Press n or j to go to the next uncovered block, b, p or k for the previous block.
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* ☶ 간 (GAN) - Mountain Stance Techniques
* 반석방어 - Immovable Defense (Hapkido Defensive Mastery)
*
* The Mountain stance (간괘) embodies immovable defense and patient counter.
* Based on Hapkido (합기도) defensive principles - rooted and unshakeable
* like a mountain, waiting for the perfect moment to counter.
*
* Philosophy: "산처럼 굳건히 서서 때를 기다려라"
* Stand firm like a mountain and wait for the moment
*
* **ENHANCED DEFENSIVE MECHANICS:**
* - Block timing windows (blockWindow): 200-350ms for precise defense
* - Perfect block windows (perfectBlockWindow): 60-100ms for optimal timing
* - Damage reduction (damageReduction): 50-75% damage reduction on successful blocks
* - Stability bonuses (stabilityBonus): 120-180% fortitude increase
* - Rooting effects (rootingEffect): Ground connection for immovable stance
* - Optimized execution times: 250-800ms for defensive reactions
*
* All 6 techniques now include defensive properties for:
* - Immovable defense visualization
* - Block timing indicators
* - Damage absorption feedback
* - Mountain/earth-themed effects
*
* @module GanTechniques
*/
import type { TrigramStanceTechnique } from "@/systems/vitalpoint";
import {
CombatAttackType,
DamageType,
TrigramStance,
} from "../../../types/common";
import { AnimationType } from "../../animation";
/**
* GAN stance techniques - Mountain / Immovable Defense
* Hapkido defensive mastery and patient counters
*
* Technique characteristics:
* - Superior blocking capability
* - Rooted defensive stances
* - Devastating counter-attacks
* - Control through position
*
* Animation speeds are calibrated for defensive timing:
* - Quick defense: 1.1-1.2 (rapid blocks)
* - Normal: 1.0 (standard defense)
* - Powerful counter: 0.9-1.0 (deliberate strikes)
*/
export const GAN_TECHNIQUES: readonly TrigramStanceTechnique[] = [
// ============= Primary Technique =============
{
id: "gan_rock_defense",
name: {
korean: "반석방어",
english: "Rock Defense",
romanized: "banseok_bangeo",
},
koreanName: "반석방어",
englishName: "Rock Defense",
romanized: "banseok_bangeo",
description: {
korean: "바위처럼 견고한 방어 자세",
english: "Solid defense like a rock",
},
stance: TrigramStance.GAN,
type: CombatAttackType.BLOCK,
damageType: DamageType.BLUNT,
damage: 15,
kiCost: 5,
staminaCost: 8,
accuracy: 0.95,
reachConfig: {
bodyPart: "arm",
techniqueType: "punch",
baseExtension: 0.9,
},
executionTime: 420,
recoveryTime: 700,
critChance: 0.02,
critMultiplier: 1.0,
effects: [],
// Combo metadata - Solid defensive base
comboWindow: 250,
comboPriority: 1, // Starter - establishes defensive position
pressureStacks: 1,
// NEW ARCHITECTURE: Separate type (category) from ID (unique)
animationCategory: "defensive", // Type: shared category
animationId: "gan_rock_defense", // ID: unique 1-1 mapping
// Legacy field for backward compatibility
// Animation: Solid blocking stance
animationType: AnimationType.GAN_ROCK_DEFENSE_BLOCK,
animationSpeed: 0.75,
category: "light",
range: "short",
speed: 1.2,
// Defensive mechanics for immovable defense
blockWindow: 300, // 300ms block timing window
perfectBlockWindow: 80, // 80ms perfect block window
damageReduction: 0.65, // 65% damage reduction
stabilityBonus: 1.3, // 130% stability increase
rootingEffect: true, // Creates rooting ground connection
},
// ============= Defensive Stance Techniques =============
{
id: "gan_immovable_stance",
name: {
korean: "부동자세",
english: "Immovable Stance",
romanized: "budong-jase",
},
koreanName: "부동자세",
englishName: "Immovable Stance",
romanized: "budong-jase",
description: {
korean: "산처럼 움직이지 않는 견고한 방어 자세",
english: "Immovable defensive stance like a mountain",
},
stance: TrigramStance.GAN,
type: CombatAttackType.BLOCK,
damageType: DamageType.BLUNT,
damage: 12,
kiCost: 8,
staminaCost: 10,
accuracy: 0.98,
reachConfig: {
bodyPart: "arm",
techniqueType: "punch",
baseExtension: 0.9,
},
executionTime: 350,
recoveryTime: 630,
critChance: 0.04,
critMultiplier: 1.1,
effects: [],
// Combo metadata - Rooted defense stance
comboWindow: 250,
comboPriority: 1, // Starter - immovable foundation
pressureStacks: 1,
// NEW ARCHITECTURE: Separate type (category) from ID (unique)
animationCategory: "stance", // Type: shared category
animationId: "gan_immovable_stance", // ID: unique 1-1 mapping
// Legacy field for backward compatibility
// Animation: Rooted defensive stance
animationType: AnimationType.GAN_IMMOVABLE_STANCE,
animationSpeed: 0.75,
category: "light",
range: "short",
speed: 1.0,
// Defensive mechanics for maximum stability
blockWindow: 350, // 350ms block timing window (longer for stance)
perfectBlockWindow: 100, // 100ms perfect block window
damageReduction: 0.75, // 75% damage reduction (highest)
stabilityBonus: 1.8, // 180% stability increase (maximum)
rootingEffect: true, // Deep rooting ground connection
},
{
id: "gan_iron_block",
name: {
korean: "철벽막기",
english: "Iron Wall Block",
romanized: "cheolbyeok-makgi",
},
koreanName: "철벽막기",
englishName: "Iron Wall Block",
romanized: "cheolbyeok-makgi",
description: {
korean: "합기도 강력한 막기로 공격을 완전히 차단",
english: "Hapkido powerful block completely stopping attack",
},
stance: TrigramStance.GAN,
type: CombatAttackType.BLOCK,
damageType: DamageType.BLUNT,
damage: 20,
kiCost: 12,
staminaCost: 14,
accuracy: 0.94,
reachConfig: {
bodyPart: "arm",
techniqueType: "punch",
baseExtension: 1.05,
},
executionTime: 560,
recoveryTime: 909,
critChance: 0.06,
critMultiplier: 1.2,
effects: [],
// Combo metadata - Powerful blocking technique
comboWindow: 250,
comboPriority: 1, // Starter - wall defense
pressureStacks: 1,
// NEW ARCHITECTURE: Separate type (category) from ID (unique)
animationCategory: "defensive", // Type: shared category
animationId: "gan_iron_block", // ID: unique 1-1 mapping
// Legacy field for backward compatibility
// Animation: Powerful blocking motion (matches TechniqueAnimationMapping)
animationType: AnimationType.IRON_BLOCK,
animationSpeed: 0.65,
category: "light",
range: "medium",
speed: 0.85,
// Defensive mechanics for powerful block
blockWindow: 280, // 280ms block timing window
perfectBlockWindow: 70, // 70ms perfect block window (tight)
damageReduction: 0.7, // 70% damage reduction
stabilityBonus: 1.5, // 150% stability increase
rootingEffect: true, // Strong rooting effect
},
// ============= Counter-Attack Techniques =============
{
id: "gan_counter_strike",
name: {
korean: "반격타",
english: "Counter Strike",
romanized: "bangyeok-ta",
},
koreanName: "반격타",
englishName: "Counter Strike",
romanized: "bangyeok-ta",
description: {
korean: "방어 후 즉시 가하는 강력한 반격",
english: "Powerful counter strike immediately after defense",
},
stance: TrigramStance.GAN,
type: CombatAttackType.COUNTER_ATTACK,
damageType: DamageType.BLUNT,
damage: 30,
kiCost: 16,
staminaCost: 20,
accuracy: 0.92,
reachConfig: {
bodyPart: "arm",
techniqueType: "punch",
baseExtension: 1.05,
},
executionTime: 840,
recoveryTime: 1330,
critChance: 0.26,
critMultiplier: 2.2,
effects: [],
// Combo metadata - Devastating counter strike
comboWindow: 250,
comboPriority: 3, // Finisher - powerful counter blow
pressureStacks: 3,
// NEW ARCHITECTURE: Separate type (category) from ID (unique)
animationCategory: "counter", // Type: shared category
animationId: "gan_counter_strike", // ID: unique 1-1 mapping
// Legacy field for backward compatibility
// Animation: Powerful counter attack
animationType: AnimationType.GAN_COUNTER_STRIKE,
animationSpeed: 0.75,
category: "special",
range: "medium",
speed: 1.0,
// Defensive mechanics for counter timing
blockWindow: 200, // 200ms block window (tight for counter)
perfectBlockWindow: 60, // 60ms perfect block window (very tight)
damageReduction: 0.5, // 50% damage reduction (counter-focused)
stabilityBonus: 1.2, // 120% stability during counter setup
rootingEffect: false, // No rooting for counter mobility
},
{
id: "gan_reversal_technique",
name: {
korean: "역기술",
english: "Reversal Technique",
romanized: "yeok-gisul",
},
koreanName: "역기술",
englishName: "Reversal Technique",
romanized: "yeok-gisul",
description: {
korean: "상대의 공격을 받아 역으로 제압",
english: "Receiving attack and reversing into control",
},
stance: TrigramStance.GAN,
type: CombatAttackType.COUNTER_ATTACK,
damageType: DamageType.JOINT,
damage: 28,
kiCost: 18,
staminaCost: 22,
accuracy: 0.84,
reachConfig: {
bodyPart: "arm",
techniqueType: "punch",
baseExtension: 0.9,
},
executionTime: 1120,
recoveryTime: 1680,
critChance: 0.18,
critMultiplier: 1.8,
effects: [],
// Combo metadata - Control reversal technique
comboWindow: 250,
comboPriority: 2, // Mid-chain - defensive reversal
pressureStacks: 2,
// NEW ARCHITECTURE: Separate type (category) from ID (unique)
animationCategory: "counter", // Type: shared category
animationId: "gan_reversal_technique", // ID: unique 1-1 mapping
// Legacy field for backward compatibility
// Animation: Reversal motion
animationType: AnimationType.GAN_REVERSAL_TECHNIQUE,
animationSpeed: 0.7,
category: "medium",
range: "short",
speed: 0.9,
// Defensive mechanics for reversal
blockWindow: 250, // 250ms block window for reversal setup
perfectBlockWindow: 75, // 75ms perfect reversal window
damageReduction: 0.55, // 55% damage reduction during reversal
stabilityBonus: 1.4, // 140% stability for control
rootingEffect: true, // Rooting for reversal control
},
// ============= Grappling Control =============
{
id: "gan_mountain_stance_lock",
name: {
korean: "산세고정",
english: "Mountain Stance Lock",
romanized: "sanse-gojeong",
},
koreanName: "산세고정",
englishName: "Mountain Stance Lock",
romanized: "sanse-gojeong",
description: {
korean: "합기도 방어 자세에서 상대를 고정하고 제압",
english: "Hapkido defensive position locking and controlling opponent",
},
stance: TrigramStance.GAN,
type: CombatAttackType.GRAPPLE,
damageType: DamageType.JOINT,
damage: 24,
kiCost: 14,
staminaCost: 18,
accuracy: 0.86,
reachConfig: {
bodyPart: "arm",
techniqueType: "punch",
baseExtension: 0.9,
},
executionTime: 1050,
recoveryTime: 1540,
critChance: 0.14,
critMultiplier: 1.6,
effects: [],
// Combo metadata - Immobilizing lock
comboWindow: 250,
comboPriority: 2, // Mid-chain - position control
pressureStacks: 2,
// NEW ARCHITECTURE: Separate type (category) from ID (unique)
animationCategory: "grapple", // Type: shared category
animationId: "gan_mountain_stance_lock", // ID: unique 1-1 mapping
// Legacy field for backward compatibility
// Animation: Standing control position
animationType: AnimationType.GAN_MOUNTAIN_STANCE_LOCK,
animationSpeed: 0.7,
category: "medium",
range: "short",
speed: 0.9,
// Defensive mechanics for grapple control
blockWindow: 220, // 220ms block window during grapple setup
perfectBlockWindow: 65, // 65ms perfect grapple window
damageReduction: 0.6, // 60% damage reduction (grappling focus)
stabilityBonus: 1.6, // 160% stability for grapple control
rootingEffect: true, // Strong rooting for grapple lock
},
] as const;
/**
* Get GAN techniques count
*/
export const GAN_TECHNIQUE_COUNT = GAN_TECHNIQUES.length;
/**
* Get GAN technique by ID
*/
export function getGanTechniqueById(id: string): TrigramStanceTechnique | undefined {
return GAN_TECHNIQUES.find((t) => t.id === id);
}
/**
* Get all GAN techniques by attack type
*/
export function getGanTechniquesByType(
type: CombatAttackType
): readonly TrigramStanceTechnique[] {
return GAN_TECHNIQUES.filter((t) => t.type === type);
}
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