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27x 27x 27x 27x 27x 27x 27x 19x 5x | /**
* Stance-specific attack animations for Eight Trigram combat system
*
* Implements 24 unique attack animations (3 per stance) based on Korean martial arts
* and I Ching philosophy. Each stance has 3 attack variations that reflect its
* fundamental nature and combat characteristics.
*
* Coverage:
* - 8 stances × 3 attack moves = 24 attack animations
* - Bone-breaking strikes, joint manipulations, nerve strikes, and more
* - Integration with existing AnimationStateMachine
*
* @module systems/animation/StanceAttackAnimations
* @category Animation
* @korean 자세공격애니메이션
*/
import * as THREE from "three";
import type { SkeletalAnimation } from "../../types/skeletal";
import { BoneName } from "../../types/skeletal";
import { TrigramStance } from "../../types/common";
// =============================================================================
// ☰ GEON (Heaven) - Direct Force Attack Animations
// =============================================================================
/**
* ☰ 건 (Geon) - Heaven Attack 1: Bone-Breaking Strike (뼈부러뜨리기 1)
*
* Powerful overhead descending strike targeting collarbone or shoulder.
* Direct downward force with full body weight transfer.
*
* Enhanced with PR #1132 mobility improvements:
* - Hip rotation (골반회전) for power generation (30% damage bonus)
* - Segmented spine rotation (척추분절회전) for realistic torso twist
* - Shoulder elevation (어깨들어올림) for overhead mechanics
*
* Duration: 350ms
*
* @korean 건뼈부러뜨리기1
*/
export const GEON_BONE_BREAKING_STRIKE_1: SkeletalAnimation = {
name: "geon_bone_breaking_strike_1",
koreanName: "건 뼈부러뜨리기 1",
duration: 0.35,
loop: false,
type: "attack",
keyframes: [
{
time: 0.0,
easing: "ease-out",
boneRotations: new Map([
// Upper body coiled back, preparing for strike
[BoneName.SHOULDER_R, new THREE.Euler(-1.2, -0.3, -0.5, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")],
// Spine segments - wind-up phase with torso rotation
[BoneName.SPINE_UPPER, new THREE.Euler(0, -0.4, 0.1, "XYZ")], // Twist back
[BoneName.SPINE_MIDDLE, new THREE.Euler(0, -0.3, 0, "XYZ")], // Mid-spine twist
[BoneName.SPINE_LOWER, new THREE.Euler(0, -0.2, -0.1, "XYZ")], // Lower twist
// Hip and pelvis - load phase
[BoneName.PELVIS, new THREE.Euler(-0.1, -0.3, 0, "XYZ")], // Hip rotation back
[BoneName.HIP_R, new THREE.Euler(0, -0.2, 0, "XYZ")], // Right hip engaged
]),
bonePositions: new Map(),
},
{
time: 0.18,
easing: "linear",
boneRotations: new Map([
// Strike impact - maximum power delivery
[BoneName.SHOULDER_R, new THREE.Euler(0.8, -0.2, 0.7, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.1, "XYZ")],
// Spine segments - explosive forward rotation
[BoneName.SPINE_UPPER, new THREE.Euler(0.2, 0.5, -0.1, "XYZ")], // Forward twist peak
[BoneName.SPINE_MIDDLE, new THREE.Euler(0.15, 0.4, 0, "XYZ")], // Mid-spine follows
[BoneName.SPINE_LOWER, new THREE.Euler(0.1, 0.3, 0.05, "XYZ")], // Lower drives
// Hip and pelvis - power generation phase (30% bonus)
[BoneName.PELVIS, new THREE.Euler(0.1, 0.5, 0, "XYZ")], // Hip explosion forward
[BoneName.HIP_R, new THREE.Euler(0, 0.3, 0, "XYZ")], // Right hip drives
[BoneName.HIP_L, new THREE.Euler(0, 0.1, 0, "XYZ")], // Left hip supports
]),
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 1.0)]]),
},
{
time: 0.35,
easing: "ease-in",
boneRotations: new Map([
// Recovery to guard position
[BoneName.SHOULDER_R, new THREE.Euler(-0.2, -0.3, -0.3, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
// Spine segments - return to neutral
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SPINE_MIDDLE, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
// Hip and pelvis - reset
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.HIP_R, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.HIP_L, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]]),
},
],
};
/**
* ☰ 건 (Geon) - Heaven Attack 2: Thunderous Uppercut (천둥어퍼컷)
*
* Rising strike targeting jaw or solar plexus with explosive upward force.
* Uses leg drive and hip rotation for maximum power.
*
* Enhanced with PR #1132 mobility improvements:
* - Strong hip rotation (골반회전) for upward power generation
* - Knee drive (무릎밀어올림) for explosive leg power
* - Spinal extension (척추확장) for upward trajectory
*
* Duration: 300ms
*
* @korean 건천둥어퍼컷
*/
export const GEON_THUNDEROUS_UPPERCUT: SkeletalAnimation = {
name: "geon_thunderous_uppercut",
koreanName: "건 천둥어퍼컷",
duration: 0.3,
loop: false,
type: "attack",
keyframes: [
{
time: 0.0,
easing: "ease-out",
boneRotations: new Map([
// Arms chambered low, coiled for upward strike
[BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.5, 0.8, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.4, "XYZ")],
// Legs bent, loading power
[BoneName.KNEE_L, new THREE.Euler(-0.8, 0, 0, "XYZ")], // Deep crouch
[BoneName.KNEE_R, new THREE.Euler(-0.8, 0, 0, "XYZ")], // Deep crouch
[BoneName.HIP_L, new THREE.Euler(-0.2, 0, 0, "XYZ")], // Hip flexed
[BoneName.HIP_R, new THREE.Euler(-0.2, 0, 0, "XYZ")], // Hip flexed
// Spine segments - slightly forward lean for loading
[BoneName.SPINE_LOWER, new THREE.Euler(-0.15, -0.2, 0, "XYZ")], // Lower lean
[BoneName.SPINE_MIDDLE, new THREE.Euler(-0.1, -0.1, 0, "XYZ")], // Mid lean
[BoneName.SPINE_UPPER, new THREE.Euler(-0.05, 0, 0, "XYZ")], // Upper ready
[BoneName.PELVIS, new THREE.Euler(-0.2, -0.3, 0, "XYZ")], // Pelvis loaded
]),
bonePositions: new Map(),
},
{
time: 0.15,
easing: "linear",
boneRotations: new Map([
// Strike rising - explosive upward motion
[BoneName.SHOULDER_L, new THREE.Euler(-0.8, 0.3, 0.5, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.3, "XYZ")],
// Legs exploding upward - knee drive mechanics
[BoneName.KNEE_L, new THREE.Euler(-0.1, 0, 0, "XYZ")], // Extending
[BoneName.KNEE_R, new THREE.Euler(-0.1, 0, 0, "XYZ")], // Extending
[BoneName.HIP_L, new THREE.Euler(0.1, 0.2, 0, "XYZ")], // Hip extension
[BoneName.HIP_R, new THREE.Euler(0.1, 0.2, 0, "XYZ")], // Hip extension
// Spine segments - explosive extension upward
[BoneName.SPINE_LOWER, new THREE.Euler(-0.2, 0.4, 0, "XYZ")], // Drive upward
[BoneName.SPINE_MIDDLE, new THREE.Euler(-0.15, 0.3, 0, "XYZ")], // Follow through
[BoneName.SPINE_UPPER, new THREE.Euler(-0.1, 0.2, 0, "XYZ")], // Upper rises
[BoneName.PELVIS, new THREE.Euler(0, 0.5, 0, "XYZ")], // Pelvis rotates up
]),
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0.6, 0.5)]]),
},
{
time: 0.3,
easing: "ease-in",
boneRotations: new Map([
// Recovery to guard
[BoneName.SHOULDER_L, new THREE.Euler(-0.4, 0.2, 0.3, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
// Legs stabilize
[BoneName.KNEE_L, new THREE.Euler(-0.3, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.3, 0, 0, "XYZ")],
[BoneName.HIP_L, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.HIP_R, new THREE.Euler(0, 0, 0, "XYZ")],
// Spine segments - return to neutral
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SPINE_MIDDLE, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map(),
},
],
};
/**
* ☰ 건 (Geon) - Heaven Attack 3: Crushing Elbow (파괴팔꿈치)
*
* Horizontal elbow strike with full torso rotation.
* Targets temple, jaw, or ribs with overwhelming force.
*
* Duration: 280ms
*
* @korean 건파괴팔꿈치
*/
export const GEON_CRUSHING_ELBOW: SkeletalAnimation = {
name: "geon_crushing_elbow",
koreanName: "건 파괴팔꿈치",
duration: 0.28,
loop: false,
type: "attack",
keyframes: [
{
time: 0.0,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.4, -0.9, -0.6, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 2.0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, -0.8, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.14,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.3, 0.5, 0.3, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 2.1, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0.9, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0.6, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.ELBOW_R, new THREE.Vector3(0, 0, 0.7)]]),
},
{
time: 0.28,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.4, -0.9, -0.6, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.8, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.ELBOW_R, new THREE.Vector3(0, 0, 0)]]),
},
],
};
// =============================================================================
// ☱ TAE (Lake) - Fluid Joint Manipulation Attacks
// =============================================================================
/**
* ☱ 태 (Tae) - Lake Attack 1: Wrist Lock Strike (손목꺾기타격)
*
* Circular grabbing motion targeting opponent's wrist for control.
* Fluid transition from strike to lock.
*
* Duration: 320ms
*
* @korean 태손목꺾기타격
*/
export const TAE_WRIST_LOCK_STRIKE: SkeletalAnimation = {
name: "tae_wrist_lock_strike",
koreanName: "태 손목꺾기타격",
duration: 0.32,
loop: false,
type: "attack",
keyframes: [
{
time: 0.0,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.2, 0.7, 0.5, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.8, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.16,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.3, 1.0, 0.8, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.4, "XYZ")],
[BoneName.WRIST_L, new THREE.Euler(0.4, 0.6, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0.4, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0.8)]]),
},
{
time: 0.32,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.2, 0.7, 0.5, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.0, "XYZ")],
[BoneName.WRIST_L, new THREE.Euler(0.6, 0.8, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]]),
},
],
};
/**
* ☱ 태 (Tae) - Lake Attack 2: Flowing Arm Bar (유수팔걸이)
*
* Circular arm control transitioning into hyperextension.
* Uses opponent's resistance against them.
*
* Duration: 380ms
*
* @korean 태유수팔걸이
*/
export const TAE_FLOWING_ARM_BAR: SkeletalAnimation = {
name: "tae_flowing_arm_bar",
koreanName: "태 유수팔걸이",
duration: 0.38,
loop: false,
type: "attack",
keyframes: [
{
time: 0.0,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.5, -0.7, -0.4, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.6, "XYZ")],
[BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.5, 0.6, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.7, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.19,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.2, 0.8, 0.7, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.3, "XYZ")],
[BoneName.SHOULDER_L, new THREE.Euler(-0.4, 0.9, 0.8, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.5, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0.5, 0, "XYZ")],
]),
bonePositions: new Map([
[BoneName.HAND_R, new THREE.Vector3(0, 0, 0.7)],
[BoneName.HAND_L, new THREE.Vector3(0, 0, 0.7)],
]),
},
{
time: 0.38,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.5, -0.7, -0.4, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.8, "XYZ")],
[BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.5, 0.6, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.9, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map([
[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)],
[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)],
]),
},
],
};
/**
* ☱ 태 (Tae) - Lake Attack 3: Spiral Shoulder Throw (회오리어깨던지기)
*
* Rotating throw using circular hip and shoulder movement.
* Fluid transition from contact to off-balance.
*
* Duration: 400ms
*
* @korean 태회오리어깨던지기
*/
export const TAE_SPIRAL_SHOULDER_THROW: SkeletalAnimation = {
name: "tae_spiral_shoulder_throw",
koreanName: "태 회오리어깨던지기",
duration: 0.4,
loop: false,
type: "attack",
keyframes: [
{
time: 0.0,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.3, -0.5, -0.4, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, -0.3, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.15,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(0.2, 0.8, 0.6, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.5, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(0.2, 0.6, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0.1, 0.7, 0, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-0.8, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.8, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0.6)]]),
},
{
time: 0.28,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(0.5, 1.2, 0.9, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(0.3, 1.0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0.15, 1.1, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.4,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.3, -0.5, -0.4, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.0, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-0.4, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.4, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]]),
},
],
};
// =============================================================================
// ☲ LI (Fire) - Precise Nerve Strike Attacks
// =============================================================================
/**
* ☲ 리 (Li) - Fire Attack 1: Burning Finger Strike (화염지창 1)
*
* Precise fingertip strike targeting pressure points on neck or temple.
* Lightning-fast extension with pinpoint accuracy.
*
* Duration: 250ms
*
* @korean 리화염지창1
*/
export const LI_BURNING_FINGER_STRIKE_1: SkeletalAnimation = {
name: "li_burning_finger_strike_1",
koreanName: "리 화염지창 1",
duration: 0.25,
loop: false,
type: "attack",
keyframes: [
{
time: 0.0,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.4, -0.6, -0.5, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.5, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.12,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.2, -0.2, 0.3, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.1, "XYZ")],
[BoneName.WRIST_R, new THREE.Euler(0.1, -0.3, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0.85)]]),
},
{
time: 0.25,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.4, -0.6, -0.5, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
[BoneName.WRIST_R, new THREE.Euler(0.1, -0.1, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]]),
},
],
};
/**
* ☲ 리 (Li) - Fire Attack 2: Solar Plexus Spear (태양신경총창)
*
* Precise thrust targeting solar plexus with rigid fingers.
* Targets nerve cluster for breath disruption.
*
* Duration: 260ms
*
* @korean 리태양신경총창
*/
export const LI_SOLAR_PLEXUS_SPEAR: SkeletalAnimation = {
name: "li_solar_plexus_spear",
koreanName: "리 태양신경총창",
duration: 0.26,
loop: false,
type: "attack",
keyframes: [
{
time: 0.0,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.7, 0.6, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.4, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, -0.2, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.13,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.1, 0.3, 0.2, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.2, "XYZ")],
[BoneName.WRIST_L, new THREE.Euler(0.15, 0.25, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0.2, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0.9)]]),
},
{
time: 0.26,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.7, 0.6, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
[BoneName.WRIST_L, new THREE.Euler(0.15, 0.2, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]]),
},
],
};
/**
* ☲ 리 (Li) - Fire Attack 3: Phoenix Eye Strike (봉안권)
*
* Single-knuckle punch targeting vital points on face or throat.
* Concentrated force through one extended knuckle.
*
* Duration: 240ms
*
* @korean 리봉안권
*/
export const LI_PHOENIX_EYE_STRIKE: SkeletalAnimation = {
name: "li_phoenix_eye_strike",
koreanName: "리 봉안권",
duration: 0.24,
loop: false,
type: "attack",
keyframes: [
{
time: 0.0,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.2, -0.4, -0.3, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.11,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.1, 0, 0.4, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.15, "XYZ")],
[BoneName.WRIST_R, new THREE.Euler(0.2, -0.15, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0.25, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0.8)]]),
},
{
time: 0.24,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.2, -0.4, -0.3, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.1, "XYZ")],
[BoneName.WRIST_R, new THREE.Euler(0.2, -0.1, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]]),
},
],
};
// =============================================================================
// ☳ JIN (Thunder) - Explosive Power Attacks
// =============================================================================
/**
* ☳ 진 (Jin) - Thunder Attack 1: Lightning Straight (벽력일섬)
*
* Explosive straight punch with sudden full-body burst.
* Maximum speed and shocking impact.
*
* Duration: 200ms
*
* @korean 진벽력일섬
*/
export const JIN_LIGHTNING_STRAIGHT: SkeletalAnimation = {
name: "jin_lightning_straight",
koreanName: "진 벽력일섬",
duration: 0.2,
loop: false,
type: "attack",
keyframes: [
{
time: 0.0,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.2, 0.5, 0.4, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.5, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, -0.3, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.08,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.1, 0.1, 0.5, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.05, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0.4, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0.3, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 1.0)]]),
},
{
time: 0.2,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.2, 0.5, 0.4, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.3, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]]),
},
],
};
/**
* ☳ 진 (Jin) - Thunder Attack 2: Shocking Hammer Fist (충격망치)
*
* Downward hammer strike with explosive drop of body weight.
* Creates stunning impact.
*
* Duration: 220ms
*
* @korean 진충격망치
*/
export const JIN_SHOCKING_HAMMER_FIST: SkeletalAnimation = {
name: "jin_shocking_hammer_fist",
koreanName: "진 충격망치",
duration: 0.22,
loop: false,
type: "attack",
keyframes: [
{
time: 0.0,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-1.4, -0.2, -0.6, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.6, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.09,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(0.6, -0.1, 0.6, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.2, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0.15, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0.1, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0.9)]]),
},
{
time: 0.22,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.2, -0.3, -0.4, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.4, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]]),
},
],
};
/**
* ☳ 진 (Jin) - Thunder Attack 3: Explosive Knee (폭발무릎)
*
* Sudden knee strike with full leg drive and hip thrust.
* Targets midsection with shocking power.
*
* Duration: 280ms
*
* @korean 진폭발무릎
*/
export const JIN_EXPLOSIVE_KNEE: SkeletalAnimation = {
name: "jin_explosive_knee",
koreanName: "진 폭발무릎",
duration: 0.28,
loop: false,
type: "attack",
keyframes: [
{
time: 0.0,
easing: "ease-out",
boneRotations: new Map([
[BoneName.KNEE_R, new THREE.Euler(-0.4, 0, 0, "XYZ")],
[BoneName.HIP_R, new THREE.Euler(-0.2, 0, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.12,
easing: "linear",
boneRotations: new Map([
[BoneName.KNEE_R, new THREE.Euler(-2.2, 0, 0, "XYZ")],
[BoneName.HIP_R, new THREE.Euler(0.7, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(0.15, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.KNEE_R, new THREE.Vector3(0, 0, 0.8)]]),
},
{
time: 0.28,
easing: "ease-in",
boneRotations: new Map([
[BoneName.KNEE_R, new THREE.Euler(-0.4, 0, 0, "XYZ")],
[BoneName.HIP_R, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.KNEE_R, new THREE.Vector3(0, 0, 0)]]),
},
],
};
// =============================================================================
// ☴ SON (Wind) - Continuous Pressure Attacks
// =============================================================================
/**
* ☴ 손 (Son) - Wind Attack 1: Whirlwind Combo (선풍연격 1)
*
* Rapid alternating hand strikes maintaining constant pressure.
* Continuous flowing motion without pause.
*
* Duration: 400ms
*
* @korean 손선풍연격1
*/
export const SON_WHIRLWIND_COMBO_1: SkeletalAnimation = {
name: "son_whirlwind_combo_1",
koreanName: "손 선풍연격 1",
duration: 0.4,
loop: false,
type: "attack",
keyframes: [
{
time: 0.0,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.2, -0.3, -0.2, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.13,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.1, 0, 0.3, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.2, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0.2, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0.7)]]),
},
{
time: 0.26,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.1, 0, -0.3, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.2, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, -0.2, 0, "XYZ")],
]),
bonePositions: new Map([
[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)],
[BoneName.HAND_L, new THREE.Vector3(0, 0, 0.7)],
]),
},
{
time: 0.4,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.2, 0.3, 0.2, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(-0.2, -0.3, -0.2, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.2, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]]),
},
],
};
/**
* ☴ 손 (Son) - Wind Attack 2: Pressure Point Chain (연속급소타격)
*
* Sequential pressure point strikes flowing from one target to next.
* Maintains momentum through circular motion.
*
* Duration: 380ms
*
* @korean 손연속급소타격
*/
export const SON_PRESSURE_POINT_CHAIN: SkeletalAnimation = {
name: "son_pressure_point_chain",
koreanName: "손 연속급소타격",
duration: 0.38,
loop: false,
type: "attack",
keyframes: [
{
time: 0.0,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.5, 0.5, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.3, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.12,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.2, 0.2, 0.3, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.3, "XYZ")],
[BoneName.WRIST_L, new THREE.Euler(0.15, 0.2, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0.6)]]),
},
{
time: 0.24,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.2, -0.2, -0.3, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.3, "XYZ")],
[BoneName.WRIST_R, new THREE.Euler(0.15, -0.2, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0.3, 0, "XYZ")],
]),
bonePositions: new Map([
[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)],
[BoneName.HAND_R, new THREE.Vector3(0, 0, 0.6)],
]),
},
{
time: 0.38,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.5, 0.5, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(-0.3, -0.5, -0.5, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.3, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]]),
},
],
};
/**
* ☴ 손 (Son) - Wind Attack 3: Penetrating Palm Rush (관통장타)
*
* Multiple palm strikes driving forward with relentless pressure.
* Each strike flows into the next without stopping.
*
* Duration: 420ms
*
* @korean 손관통장타
*/
export const SON_PENETRATING_PALM_RUSH: SkeletalAnimation = {
name: "son_penetrating_palm_rush",
koreanName: "손 관통장타",
duration: 0.42,
loop: false,
type: "attack",
keyframes: [
{
time: 0.0,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.1, -0.4, -0.3, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.0, "XYZ")],
[BoneName.WRIST_R, new THREE.Euler(-0.2, 0, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.14,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.05, 0, 0.2, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.3, "XYZ")],
[BoneName.WRIST_R, new THREE.Euler(-0.3, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0.65)]]),
},
{
time: 0.28,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.05, 0, -0.2, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.3, "XYZ")],
[BoneName.WRIST_L, new THREE.Euler(-0.3, 0, 0, "XYZ")],
]),
bonePositions: new Map([
[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)],
[BoneName.HAND_L, new THREE.Vector3(0, 0, 0.65)],
]),
},
{
time: 0.42,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.1, 0.4, 0.3, "XYZ")],
[BoneName.SHOULDER_R, new THREE.Euler(-0.1, -0.4, -0.3, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.0, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]]),
},
],
};
// =============================================================================
// ☵ GAM (Water) - Flow-Counter Attacks
// =============================================================================
/**
* ☵ 감 (Gam) - Water Attack 1: Flowing River Strike (유수타격)
*
* Circular strike that follows and redirects opponent's energy.
* Adapts mid-motion to openings.
*
* Duration: 340ms
*
* @korean 감유수타격
*/
export const GAM_FLOWING_RIVER_STRIKE: SkeletalAnimation = {
name: "gam_flowing_river_strike",
koreanName: "감 유수타격",
duration: 0.34,
loop: false,
type: "attack",
keyframes: [
{
time: 0.0,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.2, 0.7, 0.6, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.9, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, -0.3, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.17,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.1, 0.9, 0.7, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.4, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0.4, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0.3, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0.75)]]),
},
{
time: 0.34,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.2, 0.7, 0.6, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]]),
},
],
};
/**
* ☵ 감 (Gam) - Water Attack 2: Tidal Wave Palm (파도장타)
*
* Sweeping palm strike that flows around defenses.
* Uses circular motion to bypass guards.
*
* Duration: 360ms
*
* @korean 감파도장타
*/
export const GAM_TIDAL_WAVE_PALM: SkeletalAnimation = {
name: "gam_tidal_wave_palm",
koreanName: "감 파도장타",
duration: 0.36,
loop: false,
type: "attack",
keyframes: [
{
time: 0.0,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(0.1, -0.8, -0.7, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.8, "XYZ")],
[BoneName.WRIST_R, new THREE.Euler(-0.25, 0, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.18,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.2, 0.5, 0.5, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.4, "XYZ")],
[BoneName.WRIST_R, new THREE.Euler(-0.35, 0, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0.4, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0.7)]]),
},
{
time: 0.36,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(0.1, -0.8, -0.7, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.9, "XYZ")],
[BoneName.WRIST_R, new THREE.Euler(-0.25, 0, 0, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]]),
},
],
};
/**
* ☵ 감 (Gam) - Water Attack 3: Whirlpool Counter (소용돌이반격)
*
* Spinning strike that uses opponent's momentum against them.
* Full body rotation for maximum redirection.
*
* Duration: 380ms
*
* @korean 감소용돌이반격
*/
export const GAM_WHIRLPOOL_COUNTER: SkeletalAnimation = {
name: "gam_whirlpool_counter",
koreanName: "감 소용돌이반격",
duration: 0.38,
loop: false,
type: "attack",
keyframes: [
{
time: 0.0,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.6, 0.5, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.8, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, -0.5, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, -0.4, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.19,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.2, 1.0, 0.8, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.5, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0.8, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0.6, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0.8)]]),
},
{
time: 0.38,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.6, 0.5, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.9, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]]),
},
],
};
// =============================================================================
// ☶ GAN (Mountain) - Defensive Counter Attacks
// =============================================================================
/**
* ☶ 간 (Gan) - Mountain Attack 1: Fortress Counter Strike (요새반격타)
*
* Solid counter punch from defensive stance with immovable base.
* Power generated from stable mountain stance.
*
* Duration: 300ms
*
* @korean 간요새반격타
*/
export const GAN_FORTRESS_COUNTER_STRIKE: SkeletalAnimation = {
name: "gan_fortress_counter_strike",
koreanName: "간 요새반격타",
duration: 0.3,
loop: false,
type: "attack",
keyframes: [
{
time: 0.0,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.5, -0.4, -0.5, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.4, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-0.5, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.5, 0, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.15,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.1, 0, 0.4, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.2, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0.3, 0, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-0.5, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.5, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0.85)]]),
},
{
time: 0.3,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.5, -0.4, -0.5, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-0.5, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.5, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]]),
},
],
};
/**
* ☶ 간 (Gan) - Mountain Attack 2: Avalanche Hammer (눈사태망치)
*
* Powerful overhead strike from high guard position.
* Uses gravity and body weight like falling rocks.
*
* Duration: 350ms
*
* @korean 간눈사태망치
*/
export const GAN_AVALANCHE_HAMMER: SkeletalAnimation = {
name: "gan_avalanche_hammer",
koreanName: "간 눈사태망치",
duration: 0.35,
loop: false,
type: "attack",
keyframes: [
{
time: 0.0,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-1.3, 0.3, 0.7, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.5, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.18,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(0.7, 0.2, 0.6, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -0.2, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0.2, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0.15, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0.9)]]),
},
{
time: 0.35,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_L, new THREE.Euler(-0.3, 0.3, 0.5, "XYZ")],
[BoneName.ELBOW_L, new THREE.Euler(0, 0, -1.3, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_L, new THREE.Vector3(0, 0, 0)]]),
},
],
};
/**
* ☶ 간 (Gan) - Mountain Attack 3: Stone Wall Thrust (석벽관통)
*
* Immovable forward thrust with locked elbow and shoulder.
* Unyielding linear force from stable base.
*
* Duration: 320ms
*
* @korean 간석벽관통
*/
export const GAN_STONE_WALL_THRUST: SkeletalAnimation = {
name: "gan_stone_wall_thrust",
koreanName: "간 석벽관통",
duration: 0.32,
loop: false,
type: "attack",
keyframes: [
{
time: 0.0,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.3, -0.5, -0.4, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.3, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-0.6, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.6, 0, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.16,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.15, -0.1, 0.2, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.1, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0.2, 0, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-0.6, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.6, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0.85)]]),
},
{
time: 0.32,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(-0.3, -0.5, -0.4, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 1.2, "XYZ")],
[BoneName.SPINE_UPPER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-0.6, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.6, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]]),
},
],
};
// =============================================================================
// ☷ GON (Earth) - Grounding/Takedown Attacks
// =============================================================================
/**
* ☷ 곤 (Gon) - Earth Attack 1: Ground Sweep Strike (접지쓸기)
*
* Low sweeping leg attack targeting opponent's base.
* Uses grounded center of gravity for stability.
*
* Duration: 380ms
*
* @korean 곤접지쓸기
*/
export const GON_GROUND_SWEEP_STRIKE: SkeletalAnimation = {
name: "gon_ground_sweep_strike",
koreanName: "곤 접지쓸기",
duration: 0.38,
loop: false,
type: "attack",
keyframes: [
{
time: 0.0,
easing: "ease-out",
boneRotations: new Map([
[BoneName.HIP_R, new THREE.Euler(-0.3, 0, -0.3, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.9, 0, 0, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-1.2, 0, 0, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(0.2, -0.3, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.19,
easing: "linear",
boneRotations: new Map([
[BoneName.HIP_R, new THREE.Euler(-0.1, 0, 0.5, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.3, 0, 0, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-1.2, 0, 0, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(0.2, 0.4, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0.3, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.FOOT_R, new THREE.Vector3(0, 0, 0.8)]]),
},
{
time: 0.38,
easing: "ease-in",
boneRotations: new Map([
[BoneName.HIP_R, new THREE.Euler(-0.3, 0, -0.3, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-0.9, 0, 0, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-1.2, 0, 0, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.FOOT_R, new THREE.Vector3(0, 0, 0)]]),
},
],
};
/**
* ☷ 곤 (Gon) - Earth Attack 2: Earthquake Stomp (지진발구르기)
*
* Powerful downward stomp targeting opponent's foot or knee.
* Uses full body weight dropped through leg.
*
* Duration: 320ms
*
* @korean 곤지진발구르기
*/
export const GON_EARTHQUAKE_STOMP: SkeletalAnimation = {
name: "gon_earthquake_stomp",
koreanName: "곤 지진발구르기",
duration: 0.32,
loop: false,
type: "attack",
keyframes: [
{
time: 0.0,
easing: "ease-out",
boneRotations: new Map([
[BoneName.HIP_L, new THREE.Euler(0.8, 0, 0, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-1.6, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-1.0, 0, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.16,
easing: "linear",
boneRotations: new Map([
[BoneName.HIP_L, new THREE.Euler(-0.5, 0, 0, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-0.2, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-1.0, 0, 0, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(-0.15, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(-0.1, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.FOOT_L, new THREE.Vector3(0, 0, 0.7)]]),
},
{
time: 0.32,
easing: "ease-in",
boneRotations: new Map([
[BoneName.HIP_L, new THREE.Euler(-0.3, 0, 0, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-0.9, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-1.0, 0, 0, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.FOOT_L, new THREE.Vector3(0, 0, 0)]]),
},
],
};
/**
* ☷ 곤 (Gon) - Earth Attack 3: Rooting Takedown (뿌리내림꺾기)
*
* Low grabbing motion transitioning to ground takedown.
* Uses low center of gravity to pull opponent down.
*
* Duration: 450ms
*
* @korean 곤뿌리내림꺾기
*/
export const GON_ROOTING_TAKEDOWN: SkeletalAnimation = {
name: "gon_rooting_takedown",
koreanName: "곤 뿌리내림꺾기",
duration: 0.45,
loop: false,
type: "attack",
keyframes: [
{
time: 0.0,
easing: "ease-out",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(0.3, -0.5, -0.6, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.9, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-1.1, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-1.1, 0, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.18,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(0.5, 0.3, 0.4, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.5, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(0.3, 0.2, 0, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-1.2, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-1.2, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0.7)]]),
},
{
time: 0.32,
easing: "linear",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(0.6, 0.5, 0.6, "XYZ")],
[BoneName.SHOULDER_L, new THREE.Euler(0.6, -0.5, -0.6, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(0.4, 0.3, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0.2, 0, 0, "XYZ")],
]),
bonePositions: new Map(),
},
{
time: 0.45,
easing: "ease-in",
boneRotations: new Map([
[BoneName.SHOULDER_R, new THREE.Euler(0.3, -0.5, -0.6, "XYZ")],
[BoneName.SHOULDER_L, new THREE.Euler(0.3, 0.5, 0.6, "XYZ")],
[BoneName.ELBOW_R, new THREE.Euler(0, 0, 0.9, "XYZ")],
[BoneName.SPINE_LOWER, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.PELVIS, new THREE.Euler(0, 0, 0, "XYZ")],
[BoneName.KNEE_L, new THREE.Euler(-1.1, 0, 0, "XYZ")],
[BoneName.KNEE_R, new THREE.Euler(-1.1, 0, 0, "XYZ")],
]),
bonePositions: new Map([[BoneName.HAND_R, new THREE.Vector3(0, 0, 0)]]),
},
],
};
// =============================================================================
// Exports and Helper Functions
// =============================================================================
/**
* Map of all attack animations by stance
*
* Each stance has 3 unique attack animations that reflect its philosophy:
* - GEON: Bone-breaking strikes with overwhelming force
* - TAE: Fluid joint manipulation with circular motion
* - LI: Precise nerve strikes targeting vital points
* - JIN: Explosive power techniques with sudden bursts
* - SON: Continuous pressure combo attacks
* - GAM: Flow-counter attacks that redirect force
* - GAN: Defensive counter-attacks from solid stance
* - GON: Grounding/takedown attacks with low center
*
* @korean 자세별공격애니메이션
*/
export const ATTACK_ANIMATIONS_BY_STANCE: ReadonlyMap<
TrigramStance,
readonly SkeletalAnimation[]
> = new Map([
[
TrigramStance.GEON,
[
GEON_BONE_BREAKING_STRIKE_1,
GEON_THUNDEROUS_UPPERCUT,
GEON_CRUSHING_ELBOW,
] as const,
],
[
TrigramStance.TAE,
[
TAE_WRIST_LOCK_STRIKE,
TAE_FLOWING_ARM_BAR,
TAE_SPIRAL_SHOULDER_THROW,
] as const,
],
[
TrigramStance.LI,
[
LI_BURNING_FINGER_STRIKE_1,
LI_SOLAR_PLEXUS_SPEAR,
LI_PHOENIX_EYE_STRIKE,
] as const,
],
[
TrigramStance.JIN,
[
JIN_LIGHTNING_STRAIGHT,
JIN_SHOCKING_HAMMER_FIST,
JIN_EXPLOSIVE_KNEE,
] as const,
],
[
TrigramStance.SON,
[
SON_WHIRLWIND_COMBO_1,
SON_PRESSURE_POINT_CHAIN,
SON_PENETRATING_PALM_RUSH,
] as const,
],
[
TrigramStance.GAM,
[
GAM_FLOWING_RIVER_STRIKE,
GAM_TIDAL_WAVE_PALM,
GAM_WHIRLPOOL_COUNTER,
] as const,
],
[
TrigramStance.GAN,
[
GAN_FORTRESS_COUNTER_STRIKE,
GAN_AVALANCHE_HAMMER,
GAN_STONE_WALL_THRUST,
] as const,
],
[
TrigramStance.GON,
[
GON_GROUND_SWEEP_STRIKE,
GON_EARTHQUAKE_STOMP,
GON_ROOTING_TAKEDOWN,
] as const,
],
]);
/**
* All attack animations in a single map for easy lookup
*
* @korean 모든공격애니메이션
*/
export const ALL_ATTACK_ANIMATIONS = new Map<string, SkeletalAnimation>([
// GEON (Heaven)
["geon_bone_breaking_strike_1", GEON_BONE_BREAKING_STRIKE_1],
["geon_thunderous_uppercut", GEON_THUNDEROUS_UPPERCUT],
["geon_crushing_elbow", GEON_CRUSHING_ELBOW],
// TAE (Lake)
["tae_wrist_lock_strike", TAE_WRIST_LOCK_STRIKE],
["tae_flowing_arm_bar", TAE_FLOWING_ARM_BAR],
["tae_spiral_shoulder_throw", TAE_SPIRAL_SHOULDER_THROW],
// LI (Fire)
["li_burning_finger_strike_1", LI_BURNING_FINGER_STRIKE_1],
["li_solar_plexus_spear", LI_SOLAR_PLEXUS_SPEAR],
["li_phoenix_eye_strike", LI_PHOENIX_EYE_STRIKE],
// JIN (Thunder)
["jin_lightning_straight", JIN_LIGHTNING_STRAIGHT],
["jin_shocking_hammer_fist", JIN_SHOCKING_HAMMER_FIST],
["jin_explosive_knee", JIN_EXPLOSIVE_KNEE],
// SON (Wind)
["son_whirlwind_combo_1", SON_WHIRLWIND_COMBO_1],
["son_pressure_point_chain", SON_PRESSURE_POINT_CHAIN],
["son_penetrating_palm_rush", SON_PENETRATING_PALM_RUSH],
// GAM (Water)
["gam_flowing_river_strike", GAM_FLOWING_RIVER_STRIKE],
["gam_tidal_wave_palm", GAM_TIDAL_WAVE_PALM],
["gam_whirlpool_counter", GAM_WHIRLPOOL_COUNTER],
// GAN (Mountain)
["gan_fortress_counter_strike", GAN_FORTRESS_COUNTER_STRIKE],
["gan_avalanche_hammer", GAN_AVALANCHE_HAMMER],
["gan_stone_wall_thrust", GAN_STONE_WALL_THRUST],
// GON (Earth)
["gon_ground_sweep_strike", GON_GROUND_SWEEP_STRIKE],
["gon_earthquake_stomp", GON_EARTHQUAKE_STOMP],
["gon_rooting_takedown", GON_ROOTING_TAKEDOWN],
]);
/**
* Get attack animations for a specific stance
*
* @param stance - Trigram stance
* @returns Array of 3 attack animations for the stance
*
* @example
* ```typescript
* const geonAttacks = getAttackAnimationsForStance(TrigramStance.GEON);
* console.log(geonAttacks[0].koreanName); // "건 뼈부러뜨리기 1"
* ```
*
* @korean 자세공격애니메이션가져오기
*/
export function getAttackAnimationsForStance(
stance: TrigramStance
): readonly SkeletalAnimation[] {
return ATTACK_ANIMATIONS_BY_STANCE.get(stance) ?? [];
}
/**
* Get an attack animation by name
*
* @param name - Animation name
* @returns Skeletal animation or undefined
*
* @korean 공격애니메이션가져오기
*/
export function getAttackAnimation(
name: string
): SkeletalAnimation | undefined {
return ALL_ATTACK_ANIMATIONS.get(name);
}
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