Press n or j to go to the next uncovered block, b, p or k for the previous block.
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* Martial Arts Animation Constants
*
* Constants for Korean martial arts animations including hand poses,
* martial arts stances, kick phases, and punch phases.
*
* 한국 무술 애니메이션 상수 모듈
*
* @module systems/animation/MartialArtsConstants
* @category Animation System
* @korean 무술애니메이션상수
*/
// ═══════════════════════════════════════════════════════════════════════════
// HAND POSES FOR MARTIAL ARTS (무술 손 자세)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Hand poses for different strike types
* 타격 유형별 손 자세
*
* Each pose defines rotations for all 19 finger joints (per hand):
* - thumb_meta, thumb_prox, thumb_dist (3 joints)
* - index_meta, index_prox, index_inter, index_dist (4 joints)
* - middle_meta, middle_prox, middle_inter, middle_dist (4 joints)
* - ring_meta, ring_prox, ring_inter, ring_dist (4 joints)
* - pinky_meta, pinky_prox, pinky_inter, pinky_dist (4 joints)
*
* @korean 손자세
*/
export const HAND_POSES = {
/**
* Closed Fist - Standard punch (주먹)
* Fingers curled tight, thumb outside
*/
FIST: {
thumb_meta: [0.3, 0.5, 0.2] as const,
thumb_prox: [0.4, 0, 0] as const,
thumb_dist: [0.3, 0, 0] as const,
index_meta: [0, 0, 0] as const,
index_prox: [1.57, 0, 0] as const, // 90° curl
index_inter: [1.57, 0, 0] as const,
index_dist: [0.8, 0, 0] as const,
middle_meta: [0, 0, 0] as const,
middle_prox: [1.57, 0, 0] as const,
middle_inter: [1.57, 0, 0] as const,
middle_dist: [0.8, 0, 0] as const,
ring_meta: [0, 0, 0] as const,
ring_prox: [1.57, 0, 0] as const,
ring_inter: [1.57, 0, 0] as const,
ring_dist: [0.8, 0, 0] as const,
pinky_meta: [0, 0, 0] as const,
pinky_prox: [1.57, 0, 0] as const,
pinky_inter: [1.57, 0, 0] as const,
pinky_dist: [0.8, 0, 0] as const,
},
/**
* Open Palm - Palm strikes, blocks (장권)
* Fingers extended, slight spread
*/
OPEN_PALM: {
thumb_meta: [0, 0.4, -0.3] as const,
thumb_prox: [0.1, 0, 0] as const,
thumb_dist: [0, 0, 0] as const,
index_meta: [0, 0, -0.1] as const,
index_prox: [0, 0, 0] as const,
index_inter: [0, 0, 0] as const,
index_dist: [0, 0, 0] as const,
middle_meta: [0, 0, 0] as const,
middle_prox: [0, 0, 0] as const,
middle_inter: [0, 0, 0] as const,
middle_dist: [0, 0, 0] as const,
ring_meta: [0, 0, 0.1] as const,
ring_prox: [0, 0, 0] as const,
ring_inter: [0, 0, 0] as const,
ring_dist: [0, 0, 0] as const,
pinky_meta: [0, 0, 0.2] as const,
pinky_prox: [0, 0, 0] as const,
pinky_inter: [0, 0, 0] as const,
pinky_dist: [0, 0, 0] as const,
},
/**
* Spear Hand - Finger strikes (관수)
* Fingers together, extended straight
*/
SPEAR_HAND: {
thumb_meta: [0.4, 0.6, 0.3] as const,
thumb_prox: [0.2, 0, 0] as const,
thumb_dist: [0.1, 0, 0] as const,
index_meta: [0, 0, 0] as const,
index_prox: [0, 0, 0] as const,
index_inter: [0, 0, 0] as const,
index_dist: [0, 0, 0] as const,
middle_meta: [0, 0, 0] as const,
middle_prox: [0, 0, 0] as const,
middle_inter: [0, 0, 0] as const,
middle_dist: [0, 0, 0] as const,
ring_meta: [0, 0, 0] as const,
ring_prox: [0, 0, 0] as const,
ring_inter: [0, 0, 0] as const,
ring_dist: [0, 0, 0] as const,
pinky_meta: [0, 0, 0] as const,
pinky_prox: [0, 0, 0] as const,
pinky_inter: [0, 0, 0] as const,
pinky_dist: [0, 0, 0] as const,
},
/**
* Knife Hand - Ridge hand strikes (수도)
* Fingers together, thumb tucked
*/
KNIFE_HAND: {
thumb_meta: [0.5, 0.8, 0.4] as const,
thumb_prox: [0.4, 0, 0] as const,
thumb_dist: [0.2, 0, 0] as const,
index_meta: [0, 0, 0] as const,
index_prox: [0.1, 0, 0] as const,
index_inter: [0.05, 0, 0] as const,
index_dist: [0, 0, 0] as const,
middle_meta: [0, 0, 0] as const,
middle_prox: [0.1, 0, 0] as const,
middle_inter: [0.05, 0, 0] as const,
middle_dist: [0, 0, 0] as const,
ring_meta: [0, 0, 0] as const,
ring_prox: [0.1, 0, 0] as const,
ring_inter: [0.05, 0, 0] as const,
ring_dist: [0, 0, 0] as const,
pinky_meta: [0, 0, 0] as const,
pinky_prox: [0.1, 0, 0] as const,
pinky_inter: [0.05, 0, 0] as const,
pinky_dist: [0, 0, 0] as const,
},
/**
* Hammer Fist - Bottom fist strikes (철퇴)
* Tight fist for hammer blow
*/
HAMMER_FIST: {
thumb_meta: [0.4, 0.6, 0.3] as const,
thumb_prox: [0.5, 0, 0] as const,
thumb_dist: [0.4, 0, 0] as const,
index_meta: [0, 0, 0] as const,
index_prox: [1.7, 0, 0] as const,
index_inter: [1.7, 0, 0] as const,
index_dist: [1.0, 0, 0] as const,
middle_meta: [0, 0, 0] as const,
middle_prox: [1.7, 0, 0] as const,
middle_inter: [1.7, 0, 0] as const,
middle_dist: [1.0, 0, 0] as const,
ring_meta: [0, 0, 0] as const,
ring_prox: [1.7, 0, 0] as const,
ring_inter: [1.7, 0, 0] as const,
ring_dist: [1.0, 0, 0] as const,
pinky_meta: [0, 0, 0] as const,
pinky_prox: [1.7, 0, 0] as const,
pinky_inter: [1.7, 0, 0] as const,
pinky_dist: [1.0, 0, 0] as const,
},
/**
* Backfist - Knuckle strikes (등주먹)
* Fist with wrist extended back
*/
BACKFIST: {
thumb_meta: [0.3, 0.5, 0.2] as const,
thumb_prox: [0.3, 0, 0] as const,
thumb_dist: [0.2, 0, 0] as const,
index_meta: [0, 0, 0] as const,
index_prox: [1.4, 0, 0] as const,
index_inter: [1.4, 0, 0] as const,
index_dist: [0.7, 0, 0] as const,
middle_meta: [0, 0, 0] as const,
middle_prox: [1.4, 0, 0] as const,
middle_inter: [1.4, 0, 0] as const,
middle_dist: [0.7, 0, 0] as const,
ring_meta: [0, 0, 0] as const,
ring_prox: [1.4, 0, 0] as const,
ring_inter: [1.4, 0, 0] as const,
ring_dist: [0.7, 0, 0] as const,
pinky_meta: [0, 0, 0] as const,
pinky_prox: [1.4, 0, 0] as const,
pinky_inter: [1.4, 0, 0] as const,
pinky_dist: [0.7, 0, 0] as const,
},
/**
* Grab - Grappling and holds (잡기)
* Fingers curled for grabbing
*/
GRAB: {
thumb_meta: [0.2, 0.3, 0.1] as const,
thumb_prox: [0.3, 0, 0] as const,
thumb_dist: [0.2, 0, 0] as const,
index_meta: [0, 0, 0] as const,
index_prox: [1.2, 0, 0] as const,
index_inter: [1.0, 0, 0] as const,
index_dist: [0.6, 0, 0] as const,
middle_meta: [0, 0, 0] as const,
middle_prox: [1.3, 0, 0] as const,
middle_inter: [1.1, 0, 0] as const,
middle_dist: [0.7, 0, 0] as const,
ring_meta: [0, 0, 0] as const,
ring_prox: [1.3, 0, 0] as const,
ring_inter: [1.1, 0, 0] as const,
ring_dist: [0.7, 0, 0] as const,
pinky_meta: [0, 0, 0] as const,
pinky_prox: [1.2, 0, 0] as const,
pinky_inter: [1.0, 0, 0] as const,
pinky_dist: [0.6, 0, 0] as const,
},
/**
* Two Finger - Eye strikes (이지권)
* Index and middle extended, others curled
*/
TWO_FINGER: {
thumb_meta: [0.4, 0.6, 0.3] as const,
thumb_prox: [0.3, 0, 0] as const,
thumb_dist: [0.2, 0, 0] as const,
index_meta: [0, 0, -0.1] as const,
index_prox: [0, 0, 0] as const,
index_inter: [0, 0, 0] as const,
index_dist: [0, 0, 0] as const,
middle_meta: [0, 0, 0.1] as const,
middle_prox: [0, 0, 0] as const,
middle_inter: [0, 0, 0] as const,
middle_dist: [0, 0, 0] as const,
ring_meta: [0, 0, 0] as const,
ring_prox: [1.57, 0, 0] as const,
ring_inter: [1.57, 0, 0] as const,
ring_dist: [0.8, 0, 0] as const,
pinky_meta: [0, 0, 0] as const,
pinky_prox: [1.57, 0, 0] as const,
pinky_inter: [1.57, 0, 0] as const,
pinky_dist: [0.8, 0, 0] as const,
},
/**
* Relaxed - Natural/idle hands (자연)
* Fingers in natural slight curl
*/
RELAXED: {
thumb_meta: [0.1, 0.2, 0.1] as const,
thumb_prox: [0.1, 0, 0] as const,
thumb_dist: [0.05, 0, 0] as const,
index_meta: [0, 0, 0] as const,
index_prox: [0.3, 0, 0] as const,
index_inter: [0.2, 0, 0] as const,
index_dist: [0.1, 0, 0] as const,
middle_meta: [0, 0, 0] as const,
middle_prox: [0.35, 0, 0] as const,
middle_inter: [0.25, 0, 0] as const,
middle_dist: [0.15, 0, 0] as const,
ring_meta: [0, 0, 0] as const,
ring_prox: [0.35, 0, 0] as const,
ring_inter: [0.25, 0, 0] as const,
ring_dist: [0.15, 0, 0] as const,
pinky_meta: [0, 0, 0] as const,
pinky_prox: [0.3, 0, 0] as const,
pinky_inter: [0.2, 0, 0] as const,
pinky_dist: [0.1, 0, 0] as const,
},
} as const;
/** Type for a single hand pose */
export type HandPoseType = (typeof HAND_POSES)[keyof typeof HAND_POSES];
/** Available hand pose names */
export type HandPoseName = keyof typeof HAND_POSES;
// ═══════════════════════════════════════════════════════════════════════════
// KOREAN MARTIAL ARTS POSES (한국 무술 자세)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Standard martial arts poses used across Korean martial arts
* 한국 무술의 기본 자세들
*
* @korean 기본자세
*/
export const MARTIAL_POSES = {
/**
* Fighting Guard - Hands protecting face (경계자세)
* Standard defensive position in Taekwondo
*/
GUARD: {
leftShoulder: [-0.6, 0.4, 0.3] as const,
leftElbow: [0, 0, -1.8] as const,
rightShoulder: [-0.6, -0.4, -0.3] as const,
rightElbow: [0, 0, 1.8] as const,
},
/**
* High Guard - Hands at temple level (상단방어)
* Used during kicks for head protection
*/
HIGH_GUARD: {
leftShoulder: [-0.9, 0.3, 0.4] as const,
leftElbow: [0, 0, -1.6] as const,
rightShoulder: [-0.9, -0.3, -0.4] as const,
rightElbow: [0, 0, 1.6] as const,
},
/**
* Clinch Position - Arms controlling opponent (클린치)
* Used for knee strikes and throws
*/
CLINCH: {
leftShoulder: [0.8, 0, -0.5] as const,
leftElbow: [0, 0, -1.3] as const,
rightShoulder: [0.8, 0, 0.5] as const,
rightElbow: [0, 0, 1.3] as const,
},
/**
* Grappling Entry - Reaching for opponent (잡기진입)
*/
GRAPPLE_ENTRY: {
leftShoulder: [0.4, 0.6, -0.2] as const,
leftElbow: [0, 0, -1.2] as const,
rightShoulder: [0.6, -0.4, 0.3] as const,
rightElbow: [0, 0, 0.8] as const,
},
/**
* Neutral Standing - Relaxed standing (기본선자세)
*/
NEUTRAL: {
leftShoulder: [0, 0, 0.1] as const,
leftElbow: [0, 0, -0.2] as const,
rightShoulder: [0, 0, -0.1] as const,
rightElbow: [0, 0, 0.2] as const,
},
} as const;
/** Type for martial poses */
export type MartialPoseType =
(typeof MARTIAL_POSES)[keyof typeof MARTIAL_POSES];
/** Available martial pose names */
export type MartialPoseName = keyof typeof MARTIAL_POSES;
// ═══════════════════════════════════════════════════════════════════════════
// KICK PHASES (발차기 단계)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Kick phases for proper martial arts execution
* 발차기 단계별 자세
*
* @korean 발차기단계
*/
export const KICK_PHASES = {
/**
* Chamber Position (준비자세) - Knee lifted, tight
*/
CHAMBER: {
hip: [1.57, 0, 0] as const, // 90° hip flexion
knee: [-2.0, 0, 0] as const, // Tight chamber
ankle: [0, 0, 0] as const,
supportKnee: [-0.25, 0, 0] as const,
pelvis: [-0.1, 0, 0] as const,
},
/**
* Extension Position (차기자세) - Leg extended
*/
EXTENSION: {
hip: [1.7, 0, 0] as const,
knee: [0.1, 0, 0] as const, // Full extension
ankle: [0.5, 0, 0] as const, // Dorsiflexion
supportKnee: [-0.35, 0, 0] as const,
pelvis: [0.15, 0, 0] as const,
},
/**
* High Axe Kick Peak (높은차기) - Leg nearly vertical
*/
HIGH_PEAK: {
hip: [2.5, 0, 0] as const, // >140° hip flexion
knee: [-0.1, 0, 0] as const,
ankle: [0.6, 0, 0] as const,
supportKnee: [-0.35, 0, 0] as const,
pelvis: [-0.25, 0, 0] as const,
},
/**
* Roundhouse Chamber (돌려차기준비) - Hip rotated out
*/
ROUNDHOUSE_CHAMBER: {
hip: [1.2, 0, 0.8] as const,
knee: [-1.5, 0, 0] as const,
pelvisY: -0.5,
spineY: 0.3,
},
/**
* Side Kick Lateral (옆차기) - Turned sideways
*/
SIDE_CHAMBER: {
hip: [1.3, 0, 0.3] as const,
knee: [-1.6, 0, 0] as const,
pelvisY: -1.57, // 90° turn
spineY: -1.2,
spineLean: 0.2,
},
} as const;
/** Type for kick phases */
export type KickPhaseType = (typeof KICK_PHASES)[keyof typeof KICK_PHASES];
/** Available kick phase names */
export type KickPhaseName = keyof typeof KICK_PHASES;
// ═══════════════════════════════════════════════════════════════════════════
// PUNCH PHASES (주먹 단계)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Punch phases for proper striking mechanics
* 주먹 단계별 자세
*
* @korean 주먹단계
*/
export const PUNCH_PHASES = {
/**
* Wind-up (준비) - Arm coiled back
*/
WINDUP: {
shoulder: [0.3, 0, -0.3] as const,
elbow: [0, 0, 1.8] as const,
spineY: -0.15,
pelvisY: -0.1,
},
/**
* Extension (지르기) - Full extension
*/
EXTENSION: {
shoulder: [-0.7, 0, 0.5] as const,
elbow: [0, 0, 0.05] as const,
wrist: [0, 0, -0.2] as const,
spineY: 0.35,
pelvisY: 0.2,
},
} as const;
/** Type for punch phases */
export type PunchPhaseType = (typeof PUNCH_PHASES)[keyof typeof PUNCH_PHASES];
/** Available punch phase names */
export type PunchPhaseName = keyof typeof PUNCH_PHASES;
// ═══════════════════════════════════════════════════════════════════════════
// ANIMATION TYPE ENUM (애니메이션 타입)
// ═══════════════════════════════════════════════════════════════════════════
/**
* Animation type identifiers for the animation system
* @korean 애니메이션타입
*/
export enum AnimationType {
// Kicks (발차기)
FRONT_KICK = "front_kick",
ROUNDHOUSE_KICK = "roundhouse_kick",
SIDE_KICK = "side_kick",
AXE_KICK = "axe_kick",
CRESCENT_KICK = "crescent_kick",
SPINNING_HOOK = "spinning_hook",
BACK_KICK = "back_kick",
PUSH_KICK = "push_kick",
LOW_KICK = "low_kick",
KNEE_KICK = "knee_kick",
FLYING_KICK = "flying_kick",
TORNADO_KICK = "tornado_kick",
JUMPING_KICK = "jumping_kick",
SPINNING_HEEL_KICK = "spinning_heel_kick",
// Punches (주먹)
JAB = "jab",
CROSS = "cross",
HOOK = "hook",
UPPERCUT = "uppercut",
OVERHAND = "overhand",
PALM_STRIKE = "palm_strike",
BACKFIST = "backfist",
HAMMER_FIST = "hammer_fist",
// ═══ SPECIALIZED JAB VARIANTS (잽 변형) ═══
SPEAR_HAND_STRIKE = "spear_hand_strike", // li_flame_spear - Finger thrust
NERVE_STRIKE = "nerve_strike", // li_nerve_strike - Pressure point jab
PRESSURE_POINT_STRIKE = "pressure_point_strike", // li_pressure_point - Precision strike
LIGHTNING_STRIKE = "lightning_strike", // jin_lightning_flash - Fast explosive jab
RAPID_BARRAGE = "rapid_barrage", // son_whirlwind_barrage - Multiple fast jabs
RHYTHMIC_STRIKES = "rhythmic_strikes", // son_rhythmic_strikes - Patterned jabs
NERVE_PARALYSIS = "nerve_paralysis", // darkops_nerve_paralysis - Debilitating strike
THROAT_STRIKE = "throat_strike", // darkops_throat_strike - Airway attack
EYE_GOUGE = "eye_gouge", // darkops_eye_gouge - Vision attack
// ═══ SPECIALIZED CROSS VARIANTS (크로스 변형) ═══
HEAVEN_STRIKE = "heaven_strike", // geon_heaven_strike - Powerful descending cross
FLOWING_CROSS = "flowing_cross", // tae_flowing_strikes - Circular cross motion
// ═══ SPECIALIZED PALM STRIKES (장권 변형) ═══
SOLAR_PLEXUS_STRIKE = "solar_plexus_strike", // li_solar_plexus_strike - Diaphragm shock
FLOWING_PUSH = "flowing_push", // son_flowing_push - Redirecting palm
LIVER_DISRUPTION = "liver_disruption", // darkops_liver_disruption - Organ strike
EAR_STRIKE = "ear_strike", // darkops_ear_strike - Concussive palm
// Elbow/Knee (팔꿈치/무릎)
ELBOW_STRIKE = "elbow_strike",
KNEE_STRIKE = "knee_strike",
ELBOW_UPPERCUT = "elbow_uppercut",
FLYING_KNEE = "flying_knee",
CLINCH_KNEE = "clinch_knee",
SPINNING_ELBOW = "spinning_elbow",
// ═══ SPECIALIZED ELBOW VARIANTS (팔꿈치 변형) ═══
TEMPLE_ELBOW = "temple_elbow", // li_temple_strike - Lateral temple strike
SPINNING_BACK_ELBOW = "spinning_back_elbow", // son_spinning_elbow - Rotational power
SPINAL_ELBOW = "spinal_elbow", // darkops_spinal_strike - Vertebrae targeting
BRACHIAL_ELBOW = "brachial_elbow", // darkops_brachial_plexus_strike - Nerve cluster
// ═══ SPECIALIZED KNEE VARIANTS (무릎 변형) ═══
KIDNEY_KNEE = "kidney_knee", // darkops_kidney_strike - Organ targeting
FEMORAL_KNEE = "femoral_knee", // darkops_femoral_nerve_strike - Nerve targeting
// Grappling (잡기)
THROW = "throw",
JOINT_LOCK = "joint_lock",
TAKEDOWN = "takedown",
SWEEP = "sweep",
CLINCH = "clinch",
GRAPPLE = "grapple",
SLAM = "slam",
WRIST_LOCK = "wrist_lock",
ARM_BAR = "arm_bar",
SHOULDER_LOCK = "shoulder_lock",
HIP_THROW = "hip_throw",
LEG_REAP = "leg_reap",
// ═══ SPECIALIZED GRAPPLE VARIANTS (잡기 변형) ═══
SMALL_CIRCLE_LOCK = "small_circle_lock", // tae_small_circle - Subtle joint control
FINGER_LOCK = "finger_lock", // tae_finger_lock - Digit manipulation
ELBOW_LOCK = "elbow_lock", // tae_elbow_lock - Arm hyperextension
SHOULDER_MANIPULATION = "shoulder_manipulation", // tae_shoulder_lock - Rotator cuff attack
MOUNTAIN_LOCK = "mountain_lock", // gan_mountain_stance_lock - Immobilizing hold
EARTH_EMBRACE = "earth_embrace", // gon_earth_embrace - Ground control
CAROTID_CHOKE = "carotid_choke", // darkops_silent_carotid - Blood choke
REAR_NAKED_CHOKE = "rear_naked_choke", // darkops_rear_choke - Air choke
// ═══ SPECIALIZED THROW VARIANTS (던지기 변형) ═══
REDIRECT_THROW = "redirect_throw", // gam_redirect_throw - Using opponent's momentum
HIP_WHEEL_THROW = "hip_wheel_throw", // gam_hip_throw - O-goshi style
SSIREUM_THROW = "ssireum_throw", // gon_ssireum_throw - Korean wrestling throw
SACRIFICE_THROW = "sacrifice_throw", // gon_sacrifice_throw - Tomoe nage style
// ═══ SPECIALIZED SWEEP VARIANTS (쓸기 변형) ═══
ANKLE_PICK = "ankle_pick", // gon_ankle_pick - Single leg takedown entry
ACHILLES_ATTACK = "achilles_attack", // darkops_achilles_sever - Tendon targeting
// ═══ SPECIALIZED SLAM VARIANTS (슬램 변형) ═══
BODY_LOCK_SLAM = "body_lock_slam", // gon_body_lock_takedown - Bear hug slam
// ═══ SPECIALIZED WRIST LOCK VARIANTS (손목꺾기 변형) ═══
WRIST_TWIST_COUNTER = "wrist_twist_counter", // gam_wrist_twist_counter - Counter technique
// Counters (반격)
COUNTER_STRIKE = "counter_strike",
PARRY_COUNTER = "parry_counter",
COUNTER_ATTACK = "counter_attack",
// ═══ SPECIALIZED COUNTER VARIANTS (반격 변형) ═══
WATER_COUNTER = "water_counter", // gam_water_counter - Fluid redirection
ROCK_COUNTER = "rock_counter", // gan_counter_strike - Immovable counter
// Defense (방어)
BLOCK = "block",
BLOCK_HIGH = "block_high",
BLOCK_LOW = "block_low",
PARRY = "parry",
// ═══ SPECIALIZED BLOCK VARIANTS (방어 변형) ═══
FLOWING_BLOCK = "flowing_block", // gam_flowing_block - Soft redirection
CIRCULAR_PARRY = "circular_parry", // gam_circular_parry - Rotational deflect
ROCK_DEFENSE = "rock_defense", // gan_rock_defense - Immovable guard
IRON_BLOCK = "iron_block", // gan_iron_block - Hard block
FLOW_DEFENSE = "flow_defense", // gam_flow_defense - Water-like defense
IMMOVABLE_BLOCK = "immovable_block", // gan_immovable_block - Mountain defense
EXPLOSIVE_BLOCK = "explosive_block", // jin_explosive_block - Counter with block
CONTINUOUS_DEFLECTION = "continuous_deflection", // son_continuous_deflection - Wind deflection
PRECISION_PARRY = "precision_parry", // li_precision_parry - Fire precision
JOINT_LOCK_DEFENSE = "joint_lock_defense", // tae_joint_lock_defense - Hapkido defense
SWEEP_DEFENSE = "sweep_defense", // tae_sweep_defense - Low defense
GROUNDING_DEFENSE = "grounding_defense", // gon_grounding_defense - Earth rooting
// ═══ DARK OPS SPECIALIZED (암살 특수기) ═══
JAW_DISLOCATION = "jaw_dislocation", // darkops_jaw_dislocation - TMJ attack
TEMPLE_STRIKE = "temple_strike", // darkops_temple_strike - Temporal bone strike
CERVICAL_TWIST = "cervical_twist", // darkops_cervical_twist - Neck manipulation
ELBOW_HYPEREXTEND = "elbow_hyperextend", // darkops_elbow_hyperextend - Joint destruction
FINGER_BREAK = "finger_break", // darkops_finger_break - Digit targeting
GUILLOTINE_CHOKE = "guillotine_choke", // darkops_guillotine - Front choke
JUGULAR_STRIKE = "jugular_strike", // darkops_jugular_strike - Vein targeting
KNEECAP_STRIKE = "kneecap_strike", // darkops_kneecap_strike - Patella attack
LARYNX_CRUSH = "larynx_crush", // darkops_larynx_crush - Throat destruction
OCCIPITAL_STRIKE = "occipital_strike", // darkops_occipital_strike - Skull base
SCIATIC_NERVE_STRIKE = "sciatic_nerve_strike", // darkops_sciatic_nerve - Leg nerve
SILENT_TAKEDOWN = "silent_takedown", // darkops_silent_takedown - Stealth attack
SLEEPER_HOLD = "sleeper_hold", // darkops_sleeper_hold - Sleep choke
SPLEEN_RUPTURE = "spleen_rupture", // darkops_spleen_rupture - Organ destruction
TRIANGLE_CHOKE = "triangle_choke", // darkops_triangle_choke - Leg choke
BRACHIAL_PLEXUS = "brachial_plexus", // darkops_brachial_plexus - Nerve cluster
FEMORAL_NERVE = "femoral_nerve", // darkops_femoral_nerve - Thigh nerve
// ═══ ADDITIONAL GEON (건) TECHNIQUES ═══
HIGH_BLOCK = "high_block", // geon_high_block - Overhead defense
CRUSHING_ELBOW = "crushing_elbow", // geon_crushing_elbow - Downward elbow
THUNDEROUS_UPPERCUT = "thunderous_uppercut", // geon_thunderous_uppercut - Rising power
GEON_COUNTER = "geon_counter", // geon_counter_strike - Heaven counter
GEON_ROUNDHOUSE = "geon_roundhouse", // geon_roundhouse - Power kick
// ═══ ADDITIONAL TAE (태) TECHNIQUES ═══
FLOWING_ARM_BAR = "flowing_arm_bar", // tae_flowing_arm_bar - Fluid armlock
SPIRAL_SHOULDER_THROW = "spiral_shoulder_throw", // tae_spiral_shoulder_throw - Circular throw
WRIST_LOCK_STRIKE = "wrist_lock_strike", // tae_wrist_lock_strike - Lock with strike
// ═══ ADDITIONAL LI (리) TECHNIQUES ═══
PHOENIX_EYE_STRIKE = "phoenix_eye_strike", // li_phoenix_eye_strike - Single knuckle
NERVE_STRIKE_COUNTER = "nerve_strike_counter", // li_nerve_strike_counter - Pressure counter
SOLAR_PLEXUS_SPEAR = "solar_plexus_spear", // li_solar_plexus_spear - Diaphragm thrust
LI_SOLAR_PLEXUS = "li_solar_plexus", // li_solar_plexus - Precision strike
// ═══ ADDITIONAL JIN (진) TECHNIQUES ═══
EXPLOSIVE_KNEE = "explosive_knee", // jin_explosive_knee - Thundering knee
LIGHTNING_STRAIGHT = "lightning_straight", // jin_lightning_straight - Fast cross
SHOCKING_COUNTER = "shocking_counter", // jin_shocking_counter - Thunder counter
SHOCKING_HAMMER_FIST = "shocking_hammer_fist", // jin_shocking_hammer_fist - Power hammer
// ═══ ADDITIONAL SON (손) TECHNIQUES ═══
PENETRATING_PALM_RUSH = "penetrating_palm_rush", // son_penetrating_palm_rush - Wind palm barrage
PRESSURE_COUNTER = "pressure_counter", // son_pressure_counter - Continuous counter
PRESSURE_POINT_CHAIN = "pressure_point_chain", // son_pressure_point_chain - Multiple points
// ═══ ADDITIONAL GAM (감) TECHNIQUES ═══
FLOWING_RIVER_STRIKE = "flowing_river_strike", // gam_flowing_river_strike - Water flow attack
REDIRECTION_COUNTER = "redirection_counter", // gam_redirection_counter - Momentum counter
TIDAL_WAVE_PALM = "tidal_wave_palm", // gam_tidal_wave_palm - Wave impact
WHIRLPOOL_COUNTER = "whirlpool_counter", // gam_whirlpool_counter - Circular counter
// ═══ ADDITIONAL GAN (간) TECHNIQUES ═══
AVALANCHE_HAMMER = "avalanche_hammer", // gan_avalanche_hammer - Crushing force
COUNTER_FORTRESS = "counter_fortress", // gan_counter_fortress - Immovable counter
FORTRESS_COUNTER_STRIKE = "fortress_counter_strike", // gan_fortress_counter_strike - Defensive strike
STONE_WALL_THRUST = "stone_wall_thrust", // gan_stone_wall_thrust - Heavy push
// ═══ ADDITIONAL GON (곤) TECHNIQUES ═══
EARTHQUAKE_STOMP = "earthquake_stomp", // gon_earthquake_stomp - Ground impact
GROUND_SWEEP_STRIKE = "ground_sweep_strike", // gon_ground_sweep_strike - Low attack
ROOTING_TAKEDOWN = "rooting_takedown", // gon_rooting_takedown - Grounding takedown
TAKEDOWN_COUNTER = "takedown_counter", // gon_takedown_counter - Takedown defense
// ═══ ARCHETYPE TECHNIQUES (원형 기술) ═══
// Musa (무사) - Traditional Warrior
DRAGON_FIST = "dragon_fist", // musa_dragon_fist - Traditional power punch
IRON_DEFENSE = "iron_defense", // musa_iron_defense - Warrior block
MOUNTAIN_BREAKER = "mountain_breaker", // musa_mountain_breaker - Devastating strike
THUNDER_STRIKE = "thunder_strike", // musa_thunder_strike - Powerful attack
// Amsalja (암살자) - Shadow Assassin
DEADLY_PRECISION = "deadly_precision", // amsalja_deadly_precision - Lethal accuracy
SHADOW_NERVE_STRIKE = "shadow_nerve_strike", // amsalja_nerve_strike - Hidden nerve attack
SHADOW_STRIKE = "shadow_strike", // amsalja_shadow_strike - Stealth attack
SILENT_DEATH = "silent_death", // amsalja_silent_death - Lethal finisher
// Hacker (해커) - Cyber Warrior
CYBER_OVERDRIVE = "cyber_overdrive", // hacker_cyber_overdrive - Enhanced attack
DATA_STRIKE = "data_strike", // hacker_data_strike - Technical strike
ELECTRIC_SHOCK = "electric_shock", // hacker_electric_shock - Stunning attack
SYSTEM_CRASH = "system_crash", // hacker_system_crash - Disabling strike
// Jeongbo Yowon (정보요원) - Intelligence Operative
COUNTER_INTELLIGENCE = "counter_intelligence", // jeongbo_counter_intelligence - Defensive counter
INTELLIGENCE_STRIKE = "intelligence_strike", // jeongbo_intelligence_strike - Calculated attack
PSYCHOLOGICAL_WARFARE = "psychological_warfare", // jeongbo_psychological_warfare - Mind attack
TACTICAL_STRIKE = "tactical_strike", // jeongbo_tactical_strike - Strategic hit
// Jojik Pokryeokbae (조직폭력배) - Organized Crime
BRUTAL_TAKEDOWN = "brutal_takedown", // jojik_brutal_takedown - Ruthless takedown
IMPROVISED_WEAPON = "improvised_weapon", // jojik_improvised_weapon - Street fighting
RUTHLESS_ASSAULT = "ruthless_assault", // jojik_ruthless_assault - Savage attack
STREET_BRAWL = "street_brawl", // jojik_street_brawl - Dirty fighting
// Movement (이동)
STEP_FORWARD = "step_forward",
STEP_BACK = "step_back",
SIDESTEP = "sidestep",
PIVOT = "pivot",
DUCK = "duck",
LEAN = "lean",
WALK = "walk",
IDLE_STANCE = "idle_stance",
FORWARD_DASH = "forward_dash",
BACKWARD_RETREAT = "backward_retreat",
SIDE_STEP = "side_step",
// Recovery (복귀)
RECOVERY = "recovery",
// Idle/Stance
IDLE = "idle",
STANCE = "stance",
}
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