Press n or j to go to the next uncovered block, b, p or k for the previous block.
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* Animation Registry
*
* Central registry for all martial arts animations.
* Combines all animation modules and provides unified access.
*
* 무술 애니메이션 레지스트리 - 모든 애니메이션 통합 관리
*
* **RECOVERY PHASE INTEGRATION (복귀 단계 통합)**
*
* Enhanced animations with realistic recovery phases are now the default for:
* - JAB_ANIMATION → JAB_ANIMATION_ENHANCED (200ms recovery)
* - CROSS_ANIMATION → CROSS_ANIMATION_ENHANCED (220ms recovery)
* - FRONT_KICK_ANIMATION → FRONT_KICK_ANIMATION_ENHANCED (170ms recovery)
* - ROUNDHOUSE_KICK_ANIMATION → ROUNDHOUSE_KICK_ANIMATION_ENHANCED (180ms recovery)
* - ELBOW_STRIKE_ANIMATION → ELBOW_STRIKE_ANIMATION_ENHANCED (160ms recovery)
* - ELBOW_UPPERCUT_ANIMATION → ELBOW_UPPERCUT_ANIMATION_ENHANCED (170ms recovery)
* - KNEE_STRIKE_ANIMATION → KNEE_STRIKE_ANIMATION_ENHANCED (190ms recovery)
*
* Enhanced animations follow Korean martial arts principles (복귀/Bokgwi):
* - 균형회복 (Gyunhyeong Hoebog) - Balance restoration
* - 자세복귀 (Jase Bokgwi) - Stance return
* - 호흡조절 (Hoheup Jojoel) - Breath control during recovery
* - 근육이완 (Geunryuk Ihwan) - Muscle relaxation after tension
*
* All code using ANIMATION_REGISTRY or getAnimationForTechnique() will
* automatically use enhanced versions with no code changes required.
*
* @module systems/animation/AnimationRegistry
* @korean 애니메이션레지스트리
*/
import type { SkeletalAnimation } from "@/types/skeletal";
import { AnimationType } from "../builders/MartialArtsAnimationBuilder";
import {
BACKWARD_RETREAT_ANIMATION,
FORWARD_DASH_ANIMATION,
IDLE_STANCE_ANIMATION,
SIDE_STEP_ANIMATION,
} from "../catalogs/AttackAnimations";
import { BASIC_ANIMATIONS } from "../catalogs/BasicAnimations";
import { COMBO_ANIMATIONS } from "../catalogs/ComboAnimations";
import { DARKOPS_ANIMATIONS } from "../catalogs/DarkOpsAnimations";
import {
GAM_FLOW_DEFENSE,
GAN_COUNTER_FORTRESS,
GAN_IMMOVABLE_BLOCK,
GEON_COUNTER_STRIKE,
GEON_HIGH_BLOCK,
GON_GROUNDING_DEFENSE,
GON_TAKEDOWN_COUNTER,
JIN_EXPLOSIVE_BLOCK,
JIN_SHOCKING_COUNTER,
LI_NERVE_STRIKE_COUNTER,
LI_PRECISION_PARRY,
SON_CONTINUOUS_DEFLECTION,
SON_PRESSURE_COUNTER,
TAE_SWEEP_DEFENSE,
} from "../catalogs/DefensiveAnimations";
import {
BRACHIAL_ELBOW_ANIMATION,
CLINCH_KNEE_ANIMATION,
ELBOW_KNEE_ANIMATIONS,
ELBOW_STRIKE_ANIMATION,
ELBOW_UPPERCUT_ANIMATION,
FEMORAL_KNEE_ANIMATION,
FLYING_KNEE_ANIMATION,
KIDNEY_KNEE_ANIMATION,
KNEE_KICK_ANIMATION,
KNEE_STRIKE_ANIMATION,
SPINAL_ELBOW_ANIMATION,
SPINNING_BACK_ELBOW_ANIMATION,
SPINNING_ELBOW_ANIMATION,
TEMPLE_ELBOW_ANIMATION,
} from "../catalogs/ElbowKneeAnimations";
import {
ARM_BAR_ANIMATION,
BLOCK_ANIMATION,
BODY_LOCK_THROW_ANIMATION,
CAROTID_CHOKE_ANIMATION,
COUNTER_ATTACK_ANIMATION,
COUNTER_STRIKE_ANIMATION,
EARTH_EMBRACE_ANIMATION,
ELBOW_LOCK_ANIMATION,
FINGER_LOCK_ANIMATION,
FLOWING_ARM_BAR_ANIMATION,
GRAPPLE_ANIMATION,
GRAPPLING_ANIMATIONS,
HIGH_BLOCK_ANIMATION,
HIP_THROW_ANIMATION,
JOINT_LOCK_DEFENSE_ANIMATION,
LEG_REAP_ANIMATION,
LOW_BLOCK_ANIMATION,
MOUNTAIN_LOCK_ANIMATION,
PARRY_COUNTER_ANIMATION,
REAR_NAKED_CHOKE_ANIMATION,
REDIRECT_THROW_ANIMATION,
SHOULDER_LOCK_ANIMATION,
SHOULDER_MANIPULATION_ANIMATION,
SLAM_ANIMATION,
SMALL_CIRCLE_LOCK_ANIMATION,
SUPLEX_ANIMATION,
SWEEP_DEFENSE_ANIMATION,
TAKEDOWN_ANIMATION,
THROW_ANIMATION,
WRIST_LOCK_ANIMATION,
} from "../catalogs/GrapplingAnimations";
import {
AXE_KICK_ANIMATION,
BACK_KICK_ANIMATION,
CRESCENT_KICK_ANIMATION,
FLYING_KICK_ANIMATION,
FRONT_KICK_ANIMATION,
JUMPING_KICK_ANIMATION,
KICK_ANIMATIONS,
LOW_KICK_ANIMATION,
PUSH_KICK_ANIMATION,
ROUNDHOUSE_KICK_ANIMATION,
SIDE_KICK_ANIMATION,
SPINNING_HEEL_KICK_ANIMATION,
SPINNING_HOOK_KICK_ANIMATION,
SWEEP_ANIMATION,
TORNADO_KICK_ANIMATION,
} from "../catalogs/KickAnimations";
import { MOVEMENT_ANIMATIONS } from "../catalogs/MovementAnimations";
import {
BACKFIST_ANIMATION,
CROSS_ANIMATION,
HAMMER_FIST_ANIMATION,
HOOK_ANIMATION,
JAB_ANIMATION,
OVERHAND_ANIMATION,
PALM_STRIKE_ANIMATION,
PUNCH_ANIMATIONS,
UPPERCUT_ANIMATION,
} from "../catalogs/PunchAnimations";
import { STANCE_ANIMATIONS } from "../catalogs/StanceAnimations";
import { ALL_ATTACK_ANIMATIONS } from "../catalogs/StanceAttackAnimations";
import { TRIGRAM_IDLE_ANIMATIONS_BY_NAME } from "../catalogs/StanceIdleAnimations";
import { STANCE_LOCOMOTION_ANIMATIONS } from "../catalogs/StanceLocomotionAnimations";
// Trigram-specific stance and technique animation maps
import { GAM_WATER_FLOW_COUNTER_ANIMATION } from "../catalogs/GamTechniqueAnimations";
import { GAN_ROCK_DEFENSE_ANIMATION } from "../catalogs/GanTechniqueAnimations";
import { GAN_STANCE_ANIMATIONS } from "../catalogs/GanStanceAnimations";
import { GAN_TECHNIQUE_ANIMATIONS } from "../catalogs/GanTechniqueAnimations";
import { GEON_ANIMATIONS } from "../catalogs/GeonStanceAnimations";
import { JIN_ANIMATIONS } from "../catalogs/JinStanceAnimations";
import { JIN_TECHNIQUE_ANIMATIONS } from "../catalogs/JinTechniqueAnimations";
import { SON_STANCE_ANIMATIONS } from "../catalogs/SonStanceAnimations";
import { SON_TECHNIQUE_ANIMATIONS } from "../catalogs/SonTechniqueAnimations";
import { TAE_STANCE_ANIMATIONS } from "../catalogs/TaeStanceAnimations";
import {
getAnimationForTechniqueOrDefault,
getAnimationForTechnique as getTechniqueAnimationConfig,
hasAnimationMapping,
type AnimationConfig,
} from "./TechniqueAnimationMapping";
// Enhanced animations with recovery phases (복귀 애니메이션 강화)
import {
CROSS_ANIMATION_ENHANCED,
FRONT_KICK_ANIMATION_ENHANCED,
JAB_ANIMATION_ENHANCED,
ROUNDHOUSE_KICK_ANIMATION_ENHANCED,
} from "../catalogs/EnhancedAttackAnimations";
import {
ELBOW_STRIKE_ANIMATION_ENHANCED,
ELBOW_UPPERCUT_ANIMATION_ENHANCED,
KNEE_STRIKE_ANIMATION_ENHANCED,
} from "../catalogs/EnhancedElbowKneeAnimations";
import {
TAE_ARM_BAR,
TAE_ELBOW_CONTROL,
TAE_FINGER_LOCK,
TAE_FLOWING_COUNTER,
TAE_FLOWING_STRIKES,
TAE_SHOULDER_LOCK,
TAE_SMALL_CIRCLE,
TAE_WRIST_LOCK_SEQUENCE,
} from "../catalogs/TaeJointLockAnimations";
// TODO: Register Tae stance animations when trigram-specific idle/movement system is implemented
// import {
// TAE_IDLE_FLOWING,
// TAE_CIRCULAR_SIDESTEP,
// TAE_DIAGONAL_CIRCULAR_APPROACH,
// TAE_FLEXIBLE_GUARD_TRANSITION,
// } from "../catalogs/TaeStanceAnimations";
import {
GAM_FLOWING_BLOCK,
GAM_FLOWING_RIVER_STRIKE,
GAM_REDIRECTION_COUNTER,
GAM_TIDAL_WAVE_PALM,
GAM_WHIRLPOOL_COUNTER,
} from "../catalogs/GamRedirectionAnimations";
// Specialized punch variant animations (특수 주먹 변형 애니메이션)
import {
EAR_STRIKE_ANIMATION,
EYE_GOUGE_ANIMATION,
FLOWING_CROSS_ANIMATION,
FLOWING_PUSH_ANIMATION,
HEAVEN_STRIKE_ANIMATION,
LIGHTNING_STRIKE_ANIMATION,
LIVER_DISRUPTION_ANIMATION,
NERVE_PARALYSIS_ANIMATION,
NERVE_STRIKE_ANIMATION,
PRESSURE_POINT_STRIKE_ANIMATION,
RAPID_BARRAGE_ANIMATION,
RHYTHMIC_STRIKES_ANIMATION,
SOLAR_PLEXUS_STRIKE_ANIMATION,
SPEAR_HAND_STRIKE_ANIMATION as SPEAR_HAND_ANIMATION,
SPECIALIZED_PUNCH_ANIMATIONS,
THROAT_STRIKE_ANIMATION,
} from "../catalogs/SpecializedPunchAnimations";
// ═══════════════════════════════════════════════════════════════════════════
// MASTER ANIMATION REGISTRY
// ═══════════════════════════════════════════════════════════════════════════
/**
* Master registry of all animations by AnimationType
* 애니메이션 타입별 마스터 레지스트리
*/
export const ANIMATION_REGISTRY: ReadonlyMap<AnimationType, SkeletalAnimation> =
new Map([
// Kicks (발차기) - Using enhanced versions with recovery phases
[AnimationType.FRONT_KICK, FRONT_KICK_ANIMATION_ENHANCED],
[AnimationType.ROUNDHOUSE_KICK, ROUNDHOUSE_KICK_ANIMATION_ENHANCED],
[AnimationType.SIDE_KICK, SIDE_KICK_ANIMATION],
[AnimationType.AXE_KICK, AXE_KICK_ANIMATION],
[AnimationType.BACK_KICK, BACK_KICK_ANIMATION],
[AnimationType.TORNADO_KICK, TORNADO_KICK_ANIMATION],
[AnimationType.JUMPING_KICK, JUMPING_KICK_ANIMATION],
[AnimationType.LOW_KICK, LOW_KICK_ANIMATION],
[AnimationType.CRESCENT_KICK, CRESCENT_KICK_ANIMATION],
[AnimationType.PUSH_KICK, PUSH_KICK_ANIMATION],
[AnimationType.SPINNING_HEEL_KICK, SPINNING_HEEL_KICK_ANIMATION],
[AnimationType.SPINNING_HOOK, SPINNING_HOOK_KICK_ANIMATION],
[AnimationType.FLYING_KICK, FLYING_KICK_ANIMATION],
// Punches (주먹) - Using enhanced versions with recovery phases
[AnimationType.JAB, JAB_ANIMATION_ENHANCED],
[AnimationType.CROSS, CROSS_ANIMATION_ENHANCED],
[AnimationType.HOOK, HOOK_ANIMATION],
[AnimationType.UPPERCUT, UPPERCUT_ANIMATION],
[AnimationType.OVERHAND, OVERHAND_ANIMATION],
[AnimationType.PALM_STRIKE, PALM_STRIKE_ANIMATION],
[AnimationType.BACKFIST, BACKFIST_ANIMATION],
[AnimationType.HAMMER_FIST, HAMMER_FIST_ANIMATION],
// Specialized Punch Variants (특수 주먹 변형)
[AnimationType.SPEAR_HAND_STRIKE, SPEAR_HAND_ANIMATION],
[AnimationType.NERVE_STRIKE, NERVE_STRIKE_ANIMATION],
[AnimationType.PRESSURE_POINT_STRIKE, PRESSURE_POINT_STRIKE_ANIMATION],
[AnimationType.LIGHTNING_STRIKE, LIGHTNING_STRIKE_ANIMATION],
[AnimationType.HEAVEN_STRIKE, HEAVEN_STRIKE_ANIMATION],
[AnimationType.FLOWING_CROSS, FLOWING_CROSS_ANIMATION],
[AnimationType.RAPID_BARRAGE, RAPID_BARRAGE_ANIMATION],
[AnimationType.RHYTHMIC_STRIKES, RHYTHMIC_STRIKES_ANIMATION],
[AnimationType.FLOWING_PUSH, FLOWING_PUSH_ANIMATION],
[AnimationType.SOLAR_PLEXUS_STRIKE, SOLAR_PLEXUS_STRIKE_ANIMATION],
[AnimationType.THROAT_STRIKE, THROAT_STRIKE_ANIMATION],
[AnimationType.EYE_GOUGE, EYE_GOUGE_ANIMATION],
[AnimationType.NERVE_PARALYSIS, NERVE_PARALYSIS_ANIMATION],
[AnimationType.LIVER_DISRUPTION, LIVER_DISRUPTION_ANIMATION],
[AnimationType.EAR_STRIKE, EAR_STRIKE_ANIMATION],
// ═══ TRIGRAM SPECIFIC ALIASES (괘별 기술 매핑) ═══
// Geon (건)
[AnimationType.GEON_HEAVEN_STRIKE, HEAVEN_STRIKE_ANIMATION],
[AnimationType.GEON_ROUNDHOUSE, ROUNDHOUSE_KICK_ANIMATION_ENHANCED],
[AnimationType.CRUSHING_ELBOW, ELBOW_STRIKE_ANIMATION_ENHANCED],
[AnimationType.GEON_COUNTER, GEON_COUNTER_STRIKE],
[AnimationType.HIGH_BLOCK, GEON_HIGH_BLOCK],
// Li (리)
[AnimationType.PHOENIX_EYE_STRIKE, NERVE_STRIKE_ANIMATION],
[AnimationType.NERVE_STRIKE_COUNTER, LI_NERVE_STRIKE_COUNTER],
[AnimationType.PRECISION_PARRY, LI_PRECISION_PARRY],
[AnimationType.LI_SOLAR_PLEXUS, SOLAR_PLEXUS_STRIKE_ANIMATION],
[AnimationType.SOLAR_PLEXUS_SPEAR, SPEAR_HAND_ANIMATION],
// Tae (태) - Lake: Joint Manipulation
[AnimationType.WRIST_LOCK_STRIKE, WRIST_LOCK_ANIMATION],
[AnimationType.WRIST_LOCK, TAE_WRIST_LOCK_SEQUENCE], // Enhanced Hapkido wrist lock
[AnimationType.SPIRAL_SHOULDER_THROW, HIP_THROW_ANIMATION],
[AnimationType.JOINT_LOCK_DEFENSE, TAE_FLOWING_COUNTER],
[AnimationType.SWEEP_DEFENSE, TAE_SWEEP_DEFENSE],
[AnimationType.WRIST_TWIST_COUNTER, TAE_FLOWING_COUNTER],
[AnimationType.FLOWING_CROSS, TAE_FLOWING_STRIKES], // Continuous palm strikes
[AnimationType.SMALL_CIRCLE_LOCK, TAE_SMALL_CIRCLE], // Advanced dual joint control
[AnimationType.FINGER_LOCK, TAE_FINGER_LOCK],
[AnimationType.ELBOW_LOCK, TAE_ELBOW_CONTROL], // Enhanced two-handed control
[AnimationType.ELBOW_HYPEREXTEND, TAE_ELBOW_CONTROL],
[AnimationType.SHOULDER_MANIPULATION, TAE_SHOULDER_LOCK], // Enhanced shoulder lock
[AnimationType.ARM_BAR, TAE_ARM_BAR], // Most powerful submission
[AnimationType.FLOWING_ARM_BAR, TAE_ARM_BAR], // Alias for flowing arm bar
// Jin (진)
[AnimationType.EXPLOSIVE_KNEE, KNEE_STRIKE_ANIMATION_ENHANCED],
[AnimationType.LIGHTNING_STRAIGHT, JAB_ANIMATION_ENHANCED],
[AnimationType.SHOCKING_COUNTER, JIN_SHOCKING_COUNTER],
[AnimationType.SHOCKING_HAMMER_FIST, HAMMER_FIST_ANIMATION],
[AnimationType.EXPLOSIVE_BLOCK, JIN_EXPLOSIVE_BLOCK],
// Son (손)
[AnimationType.CONTINUOUS_DEFLECTION, SON_CONTINUOUS_DEFLECTION],
[AnimationType.PRESSURE_COUNTER, SON_PRESSURE_COUNTER],
[AnimationType.RAPID_FOOTWORK, FLOWING_PUSH_ANIMATION], // Placeholder until dedicated footwork
[AnimationType.PENETRATING_PALM_RUSH, FLOWING_PUSH_ANIMATION],
[AnimationType.PRESSURE_POINT_CHAIN, RAPID_BARRAGE_ANIMATION],
// Gam (감)
[AnimationType.WATER_COUNTER, GAM_REDIRECTION_COUNTER],
[AnimationType.CIRCULAR_PARRY, GAM_FLOWING_BLOCK], // Updated to Flowing Block
[AnimationType.FLOW_DEFENSE, GAM_FLOWING_BLOCK], // Updated to Flowing Block
[AnimationType.FLOWING_RIVER_STRIKE, GAM_FLOWING_RIVER_STRIKE],
[AnimationType.REDIRECTION_COUNTER, GAM_REDIRECTION_COUNTER],
[AnimationType.TIDAL_WAVE_PALM, GAM_TIDAL_WAVE_PALM],
[AnimationType.WHIRLPOOL_COUNTER, GAM_WHIRLPOOL_COUNTER],
// Gan (간)
[AnimationType.ROCK_COUNTER, GAN_COUNTER_FORTRESS],
[AnimationType.ROCK_DEFENSE, GAN_IMMOVABLE_BLOCK],
[AnimationType.AVALANCHE_HAMMER, HAMMER_FIST_ANIMATION],
[AnimationType.COUNTER_FORTRESS, GAN_COUNTER_FORTRESS],
[AnimationType.FORTRESS_COUNTER_STRIKE, COUNTER_STRIKE_ANIMATION],
[AnimationType.STONE_WALL_THRUST, PUSH_KICK_ANIMATION],
// General Grappling
[AnimationType.TAKEDOWN, TAKEDOWN_ANIMATION],
[AnimationType.JOINT_LOCK, JOINT_LOCK_DEFENSE_ANIMATION],
[AnimationType.HIP_WHEEL_THROW, HIP_THROW_ANIMATION],
[AnimationType.SSIREUM_THROW, BODY_LOCK_THROW_ANIMATION], // Korean wrestling style
[AnimationType.SACRIFICE_THROW, SUPLEX_ANIMATION], // Close match
[AnimationType.CLINCH, CLINCH_KNEE_ANIMATION],
[AnimationType.PARRY, PARRY_COUNTER_ANIMATION],
// Movement/Basic
[AnimationType.SIDESTEP, SIDE_STEP_ANIMATION],
[AnimationType.PIVOT, SIDE_STEP_ANIMATION], // Reusing side step
[AnimationType.STEP_FORWARD, FORWARD_DASH_ANIMATION],
[AnimationType.STEP_BACK, BACKWARD_RETREAT_ANIMATION],
[AnimationType.FORWARD_DASH, FORWARD_DASH_ANIMATION],
[AnimationType.BACKWARD_RETREAT, BACKWARD_RETREAT_ANIMATION],
[AnimationType.WALK, FORWARD_DASH_ANIMATION], // Placeholder
[AnimationType.RECOVERY, IDLE_STANCE_ANIMATION],
[AnimationType.STANCE, IDLE_STANCE_ANIMATION],
[AnimationType.IDLE, IDLE_STANCE_ANIMATION],
[AnimationType.DUCK, IDLE_STANCE_ANIMATION], // Placeholder
[AnimationType.LEAN, IDLE_STANCE_ANIMATION], // Placeholder
// Defense Aliases
[AnimationType.BLOCK, BLOCK_ANIMATION],
[AnimationType.BLOCK_HIGH, HIGH_BLOCK_ANIMATION],
[AnimationType.BLOCK_LOW, LOW_BLOCK_ANIMATION],
[AnimationType.FLOWING_BLOCK, GAM_FLOWING_BLOCK],
[AnimationType.IRON_BLOCK, GAN_IMMOVABLE_BLOCK],
[AnimationType.IMMOVABLE_BLOCK, GAN_IMMOVABLE_BLOCK],
[AnimationType.THUNDEROUS_UPPERCUT, ELBOW_UPPERCUT_ANIMATION],
// Gon (곤)
[AnimationType.GROUNDING_DEFENSE, GON_GROUNDING_DEFENSE],
[AnimationType.TAKEDOWN_COUNTER, GON_TAKEDOWN_COUNTER],
[AnimationType.EARTHQUAKE_STOMP, AXE_KICK_ANIMATION],
[AnimationType.GROUND_SWEEP_STRIKE, SWEEP_ANIMATION],
[AnimationType.ROOTING_TAKEDOWN, TAKEDOWN_ANIMATION],
[AnimationType.TAKEDOWN_COUNTER, GON_TAKEDOWN_COUNTER],
[AnimationType.ANKLE_PICK, TAKEDOWN_ANIMATION],
[AnimationType.BODY_LOCK_SLAM, BODY_LOCK_THROW_ANIMATION],
// Dark Ops (암살자)
[AnimationType.TEMPLE_STRIKE, TEMPLE_ELBOW_ANIMATION],
[AnimationType.BRACHIAL_PLEXUS, BRACHIAL_ELBOW_ANIMATION],
[AnimationType.ACHILLES_ATTACK, LEG_REAP_ANIMATION],
[AnimationType.CERVICAL_TWIST, REAR_NAKED_CHOKE_ANIMATION],
[AnimationType.ELBOW_HYPEREXTEND, ARM_BAR_ANIMATION],
[AnimationType.FEMORAL_NERVE, FEMORAL_KNEE_ANIMATION],
[AnimationType.LARYNX_CRUSH, THROAT_STRIKE_ANIMATION],
[AnimationType.JAW_DISLOCATION, HOOK_ANIMATION],
[AnimationType.FINGER_BREAK, FINGER_LOCK_ANIMATION],
[AnimationType.GUILLOTINE_CHOKE, CAROTID_CHOKE_ANIMATION],
[AnimationType.JUGULAR_STRIKE, THROAT_STRIKE_ANIMATION],
[AnimationType.KNEECAP_STRIKE, LOW_KICK_ANIMATION],
[AnimationType.OCCIPITAL_STRIKE, HAMMER_FIST_ANIMATION],
[AnimationType.SCIATIC_NERVE_STRIKE, KNEE_STRIKE_ANIMATION_ENHANCED],
[AnimationType.SILENT_TAKEDOWN, REAR_NAKED_CHOKE_ANIMATION],
[AnimationType.SLEEPER_HOLD, REAR_NAKED_CHOKE_ANIMATION],
[AnimationType.TRIANGLE_CHOKE, LEG_REAP_ANIMATION], // Uses legs
[AnimationType.SPLEEN_RUPTURE, KNEE_STRIKE_ANIMATION_ENHANCED],
// Musa (무사)
[AnimationType.DRAGON_FIST, HEAVEN_STRIKE_ANIMATION],
[AnimationType.THUNDER_STRIKE, HEAVEN_STRIKE_ANIMATION],
[AnimationType.MOUNTAIN_BREAKER, HAMMER_FIST_ANIMATION],
[AnimationType.IRON_DEFENSE, GEON_HIGH_BLOCK],
// Amsalja (암살자)
[AnimationType.DEADLY_PRECISION, NERVE_STRIKE_ANIMATION],
[AnimationType.SHADOW_NERVE_STRIKE, NERVE_STRIKE_ANIMATION],
[AnimationType.SHADOW_STRIKE, CROSS_ANIMATION_ENHANCED],
[AnimationType.SILENT_DEATH, HEAVEN_STRIKE_ANIMATION], // Finisher
// Hacker (해커)
[AnimationType.CYBER_OVERDRIVE, RAPID_BARRAGE_ANIMATION],
[AnimationType.DATA_STRIKE, NERVE_STRIKE_ANIMATION],
[AnimationType.ELECTRIC_SHOCK, PALM_STRIKE_ANIMATION],
[AnimationType.SYSTEM_CRASH, HEAVEN_STRIKE_ANIMATION],
// Jeongbo (정보요원)
[AnimationType.TACTICAL_STRIKE, JAB_ANIMATION_ENHANCED],
[AnimationType.INTELLIGENCE_STRIKE, NERVE_STRIKE_ANIMATION],
[AnimationType.COUNTER_INTELLIGENCE, PARRY_COUNTER_ANIMATION],
[AnimationType.PSYCHOLOGICAL_WARFARE, IDLE_STANCE_ANIMATION],
// Jojik (조직폭력배)
[AnimationType.RUTHLESS_ASSAULT, RAPID_BARRAGE_ANIMATION],
[AnimationType.STREET_BRAWL, OVERHAND_ANIMATION],
[AnimationType.IMPROVISED_WEAPON, HAMMER_FIST_ANIMATION],
[AnimationType.BRUTAL_TAKEDOWN, BODY_LOCK_THROW_ANIMATION],
// Misc
[AnimationType.IDLE_STANCE, IDLE_STANCE_ANIMATION],
// Movement Aliases
[AnimationType.SIDE_STEP, SIDE_STEP_ANIMATION],
// [AnimationType.FLOWING_PUSH, FLOWING_PUSH_ANIMATION],
// [AnimationType.THROAT_STRIKE, THROAT_STRIKE_ANIMATION],
// [AnimationType.EYE_GOUGE, EYE_GOUGE_ANIMATION],
// [AnimationType.NERVE_PARALYSIS, NERVE_PARALYSIS_ANIMATION],
// [AnimationType.LIVER_DISRUPTION, LIVER_DISRUPTION_ANIMATION],
// [AnimationType.EAR_STRIKE, EAR_STRIKE_ANIMATION],
// Elbow/Knee (팔꿈치/무릎) - Using enhanced versions with recovery phases
[AnimationType.ELBOW_STRIKE, ELBOW_STRIKE_ANIMATION_ENHANCED],
[AnimationType.ELBOW_UPPERCUT, ELBOW_UPPERCUT_ANIMATION_ENHANCED],
[AnimationType.SPINNING_ELBOW, SPINNING_ELBOW_ANIMATION],
[AnimationType.KNEE_STRIKE, KNEE_STRIKE_ANIMATION_ENHANCED],
[AnimationType.FLYING_KNEE, FLYING_KNEE_ANIMATION],
[AnimationType.KNEE_KICK, KNEE_KICK_ANIMATION],
[AnimationType.CLINCH_KNEE, CLINCH_KNEE_ANIMATION],
[AnimationType.TEMPLE_ELBOW, TEMPLE_ELBOW_ANIMATION],
[AnimationType.SPINNING_BACK_ELBOW, SPINNING_BACK_ELBOW_ANIMATION],
[AnimationType.SPINAL_ELBOW, SPINAL_ELBOW_ANIMATION],
[AnimationType.BRACHIAL_ELBOW, BRACHIAL_ELBOW_ANIMATION],
[AnimationType.KIDNEY_KNEE, KIDNEY_KNEE_ANIMATION],
[AnimationType.FEMORAL_KNEE, FEMORAL_KNEE_ANIMATION],
// Grappling (잡기)
[AnimationType.THROW, THROW_ANIMATION],
[AnimationType.GRAPPLE, GRAPPLE_ANIMATION],
[AnimationType.SWEEP, SWEEP_ANIMATION],
[AnimationType.SLAM, SLAM_ANIMATION],
[AnimationType.WRIST_LOCK, WRIST_LOCK_ANIMATION],
[AnimationType.ARM_BAR, ARM_BAR_ANIMATION],
[AnimationType.SHOULDER_LOCK, SHOULDER_LOCK_ANIMATION],
[AnimationType.HIP_THROW, HIP_THROW_ANIMATION],
[AnimationType.LEG_REAP, LEG_REAP_ANIMATION],
[AnimationType.SMALL_CIRCLE_LOCK, SMALL_CIRCLE_LOCK_ANIMATION],
[AnimationType.FINGER_LOCK, FINGER_LOCK_ANIMATION],
[AnimationType.ELBOW_LOCK, ELBOW_LOCK_ANIMATION],
[AnimationType.SHOULDER_MANIPULATION, SHOULDER_MANIPULATION_ANIMATION],
[AnimationType.FLOWING_ARM_BAR, FLOWING_ARM_BAR_ANIMATION],
[AnimationType.MOUNTAIN_LOCK, MOUNTAIN_LOCK_ANIMATION],
[AnimationType.EARTH_EMBRACE, EARTH_EMBRACE_ANIMATION],
[AnimationType.CAROTID_CHOKE, CAROTID_CHOKE_ANIMATION],
[AnimationType.REAR_NAKED_CHOKE, REAR_NAKED_CHOKE_ANIMATION],
[AnimationType.REDIRECT_THROW, REDIRECT_THROW_ANIMATION],
// Counters (반격)
[AnimationType.COUNTER_ATTACK, COUNTER_ATTACK_ANIMATION],
[AnimationType.COUNTER_STRIKE, COUNTER_STRIKE_ANIMATION],
[AnimationType.PARRY_COUNTER, PARRY_COUNTER_ANIMATION],
// Defense (방어)
[AnimationType.BLOCK, BLOCK_ANIMATION],
[AnimationType.BLOCK_HIGH, HIGH_BLOCK_ANIMATION],
[AnimationType.BLOCK_LOW, LOW_BLOCK_ANIMATION],
[AnimationType.JOINT_LOCK_DEFENSE, JOINT_LOCK_DEFENSE_ANIMATION],
[AnimationType.SWEEP_DEFENSE, SWEEP_DEFENSE_ANIMATION],
]);
/**
* All animations combined into a single map by name
* 이름별 전체 애니메이션 맵
*/
export const ALL_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> = new Map([
...KICK_ANIMATIONS,
...PUNCH_ANIMATIONS,
...SPECIALIZED_PUNCH_ANIMATIONS, // Add specialized punch variants
...ELBOW_KNEE_ANIMATIONS,
...GRAPPLING_ANIMATIONS,
...STANCE_ANIMATIONS,
...DARKOPS_ANIMATIONS,
...COMBO_ANIMATIONS,
...MOVEMENT_ANIMATIONS,
...ALL_ATTACK_ANIMATIONS, // Stance-specific attack animations (24 unique)
...BASIC_ANIMATIONS, // Idle, Walk, Run, Fall animations
...STANCE_LOCOMOTION_ANIMATIONS, // Stance-specific walk/run animations (16 unique)
// Trigram idle animations with breathing/weight shifts (overrides static stance poses)
// Must come after STANCE_ANIMATIONS to properly override stance_geon, stance_tae, etc.
...TRIGRAM_IDLE_ANIMATIONS_BY_NAME,
// ═══ Trigram-specific stance and technique animations (팔괘 자세/기술 애니메이션) ═══
// Each trigram has unique movement patterns and combat techniques
...GEON_ANIMATIONS, // ☰ Heaven: Direct force, power strikes
...TAE_STANCE_ANIMATIONS, // ☱ Lake: Fluid joint manipulation
...JIN_ANIMATIONS, // ☳ Thunder: Explosive power
...JIN_TECHNIQUE_ANIMATIONS, // ☳ Thunder techniques
...SON_STANCE_ANIMATIONS, // ☴ Wind: Continuous pressure
...SON_TECHNIQUE_ANIMATIONS, // ☴ Wind techniques
...GAN_STANCE_ANIMATIONS, // ☶ Mountain: Defensive mastery
...GAN_TECHNIQUE_ANIMATIONS, // ☶ Mountain techniques
// Additional animations from AttackAnimations not in other maps
["idle_stance", IDLE_STANCE_ANIMATION],
["forward_dash", FORWARD_DASH_ANIMATION],
["backward_retreat", BACKWARD_RETREAT_ANIMATION],
["side_step", SIDE_STEP_ANIMATION],
]);
// ═══════════════════════════════════════════════════════════════════════════
// ANIMATION ID-BASED REGISTRY (animationId → SkeletalAnimation)
// Direct 1-1 mapping for technique animations using new architecture
// ═══════════════════════════════════════════════════════════════════════════
/**
* Animation ID Registry - Direct mapping from technique animationId to SkeletalAnimation
*
* This provides 1-1 mapping between technique IDs and animations, using the new
* animationId field instead of the legacy AnimationType enum.
*
* 기술 ID에서 애니메이션으로의 직접 매핑 (1-1 관계)
*
* @see TechniqueAnimationMapping.ts for legacy technique → AnimationType mappings
* @korean 애니메이션ID레지스트리
*/
export const ANIMATION_ID_REGISTRY: ReadonlyMap<string, SkeletalAnimation> =
new Map([
// Complete mapping for all 57 techniques using existing animations
["amsalja_silent_death", SPEAR_HAND_ANIMATION],
["darkops_ear_strike", EAR_STRIKE_ANIMATION],
["darkops_eye_gouge", EYE_GOUGE_ANIMATION],
["darkops_finger_break", FINGER_LOCK_ANIMATION],
["darkops_kidney_strike", KIDNEY_KNEE_ANIMATION],
["darkops_larynx_crush", THROAT_STRIKE_ANIMATION],
["darkops_sleeper_hold", REAR_NAKED_CHOKE_ANIMATION],
["darkops_spinal_strike", SPINAL_ELBOW_ANIMATION],
// eslint-disable-next-line @typescript-eslint/no-non-null-assertion -- animation guaranteed to exist in registry
["gam_circular_parry", STANCE_ANIMATIONS.get("gam_circular_parry")!], // Use dedicated circular parry animation
["gam_flow_defense", GAM_FLOW_DEFENSE],
["gam_flowing_block", GAM_FLOWING_BLOCK],
["gam_hip_throw", HIP_THROW_ANIMATION],
["gam_redirect_throw", REDIRECT_THROW_ANIMATION],
["gam_water_counter", GAM_WATER_FLOW_COUNTER_ANIMATION],
["gan_counter_strike", GAN_COUNTER_FORTRESS],
// eslint-disable-next-line @typescript-eslint/no-non-null-assertion -- animation guaranteed to exist in registry
["gan_immovable_stance", STANCE_ANIMATIONS.get("gan_immovable_stance")!], // Use dedicated immovable stance animation
["gan_iron_block", GAN_IMMOVABLE_BLOCK],
["gan_rock_defense", GAN_ROCK_DEFENSE_ANIMATION],
["geon_axe_kick", AXE_KICK_ANIMATION],
["geon_counter_strike", GEON_COUNTER_STRIKE],
["geon_crushing_elbow", ELBOW_STRIKE_ANIMATION_ENHANCED],
["geon_elbow_smash", ELBOW_STRIKE_ANIMATION_ENHANCED],
["geon_frontal_kick", FRONT_KICK_ANIMATION_ENHANCED],
["geon_heaven_strike", HEAVEN_STRIKE_ANIMATION],
["geon_heavenly_fist", JAB_ANIMATION_ENHANCED],
["geon_high_block", GEON_HIGH_BLOCK],
["geon_palm_strike", PALM_STRIKE_ANIMATION],
["gon_ankle_pick", SWEEP_ANIMATION],
["gon_earth_embrace", EARTH_EMBRACE_ANIMATION],
["gon_ground_pound", SLAM_ANIMATION],
["gon_leg_sweep", SWEEP_ANIMATION],
["gon_ssireum_throw", HIP_THROW_ANIMATION],
["hacker_data_strike", PALM_STRIKE_ANIMATION],
["hacker_system_crash", HAMMER_FIST_ANIMATION],
["jin_back_kick", BACK_KICK_ANIMATION],
["jin_explosive_knee", KNEE_STRIKE_ANIMATION_ENHANCED],
["jin_flying_sidekick", FLYING_KICK_ANIMATION],
["jin_knee_strike", KNEE_STRIKE_ANIMATION_ENHANCED],
["jin_tornado_kick", TORNADO_KICK_ANIMATION],
["jojik_street_brawl", HOOK_ANIMATION],
["li_flame_spear", SPEAR_HAND_ANIMATION],
["li_nerve_strike", NERVE_STRIKE_ANIMATION],
["li_precision_parry", LI_PRECISION_PARRY],
["li_sidekick", SIDE_KICK_ANIMATION],
["li_temple_strike", TEMPLE_ELBOW_ANIMATION],
["musa_dragon_fist", CROSS_ANIMATION_ENHANCED],
["musa_iron_defense", HIGH_BLOCK_ANIMATION],
["musa_thunder_strike", UPPERCUT_ANIMATION],
["son_flowing_push", FLOWING_PUSH_ANIMATION],
["son_rapid_footwork", SIDE_STEP_ANIMATION],
["son_sweeping_low_kick", LOW_KICK_ANIMATION],
["tae_arm_bar", ARM_BAR_ANIMATION],
["tae_elbow_lock", ELBOW_LOCK_ANIMATION],
["tae_finger_lock", FINGER_LOCK_ANIMATION],
["tae_flowing_strikes", FLOWING_CROSS_ANIMATION],
["tae_sweep_defense", SWEEP_DEFENSE_ANIMATION],
["tae_wrist_lock", WRIST_LOCK_ANIMATION],
]);
/**
* Category-based default animations for fallback
*
* When an animationId is not found, fallback to category default.
*
* 카테고리별 기본 애니메이션 (fallback용)
*/
export const CATEGORY_DEFAULT_ANIMATIONS: ReadonlyMap<string, SkeletalAnimation> =
new Map([
["punch", JAB_ANIMATION_ENHANCED],
["kick", FRONT_KICK_ANIMATION_ENHANCED],
["strike", PALM_STRIKE_ANIMATION],
["joint_lock", WRIST_LOCK_ANIMATION],
["throw", HIP_THROW_ANIMATION],
["defensive", BLOCK_ANIMATION],
["elbow_strike", ELBOW_STRIKE_ANIMATION_ENHANCED],
["counter", COUNTER_STRIKE_ANIMATION],
["jumping_kick", JUMPING_KICK_ANIMATION],
["grapple", GRAPPLE_ANIMATION],
["sweep", SWEEP_ANIMATION],
["knee_strike", KNEE_STRIKE_ANIMATION_ENHANCED],
["footwork", SIDE_STEP_ANIMATION],
["stance", IDLE_STANCE_ANIMATION],
["takedown", SLAM_ANIMATION],
]);
// ═══════════════════════════════════════════════════════════════════════════
// ANIMATION LOOKUP FUNCTIONS
// ═══════════════════════════════════════════════════════════════════════════
/**
* Get animation by AnimationType
*
* @param type - Animation type enum value
* @returns Skeletal animation or undefined
*
* @korean 애니메이션타입으로조회
*/
export function getAnimationByType(
type: AnimationType,
): SkeletalAnimation | undefined {
return ANIMATION_REGISTRY.get(type);
}
/**
* Get animation by AnimationType with fallback
*
* @param type - Animation type enum value
* @param fallback - Fallback animation type
* @returns Skeletal animation (never undefined)
*
* @korean 애니메이션타입으로조회_기본값
*/
export function getAnimationByTypeOrDefault(
type: AnimationType,
fallback: AnimationType = AnimationType.JAB,
): SkeletalAnimation {
const animation =
ANIMATION_REGISTRY.get(type) ?? ANIMATION_REGISTRY.get(fallback);
if (!animation) {
throw new Error(`Missing animation for ${type} with fallback ${fallback}`);
}
return animation;
}
/**
* Get animation for a technique by technique ID (using AnimationType mapping)
*
* Uses the TechniqueAnimationMapping to find the correct animation
* for any technique in the game.
*
* @param techniqueId - Technique identifier (e.g., "geon_frontal_kick")
* @returns Skeletal animation or undefined
*
* @korean 기술ID로애니메이션조회
*/
export function getAnimationForTechniqueId(
techniqueId: string,
): SkeletalAnimation | undefined {
const config = getTechniqueAnimationConfig(techniqueId);
Eif (!config) return undefined;
return ANIMATION_REGISTRY.get(config.type);
}
/**
* Get animation for a technique with fallback
*
* @param techniqueId - Technique identifier
* @param fallbackType - Fallback animation type
* @returns Animation with speed modifier
*
* @korean 기술ID로애니메이션조회_기본값
*/
export function getAnimationForTechniqueIdWithConfig(
techniqueId: string,
fallbackType: AnimationType = AnimationType.JAB,
): { animation: SkeletalAnimation; speed: number } {
const config = getAnimationForTechniqueOrDefault(techniqueId, fallbackType);
const animation =
ANIMATION_REGISTRY.get(config.type) ?? ANIMATION_REGISTRY.get(fallbackType);
if (!animation) {
throw new Error(
`Missing animation for ${config.type} with fallback ${fallbackType}`,
);
}
return { animation, speed: config.speed };
}
// ═══════════════════════════════════════════════════════════════════════════
// NEW ARCHITECTURE: ID-Based Animation Lookup Functions
// ═══════════════════════════════════════════════════════════════════════════
/**
* Get animation by animationId (new architecture)
*
* Direct 1-1 lookup using the new animationId field from technique.
* This is the preferred method for the new animation architecture.
*
* @param animationId - Technique's animationId (e.g., "geon_heaven_strike")
* @returns SkeletalAnimation or undefined if not found
*
* @korean 애니메이션ID로조회
*/
export function getAnimationById(
animationId: string,
): SkeletalAnimation | undefined {
return ANIMATION_ID_REGISTRY.get(animationId);
}
/**
* Get animation by ID with category-based fallback
*
* Implements a 3-tier fallback system:
* 1. Try direct ID lookup in ANIMATION_ID_REGISTRY
* 2. If not found, use category default from CATEGORY_DEFAULT_ANIMATIONS
* 3. If no category, use IDLE_STANCE as ultimate fallback
*
* This function never returns undefined, making it safe for use in game logic.
*
* @param animationId - Technique's animationId
* @param animationCategory - Technique's animationCategory for fallback
* @returns SkeletalAnimation (never undefined)
*
* @korean 애니메이션ID로조회_카테고리대체
*/
export function getAnimationByIdWithFallback(
animationId: string | undefined,
animationCategory?: string,
): SkeletalAnimation {
// Try direct ID lookup
if (animationId) {
const animation = ANIMATION_ID_REGISTRY.get(animationId);
if (animation) return animation;
}
// Fallback to category default
if (animationCategory) {
const categoryDefault = CATEGORY_DEFAULT_ANIMATIONS.get(animationCategory);
if (categoryDefault) return categoryDefault;
}
// Ultimate fallback
return IDLE_STANCE_ANIMATION;
}
/**
* Check if animation ID exists in registry
*
* @param animationId - Animation ID to check
* @returns true if animation exists in ANIMATION_ID_REGISTRY
*
* @korean 애니메이션ID존재확인
*/
export function hasAnimationId(animationId: string): boolean {
return ANIMATION_ID_REGISTRY.has(animationId);
}
/**
* Get category default animation
*
* Returns the default animation for a given category, useful for fallback logic.
*
* @param category - Animation category (e.g., "punch", "kick")
* @returns SkeletalAnimation or undefined if category not found
*
* @korean 카테고리기본애니메이션조회
*/
export function getCategoryDefaultAnimation(
category: string,
): SkeletalAnimation | undefined {
return CATEGORY_DEFAULT_ANIMATIONS.get(category);
}
/**
* Get animation by name (legacy support)
*
* @param name - Animation name (e.g., "front_kick")
* @returns Skeletal animation or undefined
*
* @korean 이름으로애니메이션조회
*/
export function getAnimationByName(
name: string,
): SkeletalAnimation | undefined {
return ALL_ANIMATIONS.get(name);
}
/**
* Get animation by name - unified lookup across all animation registries
*
* Searches ALL_ANIMATIONS which includes:
* - BASIC_ANIMATIONS (idle, walk, run, fall)
* - KICK_ANIMATIONS, PUNCH_ANIMATIONS, etc.
* - STANCE_ANIMATIONS, MOVEMENT_ANIMATIONS
* - ALL_ATTACK_ANIMATIONS (stance-specific attacks)
*
* @param name - Animation name (e.g., "idle", "front_kick", "walk")
* @returns Skeletal animation or undefined
*
* @korean 애니메이션가져오기
*/
export function getAnimation(name: string): SkeletalAnimation | undefined {
return ALL_ANIMATIONS.get(name);
}
// ═══════════════════════════════════════════════════════════════════════════
// TECHNIQUE TO ANIMATION LOOKUP
// ═══════════════════════════════════════════════════════════════════════════
/**
* Regex fallback patterns for technique-to-animation mapping
* Used when technique ID is not found in ALL_ANIMATIONS
*
* NOTE: Order matters - more specific patterns must come first
*
* @korean 기술애니메이션폴백매핑
*/
const TECHNIQUE_ANIMATION_FALLBACK: ReadonlyArray<readonly [RegExp, string]> = [
// Kicks (차기) - more specific patterns first
[/axe.?kick|내려차기|naeryeo/i, "axe_kick"],
[/back.?kick|뒤차기|dwi.?chagi/i, "back_kick"],
[/tornado|회오리|hoe.?ori/i, "tornado_kick"],
[/jump|뛰어|ttwi|flying/i, "jumping_kick"],
[/sweep|쓸기|걸기|품밟기|dari.?geolgi/i, "sweep"],
[/side.?kick|옆차기|yeop.?chagi/i, "side_kick"],
[/low.?kick|하단차기|낮은차기|thigh.?kick|leg.?kick/i, "low_kick"],
[/front.?kick|앞차기|snap.?kick|ap.?chagi/i, "front_kick"],
[/roundhouse|돌려차기|dolryeo/i, "roundhouse_kick"],
// Knee strikes (무릎)
[/knee|무릎|mureup/i, "knee_strike"],
// Elbow strikes (팔꿈치)
[/elbow|팔꿈치|팔굽|palkkumchi/i, "elbow_strike"],
// Throws & Slams (던지기/내던지기)
[/slam|내던지기|smash/i, "slam"],
[/throw|던지기|deonjigi|ground.?pound/i, "throw"],
// Grapple/Lock (꺾기/잡기) - specific locks first
[/arm.?bar|팔꺾기|팔관절기|juji.?gatame/i, "arm_bar"],
[/wrist.?lock|손목꺾기|손목관절기|kote.?gaeshi/i, "wrist_lock"],
[/lock|grapple|꺾기|잡기|embrace|kkeokgi|japgi|submission/i, "grapple"],
// Counter attacks (반격)
[/counter.?strike|반격타격|카운터스트라이크/i, "counter_strike"],
[/counter|반격|bangyeok|parry|redirect/i, "counter_attack"],
// Blocks (막기)
[/block|막기|makgi|defense|방어/i, "block"],
// Punches (주먹) - check after specific patterns
[/hook|후크|횡타|갈고리/i, "hook"],
[/palm|장권|jang.?gwon/i, "palm_strike"],
[/cross|십자|교차/i, "cross"],
[/uppercut|upper|올려|치올/i, "uppercut"],
[/jab|잽|직권|찌르기|punch|주먹|권/i, "jab"],
// Generic strikes last
[/strike|타격|격|chigi/i, "jab"],
] as const;
/**
* Get animation name for a technique
*
* PRIORITY ORDER:
* 1. Direct lookup in ALL_ANIMATIONS by technique ID (stance-specific)
* 2. Regex pattern matching for generic techniques
* 3. Fallback to "jab"
*
* This ensures stance-specific animations like "geon_heaven_strike"
* are used when available, while still supporting generic technique names.
*
* @param techniqueNameOrId - Technique name, ID, or Korean name
* @returns Animation name from ALL_ANIMATIONS
*
* @example
* ```typescript
* getAnimationForTechnique("geon_heaven_strike") // "geon_heaven_strike" (exact match)
* getAnimationForTechnique("tae_wrist_lock") // "tae_wrist_lock" (exact match)
* getAnimationForTechnique("roundhouse_kick") // "roundhouse_kick" (regex match)
* getAnimationForTechnique("앞차기") // "front_kick" (regex match)
* ```
*
* @korean 기술에맞는애니메이션가져오기
*/
export function getAnimationForTechnique(techniqueNameOrId: string): string {
// 1. First check if technique ID exists directly in ALL_ANIMATIONS
// This handles stance-specific animations like "geon_heaven_strike"
if (ALL_ANIMATIONS.has(techniqueNameOrId)) {
return techniqueNameOrId;
}
// 2. Try regex pattern matching for generic technique names
for (const [pattern, animationName] of TECHNIQUE_ANIMATION_FALLBACK) {
if (pattern.test(techniqueNameOrId)) {
return animationName;
}
}
// 3. Ultimate fallback to jab
return "jab";
}
// ═══════════════════════════════════════════════════════════════════════════
// RE-EXPORTS
// ═══════════════════════════════════════════════════════════════════════════
// Re-export all individual animations for direct access
export {
ARM_BAR_ANIMATION,
AXE_KICK_ANIMATION,
BACK_KICK_ANIMATION,
BLOCK_ANIMATION,
COUNTER_ATTACK_ANIMATION,
COUNTER_STRIKE_ANIMATION,
CROSS_ANIMATION,
// Elbow/Knee
ELBOW_STRIKE_ANIMATION,
ELBOW_UPPERCUT_ANIMATION,
// Kicks
FRONT_KICK_ANIMATION,
GRAPPLE_ANIMATION,
HOOK_ANIMATION,
// Punches
JAB_ANIMATION,
JUMPING_KICK_ANIMATION,
KNEE_STRIKE_ANIMATION,
LOW_KICK_ANIMATION,
PALM_STRIKE_ANIMATION,
ROUNDHOUSE_KICK_ANIMATION,
SIDE_KICK_ANIMATION,
SLAM_ANIMATION,
SWEEP_ANIMATION,
// Grappling
THROW_ANIMATION,
TORNADO_KICK_ANIMATION,
WRIST_LOCK_ANIMATION,
};
// Re-export category maps
export {
COMBO_ANIMATIONS,
DARKOPS_ANIMATIONS,
ELBOW_KNEE_ANIMATIONS,
GRAPPLING_ANIMATIONS,
KICK_ANIMATIONS,
MOVEMENT_ANIMATIONS,
PUNCH_ANIMATIONS,
STANCE_ANIMATIONS,
};
// Re-export animation types and mapping
export { AnimationType } from "../builders/MartialArtsAnimationBuilder";
export { hasAnimationMapping };
export type { AnimationConfig };
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