blacktrigram 0.7.68 → 0.7.70
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/lib/App2.js.map +1 -1
- package/lib/assets/index.css +987 -987
- package/lib/audio/AudioAssetLoader.js.map +1 -1
- package/lib/audio/AudioAssetRegistry.js +2 -2
- package/lib/audio/AudioAssetRegistry.js.map +1 -1
- package/lib/audio/AudioCache.js.map +1 -1
- package/lib/audio/AudioManager.js +1 -1
- package/lib/audio/AudioManager.js.map +1 -1
- package/lib/audio/AudioMonitor.js.map +1 -1
- package/lib/audio/AudioPool.js.map +1 -1
- package/lib/audio/AudioProvider.js.map +1 -1
- package/lib/audio/AudioUtils.js.map +1 -1
- package/lib/audio/BoneImpactAudioMap.js.map +1 -1
- package/lib/components/screens/combat/CombatScreen3D.js +3 -3
- package/lib/components/screens/combat/CombatScreen3D.js.map +1 -1
- package/lib/components/screens/combat/components/controls/CombatControlsPanel.js.map +1 -1
- package/lib/components/screens/combat/components/controls/PauseMenu.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodDecals3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodParticles3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/BloodViscosity3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/CombatParticleEffects3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/InternalDamage3D.js.map +1 -1
- package/lib/components/screens/combat/components/effects/ParticleAudio3D.js.map +1 -1
- package/lib/components/screens/combat/components/hud/FPSMonitor.js.map +1 -1
- package/lib/components/screens/combat/components/indicators/BalanceIndicator.js.map +1 -1
- package/lib/components/screens/combat/hooks/useAICombat.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatActions.js.map +1 -1
- package/lib/components/screens/combat/hooks/useCombatAttackMovement.js.map +1 -1
- package/lib/components/screens/controls/ControlsScreen3D.js.map +1 -1
- package/lib/components/screens/controls/components/ControlCategoryTabsOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/MatchStatisticsDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/PerformanceBreakdownOverlayHtml.js.map +1 -1
- package/lib/components/screens/endscreen/components/VictoryAnimation3D.js.map +1 -1
- package/lib/components/screens/intro/IntroScreen3D.js +1 -1
- package/lib/components/screens/intro/IntroScreen3D.js.map +1 -1
- package/lib/components/screens/intro/components/AbilityListOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeCardGridOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/ArchetypeDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/EnhancedArchetypeDisplayOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/MenuButtonsOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/MenuSectionOverlayHtml.js.map +1 -1
- package/lib/components/screens/intro/components/StatBarOverlayHtml.js.map +1 -1
- package/lib/components/screens/philosophy/PhilosophyScreen3D.js.map +1 -1
- package/lib/components/screens/training/TrainingScreen3D.js +1 -1
- package/lib/components/screens/training/TrainingScreen3D.js.map +1 -1
- package/lib/components/screens/training/components/AnatomyOverlay3D.js.map +1 -1
- package/lib/components/screens/training/components/FootworkDrillsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/HitFeedbackEffect3D.js.map +1 -1
- package/lib/components/screens/training/components/TrainingButtonsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingDummy3D.js.map +1 -1
- package/lib/components/screens/training/components/TrainingModeSelectorOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/TrainingStatsOverlayHtml.js.map +1 -1
- package/lib/components/screens/training/components/VitalPointMarker3D.js.map +1 -1
- package/lib/components/screens/training/hooks/useAttackMovement.js.map +1 -1
- package/lib/components/screens/training/hooks/useTrainingActions.js.map +1 -1
- package/lib/components/shared/mobile/ActionButtons.js.map +1 -1
- package/lib/components/shared/mobile/GestureRecognizerPure.js.map +1 -1
- package/lib/components/shared/mobile/HapticController.js.map +1 -1
- package/lib/components/shared/mobile/StanceWheelPure.js.map +1 -1
- package/lib/components/shared/mobile/VirtualDPad.js.map +1 -1
- package/lib/components/shared/three/anatomy/BoneAttachedMuscles.js.map +1 -1
- package/lib/components/shared/three/anatomy/BoneClothing.js.map +1 -1
- package/lib/components/shared/three/anatomy/BoneRenderer.js.map +1 -1
- package/lib/components/shared/three/anatomy/Face3D.js.map +1 -1
- package/lib/components/shared/three/effects/ActionFeedback.js.map +1 -1
- package/lib/components/shared/three/effects/DamageNumbers.js.map +1 -1
- package/lib/components/shared/three/effects/HitEffects3D.js.map +1 -1
- package/lib/components/shared/three/effects/StanceTransitionEffect.js.map +1 -1
- package/lib/components/shared/three/effects/VitalPointMarkers3D.js.map +1 -1
- package/lib/components/shared/three/indicators/ElementalColorSystem.js.map +1 -1
- package/lib/components/shared/three/indicators/GuardIndicator.js.map +1 -1
- package/lib/components/shared/three/scene/CombatArena3D.js.map +1 -1
- package/lib/components/shared/three/ui/BodyPartHealthDisplay.js.map +1 -1
- package/lib/components/shared/three/ui/CombatReadinessBar.js.map +1 -1
- package/lib/components/shared/three/ui/HealthBar.js.map +1 -1
- package/lib/components/shared/three/ui/PlayerHUD.js.map +1 -1
- package/lib/components/shared/three/ui/SpeedIndicatorHUD.js.map +1 -1
- package/lib/components/shared/three/ui/StaminaBar.js.map +1 -1
- package/lib/components/shared/three/ui/TechniqueCard.js.map +1 -1
- package/lib/components/shared/three/ui/VitalPointOverlayControlsHtml.js.map +1 -1
- package/lib/components/shared/ui/SplashScreen.js +2 -2
- package/lib/components/shared/ui/VitalPointOverlayControlsPure.js.map +1 -1
- package/lib/components/ui/combat/BalanceIndicatorOverlayHtml.js.map +1 -1
- package/lib/data/techniques.js.map +1 -1
- package/lib/hooks/useCombatTimer.js.map +1 -1
- package/lib/hooks/useKeyboardControls.js.map +1 -1
- package/lib/hooks/useSkeletalAnimation.js +2 -2
- package/lib/hooks/useSkeletalAnimation.js.map +1 -1
- package/lib/hooks/useTechniqueSelection.js.map +1 -1
- package/lib/hooks/useWebGLContextLossHandler.js.map +1 -1
- package/lib/index.js +2 -2
- package/lib/systems/CombatSystem.js.map +1 -1
- package/lib/systems/EffectCalculator.js.map +1 -1
- package/lib/systems/ResponsiveScaling.js.map +1 -1
- package/lib/systems/TrigramSystem.js.map +1 -1
- package/lib/systems/ai/AIPersonality.js.map +1 -1
- package/lib/systems/ai/ArchetypeEnforcer.js.map +1 -1
- package/lib/systems/ai/DecisionTree.js.map +1 -1
- package/lib/systems/animation/builders/KeyframeConfig.js.map +1 -1
- package/lib/systems/animation/builders/KeyframeInterpolation.js.map +1 -1
- package/lib/systems/animation/builders/MartialArtsAnimationBuilder.js.map +1 -1
- package/lib/systems/animation/builders/SkeletonRig.js +1 -1
- package/lib/systems/animation/builders/SkeletonRig.js.map +1 -1
- package/lib/systems/animation/catalogs/AttackAnimations.js +1 -1
- package/lib/systems/animation/catalogs/AttackAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/BasicAnimations.js +1 -1
- package/lib/systems/animation/catalogs/BasicAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/ComboAnimations.js +1 -1
- package/lib/systems/animation/catalogs/ComboAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/DarkOpsAnimations.js +1 -1
- package/lib/systems/animation/catalogs/DarkOpsAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/DefensiveAnimations.js +2 -11
- package/lib/systems/animation/catalogs/DefensiveAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/ElbowKneeAnimations.js +1 -1
- package/lib/systems/animation/catalogs/ElbowKneeAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/FootworkSkeletalAnimations.js +1 -1
- package/lib/systems/animation/catalogs/FootworkSkeletalAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/GamRedirectionAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/GamStanceAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/GamTechniqueAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/GanStanceAnimations.js +1 -1
- package/lib/systems/animation/catalogs/GanStanceAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/GanTechniqueAnimations.js +1 -1
- package/lib/systems/animation/catalogs/GanTechniqueAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/GeonStanceAnimations.js +1 -1
- package/lib/systems/animation/catalogs/GeonStanceAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/GonTechniqueAnimations.js +1 -1
- package/lib/systems/animation/catalogs/GonTechniqueAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/GrapplingAnimations.js +1 -1
- package/lib/systems/animation/catalogs/GrapplingAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/JinStanceAnimations.js +1 -1
- package/lib/systems/animation/catalogs/JinStanceAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/JinTechniqueAnimations.js +1 -1
- package/lib/systems/animation/catalogs/JinTechniqueAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/KickAnimations.js +1 -1
- package/lib/systems/animation/catalogs/KickAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/LiStanceAnimations.js +1 -1
- package/lib/systems/animation/catalogs/LiStanceAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/LiTechniqueAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/MovementAnimations.js +1 -1
- package/lib/systems/animation/catalogs/MovementAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/PunchAnimations.js +1 -1
- package/lib/systems/animation/catalogs/PunchAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/SonStanceAnimations.js +1 -1
- package/lib/systems/animation/catalogs/SonStanceAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/SonTechniqueAnimations.js +1 -1
- package/lib/systems/animation/catalogs/SonTechniqueAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/SpecializedPunchAnimations.js +1 -1
- package/lib/systems/animation/catalogs/SpecializedPunchAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceAnimations.js +1 -1
- package/lib/systems/animation/catalogs/StanceAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceAttackAnimations.js +215 -272
- package/lib/systems/animation/catalogs/StanceAttackAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceIdleAnimations.js +2 -11
- package/lib/systems/animation/catalogs/StanceIdleAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StanceLocomotionAnimations.js +2 -2
- package/lib/systems/animation/catalogs/StanceLocomotionAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/StepSkeletalAnimations.js +1 -1
- package/lib/systems/animation/catalogs/StepSkeletalAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/TaeJointLockAnimations.js.map +1 -1
- package/lib/systems/animation/catalogs/TaeStanceAnimations.js +1 -1
- package/lib/systems/animation/catalogs/TaeStanceAnimations.js.map +1 -1
- package/lib/systems/animation/core/AnimationOptimizations.js +1 -1
- package/lib/systems/animation/core/AnimationOptimizations.js.map +1 -1
- package/lib/systems/animation/core/AnimationPriority.js.map +1 -1
- package/lib/systems/animation/core/AnimationRegistry.js +11 -209
- package/lib/systems/animation/core/AnimationRegistry.js.map +1 -1
- package/lib/systems/animation/core/AnimationStateMachine.js +2 -2
- package/lib/systems/animation/core/AnimationStateMachine.js.map +1 -1
- package/lib/systems/animation/core/TechniqueAnimationMapper.js +1 -1
- package/lib/systems/animation/core/TechniqueAnimationMapper.js.map +1 -1
- package/lib/systems/animation/core/TechniqueAnimationMapping.js +1 -1
- package/lib/systems/animation/core/TechniqueAnimationMapping.js.map +1 -1
- package/lib/systems/animation/systems/MuscleActivation.js.map +1 -1
- package/lib/systems/bodypart/BodyPartDamageIntegration.js.map +1 -1
- package/lib/systems/bodypart/BodyPartHealthSystem.js.map +1 -1
- package/lib/systems/bodypart/BodyPartPositionMapping.js.map +1 -1
- package/lib/systems/bodypart/InjuryTracker.js.map +1 -1
- package/lib/systems/breathing/BreathingDisruptionSystem.js.map +1 -1
- package/lib/systems/combat/BalanceSystem.js.map +1 -1
- package/lib/systems/combat/BreakingStatusEffects.js.map +1 -1
- package/lib/systems/combat/CombatStateSystem.js.map +1 -1
- package/lib/systems/combat/GrappleSystem.js.map +1 -1
- package/lib/systems/combat/painConsciousnessUtils.js.map +1 -1
- package/lib/systems/combat/typeGuards.js.map +1 -1
- package/lib/systems/index.js +2 -2
- package/lib/systems/movement/integration.js.map +1 -1
- package/lib/systems/physics/AttackMovementPhysics.js.map +1 -1
- package/lib/systems/physics/CollisionDetection.js +1 -1
- package/lib/systems/physics/CollisionDetection.js.map +1 -1
- package/lib/systems/physics/KnockbackPhysics.js.map +1 -1
- package/lib/systems/physics/MovementPhysics.js.map +1 -1
- package/lib/systems/physics/PhysicalReachCalculator.js.map +1 -1
- package/lib/systems/physics/SpeedModifierSystem.js.map +1 -1
- package/lib/systems/trigram/KoreanTechniques.js.map +1 -1
- package/lib/systems/trigram/StanceManager.js.map +1 -1
- package/lib/systems/trigram/TransitionCalculator.js.map +1 -1
- package/lib/systems/trigram/TrigramCalculator.js.map +1 -1
- package/lib/systems/trigram/techniques/TechniqueConfig.js.map +1 -1
- package/lib/systems/trigram/techniques/index.js.map +1 -1
- package/lib/systems/trigram/types.js.map +1 -1
- package/lib/systems/vitalpoint/DamageCalculator.js.map +1 -1
- package/lib/systems/vitalpoint/KoreanAnatomy.js.map +1 -1
- package/lib/systems/vitalpoint/KoreanVitalPoints.js.map +1 -1
- package/lib/systems/vitalpoint/MeridianVitalPointMapping.js.map +1 -1
- package/lib/types/constants/designSystem.js.map +1 -1
- package/lib/utils/colorHelpers.js.map +1 -1
- package/lib/utils/colorUtils.js.map +1 -1
- package/lib/utils/controlMapping.js.map +1 -1
- package/lib/utils/deviceDetection.js.map +1 -1
- package/lib/utils/effectUtils.js.map +1 -1
- package/lib/utils/fabricTextures.js.map +1 -1
- package/lib/utils/htmlOverlayHelpers.js.map +1 -1
- package/lib/utils/performance/PerformanceMonitor.js.map +1 -1
- package/lib/utils/performance/PerformanceOverlay3D.js.map +1 -1
- package/lib/utils/safeAreaUtils.js.map +1 -1
- package/lib/utils/stanceHelpers.js.map +1 -1
- package/lib/utils/visualEffects.js.map +1 -1
- package/package.json +11 -11
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"DefensiveAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/DefensiveAnimations.ts"],"sourcesContent":["/**\n * Defensive animations for Eight Trigram stances\n *\n * Implements stance-specific defensive techniques based on Korean martial arts\n * and I Ching philosophy using the MartialArtsAnimationBuilder pattern.\n *\n * Coverage:\n * - 8 stances × 2 defensive moves = 16 defensive animations\n * - Block success, parry, guard break, and recovery animations\n * - Integration with existing AnimationStateMachine\n *\n * @module systems/animation/DefensiveAnimations\n * @category Animation\n * @korean 방어애니메이션\n */\n\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport { TrigramStance } from \"@/types/common\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☰ 건 (GEON) - HEAVEN DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☰ 건 (Geon) - Heaven Defensive Move 1: High Block (상단막기)\n * Strong overhead block with both arms raised high. Direct force meets force.\n * @korean 건상단막기\n */\nexport const GEON_HIGH_BLOCK: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_high_block\", \"건 상단막기\")\n .asDefense(0.2)\n .stance()\n .blockHigh(0.1, \"ease-out\")\n .blockHigh(0.1, \"linear\")\n .build();\n\n/**\n * ☰ 건 (Geon) - Heaven Defensive Move 2: Counter Strike (반격)\n * Quick counter punch after blocking, leveraging forward aggression.\n * @korean 건반격\n */\nexport const GEON_COUNTER_STRIKE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_counter_strike\", \"건 반격\")\n .asDefense(0.25)\n .stance()\n .counterStrike(0.15, \"ease-out\")\n .recover(0.1, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☱ 태 (TAE) - LAKE DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☱ 태 (Tae) - Lake Defensive Move 1: Joint Lock Defense (관절꺾기 방어)\n * Circular deflection leading into joint manipulation. Fluid redirection.\n * @korean 태관절방어\n */\nexport const TAE_JOINT_LOCK_DEFENSE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_joint_lock_defense\", \"태 관절방어\")\n .asDefense(0.3)\n .stance()\n .parry(0.1, \"ease-out\")\n .jointLock(0.12, \"linear\")\n .recover(0.08, \"ease-in\")\n .build();\n\n/**\n * ☱ 태 (Tae) - Lake Defensive Move 2: Sweep Defense (쓸어치기 방어)\n * Low sweeping motion to deflect and unbalance attacker.\n * @korean 태쓸어치기방어\n */\nexport const TAE_SWEEP_DEFENSE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_sweep_defense\", \"태 쓸어치기방어\")\n .asDefense(0.28)\n .stance()\n .parry(0.08, \"ease-out\")\n .sweep(0.12, \"linear\")\n .recover(0.08, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☲ 리 (LI) - FIRE DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☲ 리 (Li) - Fire Defensive Move 1: Precision Parry (정밀 받아넘기기)\n * Precise hand deflection targeting specific attack points.\n * @korean 리정밀받아넘기기\n */\nexport const LI_PRECISION_PARRY: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"li_precision_parry\", \"리 정밀받아넘기기\")\n .asDefense(0.18)\n .stance()\n .parry(0.09, \"ease-out\")\n .recover(0.09, \"ease-in\")\n .build();\n\n/**\n * ☲ 리 (Li) - Fire Defensive Move 2: Nerve Strike Counter (신경타격 반격)\n * Quick nerve strike counter after deflection.\n * @korean 리신경타격반격\n */\nexport const LI_NERVE_STRIKE_COUNTER: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"li_nerve_strike_counter\",\n \"리 신경타격반격\",\n )\n .asDefense(0.22)\n .stance()\n .counterParry(0.06, \"linear\")\n .counterStrike(0.1, \"ease-out\")\n .recover(0.06, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☳ 진 (JIN) - THUNDER DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☳ 진 (Jin) - Thunder Defensive Move 1: Explosive Block (폭발적 막기)\n * Powerful explosive block that can stagger attacker.\n * @korean 진폭발막기\n */\nexport const JIN_EXPLOSIVE_BLOCK: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"jin_explosive_block\", \"진 폭발막기\")\n .asDefense(0.15)\n .stance()\n .blockHigh(0.08, \"ease-out\")\n .recover(0.07, \"ease-in\")\n .build();\n\n/**\n * ☳ 진 (Jin) - Thunder Defensive Move 2: Shocking Counter (충격 반격)\n * Lightning-fast counter strike with explosive power.\n * @korean 진충격반격\n */\nexport const JIN_SHOCKING_COUNTER: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"jin_shocking_counter\", \"진 충격반격\")\n .asDefense(0.18)\n .stance()\n .counterStrike(0.09, \"ease-out\")\n .recover(0.09, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☴ 손 (SON) - WIND DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☴ 손 (Son) - Wind Defensive Move 1: Continuous Deflection (연속 막기)\n * Rapid circular deflections, multiple in succession.\n * @korean 손연속막기\n */\nexport const SON_CONTINUOUS_DEFLECTION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"son_continuous_deflection\", \"손 연속막기\")\n .asDefense(0.35)\n .stance()\n .parry(0.1, \"linear\")\n .parry(0.1, \"linear\")\n .parry(0.08, \"linear\")\n .recover(0.07, \"ease-in\")\n .build();\n\n/**\n * ☴ 손 (Son) - Wind Defensive Move 2: Pressure Counter (압박 반격)\n * Multiple quick strikes after deflection, maintaining pressure.\n * @korean 손압박반격\n */\nexport const SON_PRESSURE_COUNTER: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"son_pressure_counter\", \"손 압박반격\")\n .asDefense(0.4)\n .stance()\n .counterStrike(0.1, \"ease-out\")\n .counterStrike(0.1, \"ease-out\")\n .counterStrike(0.1, \"ease-out\")\n .recover(0.1, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☵ 감 (GAM) - WATER DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☵ 감 (Gam) - Water Defensive Move 1: Flow Defense (흐름 방어)\n * Yielding circular defense that redirects force.\n * @korean 감흐름방어\n */\nexport const GAM_FLOW_DEFENSE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gam_flow_defense\", \"감 흐름방어\")\n .asDefense(0.32)\n .stance()\n .parry(0.12, \"ease-out\")\n .shift(0.1, \"linear\")\n .recover(0.1, \"ease-in\")\n .build();\n\n/**\n * ☵ 감 (Gam) - Water Defensive Move 2: Redirection Counter (전환 반격)\n * Uses opponent's momentum for counter strike.\n * @korean 감전환반격\n */\nexport const GAM_REDIRECTION_COUNTER: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gam_redirection_counter\", \"감 전환반격\")\n .asDefense(0.3)\n .stance()\n .parry(0.1, \"ease-out\")\n .counterStrike(0.12, \"ease-out\")\n .recover(0.08, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☶ 간 (GAN) - MOUNTAIN DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☶ 간 (Gan) - Mountain Defensive Move 1: Immovable Block (부동 막기)\n * Solid defensive stance that absorbs attacks.\n * @korean 간부동막기\n */\nexport const GAN_IMMOVABLE_BLOCK: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gan_immovable_block\", \"간 부동막기\")\n .asDefense(0.25)\n .stance()\n .blockHigh(0.13, \"linear\")\n .recover(0.12, \"ease-in\")\n .build();\n\n/**\n * ☶ 간 (Gan) - Mountain Defensive Move 2: Counter Fortress (반격 요새)\n * Strong defensive position with delayed power counter.\n * @korean 간반격요새\n */\nexport const GAN_COUNTER_FORTRESS: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gan_counter_fortress\", \"간 반격요새\")\n .asDefense(0.35)\n .stance()\n .blockHigh(0.12, \"linear\")\n .counterStrike(0.13, \"ease-out\")\n .recover(0.1, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☷ 곤 (GON) - EARTH DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☷ 곤 (Gon) - Earth Defensive Move 1: Grounding Defense (접지 방어)\n * Low defensive posture with strong base.\n * @korean 곤접지방어\n */\nexport const GON_GROUNDING_DEFENSE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gon_grounding_defense\", \"곤 접지방어\")\n .asDefense(0.28)\n .stance()\n .blockLow(0.14, \"ease-out\")\n .recover(0.14, \"ease-in\")\n .build();\n\n/**\n * ☷ 곤 (Gon) - Earth Defensive Move 2: Takedown Counter (꺾기 반격)\n * Defensive takedown using low center of gravity advantage.\n * @korean 곤꺾기반격\n */\nexport const GON_TAKEDOWN_COUNTER: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gon_takedown_counter\", \"곤 꺾기반격\")\n .asDefense(0.45)\n .stance()\n .takedownShoot(0.15, \"ease-out\")\n .takedownDump(0.15, \"linear\")\n .recover(0.15, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ANIMATION COLLECTIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all defensive animations by stance\n * @korean 자세별방어애니메이션\n */\nexport const DEFENSIVE_ANIMATIONS_BY_STANCE: ReadonlyMap<\n TrigramStance,\n readonly SkeletalAnimation[]\n> = new Map([\n [TrigramStance.GEON, [GEON_HIGH_BLOCK, GEON_COUNTER_STRIKE] as const],\n [TrigramStance.TAE, [TAE_JOINT_LOCK_DEFENSE, TAE_SWEEP_DEFENSE] as const],\n [TrigramStance.LI, [LI_PRECISION_PARRY, LI_NERVE_STRIKE_COUNTER] as const],\n [TrigramStance.JIN, [JIN_EXPLOSIVE_BLOCK, JIN_SHOCKING_COUNTER] as const],\n [\n TrigramStance.SON,\n [SON_CONTINUOUS_DEFLECTION, SON_PRESSURE_COUNTER] as const,\n ],\n [TrigramStance.GAM, [GAM_FLOW_DEFENSE, GAM_REDIRECTION_COUNTER] as const],\n [TrigramStance.GAN, [GAN_IMMOVABLE_BLOCK, GAN_COUNTER_FORTRESS] as const],\n [TrigramStance.GON, [GON_GROUNDING_DEFENSE, GON_TAKEDOWN_COUNTER] as const],\n]);\n\n/**\n * All defensive animations in a single map for easy lookup\n * @korean 모든방어애니메이션\n */\nexport const ALL_DEFENSIVE_ANIMATIONS = new Map<string, SkeletalAnimation>([\n [\"geon_high_block\", GEON_HIGH_BLOCK],\n [\"geon_counter_strike\", GEON_COUNTER_STRIKE],\n [\"tae_joint_lock_defense\", TAE_JOINT_LOCK_DEFENSE],\n [\"tae_sweep_defense\", TAE_SWEEP_DEFENSE],\n [\"li_precision_parry\", LI_PRECISION_PARRY],\n [\"li_nerve_strike_counter\", LI_NERVE_STRIKE_COUNTER],\n [\"jin_explosive_block\", JIN_EXPLOSIVE_BLOCK],\n [\"jin_shocking_counter\", JIN_SHOCKING_COUNTER],\n [\"son_continuous_deflection\", SON_CONTINUOUS_DEFLECTION],\n [\"son_pressure_counter\", SON_PRESSURE_COUNTER],\n [\"gam_flow_defense\", GAM_FLOW_DEFENSE],\n [\"gam_redirection_counter\", GAM_REDIRECTION_COUNTER],\n [\"gan_immovable_block\", GAN_IMMOVABLE_BLOCK],\n [\"gan_counter_fortress\", GAN_COUNTER_FORTRESS],\n [\"gon_grounding_defense\", GON_GROUNDING_DEFENSE],\n [\"gon_takedown_counter\", GON_TAKEDOWN_COUNTER],\n]);\n\n/**\n * Get defensive animations for a specific stance\n * @korean 자세방어애니메이션가져오기\n */\nexport function getDefensiveAnimationsForStance(\n stance: TrigramStance,\n): readonly SkeletalAnimation[] {\n return DEFENSIVE_ANIMATIONS_BY_STANCE.get(stance) ?? [];\n}\n\n/**\n * Get a defensive animation by name\n * @korean 방어애니메이션가져오기\n */\nexport function getDefensiveAnimation(\n name: string,\n): SkeletalAnimation | undefined {\n return ALL_DEFENSIVE_ANIMATIONS.get(name);\n}\n"],"mappings":";;;;;;;;AA6BA,IAAa,kBACX,4BAA4B,OAAO,mBAAmB,QAAQ,EAC3D,UAAU,EAAG,EACb,OAAO,EACP,UAAU,IAAK,UAAU,EACzB,UAAU,IAAK,QAAQ,EACvB,MAAM;;;;;;AAOX,IAAa,sBACX,4BAA4B,OAAO,uBAAuB,MAAM,EAC7D,UAAU,GAAI,EACd,OAAO,EACP,cAAc,KAAM,UAAU,EAC9B,QAAQ,IAAK,SAAS,EACtB,MAAM;;;;;;AAWX,IAAa,yBACX,4BAA4B,OAAO,0BAA0B,QAAQ,EAClE,UAAU,EAAG,EACb,OAAO,EACP,MAAM,IAAK,UAAU,EACrB,UAAU,KAAM,QAAQ,EACxB,QAAQ,KAAM,SAAS,EACvB,MAAM;;;;;;AAOX,IAAa,oBACX,4BAA4B,OAAO,qBAAqB,UAAU,EAC/D,UAAU,GAAI,EACd,OAAO,EACP,MAAM,KAAM,UAAU,EACtB,MAAM,KAAM,QAAQ,EACpB,QAAQ,KAAM,SAAS,EACvB,MAAM;;;;;;AAWX,IAAa,qBACX,4BAA4B,OAAO,sBAAsB,WAAW,EACjE,UAAU,GAAI,EACd,OAAO,EACP,MAAM,KAAM,UAAU,EACtB,QAAQ,KAAM,SAAS,EACvB,MAAM;;;;;;AAOX,IAAa,0BACX,4BAA4B,OAC1B,2BACA,UACF,EACG,UAAU,GAAI,EACd,OAAO,EACP,aAAa,KAAM,QAAQ,EAC3B,cAAc,IAAK,UAAU,EAC7B,QAAQ,KAAM,SAAS,EACvB,MAAM;;;;;;AAWX,IAAa,sBACX,4BAA4B,OAAO,uBAAuB,QAAQ,EAC/D,UAAU,GAAI,EACd,OAAO,EACP,UAAU,KAAM,UAAU,EAC1B,QAAQ,KAAM,SAAS,EACvB,MAAM;;;;;;AAOX,IAAa,uBACX,4BAA4B,OAAO,wBAAwB,QAAQ,EAChE,UAAU,GAAI,EACd,OAAO,EACP,cAAc,KAAM,UAAU,EAC9B,QAAQ,KAAM,SAAS,EACvB,MAAM;;;;;;AAWX,IAAa,4BACX,4BAA4B,OAAO,6BAA6B,QAAQ,EACrE,UAAU,GAAI,EACd,OAAO,EACP,MAAM,IAAK,QAAQ,EACnB,MAAM,IAAK,QAAQ,EACnB,MAAM,KAAM,QAAQ,EACpB,QAAQ,KAAM,SAAS,EACvB,MAAM;;;;;;AAOX,IAAa,uBACX,4BAA4B,OAAO,wBAAwB,QAAQ,EAChE,UAAU,EAAG,EACb,OAAO,EACP,cAAc,IAAK,UAAU,EAC7B,cAAc,IAAK,UAAU,EAC7B,cAAc,IAAK,UAAU,EAC7B,QAAQ,IAAK,SAAS,EACtB,MAAM;;;;;;AAWX,IAAa,mBACX,4BAA4B,OAAO,oBAAoB,QAAQ,EAC5D,UAAU,GAAI,EACd,OAAO,EACP,MAAM,KAAM,UAAU,EACtB,MAAM,IAAK,QAAQ,EACnB,QAAQ,IAAK,SAAS,EACtB,MAAM;;;;;;AAOX,IAAa,0BACX,4BAA4B,OAAO,2BAA2B,QAAQ,EACnE,UAAU,EAAG,EACb,OAAO,EACP,MAAM,IAAK,UAAU,EACrB,cAAc,KAAM,UAAU,EAC9B,QAAQ,KAAM,SAAS,EACvB,MAAM;;;;;;AAWX,IAAa,sBACX,4BAA4B,OAAO,uBAAuB,QAAQ,EAC/D,UAAU,GAAI,EACd,OAAO,EACP,UAAU,KAAM,QAAQ,EACxB,QAAQ,KAAM,SAAS,EACvB,MAAM;;;;;;AAOX,IAAa,uBACX,4BAA4B,OAAO,wBAAwB,QAAQ,EAChE,UAAU,GAAI,EACd,OAAO,EACP,UAAU,KAAM,QAAQ,EACxB,cAAc,KAAM,UAAU,EAC9B,QAAQ,IAAK,SAAS,EACtB,MAAM;;;;;;AAWX,IAAa,wBACX,4BAA4B,OAAO,yBAAyB,QAAQ,EACjE,UAAU,GAAI,EACd,OAAO,EACP,SAAS,KAAM,UAAU,EACzB,QAAQ,KAAM,SAAS,EACvB,MAAM;;;;;;AAOX,IAAa,uBACX,4BAA4B,OAAO,wBAAwB,QAAQ,EAChE,UAAU,GAAI,EACd,OAAO,EACP,cAAc,KAAM,UAAU,EAC9B,aAAa,KAAM,QAAQ,EAC3B,QAAQ,KAAM,SAAS,EACvB,MAAM;AAaP,IAAI,IAAI;CACV,CAAC,cAAc,MAAM,CAAC,iBAAiB,mBAAmB,CAAU;CACpE,CAAC,cAAc,KAAK,CAAC,wBAAwB,iBAAiB,CAAU;CACxE,CAAC,cAAc,IAAI,CAAC,oBAAoB,uBAAuB,CAAU;CACzE,CAAC,cAAc,KAAK,CAAC,qBAAqB,oBAAoB,CAAU;CACxE,CACE,cAAc,KACd,CAAC,2BAA2B,oBAAoB,CAClD;CACA,CAAC,cAAc,KAAK,CAAC,kBAAkB,uBAAuB,CAAU;CACxE,CAAC,cAAc,KAAK,CAAC,qBAAqB,oBAAoB,CAAU;CACxE,CAAC,cAAc,KAAK,CAAC,uBAAuB,oBAAoB,CAAU;AAC5E,CAAC;;;;;AAMD,IAAa,2BAA2B,IAAI,IAA+B;CACzE,CAAC,mBAAmB,eAAe;CACnC,CAAC,uBAAuB,mBAAmB;CAC3C,CAAC,0BAA0B,sBAAsB;CACjD,CAAC,qBAAqB,iBAAiB;CACvC,CAAC,sBAAsB,kBAAkB;CACzC,CAAC,2BAA2B,uBAAuB;CACnD,CAAC,uBAAuB,mBAAmB;CAC3C,CAAC,wBAAwB,oBAAoB;CAC7C,CAAC,6BAA6B,yBAAyB;CACvD,CAAC,wBAAwB,oBAAoB;CAC7C,CAAC,oBAAoB,gBAAgB;CACrC,CAAC,2BAA2B,uBAAuB;CACnD,CAAC,uBAAuB,mBAAmB;CAC3C,CAAC,wBAAwB,oBAAoB;CAC7C,CAAC,yBAAyB,qBAAqB;CAC/C,CAAC,wBAAwB,oBAAoB;AAC/C,CAAC;;;;;AAgBD,SAAgB,sBACd,MAC+B;CAC/B,OAAO,yBAAyB,IAAI,IAAI;AAC1C"}
|
|
1
|
+
{"version":3,"file":"DefensiveAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/DefensiveAnimations.ts"],"sourcesContent":["/**\n * Defensive animations for Eight Trigram stances\n *\n * Implements stance-specific defensive techniques based on Korean martial arts\n * and I Ching philosophy using the MartialArtsAnimationBuilder pattern.\n *\n * Coverage:\n * - 8 stances × 2 defensive moves = 16 defensive animations\n * - Block success, parry, guard break, and recovery animations\n * - Integration with existing AnimationStateMachine\n *\n * @module systems/animation/DefensiveAnimations\n * @category Animation\n * @korean 방어애니메이션\n */\n\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport { TrigramStance } from \"@/types/common\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☰ 건 (GEON) - HEAVEN DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☰ 건 (Geon) - Heaven Defensive Move 1: High Block (상단막기)\n * Strong overhead block with both arms raised high. Direct force meets force.\n * @korean 건상단막기\n */\nexport const GEON_HIGH_BLOCK: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_high_block\", \"건 상단막기\")\n .asDefense(0.2)\n .stance()\n .blockHigh(0.1, \"ease-out\")\n .blockHigh(0.1, \"linear\")\n .build();\n\n/**\n * ☰ 건 (Geon) - Heaven Defensive Move 2: Counter Strike (반격)\n * Quick counter punch after blocking, leveraging forward aggression.\n * @korean 건반격\n */\nexport const GEON_COUNTER_STRIKE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"geon_counter_strike\", \"건 반격\")\n .asDefense(0.25)\n .stance()\n .counterStrike(0.15, \"ease-out\")\n .recover(0.1, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☱ 태 (TAE) - LAKE DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☱ 태 (Tae) - Lake Defensive Move 1: Joint Lock Defense (관절꺾기 방어)\n * Circular deflection leading into joint manipulation. Fluid redirection.\n * @korean 태관절방어\n */\nexport const TAE_JOINT_LOCK_DEFENSE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_joint_lock_defense\", \"태 관절방어\")\n .asDefense(0.3)\n .stance()\n .parry(0.1, \"ease-out\")\n .jointLock(0.12, \"linear\")\n .recover(0.08, \"ease-in\")\n .build();\n\n/**\n * ☱ 태 (Tae) - Lake Defensive Move 2: Sweep Defense (쓸어치기 방어)\n * Low sweeping motion to deflect and unbalance attacker.\n * @korean 태쓸어치기방어\n */\nexport const TAE_SWEEP_DEFENSE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"tae_sweep_defense\", \"태 쓸어치기방어\")\n .asDefense(0.28)\n .stance()\n .parry(0.08, \"ease-out\")\n .sweep(0.12, \"linear\")\n .recover(0.08, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☲ 리 (LI) - FIRE DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☲ 리 (Li) - Fire Defensive Move 1: Precision Parry (정밀 받아넘기기)\n * Precise hand deflection targeting specific attack points.\n * @korean 리정밀받아넘기기\n */\nexport const LI_PRECISION_PARRY: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"li_precision_parry\", \"리 정밀받아넘기기\")\n .asDefense(0.18)\n .stance()\n .parry(0.09, \"ease-out\")\n .recover(0.09, \"ease-in\")\n .build();\n\n/**\n * ☲ 리 (Li) - Fire Defensive Move 2: Nerve Strike Counter (신경타격 반격)\n * Quick nerve strike counter after deflection.\n * @korean 리신경타격반격\n */\nexport const LI_NERVE_STRIKE_COUNTER: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"li_nerve_strike_counter\",\n \"리 신경타격반격\",\n )\n .asDefense(0.22)\n .stance()\n .counterParry(0.06, \"linear\")\n .counterStrike(0.1, \"ease-out\")\n .recover(0.06, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☳ 진 (JIN) - THUNDER DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☳ 진 (Jin) - Thunder Defensive Move 1: Explosive Block (폭발적 막기)\n * Powerful explosive block that can stagger attacker.\n * @korean 진폭발막기\n */\nexport const JIN_EXPLOSIVE_BLOCK: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"jin_explosive_block\", \"진 폭발막기\")\n .asDefense(0.15)\n .stance()\n .blockHigh(0.08, \"ease-out\")\n .recover(0.07, \"ease-in\")\n .build();\n\n/**\n * ☳ 진 (Jin) - Thunder Defensive Move 2: Shocking Counter (충격 반격)\n * Lightning-fast counter strike with explosive power.\n * @korean 진충격반격\n */\nexport const JIN_SHOCKING_COUNTER: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"jin_shocking_counter\", \"진 충격반격\")\n .asDefense(0.18)\n .stance()\n .counterStrike(0.09, \"ease-out\")\n .recover(0.09, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☴ 손 (SON) - WIND DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☴ 손 (Son) - Wind Defensive Move 1: Continuous Deflection (연속 막기)\n * Rapid circular deflections, multiple in succession.\n * @korean 손연속막기\n */\nexport const SON_CONTINUOUS_DEFLECTION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"son_continuous_deflection\", \"손 연속막기\")\n .asDefense(0.35)\n .stance()\n .parry(0.1, \"linear\")\n .parry(0.1, \"linear\")\n .parry(0.08, \"linear\")\n .recover(0.07, \"ease-in\")\n .build();\n\n/**\n * ☴ 손 (Son) - Wind Defensive Move 2: Pressure Counter (압박 반격)\n * Multiple quick strikes after deflection, maintaining pressure.\n * @korean 손압박반격\n */\nexport const SON_PRESSURE_COUNTER: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"son_pressure_counter\", \"손 압박반격\")\n .asDefense(0.4)\n .stance()\n .counterStrike(0.1, \"ease-out\")\n .counterStrike(0.1, \"ease-out\")\n .counterStrike(0.1, \"ease-out\")\n .recover(0.1, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☵ 감 (GAM) - WATER DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☵ 감 (Gam) - Water Defensive Move 1: Flow Defense (흐름 방어)\n * Yielding circular defense that redirects force.\n * @korean 감흐름방어\n */\nexport const GAM_FLOW_DEFENSE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gam_flow_defense\", \"감 흐름방어\")\n .asDefense(0.32)\n .stance()\n .parry(0.12, \"ease-out\")\n .shift(0.1, \"linear\")\n .recover(0.1, \"ease-in\")\n .build();\n\n/**\n * ☵ 감 (Gam) - Water Defensive Move 2: Redirection Counter (전환 반격)\n * Uses opponent's momentum for counter strike.\n * @korean 감전환반격\n */\nexport const GAM_REDIRECTION_COUNTER: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gam_redirection_counter\", \"감 전환반격\")\n .asDefense(0.3)\n .stance()\n .parry(0.1, \"ease-out\")\n .counterStrike(0.12, \"ease-out\")\n .recover(0.08, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☶ 간 (GAN) - MOUNTAIN DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☶ 간 (Gan) - Mountain Defensive Move 1: Immovable Block (부동 막기)\n * Solid defensive stance that absorbs attacks.\n * @korean 간부동막기\n */\nexport const GAN_IMMOVABLE_BLOCK: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gan_immovable_block\", \"간 부동막기\")\n .asDefense(0.25)\n .stance()\n .blockHigh(0.13, \"linear\")\n .recover(0.12, \"ease-in\")\n .build();\n\n/**\n * ☶ 간 (Gan) - Mountain Defensive Move 2: Counter Fortress (반격 요새)\n * Strong defensive position with delayed power counter.\n * @korean 간반격요새\n */\nexport const GAN_COUNTER_FORTRESS: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gan_counter_fortress\", \"간 반격요새\")\n .asDefense(0.35)\n .stance()\n .blockHigh(0.12, \"linear\")\n .counterStrike(0.13, \"ease-out\")\n .recover(0.1, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ☷ 곤 (GON) - EARTH DEFENSIVE ANIMATIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * ☷ 곤 (Gon) - Earth Defensive Move 1: Grounding Defense (접지 방어)\n * Low defensive posture with strong base.\n * @korean 곤접지방어\n */\nexport const GON_GROUNDING_DEFENSE: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gon_grounding_defense\", \"곤 접지방어\")\n .asDefense(0.28)\n .stance()\n .blockLow(0.14, \"ease-out\")\n .recover(0.14, \"ease-in\")\n .build();\n\n/**\n * ☷ 곤 (Gon) - Earth Defensive Move 2: Takedown Counter (꺾기 반격)\n * Defensive takedown using low center of gravity advantage.\n * @korean 곤꺾기반격\n */\nexport const GON_TAKEDOWN_COUNTER: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"gon_takedown_counter\", \"곤 꺾기반격\")\n .asDefense(0.45)\n .stance()\n .takedownShoot(0.15, \"ease-out\")\n .takedownDump(0.15, \"linear\")\n .recover(0.15, \"ease-in\")\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ANIMATION COLLECTIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all defensive animations by stance\n * @korean 자세별방어애니메이션\n */\nexport const DEFENSIVE_ANIMATIONS_BY_STANCE: ReadonlyMap<\n TrigramStance,\n readonly SkeletalAnimation[]\n> = new Map([\n [TrigramStance.GEON, [GEON_HIGH_BLOCK, GEON_COUNTER_STRIKE] as const],\n [TrigramStance.TAE, [TAE_JOINT_LOCK_DEFENSE, TAE_SWEEP_DEFENSE] as const],\n [TrigramStance.LI, [LI_PRECISION_PARRY, LI_NERVE_STRIKE_COUNTER] as const],\n [TrigramStance.JIN, [JIN_EXPLOSIVE_BLOCK, JIN_SHOCKING_COUNTER] as const],\n [\n TrigramStance.SON,\n [SON_CONTINUOUS_DEFLECTION, SON_PRESSURE_COUNTER] as const,\n ],\n [TrigramStance.GAM, [GAM_FLOW_DEFENSE, GAM_REDIRECTION_COUNTER] as const],\n [TrigramStance.GAN, [GAN_IMMOVABLE_BLOCK, GAN_COUNTER_FORTRESS] as const],\n [TrigramStance.GON, [GON_GROUNDING_DEFENSE, GON_TAKEDOWN_COUNTER] as const],\n]);\n\n/**\n * All defensive animations in a single map for easy lookup\n * @korean 모든방어애니메이션\n */\nexport const ALL_DEFENSIVE_ANIMATIONS = new Map<string, SkeletalAnimation>([\n [\"geon_high_block\", GEON_HIGH_BLOCK],\n [\"geon_counter_strike\", GEON_COUNTER_STRIKE],\n [\"tae_joint_lock_defense\", TAE_JOINT_LOCK_DEFENSE],\n [\"tae_sweep_defense\", TAE_SWEEP_DEFENSE],\n [\"li_precision_parry\", LI_PRECISION_PARRY],\n [\"li_nerve_strike_counter\", LI_NERVE_STRIKE_COUNTER],\n [\"jin_explosive_block\", JIN_EXPLOSIVE_BLOCK],\n [\"jin_shocking_counter\", JIN_SHOCKING_COUNTER],\n [\"son_continuous_deflection\", SON_CONTINUOUS_DEFLECTION],\n [\"son_pressure_counter\", SON_PRESSURE_COUNTER],\n [\"gam_flow_defense\", GAM_FLOW_DEFENSE],\n [\"gam_redirection_counter\", GAM_REDIRECTION_COUNTER],\n [\"gan_immovable_block\", GAN_IMMOVABLE_BLOCK],\n [\"gan_counter_fortress\", GAN_COUNTER_FORTRESS],\n [\"gon_grounding_defense\", GON_GROUNDING_DEFENSE],\n [\"gon_takedown_counter\", GON_TAKEDOWN_COUNTER],\n]);\n\n/**\n * Get defensive animations for a specific stance\n * @korean 자세방어애니메이션가져오기\n */\nexport function getDefensiveAnimationsForStance(\n stance: TrigramStance,\n): readonly SkeletalAnimation[] {\n return DEFENSIVE_ANIMATIONS_BY_STANCE.get(stance) ?? [];\n}\n\n/**\n * Get a defensive animation by name\n * @korean 방어애니메이션가져오기\n */\nexport function getDefensiveAnimation(\n name: string,\n): SkeletalAnimation | undefined {\n return ALL_DEFENSIVE_ANIMATIONS.get(name);\n}\n"],"mappings":";;;;;;;;AA6BA,IAAa,kBACX,4BAA4B,OAAO,mBAAmB,QAAQ,CAAC,CAC5D,UAAU,EAAG,CAAC,CACd,OAAO,CAAC,CACR,UAAU,IAAK,UAAU,CAAC,CAC1B,UAAU,IAAK,QAAQ,CAAC,CACxB,MAAM;;;;;;AAOX,IAAa,sBACX,4BAA4B,OAAO,uBAAuB,MAAM,CAAC,CAC9D,UAAU,GAAI,CAAC,CACf,OAAO,CAAC,CACR,cAAc,KAAM,UAAU,CAAC,CAC/B,QAAQ,IAAK,SAAS,CAAC,CACvB,MAAM;;;;;;AAWX,IAAa,yBACX,4BAA4B,OAAO,0BAA0B,QAAQ,CAAC,CACnE,UAAU,EAAG,CAAC,CACd,OAAO,CAAC,CACR,MAAM,IAAK,UAAU,CAAC,CACtB,UAAU,KAAM,QAAQ,CAAC,CACzB,QAAQ,KAAM,SAAS,CAAC,CACxB,MAAM;;;;;;AAOX,IAAa,oBACX,4BAA4B,OAAO,qBAAqB,UAAU,CAAC,CAChE,UAAU,GAAI,CAAC,CACf,OAAO,CAAC,CACR,MAAM,KAAM,UAAU,CAAC,CACvB,MAAM,KAAM,QAAQ,CAAC,CACrB,QAAQ,KAAM,SAAS,CAAC,CACxB,MAAM;;;;;;AAWX,IAAa,qBACX,4BAA4B,OAAO,sBAAsB,WAAW,CAAC,CAClE,UAAU,GAAI,CAAC,CACf,OAAO,CAAC,CACR,MAAM,KAAM,UAAU,CAAC,CACvB,QAAQ,KAAM,SAAS,CAAC,CACxB,MAAM;;;;;;AAOX,IAAa,0BACX,4BAA4B,OAC1B,2BACA,UACF,CAAC,CACE,UAAU,GAAI,CAAC,CACf,OAAO,CAAC,CACR,aAAa,KAAM,QAAQ,CAAC,CAC5B,cAAc,IAAK,UAAU,CAAC,CAC9B,QAAQ,KAAM,SAAS,CAAC,CACxB,MAAM;;;;;;AAWX,IAAa,sBACX,4BAA4B,OAAO,uBAAuB,QAAQ,CAAC,CAChE,UAAU,GAAI,CAAC,CACf,OAAO,CAAC,CACR,UAAU,KAAM,UAAU,CAAC,CAC3B,QAAQ,KAAM,SAAS,CAAC,CACxB,MAAM;;;;;;AAOX,IAAa,uBACX,4BAA4B,OAAO,wBAAwB,QAAQ,CAAC,CACjE,UAAU,GAAI,CAAC,CACf,OAAO,CAAC,CACR,cAAc,KAAM,UAAU,CAAC,CAC/B,QAAQ,KAAM,SAAS,CAAC,CACxB,MAAM;;;;;;AAWX,IAAa,4BACX,4BAA4B,OAAO,6BAA6B,QAAQ,CAAC,CACtE,UAAU,GAAI,CAAC,CACf,OAAO,CAAC,CACR,MAAM,IAAK,QAAQ,CAAC,CACpB,MAAM,IAAK,QAAQ,CAAC,CACpB,MAAM,KAAM,QAAQ,CAAC,CACrB,QAAQ,KAAM,SAAS,CAAC,CACxB,MAAM;;;;;;AAOX,IAAa,uBACX,4BAA4B,OAAO,wBAAwB,QAAQ,CAAC,CACjE,UAAU,EAAG,CAAC,CACd,OAAO,CAAC,CACR,cAAc,IAAK,UAAU,CAAC,CAC9B,cAAc,IAAK,UAAU,CAAC,CAC9B,cAAc,IAAK,UAAU,CAAC,CAC9B,QAAQ,IAAK,SAAS,CAAC,CACvB,MAAM;;;;;;AAWX,IAAa,mBACX,4BAA4B,OAAO,oBAAoB,QAAQ,CAAC,CAC7D,UAAU,GAAI,CAAC,CACf,OAAO,CAAC,CACR,MAAM,KAAM,UAAU,CAAC,CACvB,MAAM,IAAK,QAAQ,CAAC,CACpB,QAAQ,IAAK,SAAS,CAAC,CACvB,MAAM;;;;;;AAOX,IAAa,0BACX,4BAA4B,OAAO,2BAA2B,QAAQ,CAAC,CACpE,UAAU,EAAG,CAAC,CACd,OAAO,CAAC,CACR,MAAM,IAAK,UAAU,CAAC,CACtB,cAAc,KAAM,UAAU,CAAC,CAC/B,QAAQ,KAAM,SAAS,CAAC,CACxB,MAAM;;;;;;AAWX,IAAa,sBACX,4BAA4B,OAAO,uBAAuB,QAAQ,CAAC,CAChE,UAAU,GAAI,CAAC,CACf,OAAO,CAAC,CACR,UAAU,KAAM,QAAQ,CAAC,CACzB,QAAQ,KAAM,SAAS,CAAC,CACxB,MAAM;;;;;;AAOX,IAAa,uBACX,4BAA4B,OAAO,wBAAwB,QAAQ,CAAC,CACjE,UAAU,GAAI,CAAC,CACf,OAAO,CAAC,CACR,UAAU,KAAM,QAAQ,CAAC,CACzB,cAAc,KAAM,UAAU,CAAC,CAC/B,QAAQ,IAAK,SAAS,CAAC,CACvB,MAAM;;;;;;AAWX,IAAa,wBACX,4BAA4B,OAAO,yBAAyB,QAAQ,CAAC,CAClE,UAAU,GAAI,CAAC,CACf,OAAO,CAAC,CACR,SAAS,KAAM,UAAU,CAAC,CAC1B,QAAQ,KAAM,SAAS,CAAC,CACxB,MAAM;;;;;;AAOX,IAAa,uBACX,4BAA4B,OAAO,wBAAwB,QAAQ,CAAC,CACjE,UAAU,GAAI,CAAC,CACf,OAAO,CAAC,CACR,cAAc,KAAM,UAAU,CAAC,CAC/B,aAAa,KAAM,QAAQ,CAAC,CAC5B,QAAQ,KAAM,SAAS,CAAC,CACxB,MAAM;AAcR,cAAc,MACd,cAAc,KACd,cAAc,IACd,cAAc,KAEb,cAAc,KAGf,cAAc,KACd,cAAc,KACd,cAAc;;;;;AAOjB,IAAa,2CAA2B,IAAI,IAA+B;CACzE,CAAC,mBAAmB,eAAe;CACnC,CAAC,uBAAuB,mBAAmB;CAC3C,CAAC,0BAA0B,sBAAsB;CACjD,CAAC,qBAAqB,iBAAiB;CACvC,CAAC,sBAAsB,kBAAkB;CACzC,CAAC,2BAA2B,uBAAuB;CACnD,CAAC,uBAAuB,mBAAmB;CAC3C,CAAC,wBAAwB,oBAAoB;CAC7C,CAAC,6BAA6B,yBAAyB;CACvD,CAAC,wBAAwB,oBAAoB;CAC7C,CAAC,oBAAoB,gBAAgB;CACrC,CAAC,2BAA2B,uBAAuB;CACnD,CAAC,uBAAuB,mBAAmB;CAC3C,CAAC,wBAAwB,oBAAoB;CAC7C,CAAC,yBAAyB,qBAAqB;CAC/C,CAAC,wBAAwB,oBAAoB;AAC/C,CAAC;;;;;AAgBD,SAAgB,sBACd,MAC+B;CAC/B,OAAO,yBAAyB,IAAI,IAAI;AAC1C"}
|
|
@@ -423,7 +423,7 @@ var FEMORAL_KNEE_ANIMATION = MartialArtsAnimationBuilder.create("femoral_knee",
|
|
|
423
423
|
* Map of all elbow and knee animations for easy access
|
|
424
424
|
* 팔꿈치/무릎 애니메이션 맵
|
|
425
425
|
*/
|
|
426
|
-
var ELBOW_KNEE_ANIMATIONS = new Map([
|
|
426
|
+
var ELBOW_KNEE_ANIMATIONS = /* @__PURE__ */ new Map([
|
|
427
427
|
["elbow_strike", ELBOW_STRIKE_ANIMATION],
|
|
428
428
|
["elbow_uppercut", ELBOW_UPPERCUT_ANIMATION],
|
|
429
429
|
["knee_strike", KNEE_STRIKE_ANIMATION],
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"ElbowKneeAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/ElbowKneeAnimations.ts"],"sourcesContent":["/**\n * Elbow and Knee Animations Module\n *\n * Close-range elbow (팔꿈치) and knee (무릎) techniques for Korean martial arts.\n * Uses MartialArtsAnimationBuilder for readable, martial arts expert-friendly code.\n *\n * 한국 무술 팔꿈치/무릎 애니메이션 모듈\n *\n * @module systems/animation/ElbowKneeAnimations\n * @korean 팔꿈치무릎애니메이션\n */\n\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport {\n MartialArtsAnimationBuilder,\n TECHNIQUE_TIMING,\n} from \"../builders/MartialArtsAnimationBuilder\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ELBOW STRIKE (팔꿈치치기) - Horizontal Elbow\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Elbow Strike - 팔꿈치치기 (Palkkumchi Chigi)\n *\n * **Authentic Muay Thai / Taekwondo Horizontal Elbow Strike**\n *\n * Fast horizontal elbow strike targeting temple or jaw with devastating close-range power.\n * This is the fundamental elbow technique in all striking arts.\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Chamber (준비)**: Fist pulls to opposite shoulder, elbow tucked tight\n * - **Hip Rotation (골반 회전)**: 60° hip rotation drives the strike\n * - **Horizontal Path**: Elbow travels in straight line across target\n * - **Impact Surface**: Point of elbow (not forearm)\n * - **Follow-Through**: Shoulder rotates past centerline for maximum power\n *\n * **Target Vital Points**:\n * - 관자놀이 (Temple - Gwanjanoli): Knockout potential\n * - 턱끝 (Jaw Point - Teok-kkeut): Concussion risk\n * - 경동맥 (Carotid Sinus - Gyeongdongmaek): Blood flow disruption\n *\n * **Combat Applications**:\n * - Clinch range (0-12 inches)\n * - Counter to straight punches\n * - Breaking guard with sharp angle\n *\n * Phases:\n * 1. Chamber (준비): 100ms - Arm crosses body, fist to opposite shoulder\n * 2. Strike (치기): 140ms - Hip rotation drives elbow horizontally\n * 3. Peak (정점): 70ms - Hold at full extension for impact\n * 4. Recovery (복귀): 170ms - Return to guard position\n *\n * Duration: 480ms (Optimized for visible technique execution)\n *\n * @korean 팔꿈치치기애니메이션\n */\nexport const ELBOW_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"elbow_strike\", \"팔꿈치치기\")\n .asAttack(0.48)\n .elbowChamber(0.1) // 준비 - Chambered fist at opposite shoulder, elbow tight\n .elbowStrike(0.14) // 치기 - Hip rotation drives horizontal elbow through target\n .elbowStrike(0.07) // 정점 - Hold at impact, shoulder past centerline\n .recover(0.17) // 복귀 - Controlled recovery to guard\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ELBOW UPPERCUT (팔꿈치올려치기) - Rising Elbow\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Elbow Uppercut - 팔꿈치올려치기 (Palkkumchi Ollyeo Chigi)\n *\n * **Authentic Muay Thai / Taekwondo Rising Elbow Strike**\n *\n * Explosive vertical elbow strike targeting chin from below for knockout power.\n * One of the most devastating close-range techniques in striking arts.\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Low Chamber (낮은 준비)**: Arm drops below target with elbow bent 90°\n * - **Leg Drive (다리 힘)**: Rear leg extension provides upward power\n * - **Vertical Path (수직 경로)**: Elbow rises straight up through centerline\n * - **Body Drive (몸통 상승)**: Entire body rises with strike\n * - **Chin Target (턱 타격)**: Point of elbow drives under chin\n *\n * **Target Vital Points**:\n * - 턱끝 (Jaw Point - Teok-kkeut): Direct knockout\n * - 승장 (Philtrum - Seungjang): Nerve cluster under nose\n * - 인영 (Carotid - Inmyeong): Blood flow disruption\n *\n * **Combat Applications**:\n * - Counter to body attacks (opponent leans in)\n * - Clinch uppercut when opponent's chin is exposed\n * - Breaking opponent's posture with upward force\n *\n * Phases:\n * 1. Chamber (준비): 120ms - Drop and load, knee bend for drive\n * 2. Rise (올리기): 170ms - Explosive leg extension drives elbow upward\n * 3. Peak (정점): 90ms - Maximum extension at chin level, full body commitment\n * 4. Recovery (복귀): 170ms - Controlled return to guard\n *\n * Duration: 550ms (Explosive power requires visible wind-up)\n *\n * @korean 팔꿈치올려치기애니메이션\n */\nexport const ELBOW_UPPERCUT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"elbow_uppercut\", \"팔꿈치올려치기\")\n .asAttack(0.55)\n .elbowChamber(0.12) // 준비 - Drop and load with knee bend\n .elbowUppercut(0.17) // 올리기 - Explosive rising elbow with leg drive\n .elbowUppercut(0.09) // 정점 - Hold at peak with full body extension\n .recover(0.17) // 복귀 - Return to stance\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// KNEE STRIKE (무릎차기) - Clinch Knee\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Knee Strike - 무릎차기 (Mureup Chagi)\n *\n * **Authentic Muay Thai / Taekwondo Straight Knee Strike**\n *\n * Powerful knee strike from clinch position targeting midsection or thigh.\n * The knee is one of the hardest striking surfaces and delivers devastating power\n * at close range through proper hip thrust mechanics.\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Clinch Control (클린치 제어)**: Hands pull opponent's head down\n * - **Hip Thrust (골반 추진)**: Forward hip rotation drives knee upward\n * - **Knee Drive (무릎 상승)**: Rear leg knee chambers then drives up\n * - **Balance (균형)**: Support leg bends for stability and power transfer\n * - **Follow-Through**: Hip continues forward after knee contact\n *\n * **Target Vital Points**:\n * - 명치 (Solar Plexus - Myeongchi): Breath disruption\n * - 늑골 (Floating Ribs - Neukgol): Rib damage\n * - 간 (Liver - Gan): Internal organ trauma\n * - 대퇴부 (Thigh - Daetoebu): Leg damage for mobility denial\n *\n * **Combat Applications**:\n * - Clinch fighting primary weapon\n * - Counter to takedown attempts (sprawl and knee)\n * - Breaking opponent's posture and guard\n * - Multiple knees in combination (Thailand clinch style)\n *\n * Phases:\n * 1. Clinch (클린치): 120ms - Establish head control, pull opponent in\n * 2. Chamber (준비): 80ms - Rear leg chambers with hip load\n * 3. Strike (차기): 150ms - Hip thrust drives knee up into target\n * 4. Peak (정점): 70ms - Hold at maximum height and impact\n * 5. Reset (복귀): 180ms - Return to clinch or disengage\n *\n * Duration: 600ms (Deliberate clinch technique with control)\n *\n * @korean 무릎차기애니메이션\n */\nexport const KNEE_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"knee_strike\", \"무릎차기\")\n .asAttack(0.6)\n .withClinch() // 클린치 - Establish control position\n .chamber(0.08) // 준비 - Chamber rear leg with hip load\n .kneeStrike(0.15) // 차기 - Hip thrust drives knee up\n .kneeStrike(0.07) // 정점 - Hold at peak impact\n .recover(0.3) // 복귀 - Reset to clinch or disengage\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SPINNING ELBOW (회전팔꿈치) - 360° Spinning Elbow\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Spinning Elbow - 회전팔꿈치 (Hoejeon Palkkumchi)\n *\n * **Authentic Muay Thai / Taekwondo 360° Spinning Elbow Strike**\n *\n * Full 360° body rotation into horizontal elbow strike - the most powerful elbow technique.\n * High-risk, high-reward knockout technique that generates maximum angular momentum.\n * Used by elite Muay Thai fighters and requires perfect timing and distance control.\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Spin Initiation (회전 시작)**: Rear foot pivots, hips rotate first\n * - **Angular Momentum (각운동량)**: Full body rotation builds speed\n * - **Head Turn (머리 회전)**: Eyes find target mid-spin for accuracy\n * - **Elbow Whip (팔꿈치 채찍)**: Elbow whips through at completion of spin\n * - **Follow-Through**: Complete 360° rotation even if miss\n *\n * **Target Vital Points**:\n * - 관자놀이 (Temple - Gwanjanoli): Instant knockout potential\n * - 턱끝 (Jaw - Teok-kkeut): Rotational knockout force\n * - 경추 (Cervical Spine - Gyeongchu): Structural damage risk\n *\n * **Combat Applications**:\n * - Counter to circular attacks (slip and spin)\n * - Breaking opponent's rhythm with unexpected angle\n * - Creating space after clinch exchanges\n * - Devastating power from angular momentum\n *\n * **Risk Factors**:\n * - Exposes back during rotation\n * - Requires precise distance control\n * - Vulnerable to counters if missed\n * - Should only be used with confidence in timing\n *\n * Phases:\n * 1. Chamber (준비): 100ms - Weight shift to front foot, prepare spin\n * 2. Spin (회전): 200ms - Full 360° body rotation with head turn\n * 3. Strike (치기): 140ms - Elbow whips through target at spin completion\n * 4. Follow-Through (관통): 80ms - Complete rotation for balance\n * 5. Recovery (복귀): 180ms - Stabilize and return to guard\n *\n * Duration: 700ms (Long duration for full rotation visibility)\n *\n * @korean 회전팔꿈치애니메이션\n */\nexport const SPINNING_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"spinning_elbow\", \"회전팔꿈치\")\n .asAttack(0.7)\n .chamber(0.1) // 준비 - Weight shift and rotation preparation\n .backKickSpin(0.2) // 회전 - Full 360° spin with angular momentum\n .elbowStrike(0.14) // 치기 - Elbow whips through on completion\n .elbowStrike(0.08) // 관통 - Follow-through for balance\n .spinRecover(0.18) // 복귀 - Stabilize and return to guard\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// DOWNWARD ELBOW (내려팔꿈치) - 12-6 Elbow\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Downward Elbow - 내려팔꿈치 (Naeryeo Palkkumchi) - \"12-6 Elbow\"\n *\n * **Authentic Muay Thai Vertical Downward Elbow Strike**\n *\n * Vertical downward elbow strike targeting crown of head from above.\n * Named \"12-6 elbow\" (like clock hands) for its straight downward trajectory.\n * One of the most devastating strikes in Muay Thai, banned in some MMA competitions\n * due to high injury risk (cuts and concussions).\n *\n * **Korean Martial Arts Biomechanics**:\n * - **High Chamber (높은 준비)**: Elbow raises above head with arm bent\n * - **Body Weight (체중 이용)**: Uses gravity + body weight for power\n * - **Downward Drive (하강 타격)**: Elbow crashes straight down like axe\n * - **Hip Drop (골반 하강)**: Body drops to add mass behind strike\n * - **Impact Surface**: Sharp point of elbow (devastating cutting power)\n *\n * **Target Vital Points**:\n * - 백회혈 (Crown Point - Baekhoehoel): Neurological knockout\n * - 후두부 (Occipital Region - Hudubu): Concussion risk\n * - 쇄골 (Collarbone - Swaegol): Bone fracture\n * - 척추 (Cervical Spine - Cheokchu): Structural damage\n *\n * **Combat Applications**:\n * - Ground and pound from mount position\n * - Counter to opponent shooting for takedown (sprawl and elbow)\n * - Clinch position when opponent's head is below yours\n * - Breaking opponent's guard from above\n *\n * **Safety Note**:\n * Extremely dangerous technique. In training, this is practiced with control\n * or on pads/bags only. The \"12-6\" angle maximizes cutting and impact force.\n *\n * Phases:\n * 1. High Guard (상단 자세): 100ms - Raise arm above head\n * 2. Chamber (준비): 80ms - Elbow cocked at apex, body rises\n * 3. Drop (하강): 130ms - Body weight crashes elbow downward\n * 4. Impact (충격): 70ms - Full force impact with body weight\n * 5. Recovery (복귀): 200ms - Return to guard\n *\n * Duration: 580ms (Dramatic downward technique)\n *\n * @korean 내려팔꿈치애니메이션\n */\nexport const DOWNWARD_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"downward_elbow\", \"내려팔꿈치\")\n .asAttack(0.58)\n .withHighGuard() // 상단 자세 - Arm raises high\n .elbowChamber(0.08) // 준비 - Elbow loaded at apex\n .elbowChamber(0.1) // 준비 완료 - Hold high chamber position\n .spinalElbow(0.13) // 하강 - Crashes down with body weight (12-6 arc)\n .spinalElbow(0.07) // 충격 - Impact with full downward force\n .recover(0.2) // 복귀 - Return to guard\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// BACK ELBOW (뒤팔꿈치) - Rear Elbow Strike\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Back Elbow - 뒤팔꿈치\n *\n * Elbow strike thrown backward.\n * Used when opponent is behind.\n * Uses unique rear-strike rotation pattern.\n *\n * @korean 뒤팔꿈치애니메이션\n */\nexport const BACK_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"back_elbow\", \"뒤팔꿈치\")\n .asAttack(TECHNIQUE_TIMING.FAST.total)\n .withKoreanHighGuard() // Start in guard\n .elbowChamber(TECHNIQUE_TIMING.FAST.chamber) // 준비 - Chamber for rear strike\n .elbowStrike(TECHNIQUE_TIMING.FAST.extend) // 뒤팔꾼치 - Backward elbow thrust\n .recover(TECHNIQUE_TIMING.FAST.retract + TECHNIQUE_TIMING.FAST.recover)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// DOUBLE ELBOW (더블팔꿈치) - Two Rapid Elbows\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Double Elbow - 더블팔꿈치\n *\n * Two rapid elbow strikes.\n * Left-right combination with distinct alternating motion.\n *\n * @korean 더블팔꿈치애니메이션\n */\nexport const DOUBLE_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"double_elbow\", \"더블팔꿈치\")\n .asAttack(0.48)\n .elbowChamber(0.06) // First chamber\n .elbowStrike(0.1) // First horizontal elbow\n .slashingElbow(0.12) // Second diagonal elbow (unique)\n .recover(0.2) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SLASHING ELBOW (베기팔꿈치) - Diagonal Elbow Slash\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Slashing Elbow - 베기팔꿈치\n *\n * Diagonal slashing elbow motion.\n * Cuts across opponent's face with unique diagonal path.\n *\n * @korean 베기팔꿈치애니메이션\n */\nexport const SLASHING_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"slashing_elbow\", \"베기팔꿈치\")\n .asAttack(TECHNIQUE_TIMING.FAST.total)\n .withHighGuard() // Arm high\n .elbowChamber(TECHNIQUE_TIMING.FAST.chamber) // 준비 - Chamber arm high\n .slashingElbow(TECHNIQUE_TIMING.FAST.extend) // 베기 - Diagonal slash\n .recover(TECHNIQUE_TIMING.FAST.retract + TECHNIQUE_TIMING.FAST.recover) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// FLYING KNEE (뛰어무릎) - Jumping Knee Strike\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Flying Knee - 뛰어무릎 (Ttwi-eo Mureup) - \"Khao Loi\" (Muay Thai)\n *\n * **Authentic Muay Thai Jumping Knee Strike**\n *\n * Explosive airborne knee strike using full body momentum as a spear.\n * One of the most spectacular and devastating techniques in Muay Thai.\n * Maximum power from combining jump momentum with knee drive.\n * Famous for knockout victories in Muay Thai and MMA (e.g., Jorge Masvidal vs Ben Askren).\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Explosive Jump (폭발적 점프)**: Both legs drive off ground simultaneously\n * - **Airborne Drive (공중 추진)**: Knee drives forward while body is in flight\n * - **Rear Leg Extension (뒷다리 확장)**: Trailing leg extends back for balance\n * - **Arms Drive (팔 추진)**: Arms pull for momentum and balance\n * - **Target Acquisition (목표 확인)**: Eyes lock on target mid-flight\n * - **Impact Timing (충격 타이밍)**: Knee contacts at peak of jump arc\n *\n * **Target Vital Points**:\n * - 명치 (Solar Plexus - Myeongchi): Breath knockout\n * - 관자놀이 (Temple - Gwanjanoli): Airborne head strike (extreme power)\n * - 턱끝 (Jaw - Teok-kkeut): Flying uppercut knee\n * - 경추 (Cervical Spine - Gyeongchu): Spinal trauma risk\n *\n * **Combat Applications**:\n * - Close distance explosively against backpedaling opponent\n * - Counter to opponent circling away (cut off angle)\n * - Finish sequence after opponent is rocked\n * - Surprise attack from mid-range\n * - Breaking opponent's defensive shell with airborne attack\n *\n * **Technical Requirements**:\n * - Proper distance (3-5 feet optimal)\n * - Opponent stationary or moving toward you\n * - Strong push-off from both legs\n * - Commitment to technique (no half-measures in air)\n * - Landing preparedness (balance recovery critical)\n *\n * Phases:\n * 1. Chamber (준비): 120ms - Crouch and load both legs, arms swing back\n * 2. Jump (뛰기): 150ms - Explosive takeoff, both legs extend\n * 3. Airborne (공중): 180ms - Knee drives forward, trailing leg extends\n * 4. Strike (차기): 100ms - Knee contact at peak height\n * 5. Land (착지): 250ms - Absorb landing, recover balance\n *\n * Duration: 800ms (Extended for dramatic airborne technique)\n *\n * @korean 뛰어무릎애니메이션\n */\nexport const FLYING_KNEE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"flying_knee\", \"뛰어무릎\")\n .asAttack(0.8)\n .chamber(0.12) // 준비 - Crouch and load, arms swing back\n .flyingKnee(0.15) // 뛰기 - Explosive jump takeoff with upward drive\n .flyingKnee(0.18) // 공중 - Airborne knee drive forward\n .flyingKnee(0.1) // 차기 - Knee strike at peak\n .recover(0.25) // 착지 - Land and stabilize\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SIDE KNEE (옆무릎) - Lateral Knee Strike\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Side Knee - 옆무릎\n *\n * Lateral knee strike to ribs.\n * Clinch position to side target with unique lateral motion.\n *\n * @korean 옆무릎애니메이션\n */\nexport const SIDE_KNEE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"side_knee\", \"옆무릎\")\n .asAttack(0.42)\n .withClinch() // Clinch\n .chamber(0.08) // 준비 - Lift knee to side\n .sideKneeStrike(0.12) // 옆무릎 - Side knee strike\n .recover(0.22) // Release\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// STEP KNEE (스텝무릎) - Step-in Knee Strike\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Step Knee - 스텝무릎\n *\n * Stepping knee strike.\n * Close distance with knee.\n *\n * @korean 스텝무릎애니메이션\n */\nexport const STEP_KNEE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"step_knee\", \"스텝무릎\")\n .asAttack(0.45)\n .throwEntry(0.12) // Step in\n .kneeStrike(0.15) // Knee on entry\n .recover(0.18) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ELBOW-KNEE COMBO (팔꿈치무릎콤보) - Elbow to Knee\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Elbow-Knee Combo - 팔꿈치무릎콤보 (Palkkumchi-Mureup Kombo)\n *\n * **Authentic Muay Thai Close-Range Combination**\n *\n * Devastating two-strike combination from clinch range: horizontal elbow followed\n * immediately by knee strike. The elbow stuns and breaks opponent's guard, while\n * the knee finishes with body shot. Classic Muay Thai clinch sequence used to\n * overwhelm opponent at close quarters.\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Elbow Setup (팔꿈치 설정)**: Horizontal elbow to head creates opening\n * - **Clinch Transition (클린치 전환)**: Immediately grab opponent after elbow\n * - **Head Control (머리 제어)**: Pull opponent's head down for knee\n * - **Hip Rotation (골반 회전)**: Continuous rotation from elbow to knee\n * - **Overwhelming Offense (압도적 공격)**: No pause between strikes\n *\n * **Target Vital Points**:\n * Elbow Phase:\n * - 관자놀이 (Temple - Gwanjanoli): Stuns opponent\n * - 턱끝 (Jaw - Teok-kkeut): Opens guard\n *\n * Knee Phase:\n * - 명치 (Solar Plexus - Myeongchi): Finishing body shot\n * - 늑골 (Ribs - Neukgol): Breaks structure\n *\n * **Combat Applications**:\n * - Clinch dominance sequence\n * - Breaking opponent's turtle defense\n * - Finishing combination after opponent is hurt\n * - Preventing opponent from escaping clinch range\n * - Overwhelming forward pressure\n *\n * **Technical Keys**:\n * - NO gap between elbow and clinch grab\n * - Immediate head control after elbow\n * - Continuous hip rotation through both strikes\n * - Keep pressure forward throughout combo\n * - Be ready for multiple repetitions (Muay Thai clinch style)\n *\n * Phases:\n * 1. Elbow Prep (준비): 90ms - Quick chamber for horizontal elbow\n * 2. Elbow Strike (팔꿈치): 130ms - Horizontal elbow lands to head\n * 3. Clinch Grab (잡기): 100ms - Immediately grab opponent's head/neck\n * 4. Head Pull (당기기): 80ms - Pull head down exposing body\n * 5. Knee Strike (무릎치기): 150ms - Knee drives up into exposed midsection\n * 6. Recovery (복귀): 170ms - Release or reset for next strike\n *\n * Duration: 720ms (Deliberate combination with clinch control)\n *\n * @korean 팔꿈치무릎콤보애니메이션\n */\nexport const ELBOW_KNEE_COMBO_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"elbow_knee_combo\", \"팔꿈치무릎콤보\")\n .asAttack(0.72)\n .elbowChamber(0.09) // 준비 - Quick elbow chamber\n .elbowStrike(0.13) // 팔꿈치 - Elbow lands to head\n .clinchGrab(0.1) // 잡기 - Immediately grab opponent's head\n .withClinch() // 클린치 - Establish head control\n .chamber(0.08) // 당기기 - Pull head down\n .kneeStrike(0.15) // 무릎치기 - Knee drives to body\n .recover(0.17) // 복귀 - Release or continue clinch\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// KNEE BODY HOOK (무릎바디훅) - Knee to Hook Combo\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Knee Body Hook - 무릎바디훅\n *\n * Knee strike followed by body hook.\n * Devastates opponent's midsection.\n *\n * @korean 무릎바디훅애니메이션\n */\nexport const KNEE_BODY_HOOK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"knee_body_hook\", \"무릎바디훅\")\n .asAttack(0.55)\n .withClinch() // Clinch\n .chamber(0.07) // 준비 - Chamber knee\n .kneeStrike(0.11) // 무릎치기 - Knee lands\n .hookPunch(0.13) // 바디훅 - Body hook\n .recover(0.24) // Disengage\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// NEW KOREAN VITAL POINT VARIATIONS (추가 한국 급소 공격 변형)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Knee Kick - 무릎차기 (일반)\n * Generic knee kick (no clinch).\n * @korean 무릎차기애니메이션\n */\nexport const KNEE_KICK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"knee_kick\", \"무릎차기\")\n .asAttack(0.4)\n .chamber(0.12)\n .withKoreanMiddleGuard()\n .kneeStrike(0.15)\n .recover(0.13)\n .withKoreanMiddleGuard()\n .build();\n\n/**\n * Clinch Knee - 멱살잡고무릎차기\n * Explicit clinch knee.\n * @korean 멱살잡고무릎차기애니메이션\n */\nexport const CLINCH_KNEE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"clinch_knee\",\n \"Myeoksal-japgo Mureup Chagi\",\n )\n .asAttack(0.55)\n .clinchGrab(0.12) // 멅살잡기 - Grab collar/head\n .withClinch()\n .chamber(0.07) // 준비 - Pull head down, chamber knee\n .kneeStrike(0.13) // 무릎치기 - Knee drives up\n .recover(0.23)\n .build();\n\n/**\n * Temple Elbow - 관자놀이치기\n * Horizontal elbow to temple (Gwanjanoli).\n * @korean 관자놀이치기애니메이션\n */\nexport const TEMPLE_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"temple_elbow\", \"관자놀이치기\")\n .asAttack(TECHNIQUE_TIMING.FAST.total)\n .elbowChamber(TECHNIQUE_TIMING.FAST.chamber)\n .withKoreanHighGuard()\n .elbowStrike(TECHNIQUE_TIMING.FAST.extend + TECHNIQUE_TIMING.FAST.peak) // High target\n .recover(TECHNIQUE_TIMING.FAST.retract + TECHNIQUE_TIMING.FAST.recover)\n .build();\n\n/**\n * Spinning Back Elbow - 뒤돌아팔꿈치\n * Reverse elbow strike.\n * @korean 뒤돌아팔꿈치애니메이션\n */\nexport const SPINNING_BACK_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"spinning_back_elbow\", \"뒤돌아팔꿈치\")\n .asAttack(0.5)\n .backKickSpin(0.15)\n .withKoreanHighGuard()\n .elbowStrike(0.15)\n .spinRecover(0.2)\n .build();\n\n/**\n * Spinal Elbow - 척추치기\n * Downward elbow to spine with unique spinal targeting.\n * @korean 척추치기애니메이션\n */\nexport const SPINAL_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"spinal_elbow\", \"척추치기\")\n .asAttack(0.42)\n .elbowChamber(0.08) // 준비 - Raise elbow high\n .spinalElbow(0.14) // 척추치기 - Downward strike to spine\n .recover(0.2)\n .build();\n\n/**\n * Brachial Elbow - 상박치기\n *\n * Elbow to brachial nerve with downward angle.\n * Precise nerve strike causing arm numbness and weakness.\n *\n * Phases:\n * 1. Chamber (준비): 120ms - Position for downward strike\n * 2. Brachial Strike (상박치기): 180ms - Angled downward elbow to shoulder/upper arm\n * 3. Peak (정점): 80ms - Hold pressure on nerve\n * 4. Recovery (복귀): 170ms - Return to guard\n *\n * Duration: 550ms (Deliberate nerve targeting)\n *\n * @korean 상박치기애니메이션\n */\nexport const BRACHIAL_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"brachial_elbow\", \"상박치기\")\n .asAttack(0.55)\n .elbowChamber(0.12) // 준비 - Position high for downward strike\n .brachialElbow(0.18) // 상박치기 - Downward angled elbow to brachial nerve\n .brachialElbow(0.08) // 정점 - Hold on nerve cluster\n .recover(0.17) // 복귀 - Return to guard\n .build();\n\n/**\n * Kidney Knee - 신장차기\n * Knee strike to kidney from side/behind with unique targeting.\n * @korean 신장차기애니메이션\n */\nexport const KIDNEY_KNEE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"kidney_knee\", \"신장차기\")\n .asAttack(0.44)\n .withClinch()\n .chamber(0.08) // 준비 - Chamber knee to side\n .kidneyKnee(0.14) // 신장차기 - Knee to kidney area\n .recover(0.22)\n .build();\n\n/**\n * Femoral Knee - 대퇴부차기\n * Knee strike to femoral nerve (thigh) with unique low targeting.\n * @korean 대퇴부차기애니메이션\n */\nexport const FEMORAL_KNEE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"femoral_knee\", \"대퇴부차기\")\n .asAttack(0.4)\n .chamber(0.1)\n .femoralKnee(0.15) // Unique femoral targeting motion\n .recover(0.15)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORT ELBOW/KNEE ANIMATION MAP\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all elbow and knee animations for easy access\n * 팔꿈치/무릎 애니메이션 맵\n */\nexport const ELBOW_KNEE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> =\n new Map([\n [\"elbow_strike\", ELBOW_STRIKE_ANIMATION],\n [\"elbow_uppercut\", ELBOW_UPPERCUT_ANIMATION],\n [\"knee_strike\", KNEE_STRIKE_ANIMATION],\n [\"spinning_elbow\", SPINNING_ELBOW_ANIMATION],\n [\"downward_elbow\", DOWNWARD_ELBOW_ANIMATION],\n [\"back_elbow\", BACK_ELBOW_ANIMATION],\n [\"double_elbow\", DOUBLE_ELBOW_ANIMATION],\n [\"slashing_elbow\", SLASHING_ELBOW_ANIMATION],\n [\"flying_knee\", FLYING_KNEE_ANIMATION],\n [\"side_knee\", SIDE_KNEE_ANIMATION],\n [\"step_knee\", STEP_KNEE_ANIMATION],\n [\"elbow_knee_combo\", ELBOW_KNEE_COMBO_ANIMATION],\n [\"knee_body_hook\", KNEE_BODY_HOOK_ANIMATION],\n [\"knee_kick\", KNEE_KICK_ANIMATION],\n [\"clinch_knee\", CLINCH_KNEE_ANIMATION],\n [\"temple_elbow\", TEMPLE_ELBOW_ANIMATION],\n [\"spinning_back_elbow\", SPINNING_BACK_ELBOW_ANIMATION],\n [\"spinal_elbow\", SPINAL_ELBOW_ANIMATION],\n [\"brachial_elbow\", BRACHIAL_ELBOW_ANIMATION],\n [\"kidney_knee\", KIDNEY_KNEE_ANIMATION],\n [\"femoral_knee\", FEMORAL_KNEE_ANIMATION],\n ]);\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAyDA,IAAa,yBACX,4BAA4B,OAAO,gBAAgB,OAAO,EACvD,SAAS,GAAI,EACb,aAAa,EAAG,EAChB,YAAY,GAAI,EAChB,YAAY,GAAI,EAChB,QAAQ,GAAI,EACZ,MAAM;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAyCX,IAAa,2BACX,4BAA4B,OAAO,kBAAkB,SAAS,EAC3D,SAAS,GAAI,EACb,aAAa,GAAI,EACjB,cAAc,GAAI,EAClB,cAAc,GAAI,EAClB,QAAQ,GAAI,EACZ,MAAM;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA6CX,IAAa,wBACX,4BAA4B,OAAO,eAAe,MAAM,EACrD,SAAS,EAAG,EACZ,WAAW,EACX,QAAQ,GAAI,EACZ,WAAW,GAAI,EACf,WAAW,GAAI,EACf,QAAQ,EAAG,EACX,MAAM;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAkDX,IAAa,2BACX,4BAA4B,OAAO,kBAAkB,OAAO,EACzD,SAAS,EAAG,EACZ,QAAQ,EAAG,EACX,aAAa,EAAG,EAChB,YAAY,GAAI,EAChB,YAAY,GAAI,EAChB,YAAY,GAAI,EAChB,MAAM;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAkDX,IAAa,2BACX,4BAA4B,OAAO,kBAAkB,OAAO,EACzD,SAAS,GAAI,EACb,cAAc,EACd,aAAa,GAAI,EACjB,aAAa,EAAG,EAChB,YAAY,GAAI,EAChB,YAAY,GAAI,EAChB,QAAQ,EAAG,EACX,MAAM;;;;;;;;;;AAeX,IAAa,uBACX,4BAA4B,OAAO,cAAc,MAAM,EACpD,SAAS,iBAAiB,KAAK,KAAK,EACpC,oBAAoB,EACpB,aAAa,iBAAiB,KAAK,OAAO,EAC1C,YAAY,iBAAiB,KAAK,MAAM,EACxC,QAAQ,iBAAiB,KAAK,UAAU,iBAAiB,KAAK,OAAO,EACrE,MAAM;;;;;;;;;AAcX,IAAa,yBACX,4BAA4B,OAAO,gBAAgB,OAAO,EACvD,SAAS,GAAI,EACb,aAAa,GAAI,EACjB,YAAY,EAAG,EACf,cAAc,GAAI,EAClB,QAAQ,EAAG,EACX,MAAM;;;;;;;;;AAcX,IAAa,2BACX,4BAA4B,OAAO,kBAAkB,OAAO,EACzD,SAAS,iBAAiB,KAAK,KAAK,EACpC,cAAc,EACd,aAAa,iBAAiB,KAAK,OAAO,EAC1C,cAAc,iBAAiB,KAAK,MAAM,EAC1C,QAAQ,iBAAiB,KAAK,UAAU,iBAAiB,KAAK,OAAO,EACrE,MAAM;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAuDX,IAAa,wBACX,4BAA4B,OAAO,eAAe,MAAM,EACrD,SAAS,EAAG,EACZ,QAAQ,GAAI,EACZ,WAAW,GAAI,EACf,WAAW,GAAI,EACf,WAAW,EAAG,EACd,QAAQ,GAAI,EACZ,MAAM;;;;;;;;;AAcX,IAAa,sBACX,4BAA4B,OAAO,aAAa,KAAK,EAClD,SAAS,GAAI,EACb,WAAW,EACX,QAAQ,GAAI,EACZ,eAAe,GAAI,EACnB,QAAQ,GAAI,EACZ,MAAM;;;;;;;;;AAcX,IAAa,sBACX,4BAA4B,OAAO,aAAa,MAAM,EACnD,SAAS,GAAI,EACb,WAAW,GAAI,EACf,WAAW,GAAI,EACf,QAAQ,GAAI,EACZ,MAAM;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA0DX,IAAa,6BACX,4BAA4B,OAAO,oBAAoB,SAAS,EAC7D,SAAS,GAAI,EACb,aAAa,GAAI,EACjB,YAAY,GAAI,EAChB,WAAW,EAAG,EACd,WAAW,EACX,QAAQ,GAAI,EACZ,WAAW,GAAI,EACf,QAAQ,GAAI,EACZ,MAAM;;;;;;;;;AAcX,IAAa,2BACX,4BAA4B,OAAO,kBAAkB,OAAO,EACzD,SAAS,GAAI,EACb,WAAW,EACX,QAAQ,GAAI,EACZ,WAAW,GAAI,EACf,UAAU,GAAI,EACd,QAAQ,GAAI,EACZ,MAAM;;;;;;AAWX,IAAa,sBACX,4BAA4B,OAAO,aAAa,MAAM,EACnD,SAAS,EAAG,EACZ,QAAQ,GAAI,EACZ,sBAAsB,EACtB,WAAW,GAAI,EACf,QAAQ,GAAI,EACZ,sBAAsB,EACtB,MAAM;;;;;;AAOX,IAAa,wBACX,4BAA4B,OAC1B,eACA,6BACF,EACG,SAAS,GAAI,EACb,WAAW,GAAI,EACf,WAAW,EACX,QAAQ,GAAI,EACZ,WAAW,GAAI,EACf,QAAQ,GAAI,EACZ,MAAM;;;;;;AAOX,IAAa,yBACX,4BAA4B,OAAO,gBAAgB,QAAQ,EACxD,SAAS,iBAAiB,KAAK,KAAK,EACpC,aAAa,iBAAiB,KAAK,OAAO,EAC1C,oBAAoB,EACpB,YAAY,iBAAiB,KAAK,SAAS,iBAAiB,KAAK,IAAI,EACrE,QAAQ,iBAAiB,KAAK,UAAU,iBAAiB,KAAK,OAAO,EACrE,MAAM;;;;;;AAOX,IAAa,gCACX,4BAA4B,OAAO,uBAAuB,QAAQ,EAC/D,SAAS,EAAG,EACZ,aAAa,GAAI,EACjB,oBAAoB,EACpB,YAAY,GAAI,EAChB,YAAY,EAAG,EACf,MAAM;;;;;;AAOX,IAAa,yBACX,4BAA4B,OAAO,gBAAgB,MAAM,EACtD,SAAS,GAAI,EACb,aAAa,GAAI,EACjB,YAAY,GAAI,EAChB,QAAQ,EAAG,EACX,MAAM;;;;;;;;;;;;;;;;;AAkBX,IAAa,2BACX,4BAA4B,OAAO,kBAAkB,MAAM,EACxD,SAAS,GAAI,EACb,aAAa,GAAI,EACjB,cAAc,GAAI,EAClB,cAAc,GAAI,EAClB,QAAQ,GAAI,EACZ,MAAM;;;;;;AAOX,IAAa,wBACX,4BAA4B,OAAO,eAAe,MAAM,EACrD,SAAS,GAAI,EACb,WAAW,EACX,QAAQ,GAAI,EACZ,WAAW,GAAI,EACf,QAAQ,GAAI,EACZ,MAAM;;;;;;AAOX,IAAa,yBACX,4BAA4B,OAAO,gBAAgB,OAAO,EACvD,SAAS,EAAG,EACZ,QAAQ,EAAG,EACX,YAAY,GAAI,EAChB,QAAQ,GAAI,EACZ,MAAM;;;;;AAUX,IAAa,wBACX,IAAI,IAAI;CACN,CAAC,gBAAgB,sBAAsB;CACvC,CAAC,kBAAkB,wBAAwB;CAC3C,CAAC,eAAe,qBAAqB;CACrC,CAAC,kBAAkB,wBAAwB;CAC3C,CAAC,kBAAkB,wBAAwB;CAC3C,CAAC,cAAc,oBAAoB;CACnC,CAAC,gBAAgB,sBAAsB;CACvC,CAAC,kBAAkB,wBAAwB;CAC3C,CAAC,eAAe,qBAAqB;CACrC,CAAC,aAAa,mBAAmB;CACjC,CAAC,aAAa,mBAAmB;CACjC,CAAC,oBAAoB,0BAA0B;CAC/C,CAAC,kBAAkB,wBAAwB;CAC3C,CAAC,aAAa,mBAAmB;CACjC,CAAC,eAAe,qBAAqB;CACrC,CAAC,gBAAgB,sBAAsB;CACvC,CAAC,uBAAuB,6BAA6B;CACrD,CAAC,gBAAgB,sBAAsB;CACvC,CAAC,kBAAkB,wBAAwB;CAC3C,CAAC,eAAe,qBAAqB;CACrC,CAAC,gBAAgB,sBAAsB;AACzC,CAAC"}
|
|
1
|
+
{"version":3,"file":"ElbowKneeAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/ElbowKneeAnimations.ts"],"sourcesContent":["/**\n * Elbow and Knee Animations Module\n *\n * Close-range elbow (팔꿈치) and knee (무릎) techniques for Korean martial arts.\n * Uses MartialArtsAnimationBuilder for readable, martial arts expert-friendly code.\n *\n * 한국 무술 팔꿈치/무릎 애니메이션 모듈\n *\n * @module systems/animation/ElbowKneeAnimations\n * @korean 팔꿈치무릎애니메이션\n */\n\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport {\n MartialArtsAnimationBuilder,\n TECHNIQUE_TIMING,\n} from \"../builders/MartialArtsAnimationBuilder\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ELBOW STRIKE (팔꿈치치기) - Horizontal Elbow\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Elbow Strike - 팔꿈치치기 (Palkkumchi Chigi)\n *\n * **Authentic Muay Thai / Taekwondo Horizontal Elbow Strike**\n *\n * Fast horizontal elbow strike targeting temple or jaw with devastating close-range power.\n * This is the fundamental elbow technique in all striking arts.\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Chamber (준비)**: Fist pulls to opposite shoulder, elbow tucked tight\n * - **Hip Rotation (골반 회전)**: 60° hip rotation drives the strike\n * - **Horizontal Path**: Elbow travels in straight line across target\n * - **Impact Surface**: Point of elbow (not forearm)\n * - **Follow-Through**: Shoulder rotates past centerline for maximum power\n *\n * **Target Vital Points**:\n * - 관자놀이 (Temple - Gwanjanoli): Knockout potential\n * - 턱끝 (Jaw Point - Teok-kkeut): Concussion risk\n * - 경동맥 (Carotid Sinus - Gyeongdongmaek): Blood flow disruption\n *\n * **Combat Applications**:\n * - Clinch range (0-12 inches)\n * - Counter to straight punches\n * - Breaking guard with sharp angle\n *\n * Phases:\n * 1. Chamber (준비): 100ms - Arm crosses body, fist to opposite shoulder\n * 2. Strike (치기): 140ms - Hip rotation drives elbow horizontally\n * 3. Peak (정점): 70ms - Hold at full extension for impact\n * 4. Recovery (복귀): 170ms - Return to guard position\n *\n * Duration: 480ms (Optimized for visible technique execution)\n *\n * @korean 팔꿈치치기애니메이션\n */\nexport const ELBOW_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"elbow_strike\", \"팔꿈치치기\")\n .asAttack(0.48)\n .elbowChamber(0.1) // 준비 - Chambered fist at opposite shoulder, elbow tight\n .elbowStrike(0.14) // 치기 - Hip rotation drives horizontal elbow through target\n .elbowStrike(0.07) // 정점 - Hold at impact, shoulder past centerline\n .recover(0.17) // 복귀 - Controlled recovery to guard\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ELBOW UPPERCUT (팔꿈치올려치기) - Rising Elbow\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Elbow Uppercut - 팔꿈치올려치기 (Palkkumchi Ollyeo Chigi)\n *\n * **Authentic Muay Thai / Taekwondo Rising Elbow Strike**\n *\n * Explosive vertical elbow strike targeting chin from below for knockout power.\n * One of the most devastating close-range techniques in striking arts.\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Low Chamber (낮은 준비)**: Arm drops below target with elbow bent 90°\n * - **Leg Drive (다리 힘)**: Rear leg extension provides upward power\n * - **Vertical Path (수직 경로)**: Elbow rises straight up through centerline\n * - **Body Drive (몸통 상승)**: Entire body rises with strike\n * - **Chin Target (턱 타격)**: Point of elbow drives under chin\n *\n * **Target Vital Points**:\n * - 턱끝 (Jaw Point - Teok-kkeut): Direct knockout\n * - 승장 (Philtrum - Seungjang): Nerve cluster under nose\n * - 인영 (Carotid - Inmyeong): Blood flow disruption\n *\n * **Combat Applications**:\n * - Counter to body attacks (opponent leans in)\n * - Clinch uppercut when opponent's chin is exposed\n * - Breaking opponent's posture with upward force\n *\n * Phases:\n * 1. Chamber (준비): 120ms - Drop and load, knee bend for drive\n * 2. Rise (올리기): 170ms - Explosive leg extension drives elbow upward\n * 3. Peak (정점): 90ms - Maximum extension at chin level, full body commitment\n * 4. Recovery (복귀): 170ms - Controlled return to guard\n *\n * Duration: 550ms (Explosive power requires visible wind-up)\n *\n * @korean 팔꿈치올려치기애니메이션\n */\nexport const ELBOW_UPPERCUT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"elbow_uppercut\", \"팔꿈치올려치기\")\n .asAttack(0.55)\n .elbowChamber(0.12) // 준비 - Drop and load with knee bend\n .elbowUppercut(0.17) // 올리기 - Explosive rising elbow with leg drive\n .elbowUppercut(0.09) // 정점 - Hold at peak with full body extension\n .recover(0.17) // 복귀 - Return to stance\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// KNEE STRIKE (무릎차기) - Clinch Knee\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Knee Strike - 무릎차기 (Mureup Chagi)\n *\n * **Authentic Muay Thai / Taekwondo Straight Knee Strike**\n *\n * Powerful knee strike from clinch position targeting midsection or thigh.\n * The knee is one of the hardest striking surfaces and delivers devastating power\n * at close range through proper hip thrust mechanics.\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Clinch Control (클린치 제어)**: Hands pull opponent's head down\n * - **Hip Thrust (골반 추진)**: Forward hip rotation drives knee upward\n * - **Knee Drive (무릎 상승)**: Rear leg knee chambers then drives up\n * - **Balance (균형)**: Support leg bends for stability and power transfer\n * - **Follow-Through**: Hip continues forward after knee contact\n *\n * **Target Vital Points**:\n * - 명치 (Solar Plexus - Myeongchi): Breath disruption\n * - 늑골 (Floating Ribs - Neukgol): Rib damage\n * - 간 (Liver - Gan): Internal organ trauma\n * - 대퇴부 (Thigh - Daetoebu): Leg damage for mobility denial\n *\n * **Combat Applications**:\n * - Clinch fighting primary weapon\n * - Counter to takedown attempts (sprawl and knee)\n * - Breaking opponent's posture and guard\n * - Multiple knees in combination (Thailand clinch style)\n *\n * Phases:\n * 1. Clinch (클린치): 120ms - Establish head control, pull opponent in\n * 2. Chamber (준비): 80ms - Rear leg chambers with hip load\n * 3. Strike (차기): 150ms - Hip thrust drives knee up into target\n * 4. Peak (정점): 70ms - Hold at maximum height and impact\n * 5. Reset (복귀): 180ms - Return to clinch or disengage\n *\n * Duration: 600ms (Deliberate clinch technique with control)\n *\n * @korean 무릎차기애니메이션\n */\nexport const KNEE_STRIKE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"knee_strike\", \"무릎차기\")\n .asAttack(0.6)\n .withClinch() // 클린치 - Establish control position\n .chamber(0.08) // 준비 - Chamber rear leg with hip load\n .kneeStrike(0.15) // 차기 - Hip thrust drives knee up\n .kneeStrike(0.07) // 정점 - Hold at peak impact\n .recover(0.3) // 복귀 - Reset to clinch or disengage\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SPINNING ELBOW (회전팔꿈치) - 360° Spinning Elbow\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Spinning Elbow - 회전팔꿈치 (Hoejeon Palkkumchi)\n *\n * **Authentic Muay Thai / Taekwondo 360° Spinning Elbow Strike**\n *\n * Full 360° body rotation into horizontal elbow strike - the most powerful elbow technique.\n * High-risk, high-reward knockout technique that generates maximum angular momentum.\n * Used by elite Muay Thai fighters and requires perfect timing and distance control.\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Spin Initiation (회전 시작)**: Rear foot pivots, hips rotate first\n * - **Angular Momentum (각운동량)**: Full body rotation builds speed\n * - **Head Turn (머리 회전)**: Eyes find target mid-spin for accuracy\n * - **Elbow Whip (팔꿈치 채찍)**: Elbow whips through at completion of spin\n * - **Follow-Through**: Complete 360° rotation even if miss\n *\n * **Target Vital Points**:\n * - 관자놀이 (Temple - Gwanjanoli): Instant knockout potential\n * - 턱끝 (Jaw - Teok-kkeut): Rotational knockout force\n * - 경추 (Cervical Spine - Gyeongchu): Structural damage risk\n *\n * **Combat Applications**:\n * - Counter to circular attacks (slip and spin)\n * - Breaking opponent's rhythm with unexpected angle\n * - Creating space after clinch exchanges\n * - Devastating power from angular momentum\n *\n * **Risk Factors**:\n * - Exposes back during rotation\n * - Requires precise distance control\n * - Vulnerable to counters if missed\n * - Should only be used with confidence in timing\n *\n * Phases:\n * 1. Chamber (준비): 100ms - Weight shift to front foot, prepare spin\n * 2. Spin (회전): 200ms - Full 360° body rotation with head turn\n * 3. Strike (치기): 140ms - Elbow whips through target at spin completion\n * 4. Follow-Through (관통): 80ms - Complete rotation for balance\n * 5. Recovery (복귀): 180ms - Stabilize and return to guard\n *\n * Duration: 700ms (Long duration for full rotation visibility)\n *\n * @korean 회전팔꿈치애니메이션\n */\nexport const SPINNING_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"spinning_elbow\", \"회전팔꿈치\")\n .asAttack(0.7)\n .chamber(0.1) // 준비 - Weight shift and rotation preparation\n .backKickSpin(0.2) // 회전 - Full 360° spin with angular momentum\n .elbowStrike(0.14) // 치기 - Elbow whips through on completion\n .elbowStrike(0.08) // 관통 - Follow-through for balance\n .spinRecover(0.18) // 복귀 - Stabilize and return to guard\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// DOWNWARD ELBOW (내려팔꿈치) - 12-6 Elbow\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Downward Elbow - 내려팔꿈치 (Naeryeo Palkkumchi) - \"12-6 Elbow\"\n *\n * **Authentic Muay Thai Vertical Downward Elbow Strike**\n *\n * Vertical downward elbow strike targeting crown of head from above.\n * Named \"12-6 elbow\" (like clock hands) for its straight downward trajectory.\n * One of the most devastating strikes in Muay Thai, banned in some MMA competitions\n * due to high injury risk (cuts and concussions).\n *\n * **Korean Martial Arts Biomechanics**:\n * - **High Chamber (높은 준비)**: Elbow raises above head with arm bent\n * - **Body Weight (체중 이용)**: Uses gravity + body weight for power\n * - **Downward Drive (하강 타격)**: Elbow crashes straight down like axe\n * - **Hip Drop (골반 하강)**: Body drops to add mass behind strike\n * - **Impact Surface**: Sharp point of elbow (devastating cutting power)\n *\n * **Target Vital Points**:\n * - 백회혈 (Crown Point - Baekhoehoel): Neurological knockout\n * - 후두부 (Occipital Region - Hudubu): Concussion risk\n * - 쇄골 (Collarbone - Swaegol): Bone fracture\n * - 척추 (Cervical Spine - Cheokchu): Structural damage\n *\n * **Combat Applications**:\n * - Ground and pound from mount position\n * - Counter to opponent shooting for takedown (sprawl and elbow)\n * - Clinch position when opponent's head is below yours\n * - Breaking opponent's guard from above\n *\n * **Safety Note**:\n * Extremely dangerous technique. In training, this is practiced with control\n * or on pads/bags only. The \"12-6\" angle maximizes cutting and impact force.\n *\n * Phases:\n * 1. High Guard (상단 자세): 100ms - Raise arm above head\n * 2. Chamber (준비): 80ms - Elbow cocked at apex, body rises\n * 3. Drop (하강): 130ms - Body weight crashes elbow downward\n * 4. Impact (충격): 70ms - Full force impact with body weight\n * 5. Recovery (복귀): 200ms - Return to guard\n *\n * Duration: 580ms (Dramatic downward technique)\n *\n * @korean 내려팔꿈치애니메이션\n */\nexport const DOWNWARD_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"downward_elbow\", \"내려팔꿈치\")\n .asAttack(0.58)\n .withHighGuard() // 상단 자세 - Arm raises high\n .elbowChamber(0.08) // 준비 - Elbow loaded at apex\n .elbowChamber(0.1) // 준비 완료 - Hold high chamber position\n .spinalElbow(0.13) // 하강 - Crashes down with body weight (12-6 arc)\n .spinalElbow(0.07) // 충격 - Impact with full downward force\n .recover(0.2) // 복귀 - Return to guard\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// BACK ELBOW (뒤팔꿈치) - Rear Elbow Strike\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Back Elbow - 뒤팔꿈치\n *\n * Elbow strike thrown backward.\n * Used when opponent is behind.\n * Uses unique rear-strike rotation pattern.\n *\n * @korean 뒤팔꿈치애니메이션\n */\nexport const BACK_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"back_elbow\", \"뒤팔꿈치\")\n .asAttack(TECHNIQUE_TIMING.FAST.total)\n .withKoreanHighGuard() // Start in guard\n .elbowChamber(TECHNIQUE_TIMING.FAST.chamber) // 준비 - Chamber for rear strike\n .elbowStrike(TECHNIQUE_TIMING.FAST.extend) // 뒤팔꾼치 - Backward elbow thrust\n .recover(TECHNIQUE_TIMING.FAST.retract + TECHNIQUE_TIMING.FAST.recover)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// DOUBLE ELBOW (더블팔꿈치) - Two Rapid Elbows\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Double Elbow - 더블팔꿈치\n *\n * Two rapid elbow strikes.\n * Left-right combination with distinct alternating motion.\n *\n * @korean 더블팔꿈치애니메이션\n */\nexport const DOUBLE_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"double_elbow\", \"더블팔꿈치\")\n .asAttack(0.48)\n .elbowChamber(0.06) // First chamber\n .elbowStrike(0.1) // First horizontal elbow\n .slashingElbow(0.12) // Second diagonal elbow (unique)\n .recover(0.2) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SLASHING ELBOW (베기팔꿈치) - Diagonal Elbow Slash\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Slashing Elbow - 베기팔꿈치\n *\n * Diagonal slashing elbow motion.\n * Cuts across opponent's face with unique diagonal path.\n *\n * @korean 베기팔꿈치애니메이션\n */\nexport const SLASHING_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"slashing_elbow\", \"베기팔꿈치\")\n .asAttack(TECHNIQUE_TIMING.FAST.total)\n .withHighGuard() // Arm high\n .elbowChamber(TECHNIQUE_TIMING.FAST.chamber) // 준비 - Chamber arm high\n .slashingElbow(TECHNIQUE_TIMING.FAST.extend) // 베기 - Diagonal slash\n .recover(TECHNIQUE_TIMING.FAST.retract + TECHNIQUE_TIMING.FAST.recover) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// FLYING KNEE (뛰어무릎) - Jumping Knee Strike\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Flying Knee - 뛰어무릎 (Ttwi-eo Mureup) - \"Khao Loi\" (Muay Thai)\n *\n * **Authentic Muay Thai Jumping Knee Strike**\n *\n * Explosive airborne knee strike using full body momentum as a spear.\n * One of the most spectacular and devastating techniques in Muay Thai.\n * Maximum power from combining jump momentum with knee drive.\n * Famous for knockout victories in Muay Thai and MMA (e.g., Jorge Masvidal vs Ben Askren).\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Explosive Jump (폭발적 점프)**: Both legs drive off ground simultaneously\n * - **Airborne Drive (공중 추진)**: Knee drives forward while body is in flight\n * - **Rear Leg Extension (뒷다리 확장)**: Trailing leg extends back for balance\n * - **Arms Drive (팔 추진)**: Arms pull for momentum and balance\n * - **Target Acquisition (목표 확인)**: Eyes lock on target mid-flight\n * - **Impact Timing (충격 타이밍)**: Knee contacts at peak of jump arc\n *\n * **Target Vital Points**:\n * - 명치 (Solar Plexus - Myeongchi): Breath knockout\n * - 관자놀이 (Temple - Gwanjanoli): Airborne head strike (extreme power)\n * - 턱끝 (Jaw - Teok-kkeut): Flying uppercut knee\n * - 경추 (Cervical Spine - Gyeongchu): Spinal trauma risk\n *\n * **Combat Applications**:\n * - Close distance explosively against backpedaling opponent\n * - Counter to opponent circling away (cut off angle)\n * - Finish sequence after opponent is rocked\n * - Surprise attack from mid-range\n * - Breaking opponent's defensive shell with airborne attack\n *\n * **Technical Requirements**:\n * - Proper distance (3-5 feet optimal)\n * - Opponent stationary or moving toward you\n * - Strong push-off from both legs\n * - Commitment to technique (no half-measures in air)\n * - Landing preparedness (balance recovery critical)\n *\n * Phases:\n * 1. Chamber (준비): 120ms - Crouch and load both legs, arms swing back\n * 2. Jump (뛰기): 150ms - Explosive takeoff, both legs extend\n * 3. Airborne (공중): 180ms - Knee drives forward, trailing leg extends\n * 4. Strike (차기): 100ms - Knee contact at peak height\n * 5. Land (착지): 250ms - Absorb landing, recover balance\n *\n * Duration: 800ms (Extended for dramatic airborne technique)\n *\n * @korean 뛰어무릎애니메이션\n */\nexport const FLYING_KNEE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"flying_knee\", \"뛰어무릎\")\n .asAttack(0.8)\n .chamber(0.12) // 준비 - Crouch and load, arms swing back\n .flyingKnee(0.15) // 뛰기 - Explosive jump takeoff with upward drive\n .flyingKnee(0.18) // 공중 - Airborne knee drive forward\n .flyingKnee(0.1) // 차기 - Knee strike at peak\n .recover(0.25) // 착지 - Land and stabilize\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SIDE KNEE (옆무릎) - Lateral Knee Strike\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Side Knee - 옆무릎\n *\n * Lateral knee strike to ribs.\n * Clinch position to side target with unique lateral motion.\n *\n * @korean 옆무릎애니메이션\n */\nexport const SIDE_KNEE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"side_knee\", \"옆무릎\")\n .asAttack(0.42)\n .withClinch() // Clinch\n .chamber(0.08) // 준비 - Lift knee to side\n .sideKneeStrike(0.12) // 옆무릎 - Side knee strike\n .recover(0.22) // Release\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// STEP KNEE (스텝무릎) - Step-in Knee Strike\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Step Knee - 스텝무릎\n *\n * Stepping knee strike.\n * Close distance with knee.\n *\n * @korean 스텝무릎애니메이션\n */\nexport const STEP_KNEE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"step_knee\", \"스텝무릎\")\n .asAttack(0.45)\n .throwEntry(0.12) // Step in\n .kneeStrike(0.15) // Knee on entry\n .recover(0.18) // Recover\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ELBOW-KNEE COMBO (팔꿈치무릎콤보) - Elbow to Knee\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Elbow-Knee Combo - 팔꿈치무릎콤보 (Palkkumchi-Mureup Kombo)\n *\n * **Authentic Muay Thai Close-Range Combination**\n *\n * Devastating two-strike combination from clinch range: horizontal elbow followed\n * immediately by knee strike. The elbow stuns and breaks opponent's guard, while\n * the knee finishes with body shot. Classic Muay Thai clinch sequence used to\n * overwhelm opponent at close quarters.\n *\n * **Korean Martial Arts Biomechanics**:\n * - **Elbow Setup (팔꿈치 설정)**: Horizontal elbow to head creates opening\n * - **Clinch Transition (클린치 전환)**: Immediately grab opponent after elbow\n * - **Head Control (머리 제어)**: Pull opponent's head down for knee\n * - **Hip Rotation (골반 회전)**: Continuous rotation from elbow to knee\n * - **Overwhelming Offense (압도적 공격)**: No pause between strikes\n *\n * **Target Vital Points**:\n * Elbow Phase:\n * - 관자놀이 (Temple - Gwanjanoli): Stuns opponent\n * - 턱끝 (Jaw - Teok-kkeut): Opens guard\n *\n * Knee Phase:\n * - 명치 (Solar Plexus - Myeongchi): Finishing body shot\n * - 늑골 (Ribs - Neukgol): Breaks structure\n *\n * **Combat Applications**:\n * - Clinch dominance sequence\n * - Breaking opponent's turtle defense\n * - Finishing combination after opponent is hurt\n * - Preventing opponent from escaping clinch range\n * - Overwhelming forward pressure\n *\n * **Technical Keys**:\n * - NO gap between elbow and clinch grab\n * - Immediate head control after elbow\n * - Continuous hip rotation through both strikes\n * - Keep pressure forward throughout combo\n * - Be ready for multiple repetitions (Muay Thai clinch style)\n *\n * Phases:\n * 1. Elbow Prep (준비): 90ms - Quick chamber for horizontal elbow\n * 2. Elbow Strike (팔꿈치): 130ms - Horizontal elbow lands to head\n * 3. Clinch Grab (잡기): 100ms - Immediately grab opponent's head/neck\n * 4. Head Pull (당기기): 80ms - Pull head down exposing body\n * 5. Knee Strike (무릎치기): 150ms - Knee drives up into exposed midsection\n * 6. Recovery (복귀): 170ms - Release or reset for next strike\n *\n * Duration: 720ms (Deliberate combination with clinch control)\n *\n * @korean 팔꿈치무릎콤보애니메이션\n */\nexport const ELBOW_KNEE_COMBO_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"elbow_knee_combo\", \"팔꿈치무릎콤보\")\n .asAttack(0.72)\n .elbowChamber(0.09) // 준비 - Quick elbow chamber\n .elbowStrike(0.13) // 팔꿈치 - Elbow lands to head\n .clinchGrab(0.1) // 잡기 - Immediately grab opponent's head\n .withClinch() // 클린치 - Establish head control\n .chamber(0.08) // 당기기 - Pull head down\n .kneeStrike(0.15) // 무릎치기 - Knee drives to body\n .recover(0.17) // 복귀 - Release or continue clinch\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// KNEE BODY HOOK (무릎바디훅) - Knee to Hook Combo\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Knee Body Hook - 무릎바디훅\n *\n * Knee strike followed by body hook.\n * Devastates opponent's midsection.\n *\n * @korean 무릎바디훅애니메이션\n */\nexport const KNEE_BODY_HOOK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"knee_body_hook\", \"무릎바디훅\")\n .asAttack(0.55)\n .withClinch() // Clinch\n .chamber(0.07) // 준비 - Chamber knee\n .kneeStrike(0.11) // 무릎치기 - Knee lands\n .hookPunch(0.13) // 바디훅 - Body hook\n .recover(0.24) // Disengage\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// NEW KOREAN VITAL POINT VARIATIONS (추가 한국 급소 공격 변형)\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Knee Kick - 무릎차기 (일반)\n * Generic knee kick (no clinch).\n * @korean 무릎차기애니메이션\n */\nexport const KNEE_KICK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"knee_kick\", \"무릎차기\")\n .asAttack(0.4)\n .chamber(0.12)\n .withKoreanMiddleGuard()\n .kneeStrike(0.15)\n .recover(0.13)\n .withKoreanMiddleGuard()\n .build();\n\n/**\n * Clinch Knee - 멱살잡고무릎차기\n * Explicit clinch knee.\n * @korean 멱살잡고무릎차기애니메이션\n */\nexport const CLINCH_KNEE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\n \"clinch_knee\",\n \"Myeoksal-japgo Mureup Chagi\",\n )\n .asAttack(0.55)\n .clinchGrab(0.12) // 멅살잡기 - Grab collar/head\n .withClinch()\n .chamber(0.07) // 준비 - Pull head down, chamber knee\n .kneeStrike(0.13) // 무릎치기 - Knee drives up\n .recover(0.23)\n .build();\n\n/**\n * Temple Elbow - 관자놀이치기\n * Horizontal elbow to temple (Gwanjanoli).\n * @korean 관자놀이치기애니메이션\n */\nexport const TEMPLE_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"temple_elbow\", \"관자놀이치기\")\n .asAttack(TECHNIQUE_TIMING.FAST.total)\n .elbowChamber(TECHNIQUE_TIMING.FAST.chamber)\n .withKoreanHighGuard()\n .elbowStrike(TECHNIQUE_TIMING.FAST.extend + TECHNIQUE_TIMING.FAST.peak) // High target\n .recover(TECHNIQUE_TIMING.FAST.retract + TECHNIQUE_TIMING.FAST.recover)\n .build();\n\n/**\n * Spinning Back Elbow - 뒤돌아팔꿈치\n * Reverse elbow strike.\n * @korean 뒤돌아팔꿈치애니메이션\n */\nexport const SPINNING_BACK_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"spinning_back_elbow\", \"뒤돌아팔꿈치\")\n .asAttack(0.5)\n .backKickSpin(0.15)\n .withKoreanHighGuard()\n .elbowStrike(0.15)\n .spinRecover(0.2)\n .build();\n\n/**\n * Spinal Elbow - 척추치기\n * Downward elbow to spine with unique spinal targeting.\n * @korean 척추치기애니메이션\n */\nexport const SPINAL_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"spinal_elbow\", \"척추치기\")\n .asAttack(0.42)\n .elbowChamber(0.08) // 준비 - Raise elbow high\n .spinalElbow(0.14) // 척추치기 - Downward strike to spine\n .recover(0.2)\n .build();\n\n/**\n * Brachial Elbow - 상박치기\n *\n * Elbow to brachial nerve with downward angle.\n * Precise nerve strike causing arm numbness and weakness.\n *\n * Phases:\n * 1. Chamber (준비): 120ms - Position for downward strike\n * 2. Brachial Strike (상박치기): 180ms - Angled downward elbow to shoulder/upper arm\n * 3. Peak (정점): 80ms - Hold pressure on nerve\n * 4. Recovery (복귀): 170ms - Return to guard\n *\n * Duration: 550ms (Deliberate nerve targeting)\n *\n * @korean 상박치기애니메이션\n */\nexport const BRACHIAL_ELBOW_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"brachial_elbow\", \"상박치기\")\n .asAttack(0.55)\n .elbowChamber(0.12) // 준비 - Position high for downward strike\n .brachialElbow(0.18) // 상박치기 - Downward angled elbow to brachial nerve\n .brachialElbow(0.08) // 정점 - Hold on nerve cluster\n .recover(0.17) // 복귀 - Return to guard\n .build();\n\n/**\n * Kidney Knee - 신장차기\n * Knee strike to kidney from side/behind with unique targeting.\n * @korean 신장차기애니메이션\n */\nexport const KIDNEY_KNEE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"kidney_knee\", \"신장차기\")\n .asAttack(0.44)\n .withClinch()\n .chamber(0.08) // 준비 - Chamber knee to side\n .kidneyKnee(0.14) // 신장차기 - Knee to kidney area\n .recover(0.22)\n .build();\n\n/**\n * Femoral Knee - 대퇴부차기\n * Knee strike to femoral nerve (thigh) with unique low targeting.\n * @korean 대퇴부차기애니메이션\n */\nexport const FEMORAL_KNEE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"femoral_knee\", \"대퇴부차기\")\n .asAttack(0.4)\n .chamber(0.1)\n .femoralKnee(0.15) // Unique femoral targeting motion\n .recover(0.15)\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// EXPORT ELBOW/KNEE ANIMATION MAP\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all elbow and knee animations for easy access\n * 팔꿈치/무릎 애니메이션 맵\n */\nexport const ELBOW_KNEE_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> =\n new Map([\n [\"elbow_strike\", ELBOW_STRIKE_ANIMATION],\n [\"elbow_uppercut\", ELBOW_UPPERCUT_ANIMATION],\n [\"knee_strike\", KNEE_STRIKE_ANIMATION],\n [\"spinning_elbow\", SPINNING_ELBOW_ANIMATION],\n [\"downward_elbow\", DOWNWARD_ELBOW_ANIMATION],\n [\"back_elbow\", BACK_ELBOW_ANIMATION],\n [\"double_elbow\", DOUBLE_ELBOW_ANIMATION],\n [\"slashing_elbow\", SLASHING_ELBOW_ANIMATION],\n [\"flying_knee\", FLYING_KNEE_ANIMATION],\n [\"side_knee\", SIDE_KNEE_ANIMATION],\n [\"step_knee\", STEP_KNEE_ANIMATION],\n [\"elbow_knee_combo\", ELBOW_KNEE_COMBO_ANIMATION],\n [\"knee_body_hook\", KNEE_BODY_HOOK_ANIMATION],\n [\"knee_kick\", KNEE_KICK_ANIMATION],\n [\"clinch_knee\", CLINCH_KNEE_ANIMATION],\n [\"temple_elbow\", TEMPLE_ELBOW_ANIMATION],\n [\"spinning_back_elbow\", SPINNING_BACK_ELBOW_ANIMATION],\n [\"spinal_elbow\", SPINAL_ELBOW_ANIMATION],\n [\"brachial_elbow\", BRACHIAL_ELBOW_ANIMATION],\n [\"kidney_knee\", KIDNEY_KNEE_ANIMATION],\n [\"femoral_knee\", FEMORAL_KNEE_ANIMATION],\n ]);\n"],"mappings":";;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAyDA,IAAa,yBACX,4BAA4B,OAAO,gBAAgB,OAAO,CAAC,CACxD,SAAS,GAAI,CAAC,CACd,aAAa,EAAG,CAAC,CACjB,YAAY,GAAI,CAAC,CACjB,YAAY,GAAI,CAAC,CACjB,QAAQ,GAAI,CAAC,CACb,MAAM;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAyCX,IAAa,2BACX,4BAA4B,OAAO,kBAAkB,SAAS,CAAC,CAC5D,SAAS,GAAI,CAAC,CACd,aAAa,GAAI,CAAC,CAClB,cAAc,GAAI,CAAC,CACnB,cAAc,GAAI,CAAC,CACnB,QAAQ,GAAI,CAAC,CACb,MAAM;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA6CX,IAAa,wBACX,4BAA4B,OAAO,eAAe,MAAM,CAAC,CACtD,SAAS,EAAG,CAAC,CACb,WAAW,CAAC,CACZ,QAAQ,GAAI,CAAC,CACb,WAAW,GAAI,CAAC,CAChB,WAAW,GAAI,CAAC,CAChB,QAAQ,EAAG,CAAC,CACZ,MAAM;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAkDX,IAAa,2BACX,4BAA4B,OAAO,kBAAkB,OAAO,CAAC,CAC1D,SAAS,EAAG,CAAC,CACb,QAAQ,EAAG,CAAC,CACZ,aAAa,EAAG,CAAC,CACjB,YAAY,GAAI,CAAC,CACjB,YAAY,GAAI,CAAC,CACjB,YAAY,GAAI,CAAC,CACjB,MAAM;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAkDX,IAAa,2BACX,4BAA4B,OAAO,kBAAkB,OAAO,CAAC,CAC1D,SAAS,GAAI,CAAC,CACd,cAAc,CAAC,CACf,aAAa,GAAI,CAAC,CAClB,aAAa,EAAG,CAAC,CACjB,YAAY,GAAI,CAAC,CACjB,YAAY,GAAI,CAAC,CACjB,QAAQ,EAAG,CAAC,CACZ,MAAM;;;;;;;;;;AAeX,IAAa,uBACX,4BAA4B,OAAO,cAAc,MAAM,CAAC,CACrD,SAAS,iBAAiB,KAAK,KAAK,CAAC,CACrC,oBAAoB,CAAC,CACrB,aAAa,iBAAiB,KAAK,OAAO,CAAC,CAC3C,YAAY,iBAAiB,KAAK,MAAM,CAAC,CACzC,QAAQ,iBAAiB,KAAK,UAAU,iBAAiB,KAAK,OAAO,CAAC,CACtE,MAAM;;;;;;;;;AAcX,IAAa,yBACX,4BAA4B,OAAO,gBAAgB,OAAO,CAAC,CACxD,SAAS,GAAI,CAAC,CACd,aAAa,GAAI,CAAC,CAClB,YAAY,EAAG,CAAC,CAChB,cAAc,GAAI,CAAC,CACnB,QAAQ,EAAG,CAAC,CACZ,MAAM;;;;;;;;;AAcX,IAAa,2BACX,4BAA4B,OAAO,kBAAkB,OAAO,CAAC,CAC1D,SAAS,iBAAiB,KAAK,KAAK,CAAC,CACrC,cAAc,CAAC,CACf,aAAa,iBAAiB,KAAK,OAAO,CAAC,CAC3C,cAAc,iBAAiB,KAAK,MAAM,CAAC,CAC3C,QAAQ,iBAAiB,KAAK,UAAU,iBAAiB,KAAK,OAAO,CAAC,CACtE,MAAM;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AAuDX,IAAa,wBACX,4BAA4B,OAAO,eAAe,MAAM,CAAC,CACtD,SAAS,EAAG,CAAC,CACb,QAAQ,GAAI,CAAC,CACb,WAAW,GAAI,CAAC,CAChB,WAAW,GAAI,CAAC,CAChB,WAAW,EAAG,CAAC,CACf,QAAQ,GAAI,CAAC,CACb,MAAM;;;;;;;;;AAcX,IAAa,sBACX,4BAA4B,OAAO,aAAa,KAAK,CAAC,CACnD,SAAS,GAAI,CAAC,CACd,WAAW,CAAC,CACZ,QAAQ,GAAI,CAAC,CACb,eAAe,GAAI,CAAC,CACpB,QAAQ,GAAI,CAAC,CACb,MAAM;;;;;;;;;AAcX,IAAa,sBACX,4BAA4B,OAAO,aAAa,MAAM,CAAC,CACpD,SAAS,GAAI,CAAC,CACd,WAAW,GAAI,CAAC,CAChB,WAAW,GAAI,CAAC,CAChB,QAAQ,GAAI,CAAC,CACb,MAAM;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;AA0DX,IAAa,6BACX,4BAA4B,OAAO,oBAAoB,SAAS,CAAC,CAC9D,SAAS,GAAI,CAAC,CACd,aAAa,GAAI,CAAC,CAClB,YAAY,GAAI,CAAC,CACjB,WAAW,EAAG,CAAC,CACf,WAAW,CAAC,CACZ,QAAQ,GAAI,CAAC,CACb,WAAW,GAAI,CAAC,CAChB,QAAQ,GAAI,CAAC,CACb,MAAM;;;;;;;;;AAcX,IAAa,2BACX,4BAA4B,OAAO,kBAAkB,OAAO,CAAC,CAC1D,SAAS,GAAI,CAAC,CACd,WAAW,CAAC,CACZ,QAAQ,GAAI,CAAC,CACb,WAAW,GAAI,CAAC,CAChB,UAAU,GAAI,CAAC,CACf,QAAQ,GAAI,CAAC,CACb,MAAM;;;;;;AAWX,IAAa,sBACX,4BAA4B,OAAO,aAAa,MAAM,CAAC,CACpD,SAAS,EAAG,CAAC,CACb,QAAQ,GAAI,CAAC,CACb,sBAAsB,CAAC,CACvB,WAAW,GAAI,CAAC,CAChB,QAAQ,GAAI,CAAC,CACb,sBAAsB,CAAC,CACvB,MAAM;;;;;;AAOX,IAAa,wBACX,4BAA4B,OAC1B,eACA,6BACF,CAAC,CACE,SAAS,GAAI,CAAC,CACd,WAAW,GAAI,CAAC,CAChB,WAAW,CAAC,CACZ,QAAQ,GAAI,CAAC,CACb,WAAW,GAAI,CAAC,CAChB,QAAQ,GAAI,CAAC,CACb,MAAM;;;;;;AAOX,IAAa,yBACX,4BAA4B,OAAO,gBAAgB,QAAQ,CAAC,CACzD,SAAS,iBAAiB,KAAK,KAAK,CAAC,CACrC,aAAa,iBAAiB,KAAK,OAAO,CAAC,CAC3C,oBAAoB,CAAC,CACrB,YAAY,iBAAiB,KAAK,SAAS,iBAAiB,KAAK,IAAI,CAAC,CACtE,QAAQ,iBAAiB,KAAK,UAAU,iBAAiB,KAAK,OAAO,CAAC,CACtE,MAAM;;;;;;AAOX,IAAa,gCACX,4BAA4B,OAAO,uBAAuB,QAAQ,CAAC,CAChE,SAAS,EAAG,CAAC,CACb,aAAa,GAAI,CAAC,CAClB,oBAAoB,CAAC,CACrB,YAAY,GAAI,CAAC,CACjB,YAAY,EAAG,CAAC,CAChB,MAAM;;;;;;AAOX,IAAa,yBACX,4BAA4B,OAAO,gBAAgB,MAAM,CAAC,CACvD,SAAS,GAAI,CAAC,CACd,aAAa,GAAI,CAAC,CAClB,YAAY,GAAI,CAAC,CACjB,QAAQ,EAAG,CAAC,CACZ,MAAM;;;;;;;;;;;;;;;;;AAkBX,IAAa,2BACX,4BAA4B,OAAO,kBAAkB,MAAM,CAAC,CACzD,SAAS,GAAI,CAAC,CACd,aAAa,GAAI,CAAC,CAClB,cAAc,GAAI,CAAC,CACnB,cAAc,GAAI,CAAC,CACnB,QAAQ,GAAI,CAAC,CACb,MAAM;;;;;;AAOX,IAAa,wBACX,4BAA4B,OAAO,eAAe,MAAM,CAAC,CACtD,SAAS,GAAI,CAAC,CACd,WAAW,CAAC,CACZ,QAAQ,GAAI,CAAC,CACb,WAAW,GAAI,CAAC,CAChB,QAAQ,GAAI,CAAC,CACb,MAAM;;;;;;AAOX,IAAa,yBACX,4BAA4B,OAAO,gBAAgB,OAAO,CAAC,CACxD,SAAS,EAAG,CAAC,CACb,QAAQ,EAAG,CAAC,CACZ,YAAY,GAAI,CAAC,CACjB,QAAQ,GAAI,CAAC,CACb,MAAM;;;;;AAUX,IAAa,wCACX,IAAI,IAAI;CACN,CAAC,gBAAgB,sBAAsB;CACvC,CAAC,kBAAkB,wBAAwB;CAC3C,CAAC,eAAe,qBAAqB;CACrC,CAAC,kBAAkB,wBAAwB;CAC3C,CAAC,kBAAkB,wBAAwB;CAC3C,CAAC,cAAc,oBAAoB;CACnC,CAAC,gBAAgB,sBAAsB;CACvC,CAAC,kBAAkB,wBAAwB;CAC3C,CAAC,eAAe,qBAAqB;CACrC,CAAC,aAAa,mBAAmB;CACjC,CAAC,aAAa,mBAAmB;CACjC,CAAC,oBAAoB,0BAA0B;CAC/C,CAAC,kBAAkB,wBAAwB;CAC3C,CAAC,aAAa,mBAAmB;CACjC,CAAC,eAAe,qBAAqB;CACrC,CAAC,gBAAgB,sBAAsB;CACvC,CAAC,uBAAuB,6BAA6B;CACrD,CAAC,gBAAgB,sBAAsB;CACvC,CAAC,kBAAkB,wBAAwB;CAC3C,CAAC,eAAe,qBAAqB;CACrC,CAAC,gBAAgB,sBAAsB;AACzC,CAAC"}
|
|
@@ -169,7 +169,7 @@ var FOOTWORK_SHUFFLE_ANIMATION = MartialArtsAnimationBuilder.create("footwork_sh
|
|
|
169
169
|
*
|
|
170
170
|
* @korean 보법애니메이션맵
|
|
171
171
|
*/
|
|
172
|
-
var FOOTWORK_ANIMATIONS = new Map([
|
|
172
|
+
var FOOTWORK_ANIMATIONS = /* @__PURE__ */ new Map([
|
|
173
173
|
["footwork_circular_left", FOOTWORK_CIRCULAR_LEFT_ANIMATION],
|
|
174
174
|
["footwork_circular_right", FOOTWORK_CIRCULAR_RIGHT_ANIMATION],
|
|
175
175
|
["footwork_slide_forward", FOOTWORK_SLIDE_FORWARD_ANIMATION],
|
|
@@ -1 +1 @@
|
|
|
1
|
-
{"version":3,"file":"FootworkSkeletalAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/FootworkSkeletalAnimations.ts"],"sourcesContent":["/**\n * Korean Martial Arts Footwork Animations with Skeletal Keyframes (보법 애니메이션)\n *\n * **PHASE 4 ENHANCEMENT: 95%+ Korean Martial Arts Authenticity**\n *\n * Defines realistic footwork animation sequences for specialized movement patterns:\n * - 슬라이드 스텝 (Slide Step): Lead foot moves first, rear follows\n * - 스위치 스텝 (Switch Step): Quick stance reversal with hop\n * - 바운스 스텝 (Bounce Step): Rhythmic boxing-style bounce\n * - 삼각 이동 (Triangle Footwork): Three-point angular movement\n * - 원형보 (Circular Step): Lateral movement maintaining guard\n * - 미끄럼보 (Glide Step): Both feet move together smoothly\n * - 축족회전 (Pivot Step): Ball-of-foot rotation\n * - 섞음보 (Shuffle): Quick micro-adjustments\n *\n * Korean Martial Arts Footwork Principles Applied:\n * - 디딤발 (Didimbal): Stepping foot mechanics with proper heel/ball placement\n * - 축발 (Chukbal): Pivot foot stability and balance maintenance\n * - 체중이동 (Chejung Idong): Smooth weight transfer between feet\n * - 중심이동 (Jungsim Idong): Center of mass movement coordination\n * - 보법의 리듬 (Bobeop-ui Rhythm): Rhythmic footwork patterns from boxing\n *\n * @module systems/animation/FootworkSkeletalAnimations\n * @category Animation System\n * @korean 보법애니메이션\n */\n\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport { BoneName } from \"@/types/skeletal\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\nimport { toRadians } from \"@/utils/math\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// CIRCULAR STEP ANIMATIONS (원형보) - Lateral circular footwork\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * CIRCULAR STEP LEFT Animation (원형보 좌)\n *\n * **Korean Martial Arts Principle**: 원형 측면 이동 (Circular lateral movement)\n *\n * Creates angle by moving laterally in an arc:\n * 1. Both feet move in synchronized circular pattern\n * 2. Maintains guard and balance throughout\n * 3. Creates angle advantage for counter-striking\n * 4. Common in Taekyon and Hapkido for off-line positioning\n *\n * **Tactical Use**: Circle to opponent's weak side\n *\n * @korean 원형보좌애니메이션\n */\nexport const FOOTWORK_CIRCULAR_LEFT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_circular_left\", \"원형보 좌\")\n .asMovement(0.3)\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Begin circular arc left (원호 시작)\n .at(0.1, \"ease-out\")\n .position(BoneName.PELVIS, -0.08, -0.01, 0.05) // Arc pattern\n .rotate(BoneName.PELVIS, 0, toRadians(5), toRadians(3))\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Mid-arc (원호 중간)\n .at(0.2, \"linear\")\n .position(BoneName.PELVIS, -0.2, 0, 0.08) // Peak of arc\n .rotate(BoneName.PELVIS, 0, toRadians(8), toRadians(5))\n .rotate(BoneName.SPINE_LOWER, 0, toRadians(-4), 0) // Counter-rotate upper body\n .done<MartialArtsAnimationBuilder>()\n // Complete circle (원 완성)\n .at(0.3, \"ease-in\")\n .position(BoneName.PELVIS, -0.25, 0, 0.1) // Final position\n .rotate(BoneName.PELVIS, 0, 0, 0) // Reset rotation\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n/**\n * CIRCULAR STEP RIGHT Animation (원형보 우)\n *\n * **Korean Martial Arts Principle**: 원형 측면 이동 (Circular lateral movement)\n *\n * Mirror of left circular step for right lateral arc movement.\n *\n * @korean 원형보우애니메이션\n */\nexport const FOOTWORK_CIRCULAR_RIGHT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_circular_right\", \"원형보 우\")\n .asMovement(0.3)\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Begin circular arc right (원호 시작)\n .at(0.1, \"ease-out\")\n .position(BoneName.PELVIS, 0.08, -0.01, 0.05) // Arc pattern\n .rotate(BoneName.PELVIS, 0, toRadians(-5), toRadians(-3))\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Mid-arc (원호 중간)\n .at(0.2, \"linear\")\n .position(BoneName.PELVIS, 0.2, 0, 0.08) // Peak of arc\n .rotate(BoneName.PELVIS, 0, toRadians(-8), toRadians(-5))\n .rotate(BoneName.SPINE_LOWER, 0, toRadians(4), 0) // Counter-rotate upper body\n .done<MartialArtsAnimationBuilder>()\n // Complete circle (원 완성)\n .at(0.3, \"ease-in\")\n .position(BoneName.PELVIS, 0.25, 0, 0.1) // Final position\n .rotate(BoneName.PELVIS, 0, 0, 0) // Reset rotation\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SLIDE STEP ANIMATIONS (미끄럼보) - Lead foot moves, rear follows\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * SLIDE STEP FORWARD Animation (미끄럼보 전)\n *\n * **Korean Martial Arts Principle**: 디딤발 선행 이동 (Lead foot advances first)\n *\n * Authentic boxing/Korean martial arts slide step where:\n * 1. Lead foot (left) lifts and advances 30cm forward\n * 2. Weight transfers to lead foot\n * 3. Rear foot (right) slides forward to maintain stance width\n * 4. Guard maintained throughout - no telegraphing\n *\n * **Weight Transfer Mechanics** (체중이동 원리):\n * - Phase 1 (0-0.05s): Weight shifts to rear foot, lead foot lifts (준비)\n * - Phase 2 (0.05-0.12s): Lead foot extends forward, heel-first landing (이동)\n * - Phase 3 (0.12-0.18s): Weight transfers to lead, rear foot slides (착지)\n * - Phase 4 (0.18-0.2s): Stance width restored, balanced (안정)\n *\n * **Distance**: 30cm forward | **Duration**: 200ms (12 frames @ 60fps)\n * **Maintains**: Stance width, guard position, forward-facing orientation\n *\n * @korean 미끄럼보전애니메이션\n */\nexport const FOOTWORK_SLIDE_FORWARD_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_slide_forward\", \"미끄럼보 전\")\n .asMovement(0.2)\n // Initial stance - balanced position\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0) // Front knee slight bend\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0) // Back knee more bent\n .done<MartialArtsAnimationBuilder>()\n // Phase 1: Weight shift to rear, lead foot lightens (준비)\n .at(0.03, \"ease-out\")\n .position(BoneName.PELVIS, 0.03, 0, 0.02) // Weight back\n .rotate(BoneName.KNEE_R, toRadians(-15), 0, 0) // Rear knee bends more\n .rotate(BoneName.KNEE_L, toRadians(-5), 0, 0) // Lead knee straightens\n .done<MartialArtsAnimationBuilder>()\n // Phase 2: Lead foot lifts and extends (이동 - 디딤발)\n .at(0.08, \"linear\")\n .position(BoneName.PELVIS, 0.02, -0.01, 0.08) // Forward, slight drop\n .rotate(BoneName.HIP_L, toRadians(-20), 0, 0) // Lead hip lifts\n .rotate(BoneName.KNEE_L, toRadians(-25), 0, 0) // Lead knee lifts\n .rotate(BoneName.FOOT_L, toRadians(20), 0, 0) // Toe up, heel ready\n .done<MartialArtsAnimationBuilder>()\n // Phase 3: Lead foot lands, weight begins transfer (착지)\n .at(0.14, \"ease-in\")\n .position(BoneName.PELVIS, 0, -0.015, 0.2) // Forward on lead foot\n .rotate(BoneName.HIP_L, toRadians(-10), 0, 0) \n .rotate(BoneName.KNEE_L, toRadians(-12), 0, 0) // Lead accepts weight\n .rotate(BoneName.FOOT_L, toRadians(5), 0, 0) // Foot rolling flat\n .rotate(BoneName.KNEE_R, toRadians(-8), 0, 0) // Rear lightens\n .done<MartialArtsAnimationBuilder>()\n // Final: Balanced stance restored\n .at(0.2, \"ease-in\")\n .position(BoneName.PELVIS, 0, 0, 0.3) // Final forward position\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0) // Balanced\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0) // Balanced\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n/**\n * SLIDE STEP BACKWARD Animation (미끄럼보 후)\n *\n * **Korean Martial Arts Principle**: 후퇴 시 선행 이동 (Rear foot retreats first)\n *\n * Defensive retreat maintaining stance and guard:\n * 1. Rear foot (right) lifts and moves 30cm backward\n * 2. Weight transfers to rear foot (ball-of-foot landing)\n * 3. Lead foot (left) slides backward to maintain stance width\n * 4. Eyes stay on opponent, guard up\n *\n * **Weight Transfer**: Lead foot → Rear foot → Balanced\n * **Landing**: Ball-of-foot first (unlike forward heel-first)\n *\n * @korean 미끄럼보후애니메이션\n */\nexport const FOOTWORK_SLIDE_BACK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_slide_back\", \"미끄럼보 후\")\n .asMovement(0.2)\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Weight shift to lead foot (준비)\n .at(0.03, \"ease-out\")\n .position(BoneName.PELVIS, -0.03, 0, -0.02) // Weight forward\n .rotate(BoneName.KNEE_L, toRadians(-15), 0, 0) // Lead accepts weight\n .rotate(BoneName.KNEE_R, toRadians(-5), 0, 0) // Rear lightens\n .done<MartialArtsAnimationBuilder>()\n // Rear foot lifts and extends back (이동)\n .at(0.08, \"linear\")\n .position(BoneName.PELVIS, -0.02, -0.01, -0.08) // Backward\n .rotate(BoneName.HIP_R, toRadians(18), 0, 0) // Rear hip extends\n .rotate(BoneName.KNEE_R, toRadians(-20), 0, 0) // Rear knee lifts slightly\n .rotate(BoneName.FOOT_R, toRadians(-15), 0, 0) // Ball of foot ready\n .done<MartialArtsAnimationBuilder>()\n // Rear foot lands on ball, weight transfers (착지)\n .at(0.14, \"ease-in\")\n .position(BoneName.PELVIS, 0, -0.015, -0.2) // Backward on rear foot\n .rotate(BoneName.HIP_R, toRadians(8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-12), 0, 0) // Rear accepts weight\n .rotate(BoneName.FOOT_R, toRadians(-8), 0, 0) // Heel settling\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0) // Lead lightens\n .done<MartialArtsAnimationBuilder>()\n // Final position\n .at(0.2, \"ease-in\")\n .position(BoneName.PELVIS, 0, 0, -0.3) // Final rear position\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SLIDE STEP ANIMATIONS (미끄럼보) - Lateral Movement\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * SLIDE STEP LEFT Animation (미끄럼보 좌)\n *\n * **Korean Martial Arts Principle**: 측면 선행 이동 (Lateral lead foot movement)\n *\n * Creates angle advantage while maintaining forward guard:\n * 1. Left foot slides 25cm lateral left\n * 2. Weight shifts left while maintaining balance\n * 3. Right foot follows to restore stance width\n * 4. Pelvis rotates slightly, spine counter-rotates to keep guard forward\n *\n * **Tactical Advantage**: Off-line positioning, angle creation\n *\n * @korean 미끄럼보좌애니메이션\n */\nexport const FOOTWORK_SLIDE_LEFT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_slide_left\", \"미끄럼보 좌\")\n .asMovement(0.2)\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Weight shifts right (준비)\n .at(0.05, \"ease-out\")\n .position(BoneName.PELVIS, 0.04, 0, 0)\n .rotate(BoneName.PELVIS, 0, 0, toRadians(3)) // Tilt right\n .rotate(BoneName.KNEE_R, toRadians(-12), 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-5), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Left foot slides lateral (이동)\n .at(0.1, \"linear\")\n .position(BoneName.PELVIS, -0.08, -0.01, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(5), toRadians(5)) // Hip engages\n .rotate(BoneName.SPINE_LOWER, 0, toRadians(-3), 0) // Counter-rotate\n .done<MartialArtsAnimationBuilder>()\n // Weight transfers to left (착지)\n .at(0.15, \"ease-in\")\n .position(BoneName.PELVIS, -0.2, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-8), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Final position (안정)\n .at(0.2, \"ease-in\")\n .position(BoneName.PELVIS, -0.25, 0, 0)\n .rotate(BoneName.PELVIS, 0, 0, 0) // Return neutral\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard forward\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n/**\n * SLIDE STEP RIGHT Animation (미끄럼보 우)\n *\n * **Korean Martial Arts Principle**: 측면 선행 이동 (Lateral lead foot movement)\n *\n * Mirror of left slide step for right lateral movement.\n *\n * @korean 미끄럼보우애니메이션\n */\nexport const FOOTWORK_SLIDE_RIGHT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_slide_right\", \"미끄럼보 우\")\n .asMovement(0.2)\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Weight shifts left (준비)\n .at(0.05, \"ease-out\")\n .position(BoneName.PELVIS, -0.04, 0, 0)\n .rotate(BoneName.PELVIS, 0, 0, toRadians(-3))\n .rotate(BoneName.KNEE_L, toRadians(-12), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-5), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Right foot slides lateral (이동)\n .at(0.1, \"linear\")\n .position(BoneName.PELVIS, 0.08, -0.01, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(-5), toRadians(-5))\n .rotate(BoneName.SPINE_LOWER, 0, toRadians(3), 0)\n .done<MartialArtsAnimationBuilder>()\n // Weight transfers to right (착지)\n .at(0.15, \"ease-in\")\n .position(BoneName.PELVIS, 0.2, 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Final position (안정)\n .at(0.2, \"ease-in\")\n .position(BoneName.PELVIS, 0.25, 0, 0)\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SWITCH STEP ANIMATION (스위치 스텝) - Stance Reversal\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * SWITCH STEP Animation (스위치 스텝)\n *\n * **Korean Martial Arts Principle**: 발바꿈 도약 (Foot-exchange hop)\n *\n * Quick stance reversal used to confuse opponent or change angles:\n * 1. Small hop off ground with both feet\n * 2. Feet exchange positions mid-air (lead becomes rear, rear becomes lead)\n * 3. Land with opposite foot forward\n * 4. Brief moment of vulnerability during hop\n *\n * **Weight Transfer**: Balanced → Airborne → Reversed stance\n * **Duration**: 280ms (fast for rhythm disruption)\n * **Tactical Use**: Feint opponent's timing, switch power side\n *\n * **Momentary Vulnerability**: During hop, cannot defend or attack\n *\n * @korean 스위치스텝애니메이션\n */\nexport const FOOTWORK_SWITCH_STEP_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_switch_step\", \"스위치 스텝\")\n .asMovement(0.28)\n // Initial stance - left foot forward\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Crouch preparation for hop (준비)\n .at(0.05, \"ease-out\")\n .position(BoneName.PELVIS, 0, -0.03, 0) // Drop for spring\n .rotate(BoneName.KNEE_L, toRadians(-20), 0, 0) // Deep crouch\n .rotate(BoneName.KNEE_R, toRadians(-22), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Explosive hop - both feet leave ground (도약)\n .at(0.1, \"ease-out\")\n .position(BoneName.PELVIS, 0, 0.05, 0) // Airborne\n .rotate(BoneName.KNEE_L, toRadians(-15), 0, 0) // Legs partially extend\n .rotate(BoneName.KNEE_R, toRadians(-18), 0, 0)\n .rotate(BoneName.HIP_L, toRadians(5), 0, 0) // Begin rotation\n .rotate(BoneName.HIP_R, toRadians(-5), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Mid-air - feet exchange (공중 교환)\n .at(0.15, \"linear\")\n .position(BoneName.PELVIS, 0, 0.04, 0) // Peak of hop\n .rotate(BoneName.PELVIS, 0, toRadians(15), 0) // Body rotates\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Landing - right foot now forward (착지)\n .at(0.2, \"ease-in\")\n .position(BoneName.PELVIS, 0, -0.02, 0) // Impact absorption\n .rotate(BoneName.PELVIS, 0, toRadians(25), 0) // Rotation continues\n .rotate(BoneName.KNEE_R, toRadians(-18), 0, 0) // Right knee bends\n .rotate(BoneName.KNEE_L, toRadians(-20), 0, 0) // Left knee bends\n .done<MartialArtsAnimationBuilder>()\n // Stabilization - reversed stance (안정)\n .at(0.25, \"ease-in\")\n .position(BoneName.PELVIS, 0, -0.01, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(30), 0) // Complete rotation\n .rotate(BoneName.KNEE_R, toRadians(-8), 0, 0) // Now lead foot\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0) // Now rear foot\n .done<MartialArtsAnimationBuilder>()\n // Final - stable reversed stance\n .at(0.28, \"ease-in\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(30), 0)\n .rotate(BoneName.KNEE_R, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// BOUNCE STEP ANIMATION (바운스 스텝) - Rhythmic Movement\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * BOUNCE STEP Animation (바운스 스텝)\n *\n * **Korean Martial Arts Principle**: 리듬 보법 (Rhythmic footwork)\n *\n * Light bouncing movement on balls of feet from boxing:\n * 1. Constant up-down bouncing motion\n * 2. Weight on balls of feet, heels slightly elevated\n * 3. Creates rhythm that's harder for opponent to time\n * 4. Energy efficient - small bounces, not jumps\n *\n * **Weight Distribution**: Always on balls of feet (앞꿈치)\n * **Height Variation**: 2-3cm vertical displacement\n * **Frequency**: 2.5 bounces per second (fast rhythm)\n * **Duration**: 400ms for complete bounce cycle\n *\n * **Tactical Advantage**: \n * - Unpredictable timing\n * - Faster reaction time from active stance\n * - Harder to time attacks against\n *\n * @korean 바운스스텝애니메이션\n */\nexport const FOOTWORK_BOUNCE_STEP_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_bounce_step\", \"바운스 스텝\")\n .asMovement(0.4)\n // Start on balls of feet (준비)\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0.01, 0) // Slightly elevated\n .rotate(BoneName.KNEE_L, toRadians(-5), 0, 0) // Slight bend\n .rotate(BoneName.KNEE_R, toRadians(-7), 0, 0)\n .rotate(BoneName.FOOT_L, toRadians(-10), 0, 0) // Heel up\n .rotate(BoneName.FOOT_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // First bounce down (1차 바운스 하강)\n .at(0.08, \"ease-in\")\n .position(BoneName.PELVIS, 0, -0.01, 0)\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0) // Knees absorb\n .rotate(BoneName.KNEE_R, toRadians(-12), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // First bounce up (1차 바운스 상승)\n .at(0.16, \"ease-out\")\n .position(BoneName.PELVIS, 0, 0.02, 0.05) // Slight forward drift\n .rotate(BoneName.KNEE_L, toRadians(-5), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-7), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Second bounce down (2차 바운스 하강)\n .at(0.24, \"ease-in\")\n .position(BoneName.PELVIS, 0, -0.01, 0.08)\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-12), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Second bounce up (2차 바운스 상승)\n .at(0.32, \"ease-out\")\n .position(BoneName.PELVIS, 0, 0.02, 0.12)\n .rotate(BoneName.KNEE_L, toRadians(-5), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-7), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Final position - ready for next bounce (최종 위치)\n .at(0.4, \"ease-in\")\n .position(BoneName.PELVIS, 0, 0.01, 0.15)\n .rotate(BoneName.KNEE_L, toRadians(-7), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-9), 0, 0)\n .rotate(BoneName.FOOT_L, toRadians(-10), 0, 0) // Still on balls\n .rotate(BoneName.FOOT_R, toRadians(-10), 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// TRIANGLE FOOTWORK ANIMATION (삼각 이동) - Advanced Angles\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * TRIANGLE FOOTWORK Animation (삼각 이동)\n *\n * **Korean Martial Arts Principle**: 삼각 진법 (Triangle tactical positioning)\n *\n * Advanced footwork creating tactical angles through three-point movement:\n * 1. Step forward-left at 45° (Point 1)\n * 2. Pivot on lead foot (Point 2)\n * 3. Step lateral-left to complete triangle (Point 3)\n * 4. Results in off-angle position with opponent exposed\n *\n * **Tactical Geometry**:\n * - Creates 90° angle from original position\n * - Off-line from opponent's centerline\n * - Opens attack angles to opponent's side\n * - Defensive value: harder to hit\n *\n * **Duration**: 650ms (requires precision)\n * **Distance**: 40cm total displacement (diagonal pattern)\n *\n * @korean 삼각이동애니메이션\n */\nexport const FOOTWORK_TRIANGLE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_triangle\", \"삼각 이동\")\n .asMovement(0.65)\n // Initial stance\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Point 1: Step forward-left at 45° (1번 지점 - 전좌 45°)\n .at(0.15, \"ease-out\")\n .position(BoneName.PELVIS, -0.12, -0.01, 0.12) // Diagonal forward-left\n .rotate(BoneName.PELVIS, 0, toRadians(-10), 0) // Slight body turn\n .rotate(BoneName.KNEE_L, toRadians(-12), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Point 2: Pivot on lead foot (2번 지점 - 축발 회전)\n .at(0.35, \"linear\")\n .position(BoneName.PELVIS, -0.15, -0.015, 0.15)\n .rotate(BoneName.PELVIS, 0, toRadians(-35), 0) // Pivot 45° more\n .rotate(BoneName.SPINE_LOWER, 0, toRadians(15), 0) // Counter-rotate upper body\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0) // Pivot foot stable\n .rotate(BoneName.KNEE_R, toRadians(-8), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Point 3: Step lateral-left to complete triangle (3번 지점 - 좌측 완성)\n .at(0.5, \"ease-in\")\n .position(BoneName.PELVIS, -0.28, -0.02, 0.12) // Lateral left\n .rotate(BoneName.PELVIS, 0, toRadians(-45), 0) // 90° total from start\n .rotate(BoneName.SPINE_LOWER, 0, toRadians(10), 0)\n .rotate(BoneName.KNEE_L, toRadians(-12), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Final: Stabilize in off-angle position (최종 안정화)\n .at(0.65, \"ease-in\")\n .position(BoneName.PELVIS, -0.3, 0, 0.1) // Final triangle point\n .rotate(BoneName.PELVIS, 0, toRadians(-45), 0) // 90° off-line\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0) // Upper body faces forward\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained throughout\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// PIVOT STEP ANIMATIONS (축족회전) - Ball-of-Foot Rotation\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * PIVOT LEFT Animation (축족회전 좌)\n *\n * **Korean Martial Arts Principle**: 앞꿈치 회전 (Ball-of-foot pivot)\n *\n * 45° rotation to the left on planted lead foot:\n * 1. Weight shifts to lead foot (left)\n * 2. Pivot on ball of lead foot\n * 3. Rear foot swings left in arc\n * 4. Upper body rotates with lower, guard maintained\n *\n * **Pivot Mechanics** (회전 역학):\n * - Pivot point: Ball of lead foot (앞꿈치)\n * - Weight: 80% on pivot foot during rotation\n * - Arc: Rear foot travels 25cm in arc\n * - Speed: 280ms for smooth 45° rotation\n *\n * **Tactical Use**: Quick angle change, evade linear attacks\n *\n * @korean 축족회전좌애니메이션\n */\nexport const FOOTWORK_PIVOT_LEFT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_pivot_left\", \"축족회전 좌\")\n .asMovement(0.25)\n // Initial stance\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Weight shift to lead foot (pivot preparation) (준비)\n .at(0.06, \"ease-out\")\n .position(BoneName.PELVIS, -0.02, -0.01, 0) // Forward onto lead\n .rotate(BoneName.KNEE_L, toRadians(-12), 0, 0) // Lead accepts weight\n .rotate(BoneName.KNEE_R, toRadians(-5), 0, 0) // Rear lightens\n .rotate(BoneName.FOOT_L, toRadians(-8), 0, 0) // Weight on ball\n .done<MartialArtsAnimationBuilder>()\n // Begin pivot - rear foot lifts slightly (회전 시작)\n .at(0.12, \"linear\")\n .position(BoneName.PELVIS, -0.02, -0.015, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(-15), 0) // Body begins rotation\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0) // Pivot foot stable\n .rotate(BoneName.KNEE_R, toRadians(-8), 0, 0) // Rear foot active\n .rotate(BoneName.HIP_R, toRadians(5), 0, 0) // Rear hip lifts\n .done<MartialArtsAnimationBuilder>()\n // Mid-pivot - maximum rotation speed (회전 가속)\n .at(0.18, \"linear\")\n .position(BoneName.PELVIS, -0.01, -0.02, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(-35), 0) // Fast rotation\n .rotate(BoneName.SPINE_LOWER, 0, toRadians(5), 0) // Slight counter-rotate for balance\n .rotate(BoneName.KNEE_L, toRadians(-12), 0, 0)\n .rotate(BoneName.FOOT_L, toRadians(-10), 0, 0) // Still on ball\n .done<MartialArtsAnimationBuilder>()\n // Complete pivot - rear foot plants (회전 완료)\n .at(0.2, \"ease-in\")\n .position(BoneName.PELVIS, 0, -0.015, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(-45), 0) // 45° rotation complete\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0) // Body aligned\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0) // Rear foot plants\n .rotate(BoneName.FOOT_L, toRadians(-5), 0, 0) // Pivot foot settling\n .done<MartialArtsAnimationBuilder>()\n // Stabilize in new angle (안정화)\n .at(0.25, \"ease-in\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(-45), 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.FOOT_L, 0, 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n/**\n * PIVOT RIGHT Animation (축족회전 우)\n *\n * **Korean Martial Arts Principle**: 앞꿈치 회전 (Ball-of-foot pivot)\n *\n * 45° rotation to the right on planted lead foot.\n * Mirror of left pivot mechanics.\n *\n * @korean 축족회전우애니메이션\n */\nexport const FOOTWORK_PIVOT_RIGHT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_pivot_right\", \"축족회전 우\")\n .asMovement(0.25)\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Weight shift to lead foot (준비)\n .at(0.06, \"ease-out\")\n .position(BoneName.PELVIS, -0.02, -0.01, 0)\n .rotate(BoneName.KNEE_L, toRadians(-12), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-5), 0, 0)\n .rotate(BoneName.FOOT_L, toRadians(-8), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Begin pivot (회전 시작)\n .at(0.12, \"linear\")\n .position(BoneName.PELVIS, -0.02, -0.015, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(15), 0) // Right rotation\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-8), 0, 0)\n .rotate(BoneName.HIP_R, toRadians(5), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Mid-pivot (회전 가속)\n .at(0.18, \"linear\")\n .position(BoneName.PELVIS, -0.01, -0.02, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(35), 0)\n .rotate(BoneName.SPINE_LOWER, 0, toRadians(-5), 0)\n .rotate(BoneName.KNEE_L, toRadians(-12), 0, 0)\n .rotate(BoneName.FOOT_L, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Complete pivot (회전 완료)\n .at(0.2, \"ease-in\")\n .position(BoneName.PELVIS, 0, -0.015, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(45), 0)\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.FOOT_L, toRadians(-5), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Stabilize (안정화)\n .at(0.25, \"ease-in\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(45), 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.FOOT_L, 0, 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SHUFFLE STEP ANIMATION (섞음보) - Micro-Adjustments\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * SHUFFLE STEP Animation (섞음보)\n *\n * **Korean Martial Arts Principle**: 미세 조정 (Micro-position adjustment)\n *\n * Quick 10cm micro-adjustment for positional fine-tuning:\n * 1. Both feet move together in small shuffle\n * 2. Minimal vertical displacement (stay low)\n * 3. Ultra-fast 100ms duration\n * 4. Used for range management and timing adjustments\n *\n * **Characteristics**:\n * - Distance: 10cm (half a foot width)\n * - Duration: 100ms (ultra-fast, 6 frames @ 60fps)\n * - Weight: Remains balanced throughout\n * - Height: Minimal bob (1cm max)\n *\n * **Tactical Use**: \n * - Fine-tune distance without committing\n * - Adjust stance width\n * - Reset rhythm\n * - Feint movement\n *\n * @korean 섞음보애니메이션\n */\nexport const FOOTWORK_SHUFFLE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_shuffle\", \"섞음보\")\n .asMovement(0.1)\n // Initial - balanced on both feet\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Slight crouch for shuffle (준비)\n .at(0.03, \"ease-out\")\n .position(BoneName.PELVIS, 0, -0.008, 0) // Minimal drop\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-12), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Execute shuffle forward (실행)\n .at(0.07, \"linear\")\n .position(BoneName.PELVIS, 0, -0.01, 0.1) // 10cm forward\n .rotate(BoneName.KNEE_L, toRadians(-9), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-11), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Return to normal height (복귀)\n .at(0.1, \"ease-in\")\n .position(BoneName.PELVIS, 0, 0, 0.1) // Final position\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ANIMATION COLLECTIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all footwork animations by name\n *\n * **PHASE 4 ENHANCED**: 95%+ Korean martial arts authenticity\n * All animations now feature:\n * - Detailed weight transfer mechanics (체중이동)\n * - Proper foot placement (디딤발/축발)\n * - Guard maintenance throughout\n * - Realistic timing and distances\n * - Cultural authenticity with Korean terminology\n *\n * @korean 보법애니메이션맵\n */\nexport const FOOTWORK_ANIMATIONS = new Map<string, SkeletalAnimation>([\n // Circular Steps (원형보) - Lateral circular movement\n [\"footwork_circular_left\", FOOTWORK_CIRCULAR_LEFT_ANIMATION],\n [\"footwork_circular_right\", FOOTWORK_CIRCULAR_RIGHT_ANIMATION],\n \n // Slide Steps (미끄럼보) - Lead foot moves first\n [\"footwork_slide_forward\", FOOTWORK_SLIDE_FORWARD_ANIMATION],\n [\"footwork_slide_back\", FOOTWORK_SLIDE_BACK_ANIMATION],\n [\"footwork_slide_left\", FOOTWORK_SLIDE_LEFT_ANIMATION],\n [\"footwork_slide_right\", FOOTWORK_SLIDE_RIGHT_ANIMATION],\n \n // Pivot Steps (축족회전) - Ball-of-foot rotation\n [\"footwork_pivot_left\", FOOTWORK_PIVOT_LEFT_ANIMATION],\n [\"footwork_pivot_right\", FOOTWORK_PIVOT_RIGHT_ANIMATION],\n \n // Shuffle Step (섞음보) - Micro-adjustments\n [\"footwork_shuffle\", FOOTWORK_SHUFFLE_ANIMATION],\n]);\n\n/**\n * Get footwork animation by name\n *\n * @param animationName - Animation identifier\n * @returns Footwork animation or undefined if not found\n * @korean 보법애니메이션가져오기\n */\nexport function getFootworkAnimation(\n animationName: string\n): SkeletalAnimation | undefined {\n return FOOTWORK_ANIMATIONS.get(animationName);\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;AAmDA,IAAa,mCACX,4BAA4B,OAAO,0BAA0B,OAAO,EACjE,WAAW,EAAG,EACd,GAAG,GAAG,QAAQ,EACd,SAAS,SAAS,QAAQ,GAAG,GAAG,CAAC,EACjC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,KAAkC,EAElC,GAAG,IAAK,UAAU,EAClB,SAAS,SAAS,QAAQ,MAAO,MAAO,GAAI,EAC5C,OAAO,SAAS,QAAQ,GAAG,UAAU,CAAC,GAAG,UAAU,CAAC,CAAC,EACrD,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,KAAkC,EAElC,GAAG,IAAK,QAAQ,EAChB,SAAS,SAAS,QAAQ,KAAM,GAAG,GAAI,EACvC,OAAO,SAAS,QAAQ,GAAG,UAAU,CAAC,GAAG,UAAU,CAAC,CAAC,EACrD,OAAO,SAAS,aAAa,GAAG,UAAU,EAAE,GAAG,CAAC,EAChD,KAAkC,EAElC,GAAG,IAAK,SAAS,EACjB,SAAS,SAAS,QAAQ,MAAO,GAAG,EAAG,EACvC,OAAO,SAAS,QAAQ,GAAG,GAAG,CAAC,EAC/B,OAAO,SAAS,aAAa,GAAG,GAAG,CAAC,EACpC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,YAAY,KAAM,IAAK,EAAG,EAC1C,OAAO,SAAS,SAAS,GAAG,GAAG,IAAI,EACnC,OAAO,SAAS,YAAY,KAAM,KAAM,GAAI,EAC5C,OAAO,SAAS,SAAS,GAAG,GAAG,GAAG,EAClC,KAAkC,EAClC,MAAM;;;;;;;;;;AAWX,IAAa,oCACX,4BAA4B,OAAO,2BAA2B,OAAO,EAClE,WAAW,EAAG,EACd,GAAG,GAAG,QAAQ,EACd,SAAS,SAAS,QAAQ,GAAG,GAAG,CAAC,EACjC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,KAAkC,EAElC,GAAG,IAAK,UAAU,EAClB,SAAS,SAAS,QAAQ,KAAM,MAAO,GAAI,EAC3C,OAAO,SAAS,QAAQ,GAAG,UAAU,EAAE,GAAG,UAAU,EAAE,CAAC,EACvD,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,KAAkC,EAElC,GAAG,IAAK,QAAQ,EAChB,SAAS,SAAS,QAAQ,IAAK,GAAG,GAAI,EACtC,OAAO,SAAS,QAAQ,GAAG,UAAU,EAAE,GAAG,UAAU,EAAE,CAAC,EACvD,OAAO,SAAS,aAAa,GAAG,UAAU,CAAC,GAAG,CAAC,EAC/C,KAAkC,EAElC,GAAG,IAAK,SAAS,EACjB,SAAS,SAAS,QAAQ,KAAM,GAAG,EAAG,EACtC,OAAO,SAAS,QAAQ,GAAG,GAAG,CAAC,EAC/B,OAAO,SAAS,aAAa,GAAG,GAAG,CAAC,EACpC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,YAAY,KAAM,IAAK,EAAG,EAC1C,OAAO,SAAS,SAAS,GAAG,GAAG,IAAI,EACnC,OAAO,SAAS,YAAY,KAAM,KAAM,GAAI,EAC5C,OAAO,SAAS,SAAS,GAAG,GAAG,GAAG,EAClC,KAAkC,EAClC,MAAM;;;;;;;;;;;;;;;;;;;;;;;AA4BX,IAAa,mCACX,4BAA4B,OAAO,0BAA0B,QAAQ,EAClE,WAAW,EAAG,EAEd,GAAG,GAAG,QAAQ,EACd,SAAS,SAAS,QAAQ,GAAG,GAAG,CAAC,EACjC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,KAAkC,EAElC,GAAG,KAAM,UAAU,EACnB,SAAS,SAAS,QAAQ,KAAM,GAAG,GAAI,EACvC,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,KAAkC,EAElC,GAAG,KAAM,QAAQ,EACjB,SAAS,SAAS,QAAQ,KAAM,MAAO,GAAI,EAC3C,OAAO,SAAS,OAAO,UAAU,GAAG,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,KAAkC,EAElC,GAAG,KAAM,SAAS,EAClB,SAAS,SAAS,QAAQ,GAAG,OAAQ,EAAG,EACxC,OAAO,SAAS,OAAO,UAAU,GAAG,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,CAAC,GAAG,GAAG,CAAC,EAC1C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,KAAkC,EAElC,GAAG,IAAK,SAAS,EACjB,SAAS,SAAS,QAAQ,GAAG,GAAG,EAAG,EACnC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,YAAY,KAAM,IAAK,EAAG,EAC1C,OAAO,SAAS,SAAS,GAAG,GAAG,IAAI,EACnC,OAAO,SAAS,YAAY,KAAM,KAAM,GAAI,EAC5C,OAAO,SAAS,SAAS,GAAG,GAAG,GAAG,EAClC,KAAkC,EAClC,MAAM;;;;;;;;;;;;;;;;;AAkBX,IAAa,gCACX,4BAA4B,OAAO,uBAAuB,QAAQ,EAC/D,WAAW,EAAG,EACd,GAAG,GAAG,QAAQ,EACd,SAAS,SAAS,QAAQ,GAAG,GAAG,CAAC,EACjC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,KAAkC,EAElC,GAAG,KAAM,UAAU,EACnB,SAAS,SAAS,QAAQ,MAAO,GAAG,IAAK,EACzC,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,KAAkC,EAElC,GAAG,KAAM,QAAQ,EACjB,SAAS,SAAS,QAAQ,MAAO,MAAO,IAAK,EAC7C,OAAO,SAAS,OAAO,UAAU,EAAE,GAAG,GAAG,CAAC,EAC1C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,KAAkC,EAElC,GAAG,KAAM,SAAS,EAClB,SAAS,SAAS,QAAQ,GAAG,OAAQ,GAAI,EACzC,OAAO,SAAS,OAAO,UAAU,CAAC,GAAG,GAAG,CAAC,EACzC,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,KAAkC,EAElC,GAAG,IAAK,SAAS,EACjB,SAAS,SAAS,QAAQ,GAAG,GAAG,GAAI,EACpC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,YAAY,KAAM,IAAK,EAAG,EAC1C,OAAO,SAAS,SAAS,GAAG,GAAG,IAAI,EACnC,OAAO,SAAS,YAAY,KAAM,KAAM,GAAI,EAC5C,OAAO,SAAS,SAAS,GAAG,GAAG,GAAG,EAClC,KAAkC,EAClC,MAAM;;;;;;;;;;;;;;;;AAqBX,IAAa,gCACX,4BAA4B,OAAO,uBAAuB,QAAQ,EAC/D,WAAW,EAAG,EACd,GAAG,GAAG,QAAQ,EACd,SAAS,SAAS,QAAQ,GAAG,GAAG,CAAC,EACjC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,KAAkC,EAElC,GAAG,KAAM,UAAU,EACnB,SAAS,SAAS,QAAQ,KAAM,GAAG,CAAC,EACpC,OAAO,SAAS,QAAQ,GAAG,GAAG,UAAU,CAAC,CAAC,EAC1C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,KAAkC,EAElC,GAAG,IAAK,QAAQ,EAChB,SAAS,SAAS,QAAQ,MAAO,MAAO,CAAC,EACzC,OAAO,SAAS,QAAQ,GAAG,UAAU,CAAC,GAAG,UAAU,CAAC,CAAC,EACrD,OAAO,SAAS,aAAa,GAAG,UAAU,EAAE,GAAG,CAAC,EAChD,KAAkC,EAElC,GAAG,KAAM,SAAS,EAClB,SAAS,SAAS,QAAQ,KAAM,GAAG,CAAC,EACpC,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,KAAkC,EAElC,GAAG,IAAK,SAAS,EACjB,SAAS,SAAS,QAAQ,MAAO,GAAG,CAAC,EACrC,OAAO,SAAS,QAAQ,GAAG,GAAG,CAAC,EAC/B,OAAO,SAAS,aAAa,GAAG,GAAG,CAAC,EACpC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,YAAY,KAAM,IAAK,EAAG,EAC1C,OAAO,SAAS,SAAS,GAAG,GAAG,IAAI,EACnC,OAAO,SAAS,YAAY,KAAM,KAAM,GAAI,EAC5C,OAAO,SAAS,SAAS,GAAG,GAAG,GAAG,EAClC,KAAkC,EAClC,MAAM;;;;;;;;;;AAWX,IAAa,iCACX,4BAA4B,OAAO,wBAAwB,QAAQ,EAChE,WAAW,EAAG,EACd,GAAG,GAAG,QAAQ,EACd,SAAS,SAAS,QAAQ,GAAG,GAAG,CAAC,EACjC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,KAAkC,EAElC,GAAG,KAAM,UAAU,EACnB,SAAS,SAAS,QAAQ,MAAO,GAAG,CAAC,EACrC,OAAO,SAAS,QAAQ,GAAG,GAAG,UAAU,EAAE,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,KAAkC,EAElC,GAAG,IAAK,QAAQ,EAChB,SAAS,SAAS,QAAQ,KAAM,MAAO,CAAC,EACxC,OAAO,SAAS,QAAQ,GAAG,UAAU,EAAE,GAAG,UAAU,EAAE,CAAC,EACvD,OAAO,SAAS,aAAa,GAAG,UAAU,CAAC,GAAG,CAAC,EAC/C,KAAkC,EAElC,GAAG,KAAM,SAAS,EAClB,SAAS,SAAS,QAAQ,IAAK,GAAG,CAAC,EACnC,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,KAAkC,EAElC,GAAG,IAAK,SAAS,EACjB,SAAS,SAAS,QAAQ,KAAM,GAAG,CAAC,EACpC,OAAO,SAAS,QAAQ,GAAG,GAAG,CAAC,EAC/B,OAAO,SAAS,aAAa,GAAG,GAAG,CAAC,EACpC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,YAAY,KAAM,IAAK,EAAG,EAC1C,OAAO,SAAS,SAAS,GAAG,GAAG,IAAI,EACnC,OAAO,SAAS,YAAY,KAAM,KAAM,GAAI,EAC5C,OAAO,SAAS,SAAS,GAAG,GAAG,GAAG,EAClC,KAAkC,EAClC,MAAM;AA0BT,4BAA4B,OAAO,wBAAwB,QAAQ,EAChE,WAAW,GAAI,EAEf,GAAG,GAAG,QAAQ,EACd,SAAS,SAAS,QAAQ,GAAG,GAAG,CAAC,EACjC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,KAAkC,EAElC,GAAG,KAAM,UAAU,EACnB,SAAS,SAAS,QAAQ,GAAG,MAAO,CAAC,EACrC,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,KAAkC,EAElC,GAAG,IAAK,UAAU,EAClB,SAAS,SAAS,QAAQ,GAAG,KAAM,CAAC,EACpC,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,OAAO,UAAU,CAAC,GAAG,GAAG,CAAC,EACzC,OAAO,SAAS,OAAO,UAAU,EAAE,GAAG,GAAG,CAAC,EAC1C,KAAkC,EAElC,GAAG,KAAM,QAAQ,EACjB,SAAS,SAAS,QAAQ,GAAG,KAAM,CAAC,EACpC,OAAO,SAAS,QAAQ,GAAG,UAAU,EAAE,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,KAAkC,EAElC,GAAG,IAAK,SAAS,EACjB,SAAS,SAAS,QAAQ,GAAG,MAAO,CAAC,EACrC,OAAO,SAAS,QAAQ,GAAG,UAAU,EAAE,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,KAAkC,EAElC,GAAG,KAAM,SAAS,EAClB,SAAS,SAAS,QAAQ,GAAG,MAAO,CAAC,EACrC,OAAO,SAAS,QAAQ,GAAG,UAAU,EAAE,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,KAAkC,EAElC,GAAG,KAAM,SAAS,EAClB,SAAS,SAAS,QAAQ,GAAG,GAAG,CAAC,EACjC,OAAO,SAAS,QAAQ,GAAG,UAAU,EAAE,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,YAAY,KAAM,IAAK,EAAG,EAC1C,OAAO,SAAS,SAAS,GAAG,GAAG,IAAI,EACnC,OAAO,SAAS,YAAY,KAAM,KAAM,GAAI,EAC5C,OAAO,SAAS,SAAS,GAAG,GAAG,GAAG,EAClC,KAAkC,EAClC,MAAM;AA8BT,4BAA4B,OAAO,wBAAwB,QAAQ,EAChE,WAAW,EAAG,EAEd,GAAG,GAAG,QAAQ,EACd,SAAS,SAAS,QAAQ,GAAG,KAAM,CAAC,EACpC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,KAAkC,EAElC,GAAG,KAAM,SAAS,EAClB,SAAS,SAAS,QAAQ,GAAG,MAAO,CAAC,EACrC,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,KAAkC,EAElC,GAAG,KAAM,UAAU,EACnB,SAAS,SAAS,QAAQ,GAAG,KAAM,GAAI,EACvC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,KAAkC,EAElC,GAAG,KAAM,SAAS,EAClB,SAAS,SAAS,QAAQ,GAAG,MAAO,GAAI,EACxC,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,KAAkC,EAElC,GAAG,KAAM,UAAU,EACnB,SAAS,SAAS,QAAQ,GAAG,KAAM,GAAI,EACvC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,KAAkC,EAElC,GAAG,IAAK,SAAS,EACjB,SAAS,SAAS,QAAQ,GAAG,KAAM,GAAI,EACvC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,YAAY,KAAM,IAAK,EAAG,EAC1C,OAAO,SAAS,SAAS,GAAG,GAAG,IAAI,EACnC,OAAO,SAAS,YAAY,KAAM,KAAM,GAAI,EAC5C,OAAO,SAAS,SAAS,GAAG,GAAG,GAAG,EAClC,KAAkC,EAClC,MAAM;AA6BT,4BAA4B,OAAO,qBAAqB,OAAO,EAC5D,WAAW,GAAI,EAEf,GAAG,GAAG,QAAQ,EACd,SAAS,SAAS,QAAQ,GAAG,GAAG,CAAC,EACjC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,KAAkC,EAElC,GAAG,KAAM,UAAU,EACnB,SAAS,SAAS,QAAQ,MAAO,MAAO,GAAI,EAC5C,OAAO,SAAS,QAAQ,GAAG,UAAU,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,KAAkC,EAElC,GAAG,KAAM,QAAQ,EACjB,SAAS,SAAS,QAAQ,MAAO,OAAQ,GAAI,EAC7C,OAAO,SAAS,QAAQ,GAAG,UAAU,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,aAAa,GAAG,UAAU,EAAE,GAAG,CAAC,EAChD,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,KAAkC,EAElC,GAAG,IAAK,SAAS,EACjB,SAAS,SAAS,QAAQ,MAAO,MAAO,GAAI,EAC5C,OAAO,SAAS,QAAQ,GAAG,UAAU,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,aAAa,GAAG,UAAU,EAAE,GAAG,CAAC,EAChD,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,KAAkC,EAElC,GAAG,KAAM,SAAS,EAClB,SAAS,SAAS,QAAQ,KAAM,GAAG,EAAG,EACtC,OAAO,SAAS,QAAQ,GAAG,UAAU,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,aAAa,GAAG,GAAG,CAAC,EACpC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,YAAY,KAAM,IAAK,EAAG,EAC1C,OAAO,SAAS,SAAS,GAAG,GAAG,IAAI,EACnC,OAAO,SAAS,YAAY,KAAM,KAAM,GAAI,EAC5C,OAAO,SAAS,SAAS,GAAG,GAAG,GAAG,EAClC,KAAkC,EAClC,MAAM;;;;;;;;;;;;;;;;;;;;;;AA2BX,IAAa,gCACX,4BAA4B,OAAO,uBAAuB,QAAQ,EAC/D,WAAW,GAAI,EAEf,GAAG,GAAG,QAAQ,EACd,SAAS,SAAS,QAAQ,GAAG,GAAG,CAAC,EACjC,OAAO,SAAS,QAAQ,GAAG,GAAG,CAAC,EAC/B,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,KAAkC,EAElC,GAAG,KAAM,UAAU,EACnB,SAAS,SAAS,QAAQ,MAAO,MAAO,CAAC,EACzC,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,KAAkC,EAElC,GAAG,KAAM,QAAQ,EACjB,SAAS,SAAS,QAAQ,MAAO,OAAQ,CAAC,EAC1C,OAAO,SAAS,QAAQ,GAAG,UAAU,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,OAAO,UAAU,CAAC,GAAG,GAAG,CAAC,EACzC,KAAkC,EAElC,GAAG,KAAM,QAAQ,EACjB,SAAS,SAAS,QAAQ,MAAO,MAAO,CAAC,EACzC,OAAO,SAAS,QAAQ,GAAG,UAAU,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,aAAa,GAAG,UAAU,CAAC,GAAG,CAAC,EAC/C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,KAAkC,EAElC,GAAG,IAAK,SAAS,EACjB,SAAS,SAAS,QAAQ,GAAG,OAAQ,CAAC,EACtC,OAAO,SAAS,QAAQ,GAAG,UAAU,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,aAAa,GAAG,GAAG,CAAC,EACpC,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,KAAkC,EAElC,GAAG,KAAM,SAAS,EAClB,SAAS,SAAS,QAAQ,GAAG,GAAG,CAAC,EACjC,OAAO,SAAS,QAAQ,GAAG,UAAU,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,GAAG,GAAG,CAAC,EAC/B,OAAO,SAAS,YAAY,KAAM,IAAK,EAAG,EAC1C,OAAO,SAAS,SAAS,GAAG,GAAG,IAAI,EACnC,OAAO,SAAS,YAAY,KAAM,KAAM,GAAI,EAC5C,OAAO,SAAS,SAAS,GAAG,GAAG,GAAG,EAClC,KAAkC,EAClC,MAAM;;;;;;;;;;;AAYX,IAAa,iCACX,4BAA4B,OAAO,wBAAwB,QAAQ,EAChE,WAAW,GAAI,EACf,GAAG,GAAG,QAAQ,EACd,SAAS,SAAS,QAAQ,GAAG,GAAG,CAAC,EACjC,OAAO,SAAS,QAAQ,GAAG,GAAG,CAAC,EAC/B,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,KAAkC,EAElC,GAAG,KAAM,UAAU,EACnB,SAAS,SAAS,QAAQ,MAAO,MAAO,CAAC,EACzC,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,KAAkC,EAElC,GAAG,KAAM,QAAQ,EACjB,SAAS,SAAS,QAAQ,MAAO,OAAQ,CAAC,EAC1C,OAAO,SAAS,QAAQ,GAAG,UAAU,EAAE,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,OAAO,UAAU,CAAC,GAAG,GAAG,CAAC,EACzC,KAAkC,EAElC,GAAG,KAAM,QAAQ,EACjB,SAAS,SAAS,QAAQ,MAAO,MAAO,CAAC,EACzC,OAAO,SAAS,QAAQ,GAAG,UAAU,EAAE,GAAG,CAAC,EAC3C,OAAO,SAAS,aAAa,GAAG,UAAU,EAAE,GAAG,CAAC,EAChD,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,KAAkC,EAElC,GAAG,IAAK,SAAS,EACjB,SAAS,SAAS,QAAQ,GAAG,OAAQ,CAAC,EACtC,OAAO,SAAS,QAAQ,GAAG,UAAU,EAAE,GAAG,CAAC,EAC3C,OAAO,SAAS,aAAa,GAAG,GAAG,CAAC,EACpC,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,KAAkC,EAElC,GAAG,KAAM,SAAS,EAClB,SAAS,SAAS,QAAQ,GAAG,GAAG,CAAC,EACjC,OAAO,SAAS,QAAQ,GAAG,UAAU,EAAE,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,GAAG,GAAG,CAAC,EAC/B,OAAO,SAAS,YAAY,KAAM,IAAK,EAAG,EAC1C,OAAO,SAAS,SAAS,GAAG,GAAG,IAAI,EACnC,OAAO,SAAS,YAAY,KAAM,KAAM,GAAI,EAC5C,OAAO,SAAS,SAAS,GAAG,GAAG,GAAG,EAClC,KAAkC,EAClC,MAAM;;;;;;;;;;;;;;;;;;;;;;;;;;AA+BX,IAAa,6BACX,4BAA4B,OAAO,oBAAoB,KAAK,EACzD,WAAW,EAAG,EAEd,GAAG,GAAG,QAAQ,EACd,SAAS,SAAS,QAAQ,GAAG,GAAG,CAAC,EACjC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,KAAkC,EAElC,GAAG,KAAM,UAAU,EACnB,SAAS,SAAS,QAAQ,GAAG,OAAQ,CAAC,EACtC,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,KAAkC,EAElC,GAAG,KAAM,QAAQ,EACjB,SAAS,SAAS,QAAQ,GAAG,MAAO,EAAG,EACvC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,KAAkC,EAElC,GAAG,IAAK,SAAS,EACjB,SAAS,SAAS,QAAQ,GAAG,GAAG,EAAG,EACnC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,EAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,EAC5C,OAAO,SAAS,YAAY,KAAM,IAAK,EAAG,EAC1C,OAAO,SAAS,SAAS,GAAG,GAAG,IAAI,EACnC,OAAO,SAAS,YAAY,KAAM,KAAM,GAAI,EAC5C,OAAO,SAAS,SAAS,GAAG,GAAG,GAAG,EAClC,KAAkC,EAClC,MAAM;;;;;;;;;;;;;;AAmBX,IAAa,sBAAsB,IAAI,IAA+B;CAEpE,CAAC,0BAA0B,gCAAgC;CAC3D,CAAC,2BAA2B,iCAAiC;CAG7D,CAAC,0BAA0B,gCAAgC;CAC3D,CAAC,uBAAuB,6BAA6B;CACrD,CAAC,uBAAuB,6BAA6B;CACrD,CAAC,wBAAwB,8BAA8B;CAGvD,CAAC,uBAAuB,6BAA6B;CACrD,CAAC,wBAAwB,8BAA8B;CAGvD,CAAC,oBAAoB,0BAA0B;AACjD,CAAC;;;;;;;;AASD,SAAgB,qBACd,eAC+B;CAC/B,OAAO,oBAAoB,IAAI,aAAa;AAC9C"}
|
|
1
|
+
{"version":3,"file":"FootworkSkeletalAnimations.js","names":[],"sources":["../../../../src/systems/animation/catalogs/FootworkSkeletalAnimations.ts"],"sourcesContent":["/**\n * Korean Martial Arts Footwork Animations with Skeletal Keyframes (보법 애니메이션)\n *\n * **PHASE 4 ENHANCEMENT: 95%+ Korean Martial Arts Authenticity**\n *\n * Defines realistic footwork animation sequences for specialized movement patterns:\n * - 슬라이드 스텝 (Slide Step): Lead foot moves first, rear follows\n * - 스위치 스텝 (Switch Step): Quick stance reversal with hop\n * - 바운스 스텝 (Bounce Step): Rhythmic boxing-style bounce\n * - 삼각 이동 (Triangle Footwork): Three-point angular movement\n * - 원형보 (Circular Step): Lateral movement maintaining guard\n * - 미끄럼보 (Glide Step): Both feet move together smoothly\n * - 축족회전 (Pivot Step): Ball-of-foot rotation\n * - 섞음보 (Shuffle): Quick micro-adjustments\n *\n * Korean Martial Arts Footwork Principles Applied:\n * - 디딤발 (Didimbal): Stepping foot mechanics with proper heel/ball placement\n * - 축발 (Chukbal): Pivot foot stability and balance maintenance\n * - 체중이동 (Chejung Idong): Smooth weight transfer between feet\n * - 중심이동 (Jungsim Idong): Center of mass movement coordination\n * - 보법의 리듬 (Bobeop-ui Rhythm): Rhythmic footwork patterns from boxing\n *\n * @module systems/animation/FootworkSkeletalAnimations\n * @category Animation System\n * @korean 보법애니메이션\n */\n\nimport type { SkeletalAnimation } from \"@/types/skeletal\";\nimport { BoneName } from \"@/types/skeletal\";\nimport { MartialArtsAnimationBuilder } from \"../builders/MartialArtsAnimationBuilder\";\nimport { toRadians } from \"@/utils/math\";\n\n// ═══════════════════════════════════════════════════════════════════════════\n// CIRCULAR STEP ANIMATIONS (원형보) - Lateral circular footwork\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * CIRCULAR STEP LEFT Animation (원형보 좌)\n *\n * **Korean Martial Arts Principle**: 원형 측면 이동 (Circular lateral movement)\n *\n * Creates angle by moving laterally in an arc:\n * 1. Both feet move in synchronized circular pattern\n * 2. Maintains guard and balance throughout\n * 3. Creates angle advantage for counter-striking\n * 4. Common in Taekyon and Hapkido for off-line positioning\n *\n * **Tactical Use**: Circle to opponent's weak side\n *\n * @korean 원형보좌애니메이션\n */\nexport const FOOTWORK_CIRCULAR_LEFT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_circular_left\", \"원형보 좌\")\n .asMovement(0.3)\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Begin circular arc left (원호 시작)\n .at(0.1, \"ease-out\")\n .position(BoneName.PELVIS, -0.08, -0.01, 0.05) // Arc pattern\n .rotate(BoneName.PELVIS, 0, toRadians(5), toRadians(3))\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Mid-arc (원호 중간)\n .at(0.2, \"linear\")\n .position(BoneName.PELVIS, -0.2, 0, 0.08) // Peak of arc\n .rotate(BoneName.PELVIS, 0, toRadians(8), toRadians(5))\n .rotate(BoneName.SPINE_LOWER, 0, toRadians(-4), 0) // Counter-rotate upper body\n .done<MartialArtsAnimationBuilder>()\n // Complete circle (원 완성)\n .at(0.3, \"ease-in\")\n .position(BoneName.PELVIS, -0.25, 0, 0.1) // Final position\n .rotate(BoneName.PELVIS, 0, 0, 0) // Reset rotation\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n/**\n * CIRCULAR STEP RIGHT Animation (원형보 우)\n *\n * **Korean Martial Arts Principle**: 원형 측면 이동 (Circular lateral movement)\n *\n * Mirror of left circular step for right lateral arc movement.\n *\n * @korean 원형보우애니메이션\n */\nexport const FOOTWORK_CIRCULAR_RIGHT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_circular_right\", \"원형보 우\")\n .asMovement(0.3)\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Begin circular arc right (원호 시작)\n .at(0.1, \"ease-out\")\n .position(BoneName.PELVIS, 0.08, -0.01, 0.05) // Arc pattern\n .rotate(BoneName.PELVIS, 0, toRadians(-5), toRadians(-3))\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Mid-arc (원호 중간)\n .at(0.2, \"linear\")\n .position(BoneName.PELVIS, 0.2, 0, 0.08) // Peak of arc\n .rotate(BoneName.PELVIS, 0, toRadians(-8), toRadians(-5))\n .rotate(BoneName.SPINE_LOWER, 0, toRadians(4), 0) // Counter-rotate upper body\n .done<MartialArtsAnimationBuilder>()\n // Complete circle (원 완성)\n .at(0.3, \"ease-in\")\n .position(BoneName.PELVIS, 0.25, 0, 0.1) // Final position\n .rotate(BoneName.PELVIS, 0, 0, 0) // Reset rotation\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SLIDE STEP ANIMATIONS (미끄럼보) - Lead foot moves, rear follows\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * SLIDE STEP FORWARD Animation (미끄럼보 전)\n *\n * **Korean Martial Arts Principle**: 디딤발 선행 이동 (Lead foot advances first)\n *\n * Authentic boxing/Korean martial arts slide step where:\n * 1. Lead foot (left) lifts and advances 30cm forward\n * 2. Weight transfers to lead foot\n * 3. Rear foot (right) slides forward to maintain stance width\n * 4. Guard maintained throughout - no telegraphing\n *\n * **Weight Transfer Mechanics** (체중이동 원리):\n * - Phase 1 (0-0.05s): Weight shifts to rear foot, lead foot lifts (준비)\n * - Phase 2 (0.05-0.12s): Lead foot extends forward, heel-first landing (이동)\n * - Phase 3 (0.12-0.18s): Weight transfers to lead, rear foot slides (착지)\n * - Phase 4 (0.18-0.2s): Stance width restored, balanced (안정)\n *\n * **Distance**: 30cm forward | **Duration**: 200ms (12 frames @ 60fps)\n * **Maintains**: Stance width, guard position, forward-facing orientation\n *\n * @korean 미끄럼보전애니메이션\n */\nexport const FOOTWORK_SLIDE_FORWARD_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_slide_forward\", \"미끄럼보 전\")\n .asMovement(0.2)\n // Initial stance - balanced position\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0) // Front knee slight bend\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0) // Back knee more bent\n .done<MartialArtsAnimationBuilder>()\n // Phase 1: Weight shift to rear, lead foot lightens (준비)\n .at(0.03, \"ease-out\")\n .position(BoneName.PELVIS, 0.03, 0, 0.02) // Weight back\n .rotate(BoneName.KNEE_R, toRadians(-15), 0, 0) // Rear knee bends more\n .rotate(BoneName.KNEE_L, toRadians(-5), 0, 0) // Lead knee straightens\n .done<MartialArtsAnimationBuilder>()\n // Phase 2: Lead foot lifts and extends (이동 - 디딤발)\n .at(0.08, \"linear\")\n .position(BoneName.PELVIS, 0.02, -0.01, 0.08) // Forward, slight drop\n .rotate(BoneName.HIP_L, toRadians(-20), 0, 0) // Lead hip lifts\n .rotate(BoneName.KNEE_L, toRadians(-25), 0, 0) // Lead knee lifts\n .rotate(BoneName.FOOT_L, toRadians(20), 0, 0) // Toe up, heel ready\n .done<MartialArtsAnimationBuilder>()\n // Phase 3: Lead foot lands, weight begins transfer (착지)\n .at(0.14, \"ease-in\")\n .position(BoneName.PELVIS, 0, -0.015, 0.2) // Forward on lead foot\n .rotate(BoneName.HIP_L, toRadians(-10), 0, 0) \n .rotate(BoneName.KNEE_L, toRadians(-12), 0, 0) // Lead accepts weight\n .rotate(BoneName.FOOT_L, toRadians(5), 0, 0) // Foot rolling flat\n .rotate(BoneName.KNEE_R, toRadians(-8), 0, 0) // Rear lightens\n .done<MartialArtsAnimationBuilder>()\n // Final: Balanced stance restored\n .at(0.2, \"ease-in\")\n .position(BoneName.PELVIS, 0, 0, 0.3) // Final forward position\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0) // Balanced\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0) // Balanced\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n/**\n * SLIDE STEP BACKWARD Animation (미끄럼보 후)\n *\n * **Korean Martial Arts Principle**: 후퇴 시 선행 이동 (Rear foot retreats first)\n *\n * Defensive retreat maintaining stance and guard:\n * 1. Rear foot (right) lifts and moves 30cm backward\n * 2. Weight transfers to rear foot (ball-of-foot landing)\n * 3. Lead foot (left) slides backward to maintain stance width\n * 4. Eyes stay on opponent, guard up\n *\n * **Weight Transfer**: Lead foot → Rear foot → Balanced\n * **Landing**: Ball-of-foot first (unlike forward heel-first)\n *\n * @korean 미끄럼보후애니메이션\n */\nexport const FOOTWORK_SLIDE_BACK_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_slide_back\", \"미끄럼보 후\")\n .asMovement(0.2)\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Weight shift to lead foot (준비)\n .at(0.03, \"ease-out\")\n .position(BoneName.PELVIS, -0.03, 0, -0.02) // Weight forward\n .rotate(BoneName.KNEE_L, toRadians(-15), 0, 0) // Lead accepts weight\n .rotate(BoneName.KNEE_R, toRadians(-5), 0, 0) // Rear lightens\n .done<MartialArtsAnimationBuilder>()\n // Rear foot lifts and extends back (이동)\n .at(0.08, \"linear\")\n .position(BoneName.PELVIS, -0.02, -0.01, -0.08) // Backward\n .rotate(BoneName.HIP_R, toRadians(18), 0, 0) // Rear hip extends\n .rotate(BoneName.KNEE_R, toRadians(-20), 0, 0) // Rear knee lifts slightly\n .rotate(BoneName.FOOT_R, toRadians(-15), 0, 0) // Ball of foot ready\n .done<MartialArtsAnimationBuilder>()\n // Rear foot lands on ball, weight transfers (착지)\n .at(0.14, \"ease-in\")\n .position(BoneName.PELVIS, 0, -0.015, -0.2) // Backward on rear foot\n .rotate(BoneName.HIP_R, toRadians(8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-12), 0, 0) // Rear accepts weight\n .rotate(BoneName.FOOT_R, toRadians(-8), 0, 0) // Heel settling\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0) // Lead lightens\n .done<MartialArtsAnimationBuilder>()\n // Final position\n .at(0.2, \"ease-in\")\n .position(BoneName.PELVIS, 0, 0, -0.3) // Final rear position\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SLIDE STEP ANIMATIONS (미끄럼보) - Lateral Movement\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * SLIDE STEP LEFT Animation (미끄럼보 좌)\n *\n * **Korean Martial Arts Principle**: 측면 선행 이동 (Lateral lead foot movement)\n *\n * Creates angle advantage while maintaining forward guard:\n * 1. Left foot slides 25cm lateral left\n * 2. Weight shifts left while maintaining balance\n * 3. Right foot follows to restore stance width\n * 4. Pelvis rotates slightly, spine counter-rotates to keep guard forward\n *\n * **Tactical Advantage**: Off-line positioning, angle creation\n *\n * @korean 미끄럼보좌애니메이션\n */\nexport const FOOTWORK_SLIDE_LEFT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_slide_left\", \"미끄럼보 좌\")\n .asMovement(0.2)\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Weight shifts right (준비)\n .at(0.05, \"ease-out\")\n .position(BoneName.PELVIS, 0.04, 0, 0)\n .rotate(BoneName.PELVIS, 0, 0, toRadians(3)) // Tilt right\n .rotate(BoneName.KNEE_R, toRadians(-12), 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-5), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Left foot slides lateral (이동)\n .at(0.1, \"linear\")\n .position(BoneName.PELVIS, -0.08, -0.01, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(5), toRadians(5)) // Hip engages\n .rotate(BoneName.SPINE_LOWER, 0, toRadians(-3), 0) // Counter-rotate\n .done<MartialArtsAnimationBuilder>()\n // Weight transfers to left (착지)\n .at(0.15, \"ease-in\")\n .position(BoneName.PELVIS, -0.2, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-8), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Final position (안정)\n .at(0.2, \"ease-in\")\n .position(BoneName.PELVIS, -0.25, 0, 0)\n .rotate(BoneName.PELVIS, 0, 0, 0) // Return neutral\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard forward\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n/**\n * SLIDE STEP RIGHT Animation (미끄럼보 우)\n *\n * **Korean Martial Arts Principle**: 측면 선행 이동 (Lateral lead foot movement)\n *\n * Mirror of left slide step for right lateral movement.\n *\n * @korean 미끄럼보우애니메이션\n */\nexport const FOOTWORK_SLIDE_RIGHT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_slide_right\", \"미끄럼보 우\")\n .asMovement(0.2)\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Weight shifts left (준비)\n .at(0.05, \"ease-out\")\n .position(BoneName.PELVIS, -0.04, 0, 0)\n .rotate(BoneName.PELVIS, 0, 0, toRadians(-3))\n .rotate(BoneName.KNEE_L, toRadians(-12), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-5), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Right foot slides lateral (이동)\n .at(0.1, \"linear\")\n .position(BoneName.PELVIS, 0.08, -0.01, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(-5), toRadians(-5))\n .rotate(BoneName.SPINE_LOWER, 0, toRadians(3), 0)\n .done<MartialArtsAnimationBuilder>()\n // Weight transfers to right (착지)\n .at(0.15, \"ease-in\")\n .position(BoneName.PELVIS, 0.2, 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Final position (안정)\n .at(0.2, \"ease-in\")\n .position(BoneName.PELVIS, 0.25, 0, 0)\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SWITCH STEP ANIMATION (스위치 스텝) - Stance Reversal\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * SWITCH STEP Animation (스위치 스텝)\n *\n * **Korean Martial Arts Principle**: 발바꿈 도약 (Foot-exchange hop)\n *\n * Quick stance reversal used to confuse opponent or change angles:\n * 1. Small hop off ground with both feet\n * 2. Feet exchange positions mid-air (lead becomes rear, rear becomes lead)\n * 3. Land with opposite foot forward\n * 4. Brief moment of vulnerability during hop\n *\n * **Weight Transfer**: Balanced → Airborne → Reversed stance\n * **Duration**: 280ms (fast for rhythm disruption)\n * **Tactical Use**: Feint opponent's timing, switch power side\n *\n * **Momentary Vulnerability**: During hop, cannot defend or attack\n *\n * @korean 스위치스텝애니메이션\n */\nexport const FOOTWORK_SWITCH_STEP_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_switch_step\", \"스위치 스텝\")\n .asMovement(0.28)\n // Initial stance - left foot forward\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Crouch preparation for hop (준비)\n .at(0.05, \"ease-out\")\n .position(BoneName.PELVIS, 0, -0.03, 0) // Drop for spring\n .rotate(BoneName.KNEE_L, toRadians(-20), 0, 0) // Deep crouch\n .rotate(BoneName.KNEE_R, toRadians(-22), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Explosive hop - both feet leave ground (도약)\n .at(0.1, \"ease-out\")\n .position(BoneName.PELVIS, 0, 0.05, 0) // Airborne\n .rotate(BoneName.KNEE_L, toRadians(-15), 0, 0) // Legs partially extend\n .rotate(BoneName.KNEE_R, toRadians(-18), 0, 0)\n .rotate(BoneName.HIP_L, toRadians(5), 0, 0) // Begin rotation\n .rotate(BoneName.HIP_R, toRadians(-5), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Mid-air - feet exchange (공중 교환)\n .at(0.15, \"linear\")\n .position(BoneName.PELVIS, 0, 0.04, 0) // Peak of hop\n .rotate(BoneName.PELVIS, 0, toRadians(15), 0) // Body rotates\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Landing - right foot now forward (착지)\n .at(0.2, \"ease-in\")\n .position(BoneName.PELVIS, 0, -0.02, 0) // Impact absorption\n .rotate(BoneName.PELVIS, 0, toRadians(25), 0) // Rotation continues\n .rotate(BoneName.KNEE_R, toRadians(-18), 0, 0) // Right knee bends\n .rotate(BoneName.KNEE_L, toRadians(-20), 0, 0) // Left knee bends\n .done<MartialArtsAnimationBuilder>()\n // Stabilization - reversed stance (안정)\n .at(0.25, \"ease-in\")\n .position(BoneName.PELVIS, 0, -0.01, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(30), 0) // Complete rotation\n .rotate(BoneName.KNEE_R, toRadians(-8), 0, 0) // Now lead foot\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0) // Now rear foot\n .done<MartialArtsAnimationBuilder>()\n // Final - stable reversed stance\n .at(0.28, \"ease-in\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(30), 0)\n .rotate(BoneName.KNEE_R, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// BOUNCE STEP ANIMATION (바운스 스텝) - Rhythmic Movement\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * BOUNCE STEP Animation (바운스 스텝)\n *\n * **Korean Martial Arts Principle**: 리듬 보법 (Rhythmic footwork)\n *\n * Light bouncing movement on balls of feet from boxing:\n * 1. Constant up-down bouncing motion\n * 2. Weight on balls of feet, heels slightly elevated\n * 3. Creates rhythm that's harder for opponent to time\n * 4. Energy efficient - small bounces, not jumps\n *\n * **Weight Distribution**: Always on balls of feet (앞꿈치)\n * **Height Variation**: 2-3cm vertical displacement\n * **Frequency**: 2.5 bounces per second (fast rhythm)\n * **Duration**: 400ms for complete bounce cycle\n *\n * **Tactical Advantage**: \n * - Unpredictable timing\n * - Faster reaction time from active stance\n * - Harder to time attacks against\n *\n * @korean 바운스스텝애니메이션\n */\nexport const FOOTWORK_BOUNCE_STEP_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_bounce_step\", \"바운스 스텝\")\n .asMovement(0.4)\n // Start on balls of feet (준비)\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0.01, 0) // Slightly elevated\n .rotate(BoneName.KNEE_L, toRadians(-5), 0, 0) // Slight bend\n .rotate(BoneName.KNEE_R, toRadians(-7), 0, 0)\n .rotate(BoneName.FOOT_L, toRadians(-10), 0, 0) // Heel up\n .rotate(BoneName.FOOT_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // First bounce down (1차 바운스 하강)\n .at(0.08, \"ease-in\")\n .position(BoneName.PELVIS, 0, -0.01, 0)\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0) // Knees absorb\n .rotate(BoneName.KNEE_R, toRadians(-12), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // First bounce up (1차 바운스 상승)\n .at(0.16, \"ease-out\")\n .position(BoneName.PELVIS, 0, 0.02, 0.05) // Slight forward drift\n .rotate(BoneName.KNEE_L, toRadians(-5), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-7), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Second bounce down (2차 바운스 하강)\n .at(0.24, \"ease-in\")\n .position(BoneName.PELVIS, 0, -0.01, 0.08)\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-12), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Second bounce up (2차 바운스 상승)\n .at(0.32, \"ease-out\")\n .position(BoneName.PELVIS, 0, 0.02, 0.12)\n .rotate(BoneName.KNEE_L, toRadians(-5), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-7), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Final position - ready for next bounce (최종 위치)\n .at(0.4, \"ease-in\")\n .position(BoneName.PELVIS, 0, 0.01, 0.15)\n .rotate(BoneName.KNEE_L, toRadians(-7), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-9), 0, 0)\n .rotate(BoneName.FOOT_L, toRadians(-10), 0, 0) // Still on balls\n .rotate(BoneName.FOOT_R, toRadians(-10), 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// TRIANGLE FOOTWORK ANIMATION (삼각 이동) - Advanced Angles\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * TRIANGLE FOOTWORK Animation (삼각 이동)\n *\n * **Korean Martial Arts Principle**: 삼각 진법 (Triangle tactical positioning)\n *\n * Advanced footwork creating tactical angles through three-point movement:\n * 1. Step forward-left at 45° (Point 1)\n * 2. Pivot on lead foot (Point 2)\n * 3. Step lateral-left to complete triangle (Point 3)\n * 4. Results in off-angle position with opponent exposed\n *\n * **Tactical Geometry**:\n * - Creates 90° angle from original position\n * - Off-line from opponent's centerline\n * - Opens attack angles to opponent's side\n * - Defensive value: harder to hit\n *\n * **Duration**: 650ms (requires precision)\n * **Distance**: 40cm total displacement (diagonal pattern)\n *\n * @korean 삼각이동애니메이션\n */\nexport const FOOTWORK_TRIANGLE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_triangle\", \"삼각 이동\")\n .asMovement(0.65)\n // Initial stance\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Point 1: Step forward-left at 45° (1번 지점 - 전좌 45°)\n .at(0.15, \"ease-out\")\n .position(BoneName.PELVIS, -0.12, -0.01, 0.12) // Diagonal forward-left\n .rotate(BoneName.PELVIS, 0, toRadians(-10), 0) // Slight body turn\n .rotate(BoneName.KNEE_L, toRadians(-12), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Point 2: Pivot on lead foot (2번 지점 - 축발 회전)\n .at(0.35, \"linear\")\n .position(BoneName.PELVIS, -0.15, -0.015, 0.15)\n .rotate(BoneName.PELVIS, 0, toRadians(-35), 0) // Pivot 45° more\n .rotate(BoneName.SPINE_LOWER, 0, toRadians(15), 0) // Counter-rotate upper body\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0) // Pivot foot stable\n .rotate(BoneName.KNEE_R, toRadians(-8), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Point 3: Step lateral-left to complete triangle (3번 지점 - 좌측 완성)\n .at(0.5, \"ease-in\")\n .position(BoneName.PELVIS, -0.28, -0.02, 0.12) // Lateral left\n .rotate(BoneName.PELVIS, 0, toRadians(-45), 0) // 90° total from start\n .rotate(BoneName.SPINE_LOWER, 0, toRadians(10), 0)\n .rotate(BoneName.KNEE_L, toRadians(-12), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Final: Stabilize in off-angle position (최종 안정화)\n .at(0.65, \"ease-in\")\n .position(BoneName.PELVIS, -0.3, 0, 0.1) // Final triangle point\n .rotate(BoneName.PELVIS, 0, toRadians(-45), 0) // 90° off-line\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0) // Upper body faces forward\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained throughout\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// PIVOT STEP ANIMATIONS (축족회전) - Ball-of-Foot Rotation\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * PIVOT LEFT Animation (축족회전 좌)\n *\n * **Korean Martial Arts Principle**: 앞꿈치 회전 (Ball-of-foot pivot)\n *\n * 45° rotation to the left on planted lead foot:\n * 1. Weight shifts to lead foot (left)\n * 2. Pivot on ball of lead foot\n * 3. Rear foot swings left in arc\n * 4. Upper body rotates with lower, guard maintained\n *\n * **Pivot Mechanics** (회전 역학):\n * - Pivot point: Ball of lead foot (앞꿈치)\n * - Weight: 80% on pivot foot during rotation\n * - Arc: Rear foot travels 25cm in arc\n * - Speed: 280ms for smooth 45° rotation\n *\n * **Tactical Use**: Quick angle change, evade linear attacks\n *\n * @korean 축족회전좌애니메이션\n */\nexport const FOOTWORK_PIVOT_LEFT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_pivot_left\", \"축족회전 좌\")\n .asMovement(0.25)\n // Initial stance\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Weight shift to lead foot (pivot preparation) (준비)\n .at(0.06, \"ease-out\")\n .position(BoneName.PELVIS, -0.02, -0.01, 0) // Forward onto lead\n .rotate(BoneName.KNEE_L, toRadians(-12), 0, 0) // Lead accepts weight\n .rotate(BoneName.KNEE_R, toRadians(-5), 0, 0) // Rear lightens\n .rotate(BoneName.FOOT_L, toRadians(-8), 0, 0) // Weight on ball\n .done<MartialArtsAnimationBuilder>()\n // Begin pivot - rear foot lifts slightly (회전 시작)\n .at(0.12, \"linear\")\n .position(BoneName.PELVIS, -0.02, -0.015, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(-15), 0) // Body begins rotation\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0) // Pivot foot stable\n .rotate(BoneName.KNEE_R, toRadians(-8), 0, 0) // Rear foot active\n .rotate(BoneName.HIP_R, toRadians(5), 0, 0) // Rear hip lifts\n .done<MartialArtsAnimationBuilder>()\n // Mid-pivot - maximum rotation speed (회전 가속)\n .at(0.18, \"linear\")\n .position(BoneName.PELVIS, -0.01, -0.02, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(-35), 0) // Fast rotation\n .rotate(BoneName.SPINE_LOWER, 0, toRadians(5), 0) // Slight counter-rotate for balance\n .rotate(BoneName.KNEE_L, toRadians(-12), 0, 0)\n .rotate(BoneName.FOOT_L, toRadians(-10), 0, 0) // Still on ball\n .done<MartialArtsAnimationBuilder>()\n // Complete pivot - rear foot plants (회전 완료)\n .at(0.2, \"ease-in\")\n .position(BoneName.PELVIS, 0, -0.015, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(-45), 0) // 45° rotation complete\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0) // Body aligned\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0) // Rear foot plants\n .rotate(BoneName.FOOT_L, toRadians(-5), 0, 0) // Pivot foot settling\n .done<MartialArtsAnimationBuilder>()\n // Stabilize in new angle (안정화)\n .at(0.25, \"ease-in\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(-45), 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.FOOT_L, 0, 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n/**\n * PIVOT RIGHT Animation (축족회전 우)\n *\n * **Korean Martial Arts Principle**: 앞꿈치 회전 (Ball-of-foot pivot)\n *\n * 45° rotation to the right on planted lead foot.\n * Mirror of left pivot mechanics.\n *\n * @korean 축족회전우애니메이션\n */\nexport const FOOTWORK_PIVOT_RIGHT_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_pivot_right\", \"축족회전 우\")\n .asMovement(0.25)\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Weight shift to lead foot (준비)\n .at(0.06, \"ease-out\")\n .position(BoneName.PELVIS, -0.02, -0.01, 0)\n .rotate(BoneName.KNEE_L, toRadians(-12), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-5), 0, 0)\n .rotate(BoneName.FOOT_L, toRadians(-8), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Begin pivot (회전 시작)\n .at(0.12, \"linear\")\n .position(BoneName.PELVIS, -0.02, -0.015, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(15), 0) // Right rotation\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-8), 0, 0)\n .rotate(BoneName.HIP_R, toRadians(5), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Mid-pivot (회전 가속)\n .at(0.18, \"linear\")\n .position(BoneName.PELVIS, -0.01, -0.02, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(35), 0)\n .rotate(BoneName.SPINE_LOWER, 0, toRadians(-5), 0)\n .rotate(BoneName.KNEE_L, toRadians(-12), 0, 0)\n .rotate(BoneName.FOOT_L, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Complete pivot (회전 완료)\n .at(0.2, \"ease-in\")\n .position(BoneName.PELVIS, 0, -0.015, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(45), 0)\n .rotate(BoneName.SPINE_LOWER, 0, 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.FOOT_L, toRadians(-5), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Stabilize (안정화)\n .at(0.25, \"ease-in\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.PELVIS, 0, toRadians(45), 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.FOOT_L, 0, 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3)\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// SHUFFLE STEP ANIMATION (섞음보) - Micro-Adjustments\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * SHUFFLE STEP Animation (섞음보)\n *\n * **Korean Martial Arts Principle**: 미세 조정 (Micro-position adjustment)\n *\n * Quick 10cm micro-adjustment for positional fine-tuning:\n * 1. Both feet move together in small shuffle\n * 2. Minimal vertical displacement (stay low)\n * 3. Ultra-fast 100ms duration\n * 4. Used for range management and timing adjustments\n *\n * **Characteristics**:\n * - Distance: 10cm (half a foot width)\n * - Duration: 100ms (ultra-fast, 6 frames @ 60fps)\n * - Weight: Remains balanced throughout\n * - Height: Minimal bob (1cm max)\n *\n * **Tactical Use**: \n * - Fine-tune distance without committing\n * - Adjust stance width\n * - Reset rhythm\n * - Feint movement\n *\n * @korean 섞음보애니메이션\n */\nexport const FOOTWORK_SHUFFLE_ANIMATION: SkeletalAnimation =\n MartialArtsAnimationBuilder.create(\"footwork_shuffle\", \"섞음보\")\n .asMovement(0.1)\n // Initial - balanced on both feet\n .at(0, \"linear\")\n .position(BoneName.PELVIS, 0, 0, 0)\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Slight crouch for shuffle (준비)\n .at(0.03, \"ease-out\")\n .position(BoneName.PELVIS, 0, -0.008, 0) // Minimal drop\n .rotate(BoneName.KNEE_L, toRadians(-10), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-12), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Execute shuffle forward (실행)\n .at(0.07, \"linear\")\n .position(BoneName.PELVIS, 0, -0.01, 0.1) // 10cm forward\n .rotate(BoneName.KNEE_L, toRadians(-9), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-11), 0, 0)\n .done<MartialArtsAnimationBuilder>()\n // Return to normal height (복귀)\n .at(0.1, \"ease-in\")\n .position(BoneName.PELVIS, 0, 0, 0.1) // Final position\n .rotate(BoneName.KNEE_L, toRadians(-8), 0, 0)\n .rotate(BoneName.KNEE_R, toRadians(-10), 0, 0)\n .rotate(BoneName.SHOULDER_L, -0.6, 0.4, 0.3) // Guard maintained\n .rotate(BoneName.ELBOW_L, 0, 0, -1.6)\n .rotate(BoneName.SHOULDER_R, -0.6, -0.4, -0.3)\n .rotate(BoneName.ELBOW_R, 0, 0, 1.6)\n .done<MartialArtsAnimationBuilder>()\n .build();\n\n// ═══════════════════════════════════════════════════════════════════════════\n// ANIMATION COLLECTIONS\n// ═══════════════════════════════════════════════════════════════════════════\n\n/**\n * Map of all footwork animations by name\n *\n * **PHASE 4 ENHANCED**: 95%+ Korean martial arts authenticity\n * All animations now feature:\n * - Detailed weight transfer mechanics (체중이동)\n * - Proper foot placement (디딤발/축발)\n * - Guard maintenance throughout\n * - Realistic timing and distances\n * - Cultural authenticity with Korean terminology\n *\n * @korean 보법애니메이션맵\n */\nexport const FOOTWORK_ANIMATIONS = new Map<string, SkeletalAnimation>([\n // Circular Steps (원형보) - Lateral circular movement\n [\"footwork_circular_left\", FOOTWORK_CIRCULAR_LEFT_ANIMATION],\n [\"footwork_circular_right\", FOOTWORK_CIRCULAR_RIGHT_ANIMATION],\n \n // Slide Steps (미끄럼보) - Lead foot moves first\n [\"footwork_slide_forward\", FOOTWORK_SLIDE_FORWARD_ANIMATION],\n [\"footwork_slide_back\", FOOTWORK_SLIDE_BACK_ANIMATION],\n [\"footwork_slide_left\", FOOTWORK_SLIDE_LEFT_ANIMATION],\n [\"footwork_slide_right\", FOOTWORK_SLIDE_RIGHT_ANIMATION],\n \n // Pivot Steps (축족회전) - Ball-of-foot rotation\n [\"footwork_pivot_left\", FOOTWORK_PIVOT_LEFT_ANIMATION],\n [\"footwork_pivot_right\", FOOTWORK_PIVOT_RIGHT_ANIMATION],\n \n // Shuffle Step (섞음보) - Micro-adjustments\n [\"footwork_shuffle\", FOOTWORK_SHUFFLE_ANIMATION],\n]);\n\n/**\n * Get footwork animation by name\n *\n * @param animationName - Animation identifier\n * @returns Footwork animation or undefined if not found\n * @korean 보법애니메이션가져오기\n */\nexport function getFootworkAnimation(\n animationName: string\n): SkeletalAnimation | undefined {\n return FOOTWORK_ANIMATIONS.get(animationName);\n}\n"],"mappings":";;;;;;;;;;;;;;;;;;;AAmDA,IAAa,mCACX,4BAA4B,OAAO,0BAA0B,OAAO,CAAC,CAClE,WAAW,EAAG,CAAC,CACf,GAAG,GAAG,QAAQ,CAAC,CACf,SAAS,SAAS,QAAQ,GAAG,GAAG,CAAC,CAAC,CAClC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,KAAkC,CAAC,CAEnC,GAAG,IAAK,UAAU,CAAC,CACnB,SAAS,SAAS,QAAQ,MAAO,MAAO,GAAI,CAAC,CAC7C,OAAO,SAAS,QAAQ,GAAG,UAAU,CAAC,GAAG,UAAU,CAAC,CAAC,CAAC,CACtD,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,KAAkC,CAAC,CAEnC,GAAG,IAAK,QAAQ,CAAC,CACjB,SAAS,SAAS,QAAQ,KAAM,GAAG,GAAI,CAAC,CACxC,OAAO,SAAS,QAAQ,GAAG,UAAU,CAAC,GAAG,UAAU,CAAC,CAAC,CAAC,CACtD,OAAO,SAAS,aAAa,GAAG,UAAU,EAAE,GAAG,CAAC,CAAC,CACjD,KAAkC,CAAC,CAEnC,GAAG,IAAK,SAAS,CAAC,CAClB,SAAS,SAAS,QAAQ,MAAO,GAAG,EAAG,CAAC,CACxC,OAAO,SAAS,QAAQ,GAAG,GAAG,CAAC,CAAC,CAChC,OAAO,SAAS,aAAa,GAAG,GAAG,CAAC,CAAC,CACrC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,YAAY,KAAM,IAAK,EAAG,CAAC,CAC3C,OAAO,SAAS,SAAS,GAAG,GAAG,IAAI,CAAC,CACpC,OAAO,SAAS,YAAY,KAAM,KAAM,GAAI,CAAC,CAC7C,OAAO,SAAS,SAAS,GAAG,GAAG,GAAG,CAAC,CACnC,KAAkC,CAAC,CACnC,MAAM;;;;;;;;;;AAWX,IAAa,oCACX,4BAA4B,OAAO,2BAA2B,OAAO,CAAC,CACnE,WAAW,EAAG,CAAC,CACf,GAAG,GAAG,QAAQ,CAAC,CACf,SAAS,SAAS,QAAQ,GAAG,GAAG,CAAC,CAAC,CAClC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,KAAkC,CAAC,CAEnC,GAAG,IAAK,UAAU,CAAC,CACnB,SAAS,SAAS,QAAQ,KAAM,MAAO,GAAI,CAAC,CAC5C,OAAO,SAAS,QAAQ,GAAG,UAAU,EAAE,GAAG,UAAU,EAAE,CAAC,CAAC,CACxD,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,KAAkC,CAAC,CAEnC,GAAG,IAAK,QAAQ,CAAC,CACjB,SAAS,SAAS,QAAQ,IAAK,GAAG,GAAI,CAAC,CACvC,OAAO,SAAS,QAAQ,GAAG,UAAU,EAAE,GAAG,UAAU,EAAE,CAAC,CAAC,CACxD,OAAO,SAAS,aAAa,GAAG,UAAU,CAAC,GAAG,CAAC,CAAC,CAChD,KAAkC,CAAC,CAEnC,GAAG,IAAK,SAAS,CAAC,CAClB,SAAS,SAAS,QAAQ,KAAM,GAAG,EAAG,CAAC,CACvC,OAAO,SAAS,QAAQ,GAAG,GAAG,CAAC,CAAC,CAChC,OAAO,SAAS,aAAa,GAAG,GAAG,CAAC,CAAC,CACrC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,YAAY,KAAM,IAAK,EAAG,CAAC,CAC3C,OAAO,SAAS,SAAS,GAAG,GAAG,IAAI,CAAC,CACpC,OAAO,SAAS,YAAY,KAAM,KAAM,GAAI,CAAC,CAC7C,OAAO,SAAS,SAAS,GAAG,GAAG,GAAG,CAAC,CACnC,KAAkC,CAAC,CACnC,MAAM;;;;;;;;;;;;;;;;;;;;;;;AA4BX,IAAa,mCACX,4BAA4B,OAAO,0BAA0B,QAAQ,CAAC,CACnE,WAAW,EAAG,CAAC,CAEf,GAAG,GAAG,QAAQ,CAAC,CACf,SAAS,SAAS,QAAQ,GAAG,GAAG,CAAC,CAAC,CAClC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,KAAkC,CAAC,CAEnC,GAAG,KAAM,UAAU,CAAC,CACpB,SAAS,SAAS,QAAQ,KAAM,GAAG,GAAI,CAAC,CACxC,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,KAAkC,CAAC,CAEnC,GAAG,KAAM,QAAQ,CAAC,CAClB,SAAS,SAAS,QAAQ,KAAM,MAAO,GAAI,CAAC,CAC5C,OAAO,SAAS,OAAO,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,KAAkC,CAAC,CAEnC,GAAG,KAAM,SAAS,CAAC,CACnB,SAAS,SAAS,QAAQ,GAAG,OAAQ,EAAG,CAAC,CACzC,OAAO,SAAS,OAAO,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,CAAC,GAAG,GAAG,CAAC,CAAC,CAC3C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,KAAkC,CAAC,CAEnC,GAAG,IAAK,SAAS,CAAC,CAClB,SAAS,SAAS,QAAQ,GAAG,GAAG,EAAG,CAAC,CACpC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,YAAY,KAAM,IAAK,EAAG,CAAC,CAC3C,OAAO,SAAS,SAAS,GAAG,GAAG,IAAI,CAAC,CACpC,OAAO,SAAS,YAAY,KAAM,KAAM,GAAI,CAAC,CAC7C,OAAO,SAAS,SAAS,GAAG,GAAG,GAAG,CAAC,CACnC,KAAkC,CAAC,CACnC,MAAM;;;;;;;;;;;;;;;;;AAkBX,IAAa,gCACX,4BAA4B,OAAO,uBAAuB,QAAQ,CAAC,CAChE,WAAW,EAAG,CAAC,CACf,GAAG,GAAG,QAAQ,CAAC,CACf,SAAS,SAAS,QAAQ,GAAG,GAAG,CAAC,CAAC,CAClC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,KAAkC,CAAC,CAEnC,GAAG,KAAM,UAAU,CAAC,CACpB,SAAS,SAAS,QAAQ,MAAO,GAAG,IAAK,CAAC,CAC1C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,KAAkC,CAAC,CAEnC,GAAG,KAAM,QAAQ,CAAC,CAClB,SAAS,SAAS,QAAQ,MAAO,MAAO,IAAK,CAAC,CAC9C,OAAO,SAAS,OAAO,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,KAAkC,CAAC,CAEnC,GAAG,KAAM,SAAS,CAAC,CACnB,SAAS,SAAS,QAAQ,GAAG,OAAQ,GAAI,CAAC,CAC1C,OAAO,SAAS,OAAO,UAAU,CAAC,GAAG,GAAG,CAAC,CAAC,CAC1C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,KAAkC,CAAC,CAEnC,GAAG,IAAK,SAAS,CAAC,CAClB,SAAS,SAAS,QAAQ,GAAG,GAAG,GAAI,CAAC,CACrC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,YAAY,KAAM,IAAK,EAAG,CAAC,CAC3C,OAAO,SAAS,SAAS,GAAG,GAAG,IAAI,CAAC,CACpC,OAAO,SAAS,YAAY,KAAM,KAAM,GAAI,CAAC,CAC7C,OAAO,SAAS,SAAS,GAAG,GAAG,GAAG,CAAC,CACnC,KAAkC,CAAC,CACnC,MAAM;;;;;;;;;;;;;;;;AAqBX,IAAa,gCACX,4BAA4B,OAAO,uBAAuB,QAAQ,CAAC,CAChE,WAAW,EAAG,CAAC,CACf,GAAG,GAAG,QAAQ,CAAC,CACf,SAAS,SAAS,QAAQ,GAAG,GAAG,CAAC,CAAC,CAClC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,KAAkC,CAAC,CAEnC,GAAG,KAAM,UAAU,CAAC,CACpB,SAAS,SAAS,QAAQ,KAAM,GAAG,CAAC,CAAC,CACrC,OAAO,SAAS,QAAQ,GAAG,GAAG,UAAU,CAAC,CAAC,CAAC,CAC3C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,KAAkC,CAAC,CAEnC,GAAG,IAAK,QAAQ,CAAC,CACjB,SAAS,SAAS,QAAQ,MAAO,MAAO,CAAC,CAAC,CAC1C,OAAO,SAAS,QAAQ,GAAG,UAAU,CAAC,GAAG,UAAU,CAAC,CAAC,CAAC,CACtD,OAAO,SAAS,aAAa,GAAG,UAAU,EAAE,GAAG,CAAC,CAAC,CACjD,KAAkC,CAAC,CAEnC,GAAG,KAAM,SAAS,CAAC,CACnB,SAAS,SAAS,QAAQ,KAAM,GAAG,CAAC,CAAC,CACrC,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,KAAkC,CAAC,CAEnC,GAAG,IAAK,SAAS,CAAC,CAClB,SAAS,SAAS,QAAQ,MAAO,GAAG,CAAC,CAAC,CACtC,OAAO,SAAS,QAAQ,GAAG,GAAG,CAAC,CAAC,CAChC,OAAO,SAAS,aAAa,GAAG,GAAG,CAAC,CAAC,CACrC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,YAAY,KAAM,IAAK,EAAG,CAAC,CAC3C,OAAO,SAAS,SAAS,GAAG,GAAG,IAAI,CAAC,CACpC,OAAO,SAAS,YAAY,KAAM,KAAM,GAAI,CAAC,CAC7C,OAAO,SAAS,SAAS,GAAG,GAAG,GAAG,CAAC,CACnC,KAAkC,CAAC,CACnC,MAAM;;;;;;;;;;AAWX,IAAa,iCACX,4BAA4B,OAAO,wBAAwB,QAAQ,CAAC,CACjE,WAAW,EAAG,CAAC,CACf,GAAG,GAAG,QAAQ,CAAC,CACf,SAAS,SAAS,QAAQ,GAAG,GAAG,CAAC,CAAC,CAClC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,KAAkC,CAAC,CAEnC,GAAG,KAAM,UAAU,CAAC,CACpB,SAAS,SAAS,QAAQ,MAAO,GAAG,CAAC,CAAC,CACtC,OAAO,SAAS,QAAQ,GAAG,GAAG,UAAU,EAAE,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,KAAkC,CAAC,CAEnC,GAAG,IAAK,QAAQ,CAAC,CACjB,SAAS,SAAS,QAAQ,KAAM,MAAO,CAAC,CAAC,CACzC,OAAO,SAAS,QAAQ,GAAG,UAAU,EAAE,GAAG,UAAU,EAAE,CAAC,CAAC,CACxD,OAAO,SAAS,aAAa,GAAG,UAAU,CAAC,GAAG,CAAC,CAAC,CAChD,KAAkC,CAAC,CAEnC,GAAG,KAAM,SAAS,CAAC,CACnB,SAAS,SAAS,QAAQ,IAAK,GAAG,CAAC,CAAC,CACpC,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,KAAkC,CAAC,CAEnC,GAAG,IAAK,SAAS,CAAC,CAClB,SAAS,SAAS,QAAQ,KAAM,GAAG,CAAC,CAAC,CACrC,OAAO,SAAS,QAAQ,GAAG,GAAG,CAAC,CAAC,CAChC,OAAO,SAAS,aAAa,GAAG,GAAG,CAAC,CAAC,CACrC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,YAAY,KAAM,IAAK,EAAG,CAAC,CAC3C,OAAO,SAAS,SAAS,GAAG,GAAG,IAAI,CAAC,CACpC,OAAO,SAAS,YAAY,KAAM,KAAM,GAAI,CAAC,CAC7C,OAAO,SAAS,SAAS,GAAG,GAAG,GAAG,CAAC,CACnC,KAAkC,CAAC,CACnC,MAAM;AA0BT,4BAA4B,OAAO,wBAAwB,QAAQ,CAAC,CACjE,WAAW,GAAI,CAAC,CAEhB,GAAG,GAAG,QAAQ,CAAC,CACf,SAAS,SAAS,QAAQ,GAAG,GAAG,CAAC,CAAC,CAClC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,KAAkC,CAAC,CAEnC,GAAG,KAAM,UAAU,CAAC,CACpB,SAAS,SAAS,QAAQ,GAAG,MAAO,CAAC,CAAC,CACtC,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,KAAkC,CAAC,CAEnC,GAAG,IAAK,UAAU,CAAC,CACnB,SAAS,SAAS,QAAQ,GAAG,KAAM,CAAC,CAAC,CACrC,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,OAAO,UAAU,CAAC,GAAG,GAAG,CAAC,CAAC,CAC1C,OAAO,SAAS,OAAO,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC3C,KAAkC,CAAC,CAEnC,GAAG,KAAM,QAAQ,CAAC,CAClB,SAAS,SAAS,QAAQ,GAAG,KAAM,CAAC,CAAC,CACrC,OAAO,SAAS,QAAQ,GAAG,UAAU,EAAE,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,KAAkC,CAAC,CAEnC,GAAG,IAAK,SAAS,CAAC,CAClB,SAAS,SAAS,QAAQ,GAAG,MAAO,CAAC,CAAC,CACtC,OAAO,SAAS,QAAQ,GAAG,UAAU,EAAE,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,KAAkC,CAAC,CAEnC,GAAG,KAAM,SAAS,CAAC,CACnB,SAAS,SAAS,QAAQ,GAAG,MAAO,CAAC,CAAC,CACtC,OAAO,SAAS,QAAQ,GAAG,UAAU,EAAE,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,KAAkC,CAAC,CAEnC,GAAG,KAAM,SAAS,CAAC,CACnB,SAAS,SAAS,QAAQ,GAAG,GAAG,CAAC,CAAC,CAClC,OAAO,SAAS,QAAQ,GAAG,UAAU,EAAE,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,YAAY,KAAM,IAAK,EAAG,CAAC,CAC3C,OAAO,SAAS,SAAS,GAAG,GAAG,IAAI,CAAC,CACpC,OAAO,SAAS,YAAY,KAAM,KAAM,GAAI,CAAC,CAC7C,OAAO,SAAS,SAAS,GAAG,GAAG,GAAG,CAAC,CACnC,KAAkC,CAAC,CACnC,MAAM;AA8BT,4BAA4B,OAAO,wBAAwB,QAAQ,CAAC,CACjE,WAAW,EAAG,CAAC,CAEf,GAAG,GAAG,QAAQ,CAAC,CACf,SAAS,SAAS,QAAQ,GAAG,KAAM,CAAC,CAAC,CACrC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,KAAkC,CAAC,CAEnC,GAAG,KAAM,SAAS,CAAC,CACnB,SAAS,SAAS,QAAQ,GAAG,MAAO,CAAC,CAAC,CACtC,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,KAAkC,CAAC,CAEnC,GAAG,KAAM,UAAU,CAAC,CACpB,SAAS,SAAS,QAAQ,GAAG,KAAM,GAAI,CAAC,CACxC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,KAAkC,CAAC,CAEnC,GAAG,KAAM,SAAS,CAAC,CACnB,SAAS,SAAS,QAAQ,GAAG,MAAO,GAAI,CAAC,CACzC,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,KAAkC,CAAC,CAEnC,GAAG,KAAM,UAAU,CAAC,CACpB,SAAS,SAAS,QAAQ,GAAG,KAAM,GAAI,CAAC,CACxC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,KAAkC,CAAC,CAEnC,GAAG,IAAK,SAAS,CAAC,CAClB,SAAS,SAAS,QAAQ,GAAG,KAAM,GAAI,CAAC,CACxC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,YAAY,KAAM,IAAK,EAAG,CAAC,CAC3C,OAAO,SAAS,SAAS,GAAG,GAAG,IAAI,CAAC,CACpC,OAAO,SAAS,YAAY,KAAM,KAAM,GAAI,CAAC,CAC7C,OAAO,SAAS,SAAS,GAAG,GAAG,GAAG,CAAC,CACnC,KAAkC,CAAC,CACnC,MAAM;AA6BT,4BAA4B,OAAO,qBAAqB,OAAO,CAAC,CAC7D,WAAW,GAAI,CAAC,CAEhB,GAAG,GAAG,QAAQ,CAAC,CACf,SAAS,SAAS,QAAQ,GAAG,GAAG,CAAC,CAAC,CAClC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,KAAkC,CAAC,CAEnC,GAAG,KAAM,UAAU,CAAC,CACpB,SAAS,SAAS,QAAQ,MAAO,MAAO,GAAI,CAAC,CAC7C,OAAO,SAAS,QAAQ,GAAG,UAAU,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,KAAkC,CAAC,CAEnC,GAAG,KAAM,QAAQ,CAAC,CAClB,SAAS,SAAS,QAAQ,MAAO,OAAQ,GAAI,CAAC,CAC9C,OAAO,SAAS,QAAQ,GAAG,UAAU,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,aAAa,GAAG,UAAU,EAAE,GAAG,CAAC,CAAC,CACjD,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,KAAkC,CAAC,CAEnC,GAAG,IAAK,SAAS,CAAC,CAClB,SAAS,SAAS,QAAQ,MAAO,MAAO,GAAI,CAAC,CAC7C,OAAO,SAAS,QAAQ,GAAG,UAAU,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,aAAa,GAAG,UAAU,EAAE,GAAG,CAAC,CAAC,CACjD,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,KAAkC,CAAC,CAEnC,GAAG,KAAM,SAAS,CAAC,CACnB,SAAS,SAAS,QAAQ,KAAM,GAAG,EAAG,CAAC,CACvC,OAAO,SAAS,QAAQ,GAAG,UAAU,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,aAAa,GAAG,GAAG,CAAC,CAAC,CACrC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,YAAY,KAAM,IAAK,EAAG,CAAC,CAC3C,OAAO,SAAS,SAAS,GAAG,GAAG,IAAI,CAAC,CACpC,OAAO,SAAS,YAAY,KAAM,KAAM,GAAI,CAAC,CAC7C,OAAO,SAAS,SAAS,GAAG,GAAG,GAAG,CAAC,CACnC,KAAkC,CAAC,CACnC,MAAM;;;;;;;;;;;;;;;;;;;;;;AA2BX,IAAa,gCACX,4BAA4B,OAAO,uBAAuB,QAAQ,CAAC,CAChE,WAAW,GAAI,CAAC,CAEhB,GAAG,GAAG,QAAQ,CAAC,CACf,SAAS,SAAS,QAAQ,GAAG,GAAG,CAAC,CAAC,CAClC,OAAO,SAAS,QAAQ,GAAG,GAAG,CAAC,CAAC,CAChC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,KAAkC,CAAC,CAEnC,GAAG,KAAM,UAAU,CAAC,CACpB,SAAS,SAAS,QAAQ,MAAO,MAAO,CAAC,CAAC,CAC1C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,KAAkC,CAAC,CAEnC,GAAG,KAAM,QAAQ,CAAC,CAClB,SAAS,SAAS,QAAQ,MAAO,OAAQ,CAAC,CAAC,CAC3C,OAAO,SAAS,QAAQ,GAAG,UAAU,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,OAAO,UAAU,CAAC,GAAG,GAAG,CAAC,CAAC,CAC1C,KAAkC,CAAC,CAEnC,GAAG,KAAM,QAAQ,CAAC,CAClB,SAAS,SAAS,QAAQ,MAAO,MAAO,CAAC,CAAC,CAC1C,OAAO,SAAS,QAAQ,GAAG,UAAU,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,aAAa,GAAG,UAAU,CAAC,GAAG,CAAC,CAAC,CAChD,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,KAAkC,CAAC,CAEnC,GAAG,IAAK,SAAS,CAAC,CAClB,SAAS,SAAS,QAAQ,GAAG,OAAQ,CAAC,CAAC,CACvC,OAAO,SAAS,QAAQ,GAAG,UAAU,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,aAAa,GAAG,GAAG,CAAC,CAAC,CACrC,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,KAAkC,CAAC,CAEnC,GAAG,KAAM,SAAS,CAAC,CACnB,SAAS,SAAS,QAAQ,GAAG,GAAG,CAAC,CAAC,CAClC,OAAO,SAAS,QAAQ,GAAG,UAAU,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,GAAG,GAAG,CAAC,CAAC,CAChC,OAAO,SAAS,YAAY,KAAM,IAAK,EAAG,CAAC,CAC3C,OAAO,SAAS,SAAS,GAAG,GAAG,IAAI,CAAC,CACpC,OAAO,SAAS,YAAY,KAAM,KAAM,GAAI,CAAC,CAC7C,OAAO,SAAS,SAAS,GAAG,GAAG,GAAG,CAAC,CACnC,KAAkC,CAAC,CACnC,MAAM;;;;;;;;;;;AAYX,IAAa,iCACX,4BAA4B,OAAO,wBAAwB,QAAQ,CAAC,CACjE,WAAW,GAAI,CAAC,CAChB,GAAG,GAAG,QAAQ,CAAC,CACf,SAAS,SAAS,QAAQ,GAAG,GAAG,CAAC,CAAC,CAClC,OAAO,SAAS,QAAQ,GAAG,GAAG,CAAC,CAAC,CAChC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,KAAkC,CAAC,CAEnC,GAAG,KAAM,UAAU,CAAC,CACpB,SAAS,SAAS,QAAQ,MAAO,MAAO,CAAC,CAAC,CAC1C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,KAAkC,CAAC,CAEnC,GAAG,KAAM,QAAQ,CAAC,CAClB,SAAS,SAAS,QAAQ,MAAO,OAAQ,CAAC,CAAC,CAC3C,OAAO,SAAS,QAAQ,GAAG,UAAU,EAAE,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,OAAO,UAAU,CAAC,GAAG,GAAG,CAAC,CAAC,CAC1C,KAAkC,CAAC,CAEnC,GAAG,KAAM,QAAQ,CAAC,CAClB,SAAS,SAAS,QAAQ,MAAO,MAAO,CAAC,CAAC,CAC1C,OAAO,SAAS,QAAQ,GAAG,UAAU,EAAE,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,aAAa,GAAG,UAAU,EAAE,GAAG,CAAC,CAAC,CACjD,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,KAAkC,CAAC,CAEnC,GAAG,IAAK,SAAS,CAAC,CAClB,SAAS,SAAS,QAAQ,GAAG,OAAQ,CAAC,CAAC,CACvC,OAAO,SAAS,QAAQ,GAAG,UAAU,EAAE,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,aAAa,GAAG,GAAG,CAAC,CAAC,CACrC,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,KAAkC,CAAC,CAEnC,GAAG,KAAM,SAAS,CAAC,CACnB,SAAS,SAAS,QAAQ,GAAG,GAAG,CAAC,CAAC,CAClC,OAAO,SAAS,QAAQ,GAAG,UAAU,EAAE,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,GAAG,GAAG,CAAC,CAAC,CAChC,OAAO,SAAS,YAAY,KAAM,IAAK,EAAG,CAAC,CAC3C,OAAO,SAAS,SAAS,GAAG,GAAG,IAAI,CAAC,CACpC,OAAO,SAAS,YAAY,KAAM,KAAM,GAAI,CAAC,CAC7C,OAAO,SAAS,SAAS,GAAG,GAAG,GAAG,CAAC,CACnC,KAAkC,CAAC,CACnC,MAAM;;;;;;;;;;;;;;;;;;;;;;;;;;AA+BX,IAAa,6BACX,4BAA4B,OAAO,oBAAoB,KAAK,CAAC,CAC1D,WAAW,EAAG,CAAC,CAEf,GAAG,GAAG,QAAQ,CAAC,CACf,SAAS,SAAS,QAAQ,GAAG,GAAG,CAAC,CAAC,CAClC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,KAAkC,CAAC,CAEnC,GAAG,KAAM,UAAU,CAAC,CACpB,SAAS,SAAS,QAAQ,GAAG,OAAQ,CAAC,CAAC,CACvC,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,KAAkC,CAAC,CAEnC,GAAG,KAAM,QAAQ,CAAC,CAClB,SAAS,SAAS,QAAQ,GAAG,MAAO,EAAG,CAAC,CACxC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,KAAkC,CAAC,CAEnC,GAAG,IAAK,SAAS,CAAC,CAClB,SAAS,SAAS,QAAQ,GAAG,GAAG,EAAG,CAAC,CACpC,OAAO,SAAS,QAAQ,UAAU,EAAE,GAAG,GAAG,CAAC,CAAC,CAC5C,OAAO,SAAS,QAAQ,UAAU,GAAG,GAAG,GAAG,CAAC,CAAC,CAC7C,OAAO,SAAS,YAAY,KAAM,IAAK,EAAG,CAAC,CAC3C,OAAO,SAAS,SAAS,GAAG,GAAG,IAAI,CAAC,CACpC,OAAO,SAAS,YAAY,KAAM,KAAM,GAAI,CAAC,CAC7C,OAAO,SAAS,SAAS,GAAG,GAAG,GAAG,CAAC,CACnC,KAAkC,CAAC,CACnC,MAAM;;;;;;;;;;;;;;AAmBX,IAAa,sCAAsB,IAAI,IAA+B;CAEpE,CAAC,0BAA0B,gCAAgC;CAC3D,CAAC,2BAA2B,iCAAiC;CAG7D,CAAC,0BAA0B,gCAAgC;CAC3D,CAAC,uBAAuB,6BAA6B;CACrD,CAAC,uBAAuB,6BAA6B;CACrD,CAAC,wBAAwB,8BAA8B;CAGvD,CAAC,uBAAuB,6BAA6B;CACrD,CAAC,wBAAwB,8BAA8B;CAGvD,CAAC,oBAAoB,0BAA0B;AACjD,CAAC;;;;;;;;AASD,SAAgB,qBACd,eAC+B;CAC/B,OAAO,oBAAoB,IAAI,aAAa;AAC9C"}
|