° fully extended\n .rotate(BoneName.FOOT_L, -0.09, 0, 0) // -5° slight plantarflexion\n .rotate(BoneName.FOOT_R, -0.09, 0, 0) // -5° slight plantarflexion\n .rotate(BoneName.SHOULDER_R, 1.22, 0, -0.09) // 70°, 0°, -5° punch at apex\n .rotate(BoneName.ELBOW_R, 0, 0, 0) // 0° arm fully extended\n .rotate(BoneName.WRIST_R, 0.17, 0, 0) // 10° impact alignment\n .position(BoneName.PELVIS, 0, 0.05, 0) // Full height\n .done<MartialArtsAnimationBuilder>()\n \n // ─────────────────────────────────────────────────────────────────────────\n // RECOVERY PHASE (960-1200ms, frames 17-20): Return to guard\n // ─────────────────────────────────────────────────────────────────────────\n \n // Frame 20: Return to ready position (1200ms)\n .at(1.2)\n .rotate(BoneName.PELVIS, 0.1, 0, 0) // 5.7° neutral stance\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // 0° neutral spine\n .rotate(BoneName.KNEE_L, -0.44, 0, 0) // -25° slight bend\n .rotate(BoneName.KNEE_R, -0.44, 0, 0) // -25° slight bend\n .rotate(BoneName.FOOT_L, 0, 0, 0) // 0° flat stance\n .rotate(BoneName.FOOT_R, 0, 0, 0) // 0° flat stance\n .rotate(BoneName.SHOULDER_R, -0.26, 0, 0.35) // -15°, 0°, 20° (fist returns to chamber)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° chambered guard\n .rotate(BoneName.WRIST_R, 0, 0, 0) // 0° neutral\n .rotate(BoneName.SHOULDER_L, -0.26, 0, -0.35) // -15°, 0°, -20° guard maintained\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° guard\n .position(BoneName.PELVIS, 0, -0.12, 0) // Stable guard height\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☳ JIN JUMPING KNEE STRIKE (도약 무릎격)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Jin Jumping Knee Strike Animation\n *\n * **Korean**: 번개 무릎격 (Byeonggae Mureupgyeok) - Lightning Knee Strike\n * **Technique**: Airborne knee attack with explosive momentum\n * **Target Points**: 명치 (Solar Plexus), 턱 (Jaw), 얼굴 (Face)\n *\n * Characteristics:\n * - Deep crouch for explosive launch\n * - Jump with lead knee driving upward\n * - Strike at apex with maximum momentum\n * - Land with balance maintained\n * - Arms pull opponent into strike (clinch)\n *\n * Animation Phases (26 frames total):\n * - 0-300ms: Crouch phase (5 frames) - Spring load\n * - 300-650ms: Jump phase (6 frames) - Explosive upward drive\n * - 650-1000ms: Strike phase (8 frames) - Knee impact at apex\n * - 1000-1433ms: Landing phase (7 frames) - Controlled descent\n *\n * **Performance**: Targets 60fps (16.67ms per frame)\n * **Damage Type**: Blunt force trauma with momentum\n *\n * @korean 번개무릎격\n * @frames 26 total (5 crouch, 6 jump, 8 strike, 7 land)\n * @duration 1433ms\n * @category Attack Animation\n */\nexport const JIN_JUMPING_KNEE_STRIKE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"jin_jumping_knee_strike\",\n \"번개 무릎격\"\n )\n .asAttack(1.433)\n // ─────────────────────────────────────────────────────────────────────────\n // CROUCH PHASE (0-300ms, frames 1-5): Spring loading\n // ─────────────────────────────────────────────────────────────────────────\n \n // Frame 1: Initial crouch (0ms)\n .at(0)\n .rotate(BoneName.PELVIS, 0.17, 0, 0) // 10° forward tilt\n .rotate(BoneName.SPINE_UPPER, -0.12, 0, 0) // -7° counter-balance\n .rotate(BoneName.KNEE_L, -1.05, 0, 0) // -60° deep crouch (launch leg)\n .rotate(BoneName.KNEE_R, -0.87, 0, 0) // -50° crouch (strike leg)\n .rotate(BoneName.FOOT_L, 0.31, 0, 0) // 18° on toes\n .rotate(BoneName.FOOT_R, 0.26, 0, 0) // 15° on toes\n .rotate(BoneName.SHOULDER_L, 0.26, 0, -0.17) // 15°, 0°, -10° (arms preparing to grab)\n .rotate(BoneName.SHOULDER_R, 0.26, 0, 0.17) // 15°, 0°, 10°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.05) // -60° bent for clinch\n .rotate(BoneName.ELBOW_R, 0, 0, 1.05) // 60° bent for clinch\n .position(BoneName.PELVIS, 0, -0.3, 0) // Very low crouch\n .done<MartialArtsAnimationBuilder>()\n \n // Frame 5: Maximum crouch (300ms)\n .at(0.3)\n .rotate(BoneName.PELVIS, 0.22, 0, 0) // 12.5° deeper\n .rotate(BoneName.SPINE_UPPER, -0.17, 0, 0) // -10° more lean\n .rotate(BoneName.KNEE_L, -1.22, 0, 0) // -70° deepest crouch\n .rotate(BoneName.KNEE_R, -1.05, 0, 0) // -60° strike leg loaded\n .rotate(BoneName.FOOT_L, ANATOMICAL_LIMITS.MAX_FOOT_DORSIFLEXION, 0, 0) // 25° maximum\n .rotate(BoneName.FOOT_R, 0.35, 0, 0) // 20° loaded\n .position(BoneName.PELVIS, 0, -0.38, 0) // Maximum compression\n .done<MartialArtsAnimationBuilder>()\n \n // ─────────────────────────────────────────────────────────────────────────\n // JUMP PHASE (300-650ms, frames 6-11): Explosive launch\n // ─────────────────────────────────────────────────────────────────────────\n \n // Frame 8: Mid-jump, knee rising (475ms)\n .at(0.475)\n .rotate(BoneName.PELVIS, 0, 0, 0) // 0° neutral in air\n .rotate(BoneName.SPINE_UPPER, 0.17, 0, 0) // 10° leaning forward\n .rotate(BoneName.KNEE_L, 0, 0, 0) // 0° launch leg fully extended\n .rotate(BoneName.KNEE_R, -1.57, 0, 0) // -90° strike knee rising sharply\n .rotate(BoneName.HIP_R, 1.22, 0, 0) // 70° hip flexion for high knee\n .rotate(BoneName.FOOT_L, -0.17, 0, 0) // -10° push-off\n .rotate(BoneName.FOOT_R, 0.44, 0, 0) // 25° foot tucked\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.26) // -20°, 0°, -15° (pulling clinch)\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.26) // -20°, 0°, 15°\n .position(BoneName.PELVIS, 0, 0.08, 0.15) // Rising and forward\n .done<MartialArtsAnimationBuilder>()\n \n // Frame 11: Takeoff complete (650ms)\n .at(0.65)\n .rotate(BoneName.PELVIS, -0.09, 0, 0) // -5° slight backward\n .rotate(BoneName.SPINE_UPPER, 0.26, 0, 0) // 15° driving forward\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° tucking\n .rotate(BoneName.KNEE_R, -1.75, 0, 0) // -100° knee fully chambered\n .rotate(BoneName.HIP_R, 1.57, 0, 0) // 90° maximum hip flexion\n .rotate(BoneName.FOOT_R, 0.52, 0, 0) // 30° foot pulled back\n .position(BoneName.PELVIS, 0, 0.18, 0.3) // Peak height approaching\n .done<MartialArtsAnimationBuilder>()\n \n // ─────────────────────────────────────────────────────────────────────────\n // STRIKE PHASE (650-1000ms, frames 12-19): Knee impact at apex\n // ─────────────────────────────────────────────────────────────────────────\n \n // Frame 15: Knee strike impact (825ms)\n .at(0.825)\n .rotate(BoneName.PELVIS, 0.09, 0, 0) // 5° forward for impact\n .rotate(BoneName.SPINE_UPPER, 0.35, 0, 0) // 20° maximum forward drive\n .rotate(BoneName.KNEE_L, -0.44, 0, 0) // -25° balanced in air\n .rotate(BoneName.KNEE_R, -1.22, 0, 0) // -70° IMPACT (knee extended at target)\n .rotate(BoneName.HIP_R, 1.75, 0, 0) // 100° maximum drive upward\n .rotate(BoneName.FOOT_R, 0.35, 0, 0) // 20° shin aligned for impact\n .rotate(BoneName.SHOULDER_L, -0.52, 0, -0.35) // -30°, 0°, -20° (pulling hard)\n .rotate(BoneName.SHOULDER_R, -0.52, 0, 0.35) // -30°, 0°, 20°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° maximum pull\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° maximum pull\n .position(BoneName.PELVIS, 0, 0.25, 0.4) // Peak height at strike\n .done<MartialArtsAnimationBuilder>()\n \n // Frame 19: Post-impact (1000ms)\n .at(1.0)\n .rotate(BoneName.PELVIS, 0.09, 0, 0) // 5° descending\n .rotate(BoneName.SPINE_UPPER, 0.26, 0, 0) // 15° recovering\n .rotate(BoneName.KNEE_R, -0.87, 0, 0) // -50° knee retracting\n .rotate(BoneName.HIP_R, 1.22, 0, 0) // 70° hip lowering\n .position(BoneName.PELVIS, 0, 0.18, 0.45) // Descending\n .done<MartialArtsAnimationBuilder>()\n \n // ─────────────────────────────────────────────────────────────────────────\n // LANDING PHASE (1000-1433ms, frames 20-26): Controlled descent\n // ─────────────────────────────────────────────────────────────────────────\n \n // Frame 26: Stable landing (1433ms)\n .at(1.433)\n .rotate(BoneName.PELVIS, 0.1, 0, 0) // 5.7° stable stance\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // 0° neutral\n .rotate(BoneName.KNEE_L, -0.52, 0, 0) // -30° absorbing impact\n .rotate(BoneName.KNEE_R, -0.44, 0, 0) // -25° strike leg down\n .rotate(BoneName.HIP_R, 0, 0, 0) // 0° neutral hip\n .rotate(BoneName.FOOT_L, 0, 0, 0) // 0° flat landing\n .rotate(BoneName.FOOT_R, 0, 0, 0) // 0° flat landing\n .rotate(BoneName.SHOULDER_L, -0.26, 0, -0.35) // -15°, 0°, -20° guard\n .rotate(BoneName.SHOULDER_R, -0.26, 0, 0.35) // -15°, 0°, 20° guard\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° guard position\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° guard position\n .position(BoneName.PELVIS, 0, -0.15, 0.5) // Stable landing position\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORT ANIMATION MAP\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all Jin combat technique animations for easy access\n * 진괘 기술 애니메이션 맵\n */\nexport const JIN_TECHNIQUE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> =\n new Map([\n [\"jin_thunder_flash\", JIN_THUNDER_FLASH_ANIMATION],\n [\"jin_jumping_knee_strike\", JIN_JUMPING_KNEE_STRIKE],\n 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+ {"version":3,"file":"JinTechniqueAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/JinTechniqueAnimations.ts"],"sourcesContent":["/**\n * ☳ Jin (Thunder) Combat Technique Animations\n *\n * Specialized combat technique animations for Jin (진/Thunder) trigram.\n * Focuses on explosive strikes and jumping attacks with stunning power.\n *\n * **Korean Martial Arts Context:**\n * - **무술**: 태권도 폭발 타격 (Taekwondo Explosive Strikes)\n * - **특성**: 기절 효과 (Stunning Effect), 폭발적 타격 (Explosive Impact)\n * - **철학**: 천둥의 일격 (Thunder's Single Strike), 번개 속도 (Lightning Speed)\n * - **대표 기술**: 벽력일섬 (Thunder Flash), 도약 무릎격 (Jumping Knee Strike)\n *\n * @module systems/animation/catalogs/JinTechniqueAnimations\n * @category Animation\n * @korean 진괘기술애니메이션\n */\n\nimport { BoneName } from \"@/types/skeletal\";\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ANATOMICAL SAFETY CONSTANTS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Anatomical safety constants for Jin technique animations\n */\nconst ANATOMICAL_LIMITS = {\n MAX_FOOT_DORSIFLEXION: 0.44, // 25° in radians (was ANKLE_DORSIFLEXION)\n} as const;\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☳ JIN THUNDER FLASH ANIMATION (벽력일섬)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Jin Thunder Flash Attack Animation\n *\n * **Korean**: 벽력일섬 (Byeokryeok Ilseom) - Thunder Flash\n * **Technique**: Explosive upward punch with stunning force\n * **Target Points**: 턱 (Teok/Jaw), 관자놀이 (Gwanjanori/Temple), 명치 (Myeongchi/Solar Plexus)\n *\n * Characteristics:\n * - Deep coil phase with maximum body tension\n * - Explosive upward drive with full leg extension\n * - Fist drives upward with shoulder follow-through\n * - Stunning impact at apex of extension\n * - Rapid recovery to guarded position\n *\n * Animation Phases (20 frames total):\n * - 0-360ms: Coil phase (6 frames) - Deep crouch with body tension\n * - 360-960ms: Explosion phase (10 frames) - Upward drive with punch\n * - 960-1200ms: Recovery phase (4 frames) - Return to guard position\n *\n * **Performance**: Targets 60fps (16.67ms per frame)\n * **Damage Type**: Stunning blunt force with neurological shock\n *\n * @korean 벽력일섬\n * @frames 20 total (6 coil, 10 explosion, 4 recovery)\n * @duration 1200ms\n * @category Attack Animation\n */\nexport const JIN_THUNDER_FLASH_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"jin_thunder_flash\",\n \"벽력일섬\"\n )\n .asAttack(1.2)\n // ─────────────────────────────────────────────────────────────────────────\n // COIL PHASE (0-360ms, frames 1-6): Building maximum tension\n // ─────────────────────────────────────────────────────────────────────────\n \n // Frame 1: Initial coil begins (0ms)\n .at(0)\n .rotate(BoneName.PELVIS, 0.14, 0, 0) // 8° forward tilt\n .rotate(BoneName.SPINE_UPPER, -0.17, -0.09, 0) // -10°, -5° slight twist\n .rotate(BoneName.HIP_L, 0.52, 0, 0) // 30° hip flexion\n .rotate(BoneName.HIP_R, 0.52, 0, 0) // 30° hip flexion\n .rotate(BoneName.KNEE_L, -1.22, 0, 0) // -70° deep bend\n .rotate(BoneName.KNEE_R, -1.22, 0, 0) // -70° deep bend\n .rotate(BoneName.FOOT_L, 0.26, 0, 0) // 15° on toes\n .rotate(BoneName.FOOT_R, 0.26, 0, 0) // 15° on toes\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.44) // -20°, 0°, 25° (right fist cocking)\n .rotate(BoneName.ELBOW_R, 0, 0, -1.92) // -110° bent back\n .rotate(BoneName.WRIST_R, 0.52, 0, 0) // 30° fist alignment\n .rotate(BoneName.SHOULDER_L, -0.26, 0, -0.35) // -15°, 0°, -20° (left guard)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° guard position\n .position(BoneName.PELVIS, 0, -0.25, 0) // Low position\n .done<MartialArtsAnimationBuilder>()\n \n // Frame 6: Maximum coil (360ms)\n .at(0.36)\n .rotate(BoneName.PELVIS, 0.26, 0, 0) // 15° maximum forward tilt\n .rotate(BoneName.SPINE_UPPER, -0.26, -0.14, 0) // -15°, -8° maximum twist\n .rotate(BoneName.KNEE_L, -1.05, 0, 0) // -60° deepest crouch\n .rotate(BoneName.KNEE_R, -1.05, 0, 0) // -60° deepest crouch\n .rotate(BoneName.FOOT_L, ANATOMICAL_LIMITS.MAX_FOOT_DORSIFLEXION, 0, 0) // 25° maximum\n .rotate(BoneName.FOOT_R, ANATOMICAL_LIMITS.MAX_FOOT_DORSIFLEXION, 0, 0) // 25° maximum\n .rotate(BoneName.SHOULDER_R, -0.44, 0, 0.52) // -25°, 0°, 30° (maximum cock)\n .rotate(BoneName.ELBOW_R, 0, 0, -1.92) // -110° fully cocked\n .rotate(BoneName.WRIST_R, 0.61, 0, 0) // 35° maximum tension\n .position(BoneName.PELVIS, 0, -0.35, 0) // Very low - maximum spring load\n .done<MartialArtsAnimationBuilder>()\n \n // ─────────────────────────────────────────────────────────────────────────\n // EXPLOSION PHASE (360-960ms, frames 7-16): Upward explosive punch\n // ─────────────────────────────────────────────────────────────────────────\n \n // Frame 10: Mid-explosion (600ms)\n .at(0.6)\n .rotate(BoneName.PELVIS, 0.09, 0, 0) // 5° rising\n .rotate(BoneName.SPINE_UPPER, 0.17, 0.17, 0) // 10°, 10° rotating forward\n .rotate(BoneName.KNEE_L, -0.17, 0, 0) // -10° legs extending explosively\n .rotate(BoneName.KNEE_R, -0.17, 0, 0) // -10° legs extending\n .rotate(BoneName.FOOT_L, -0.17, 0, 0) // -10° pushing off ground\n .rotate(BoneName.FOOT_R, -0.17, 0, 0) // -10° pushing off\n .rotate(BoneName.SHOULDER_R, 0.70, 0, 0) // 40° fist driving upward\n .rotate(BoneName.ELBOW_R, 0, 0, -0.35) // -20° extending\n .rotate(BoneName.WRIST_R, 0.17, 0, 0) // 10° follow-through\n .position(BoneName.PELVIS, 0, -0.1, 0) // Rising rapidly\n .done<MartialArtsAnimationBuilder>()\n \n // Frame 16: Maximum extension at apex (960ms)\n .at(0.96)\n .rotate(BoneName.PELVIS, 0.17, 0, 0) // 10° full extension\n .rotate(BoneName.SPINE_UPPER, 0.26, 0.26, 0) // 15°, 15° maximum reach\n .rotate(BoneName.KNEE_L, 0, 0, 0) // 0° fully extended\n .rotate(BoneName.KNEE_R, 0, 0, 0) // 0° fully extended\n .rotate(BoneName.FOOT_L, -0.09, 0, 0) // -5° slight plantarflexion\n .rotate(BoneName.FOOT_R, -0.09, 0, 0) // -5° slight plantarflexion\n .rotate(BoneName.SHOULDER_R, 1.22, 0, -0.09) // 70°, 0°, -5° punch at apex\n .rotate(BoneName.ELBOW_R, 0, 0, 0) // 0° arm fully extended\n .rotate(BoneName.WRIST_R, 0.17, 0, 0) // 10° impact alignment\n .position(BoneName.PELVIS, 0, 0.05, 0) // Full height\n .done<MartialArtsAnimationBuilder>()\n \n // ─────────────────────────────────────────────────────────────────────────\n // RECOVERY PHASE (960-1200ms, frames 17-20): Return to guard\n // ─────────────────────────────────────────────────────────────────────────\n \n // Frame 20: Return to ready position (1200ms)\n .at(1.2)\n .rotate(BoneName.PELVIS, 0.1, 0, 0) // 5.7° neutral stance\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // 0° neutral spine\n .rotate(BoneName.KNEE_L, -0.44, 0, 0) // -25° slight bend\n .rotate(BoneName.KNEE_R, -0.44, 0, 0) // -25° slight bend\n .rotate(BoneName.FOOT_L, 0, 0, 0) // 0° flat stance\n .rotate(BoneName.FOOT_R, 0, 0, 0) // 0° flat stance\n .rotate(BoneName.SHOULDER_R, -0.26, 0, 0.35) // -15°, 0°, 20° (fist returns to chamber)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° chambered guard\n .rotate(BoneName.WRIST_R, 0, 0, 0) // 0° neutral\n .rotate(BoneName.SHOULDER_L, -0.26, 0, -0.35) // -15°, 0°, -20° guard maintained\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° guard\n .position(BoneName.PELVIS, 0, -0.12, 0) // Stable guard height\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☳ JIN JUMPING KNEE STRIKE (도약 무릎격)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Jin Jumping Knee Strike Animation\n *\n * **Korean**: 번개 무릎격 (Byeonggae Mureupgyeok) - Lightning Knee Strike\n * **Technique**: Airborne knee attack with explosive momentum\n * **Target Points**: 명치 (Solar Plexus), 턱 (Jaw), 얼굴 (Face)\n *\n * Characteristics:\n * - Deep crouch for explosive launch\n * - Jump with lead knee driving upward\n * - Strike at apex with maximum momentum\n * - Land with balance maintained\n * - Arms pull opponent into strike (clinch)\n *\n * Animation Phases (26 frames total):\n * - 0-300ms: Crouch phase (5 frames) - Spring load\n * - 300-650ms: Jump phase (6 frames) - Explosive upward drive\n * - 650-1000ms: Strike phase (8 frames) - Knee impact at apex\n * - 1000-1433ms: Landing phase (7 frames) - Controlled descent\n *\n * **Performance**: Targets 60fps (16.67ms per frame)\n * **Damage Type**: Blunt force trauma with momentum\n *\n * @korean 번개무릎격\n * @frames 26 total (5 crouch, 6 jump, 8 strike, 7 land)\n * @duration 1433ms\n * @category Attack Animation\n */\nexport const JIN_JUMPING_KNEE_STRIKE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"jin_jumping_knee_strike\",\n \"번개 무릎격\"\n )\n .asAttack(1.433)\n // ─────────────────────────────────────────────────────────────────────────\n // CROUCH PHASE (0-300ms, frames 1-5): Spring loading\n // ─────────────────────────────────────────────────────────────────────────\n \n // Frame 1: Initial crouch (0ms)\n .at(0)\n .rotate(BoneName.PELVIS, 0.17, 0, 0) // 10° forward tilt\n .rotate(BoneName.SPINE_UPPER, -0.12, 0, 0) // -7° counter-balance\n .rotate(BoneName.KNEE_L, -1.05, 0, 0) // -60° deep crouch (launch leg)\n .rotate(BoneName.KNEE_R, -0.87, 0, 0) // -50° crouch (strike leg)\n .rotate(BoneName.FOOT_L, 0.31, 0, 0) // 18° on toes\n .rotate(BoneName.FOOT_R, 0.26, 0, 0) // 15° on toes\n .rotate(BoneName.SHOULDER_L, 0.26, 0, -0.17) // 15°, 0°, -10° (arms preparing to grab)\n .rotate(BoneName.SHOULDER_R, 0.26, 0, 0.17) // 15°, 0°, 10°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.05) // -60° bent for clinch\n .rotate(BoneName.ELBOW_R, 0, 0, 1.05) // 60° bent for clinch\n .position(BoneName.PELVIS, 0, -0.3, 0) // Very low crouch\n .done<MartialArtsAnimationBuilder>()\n \n // Frame 5: Maximum crouch (300ms)\n .at(0.3)\n .rotate(BoneName.PELVIS, 0.22, 0, 0) // 12.5° deeper\n .rotate(BoneName.SPINE_UPPER, -0.17, 0, 0) // -10° more lean\n .rotate(BoneName.KNEE_L, -1.22, 0, 0) // -70° deepest crouch\n .rotate(BoneName.KNEE_R, -1.05, 0, 0) // -60° strike leg loaded\n .rotate(BoneName.FOOT_L, ANATOMICAL_LIMITS.MAX_FOOT_DORSIFLEXION, 0, 0) // 25° maximum\n .rotate(BoneName.FOOT_R, 0.35, 0, 0) // 20° loaded\n .position(BoneName.PELVIS, 0, -0.38, 0) // Maximum compression\n .done<MartialArtsAnimationBuilder>()\n \n // ─────────────────────────────────────────────────────────────────────────\n // JUMP PHASE (300-650ms, frames 6-11): Explosive launch\n // ─────────────────────────────────────────────────────────────────────────\n \n // Frame 8: Mid-jump, knee rising (475ms)\n .at(0.475)\n .rotate(BoneName.PELVIS, 0, 0, 0) // 0° neutral in air\n .rotate(BoneName.SPINE_UPPER, 0.17, 0, 0) // 10° leaning forward\n .rotate(BoneName.KNEE_L, 0, 0, 0) // 0° launch leg fully extended\n .rotate(BoneName.KNEE_R, -1.57, 0, 0) // -90° strike knee rising sharply\n .rotate(BoneName.HIP_R, 1.22, 0, 0) // 70° hip flexion for high knee\n .rotate(BoneName.FOOT_L, -0.17, 0, 0) // -10° push-off\n .rotate(BoneName.FOOT_R, 0.44, 0, 0) // 25° foot tucked\n .rotate(BoneName.SHOULDER_L, -0.35, 0, -0.26) // -20°, 0°, -15° (pulling clinch)\n .rotate(BoneName.SHOULDER_R, -0.35, 0, 0.26) // -20°, 0°, 15°\n .position(BoneName.PELVIS, 0, 0.08, 0.15) // Rising and forward\n .done<MartialArtsAnimationBuilder>()\n \n // Frame 11: Takeoff complete (650ms)\n .at(0.65)\n .rotate(BoneName.PELVIS, -0.09, 0, 0) // -5° slight backward\n .rotate(BoneName.SPINE_UPPER, 0.26, 0, 0) // 15° driving forward\n .rotate(BoneName.KNEE_L, -0.26, 0, 0) // -15° tucking\n .rotate(BoneName.KNEE_R, -1.75, 0, 0) // -100° knee fully chambered\n .rotate(BoneName.HIP_R, 1.57, 0, 0) // 90° maximum hip flexion\n .rotate(BoneName.FOOT_R, 0.52, 0, 0) // 30° foot pulled back\n .position(BoneName.PELVIS, 0, 0.18, 0.3) // Peak height approaching\n .done<MartialArtsAnimationBuilder>()\n \n // ─────────────────────────────────────────────────────────────────────────\n // STRIKE PHASE (650-1000ms, frames 12-19): Knee impact at apex\n // ─────────────────────────────────────────────────────────────────────────\n \n // Frame 15: Knee strike impact (825ms)\n .at(0.825)\n .rotate(BoneName.PELVIS, 0.09, 0, 0) // 5° forward for impact\n .rotate(BoneName.SPINE_UPPER, 0.35, 0, 0) // 20° maximum forward drive\n .rotate(BoneName.KNEE_L, -0.44, 0, 0) // -25° balanced in air\n .rotate(BoneName.KNEE_R, -1.22, 0, 0) // -70° IMPACT (knee extended at target)\n .rotate(BoneName.HIP_R, 1.75, 0, 0) // 100° maximum drive upward\n .rotate(BoneName.FOOT_R, 0.35, 0, 0) // 20° shin aligned for impact\n .rotate(BoneName.SHOULDER_L, -0.52, 0, -0.35) // -30°, 0°, -20° (pulling hard)\n .rotate(BoneName.SHOULDER_R, -0.52, 0, 0.35) // -30°, 0°, 20°\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° maximum pull\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° maximum pull\n .position(BoneName.PELVIS, 0, 0.25, 0.4) // Peak height at strike\n .done<MartialArtsAnimationBuilder>()\n \n // Frame 19: Post-impact (1000ms)\n .at(1.0)\n .rotate(BoneName.PELVIS, 0.09, 0, 0) // 5° descending\n .rotate(BoneName.SPINE_UPPER, 0.26, 0, 0) // 15° recovering\n .rotate(BoneName.KNEE_R, -0.87, 0, 0) // -50° knee retracting\n .rotate(BoneName.HIP_R, 1.22, 0, 0) // 70° hip lowering\n .position(BoneName.PELVIS, 0, 0.18, 0.45) // Descending\n .done<MartialArtsAnimationBuilder>()\n \n // ─────────────────────────────────────────────────────────────────────────\n // LANDING PHASE (1000-1433ms, frames 20-26): Controlled descent\n // ─────────────────────────────────────────────────────────────────────────\n \n // Frame 26: Stable landing (1433ms)\n .at(1.433)\n .rotate(BoneName.PELVIS, 0.1, 0, 0) // 5.7° stable stance\n .rotate(BoneName.SPINE_UPPER, 0, 0, 0) // 0° neutral\n .rotate(BoneName.KNEE_L, -0.52, 0, 0) // -30° absorbing impact\n .rotate(BoneName.KNEE_R, -0.44, 0, 0) // -25° strike leg down\n .rotate(BoneName.HIP_R, 0, 0, 0) // 0° neutral hip\n .rotate(BoneName.FOOT_L, 0, 0, 0) // 0° flat landing\n .rotate(BoneName.FOOT_R, 0, 0, 0) // 0° flat landing\n .rotate(BoneName.SHOULDER_L, -0.26, 0, -0.35) // -15°, 0°, -20° guard\n .rotate(BoneName.SHOULDER_R, -0.26, 0, 0.35) // -15°, 0°, 20° guard\n .rotate(BoneName.ELBOW_L, 0, 0, -1.57) // -90° guard position\n .rotate(BoneName.ELBOW_R, 0, 0, 1.57) // 90° guard position\n .position(BoneName.PELVIS, 0, -0.15, 0.5) // Stable landing position\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORT ANIMATION MAP\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all Jin combat technique animations for easy access\n * 진괘 기술 애니메이션 맵\n */\nexport const JIN_TECHNIQUE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> =\n new Map([\n [\"jin_thunder_flash\", JIN_THUNDER_FLASH_ANIMATION],\n [\"jin_jumping_knee_strike\", JIN_JUMPING_KNEE_STRIKE],\n 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@@ -122,7 +122,7 @@ export declare const FRONT_KICK_ANIMATION: SkeletalAnimation;
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  * Roundhouse Kick - 돌려차기 (Dollyeo Chagi)
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  *
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  * THE signature Taekwondo kick - most practiced, most versatile, most devastating.
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- * Instep (발등 - Baldeung) or shin (정강이 - Jeonggangyi) strikes in circular arc.
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+ * Instep (발등 - Baldeung) or shin (정강이 - Jeonggangi) strikes in circular arc.
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  *
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  * **Korean Martial Arts Biomechanics** (한국 무술 생체역학):
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  *
@@ -252,7 +252,7 @@ export declare const FRONT_KICK_ANIMATION: SkeletalAnimation;
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  * **Breathing Pattern** (호흡 패턴):
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  * - Chamber: Deep inhale (깊이 들이마시기)
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  * - Rotation: Hold/control breath (호흡 유지)
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- - Extension: Begin exhale (내쉬기 시작)
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+ * - Extension: Begin exhale (내쉬기 시작)
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  * - Impact: Explosive 기합 (Kihap) "차!" or "터억!"
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  * - Recovery: Controlled recovery breath
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  *
@@ -112,7 +112,7 @@ var FRONT_KICK_ANIMATION = MartialArtsAnimationBuilder.create("front_kick", "앞
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  * Roundhouse Kick - 돌려차기 (Dollyeo Chagi)
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  *
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  * THE signature Taekwondo kick - most practiced, most versatile, most devastating.
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- * Instep (발등 - Baldeung) or shin (정강이 - Jeonggangyi) strikes in circular arc.
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+ * Instep (발등 - Baldeung) or shin (정강이 - Jeonggangi) strikes in circular arc.
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  *
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  * **Korean Martial Arts Biomechanics** (한국 무술 생체역학):
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  *
@@ -242,7 +242,7 @@ var FRONT_KICK_ANIMATION = MartialArtsAnimationBuilder.create("front_kick", "앞
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  * **Breathing Pattern** (호흡 패턴):
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  * - Chamber: Deep inhale (깊이 들이마시기)
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  * - Rotation: Hold/control breath (호흡 유지)
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- - Extension: Begin exhale (내쉬기 시작)
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+ * - Extension: Begin exhale (내쉬기 시작)
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  * - Impact: Explosive 기합 (Kihap) "차!" or "터억!"
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  * - Recovery: Controlled recovery breath
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  *