feat: 초기 커밋
- Progress Quest 6.4 Flutter 포팅 프로젝트 - 게임 루프, 상태 관리, UI 구현 - 캐릭터 생성, 인벤토리, 장비, 주문 시스템 - 시장/판매/구매 메커니즘
This commit is contained in:
674
lib/data/pq_config_data.dart
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674
lib/data/pq_config_data.dart
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// GENERATED CODE - DO NOT EDIT BY HAND.
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// Generated by tool/dfm_extract.dart from example/pq/Config.dfm
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const Map<String, List<String>> pqConfigData = {
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'Armors': [
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'Lace|1',
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'Macrame|2',
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'Burlap|3',
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'Canvas|4',
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'Flannel|5',
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'Chamois|6',
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'Pleathers|7',
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'Leathers|8',
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'Bearskin|9',
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'Ringmail|10',
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'Scale Mail|12',
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'Chainmail|14',
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'Splint Mail|15',
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'Platemail|16',
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'ABS|17',
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'Kevlar|18',
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'Titanium|19',
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'Mithril Mail|20',
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'Diamond Mail|25',
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'Plasma|30',
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],
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'BoringItems': [
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'nail',
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'lunchpail',
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'sock',
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'I.O.U.',
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'cookie',
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'pint',
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'toothpick',
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'writ',
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'newspaper',
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'letter',
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'plank',
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'hat',
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'egg',
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'coin',
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'needle',
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'bucket',
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'ladder',
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'chicken',
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'twig',
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'dirtclod',
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'counterpane',
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'vest',
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'teratoma',
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'bunny',
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'rock',
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'pole',
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'carrot',
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'canoe',
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'inkwell',
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'hoe',
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'bandage',
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'trowel',
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'towel',
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'planter box',
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'anvil',
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'axle',
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'tuppence',
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'casket',
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'nosegay',
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'trinket',
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'credenza',
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'writ',
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],
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'DefenseAttrib': [
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'Studded|+1',
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'Banded|+2',
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'Gilded|+2',
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'Festooned|+3',
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'Holy|+4',
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'Cambric|+1',
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'Fine|+4',
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'Impressive|+5',
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'Custom|+3',
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],
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'DefenseBad': [
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'Holey|-1',
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'Patched|-1',
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'Threadbare|-2',
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'Faded|-1',
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'Rusty|-3',
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'Motheaten|-3',
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'Mildewed|-2',
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'Torn|-3',
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'Dented|-3',
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'Cursed|-5',
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'Plastic|-4',
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'Cracked|-4',
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'Warped|-3',
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'Corroded|-3',
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],
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'ImpressiveTitles': [
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'King',
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'Queen',
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'Lord',
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'Lady',
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'Viceroy',
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'Mayor',
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'Prince',
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'Princess',
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'Chief',
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'Boss',
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'Archbishop',
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'Baron',
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'Comptroller',
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],
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'ItemAttrib': [
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'Golden',
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'Gilded',
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'Spectral',
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'Astral',
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'Garlanded',
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'Precious',
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'Crafted',
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'Dual',
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'Filigreed',
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'Cruciate',
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'Arcane',
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'Blessed',
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'Reverential',
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'Lucky',
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'Enchanted',
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'Gleaming',
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'Grandiose',
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'Sacred',
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'Legendary',
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'Mythic',
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'Crystalline',
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'Austere',
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'Ostentatious',
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'One True',
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'Proverbial',
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'Fearsome',
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'Deadly',
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'Benevolent',
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'Unearthly',
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'Magnificent',
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'Iron',
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'Ormolu',
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'Puissant',
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],
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'ItemOfs': [
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'Foreboding',
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'Foreshadowing',
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'Nervousness',
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'Happiness',
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'Torpor',
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'Danger',
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'Craft',
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'Silence',
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'Invisibility',
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'Rapidity',
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'Pleasure',
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'Practicality',
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'Hurting',
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'Joy',
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'Petulance',
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'Intrusion',
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'Chaos',
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'Suffering',
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'Extroversion',
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'Frenzy',
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'Solitude',
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'Punctuality',
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'Efficiency',
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'Comfort',
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'Patience',
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'Internment',
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'Incarceration',
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'Misapprehension',
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'Loyalty',
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'Envy',
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'Acrimony',
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'Worry',
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'Fear',
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'Awe',
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'Guile',
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'Prurience',
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'Fortune',
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'Perspicacity',
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'Domination',
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'Submission',
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'Fealty',
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'Hunger',
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'Despair',
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'Cruelty',
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'Grob',
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'Dignard',
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'Ra',
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'the Bone',
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'Diamonique',
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'Electrum',
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'Hydragyrum',
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],
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'Klasses': [
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'Ur-Paladin|WIS,CON',
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'Voodoo Princess|INT,CHA',
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'Robot Monk|STR',
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'Mu-Fu Monk|DEX',
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'Mage Illusioner|INT,MP Max',
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'Shiv-Knight|DEX',
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'Inner Mason|CON',
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'Fighter/Organist|CHA,STR',
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'Puma Burgular|DEX',
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'Runeloremaster|WIS',
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'Hunter Strangler|DEX,INT',
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'Battle-Felon|STR',
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'Tickle-Mimic|WIS,INT',
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'Slow Poisoner|CON',
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'Bastard Lunatic|CON',
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'Jungle Clown|DEX,CHA',
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'Birdrider|WIS',
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'Vermineer|INT',
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],
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'MonMods': [
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'-4 fœtal *',
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'-4 dying *',
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'-3 crippled *',
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'-3 baby *',
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'-2 adolescent',
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'-2 very sick *',
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'-1 lesser *',
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'-1 undernourished *',
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'+1 greater *',
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'+1 * Elder',
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'+2 war *',
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'+2 Battle-*',
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'+3 Were-*',
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'+3 undead *',
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'+4 giant *',
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'+4 * Rex',
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],
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'Monsters': [
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'Anhkheg|6|chitin',
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'Ant|0|antenna',
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'Ape|4|ass',
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'Baluchitherium|14|ear',
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'Beholder|10|eyestalk',
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'Black Pudding|10|saliva',
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'Blink Dog|4|eyelid',
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'Cub Scout|1|neckerchief',
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'Girl Scout|2|cookie',
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'Boy Scout|3|merit badge',
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'Eagle Scout|4|merit badge',
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'Bugbear|3|skin',
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'Bugboar|3|tusk',
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'Boogie|3|slime',
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'Camel|2|hump',
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'Carrion Crawler|3|egg',
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'Catoblepas|6|neck',
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'Centaur|4|rib',
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'Centipede|0|leg',
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'Cockatrice|5|wattle',
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'Couatl|9|wing',
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'Crayfish|0|antenna',
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'Demogorgon|53|tentacle',
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'Jubilex|17|gel',
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'Manes|1|tooth',
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'Orcus|27|wand',
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'Succubus|6|bra',
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'Vrock|8|neck',
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'Hezrou|9|leg',
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'Glabrezu|10|collar',
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'Nalfeshnee|11|tusk',
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'Marilith|7|arm',
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'Balor|8|whip',
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'Yeenoghu|25|flail',
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'Asmodeus|52|leathers',
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'Baalzebul|43|pants',
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'Barbed Devil|8|flame',
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'Bone Devil|9|hook',
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'Dispater|30|matches',
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'Erinyes|6|thong',
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'Geryon|30|cornucopia',
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'Malebranche|5|fork',
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'Ice Devil|11|snow',
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'Lemure|3|blob',
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'Pit Fiend|13|seed',
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'Ankylosaurus|9|tail',
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'Brontosaurus|30|brain',
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'Diplodocus|24|fin',
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'Elasmosaurus|15|neck',
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'Gorgosaurus|13|arm',
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'Iguanadon|6|thumb',
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'Megalosaurus|12|jaw',
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'Monoclonius|8|horn',
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'Pentasaurus|12|head',
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'Stegosaurus|18|plate',
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'Triceratops|16|horn',
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'Tyrannosaurus Rex|18|forearm',
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'Djinn|7|lamp',
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'Doppelganger|4|face',
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'Black Dragon|7|*',
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'Plaid Dragon|7|sporrin',
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'Blue Dragon|9|*',
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'Beige Dragon|9|*',
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'Brass Dragon|7|pole',
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'Tin Dragon|8|*',
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'Bronze Dragon|9|medal',
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'Chromatic Dragon|16|scale',
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'Copper Dragon|8|loafer',
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'Gold Dragon|8|filling',
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'Green Dragon|8|*',
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'Platinum Dragon|21|*',
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'Red Dragon|10|cocktail',
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'Silver Dragon|10|*',
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'White Dragon|6|tooth',
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'Dragon Turtle|13|shell',
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'Dryad|2|acorn',
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'Dwarf|1|drawers',
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'Eel|2|sashimi',
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'Efreet|10|cinder',
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'Sand Elemental|8|glass',
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'Bacon Elemental|10|bit',
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'Porn Elemental|12|lube',
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'Cheese Elemental|14|curd',
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'Hair Elemental|16|follicle',
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'Swamp Elf|1|lilypad',
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'Brown Elf|1|tusk',
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'Sea Elf|1|jerkin',
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'Ettin|10|fur',
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'Frog|0|leg',
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'Violet Fungi|3|spore',
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'Gargoyle|4|gravel',
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'Gelatinous Cube|4|jam',
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'Ghast|4|vomit',
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'Ghost|10|*',
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'Ghoul|2|muscle',
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'Humidity Giant|12|drops',
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'Beef Giant|11|steak',
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'Quartz Giant|10|crystal',
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'Porcelain Giant|9|fixture',
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'Rice Giant|8|grain',
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'Cloud Giant|12|condensation',
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'Fire Giant|11|cigarettes',
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'Frost Giant|10|snowman',
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'Hill Giant|8|corpse',
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'Stone Giant|9|hatchling',
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'Storm Giant|15|barometer',
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'Mini Giant|4|pompadour',
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'Gnoll|2|collar',
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'Gnome|1|hat',
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'Goblin|1|ear',
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'Grid Bug|1|carapace',
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'Jellyrock|9|seedling',
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'Beer Golem|15|foam',
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'Oxygen Golem|17|platelet',
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'Cardboard Golem|14|recycling',
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'Rubber Golem|16|ball',
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'Leather Golem|15|fob',
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'Gorgon|8|testicle',
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'Gray Ooze|3|gravy',
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'Green Slime|2|sample',
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'Griffon|7|nest',
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'Banshee|7|larynx',
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'Harpy|3|mascara',
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'Hell Hound|5|tongue',
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'Hippocampus|4|mane',
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||||
'Hippogriff|3|egg',
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||||
'Hobgoblin|1|patella',
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||||
'Homunculus|2|fluid',
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||||
'Hydra|8|gyrum',
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||||
'Imp|2|tail',
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||||
'Invisible Stalker|8|*',
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||||
'Iron Peasant|3|chaff',
|
||||
'Jumpskin|3|shin',
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||||
'Kobold|1|penis',
|
||||
'Leprechaun|1|wallet',
|
||||
'Leucrotta|6|hoof',
|
||||
'Lich|11|crown',
|
||||
'Lizard Man|2|tail',
|
||||
'Lurker|10|sac',
|
||||
'Manticore|6|spike',
|
||||
'Mastodon|12|tusk',
|
||||
'Medusa|6|eye',
|
||||
'Multicell|2|dendrite',
|
||||
'Pirate|1|booty',
|
||||
'Berserker|1|shirt',
|
||||
'Caveman|2|club',
|
||||
'Dervish|1|robe',
|
||||
'Merman|1|trident',
|
||||
'Mermaid|1|gills',
|
||||
'Mimic|9|hinge',
|
||||
'Mind Flayer|8|tentacle',
|
||||
'Minotaur|6|map',
|
||||
'Yellow Mold|1|spore',
|
||||
'Morkoth|7|teeth',
|
||||
'Mummy|6|gauze',
|
||||
'Naga|9|rattle',
|
||||
'Nebbish|1|belly',
|
||||
'Neo-Otyugh|11|organ ',
|
||||
'Nixie|1|webbing',
|
||||
'Nymph|3|hanky',
|
||||
'Ochre Jelly|6|nucleus',
|
||||
'Octopus|2|beak',
|
||||
'Ogre|4|talon',
|
||||
'Ogre Mage|5|apparel',
|
||||
'Orc|1|snout',
|
||||
'Otyugh|7|organ',
|
||||
'Owlbear|5|feather',
|
||||
'Pegasus|4|aileron',
|
||||
'Peryton|4|antler',
|
||||
'Piercer|3|tip',
|
||||
'Pixie|1|dust',
|
||||
'Man-o-war|3|tentacle',
|
||||
'Purple Worm|15|dung',
|
||||
'Quasit|3|tail',
|
||||
'Rakshasa|7|pajamas',
|
||||
'Rat|0|tail',
|
||||
'Remorhaz|11|protrusion',
|
||||
'Roc|18|wing',
|
||||
'Roper|11|twine',
|
||||
'Rot Grub|1|eggsac',
|
||||
'Rust Monster|5|shavings',
|
||||
'Satyr|5|hoof',
|
||||
'Sea Hag|3|wart',
|
||||
'Silkie|3|fur',
|
||||
'Shadow|3|silhouette',
|
||||
'Shambling Mound|10|mulch',
|
||||
'Shedu|9|hoof',
|
||||
'Shrieker|3|stalk',
|
||||
'Skeleton|1|clavicle',
|
||||
'Spectre|7|vestige',
|
||||
'Sphinx|10|paw',
|
||||
'Spider|0|web',
|
||||
'Sprite|1|can',
|
||||
'Stirge|1|proboscis',
|
||||
'Stun Bear|5|tooth',
|
||||
'Stun Worm|2|trode',
|
||||
'Su-monster|5|tail',
|
||||
'Sylph|3|thigh',
|
||||
'Titan|20|sandal',
|
||||
'Trapper|12|shag',
|
||||
'Treant|10|acorn',
|
||||
'Triton|3|scale',
|
||||
'Troglodyte|2|tail',
|
||||
'Troll|6|hide',
|
||||
'Umber Hulk|8|claw',
|
||||
'Unicorn|4|blood',
|
||||
'Vampire|8|pancreas',
|
||||
'Wight|4|lung',
|
||||
'Will-o-the-Wisp|9|wisp',
|
||||
'Wraith|5|finger',
|
||||
'Wyvern|7|wing',
|
||||
'Xorn|7|jaw',
|
||||
'Yeti|4|fur',
|
||||
'Zombie|2|forehead',
|
||||
'Wasp|0|stinger',
|
||||
'Rat|1|tail',
|
||||
'Bunny|0|ear',
|
||||
'Moth|0|dust',
|
||||
'Beagle|0|collar',
|
||||
'Midge|0|corpse',
|
||||
'Ostrich|1|beak',
|
||||
'Billy Goat|1|beard',
|
||||
'Bat|1|wing',
|
||||
'Koala|2|heart',
|
||||
'Wolf|2|paw',
|
||||
'Whippet|2|collar',
|
||||
'Uruk|2|boot',
|
||||
'Poroid|4|node',
|
||||
'Moakum|8|frenum',
|
||||
'Fly|0|*',
|
||||
'Hogbird|3|curl',
|
||||
],
|
||||
'OffenseAttrib': [
|
||||
'Polished|+1',
|
||||
'Serrated|+1',
|
||||
'Heavy|+1',
|
||||
'Pronged|+2',
|
||||
'Steely|+2',
|
||||
'Vicious|+3',
|
||||
'Venomed|+4',
|
||||
'Stabbity|+4',
|
||||
'Dancing|+5',
|
||||
'Invisible|+6',
|
||||
'Vorpal|+7',
|
||||
],
|
||||
'OffenseBad': [
|
||||
'Dull|-2',
|
||||
'Tarnished|-1',
|
||||
'Rusty|-3',
|
||||
'Padded|-5',
|
||||
'Bent|-4',
|
||||
'Mini|-4',
|
||||
'Rubber|-6',
|
||||
'Nerf|-7',
|
||||
'Unbalanced|-2',
|
||||
],
|
||||
'Races': [
|
||||
'Half Orc|HP Max',
|
||||
'Half Man|CHA',
|
||||
'Half Halfling|DEX',
|
||||
'Double Hobbit|STR',
|
||||
'Hob-Hobbit|DEX,CON',
|
||||
'Low Elf|CON',
|
||||
'Dung Elf|WIS',
|
||||
'Talking Pony|MP Max,INT',
|
||||
'Gyrognome|DEX',
|
||||
'Lesser Dwarf|CON',
|
||||
'Crested Dwarf|CHA',
|
||||
'Eel Man|DEX',
|
||||
'Panda Man|CON,STR',
|
||||
'Trans-Kobold|WIS',
|
||||
'Enchanted Motorcycle|MP Max',
|
||||
"Will o' the Wisp|WIS",
|
||||
'Battle-Finch|DEX,INT',
|
||||
'Double Wookiee|STR',
|
||||
'Skraeling|WIS',
|
||||
'Demicanadian|CON',
|
||||
'Land Squid|STR,HP Max',
|
||||
],
|
||||
'Shields': [
|
||||
'Parasol|0',
|
||||
'Pie Plate|1',
|
||||
'Garbage Can Lid|2',
|
||||
'Buckler|3',
|
||||
'Plexiglass|4',
|
||||
'Fender|4',
|
||||
'Round Shield|5',
|
||||
'Carapace|5',
|
||||
'Scutum|6',
|
||||
'Propugner|6',
|
||||
'Kite Shield|7',
|
||||
'Pavise|8',
|
||||
'Tower Shield|9',
|
||||
'Baroque Shield|11',
|
||||
'Aegis|12',
|
||||
'Magnetic Field|18',
|
||||
],
|
||||
'Specials': [
|
||||
'Diadem',
|
||||
'Festoon',
|
||||
'Gemstone',
|
||||
'Phial',
|
||||
'Tiara',
|
||||
'Scabbard',
|
||||
'Arrow',
|
||||
'Lens',
|
||||
'Lamp',
|
||||
'Hymnal',
|
||||
'Fleece',
|
||||
'Laurel',
|
||||
'Brooch',
|
||||
'Gimlet',
|
||||
'Cobble',
|
||||
'Albatross',
|
||||
'Brazier',
|
||||
'Bandolier',
|
||||
'Tome',
|
||||
'Garnet',
|
||||
'Amethyst',
|
||||
'Candelabra',
|
||||
'Corset',
|
||||
'Sphere',
|
||||
'Sceptre',
|
||||
'Ankh',
|
||||
'Talisman',
|
||||
'Orb',
|
||||
'Gammel',
|
||||
'Ornament',
|
||||
'Brocade',
|
||||
'Galoon',
|
||||
'Bijou',
|
||||
'Spangle',
|
||||
'Gimcrack',
|
||||
'Hood',
|
||||
'Vulpeculum',
|
||||
],
|
||||
'Spells': [
|
||||
'Slime Finger',
|
||||
'Rabbit Punch',
|
||||
'Hastiness',
|
||||
'Good Move',
|
||||
'Sadness',
|
||||
'Seasick',
|
||||
'Shoelaces',
|
||||
'Inoculate',
|
||||
'Cone of Annoyance',
|
||||
'Magnetic Orb',
|
||||
'Invisible Hands',
|
||||
'Revolting Cloud',
|
||||
'Aqueous Humor',
|
||||
'Spectral Miasma',
|
||||
'Clever Fellow',
|
||||
'Lockjaw',
|
||||
'History Lesson',
|
||||
'Hydrophobia',
|
||||
'Big Sister',
|
||||
'Cone of Paste',
|
||||
'Mulligan',
|
||||
"Nestor's Bright Idea",
|
||||
'Holy Batpole',
|
||||
'Tumor (Benign)',
|
||||
'Braingate',
|
||||
'Nonplus',
|
||||
'Animate Nightstand',
|
||||
'Eye of the Troglodyte',
|
||||
'Curse Name',
|
||||
'Dropsy',
|
||||
'Vitreous Humor',
|
||||
"Roger's Grand Illusion",
|
||||
'Covet',
|
||||
'Astral Miasma',
|
||||
'Spectral Oyster',
|
||||
'Acrid Hands',
|
||||
'Angioplasty',
|
||||
"Grognor's Big Day Off",
|
||||
'Tumor (Malignant)',
|
||||
'Animate Tunic',
|
||||
'Ursine Armor',
|
||||
'Holy Roller',
|
||||
'Tonsillectomy',
|
||||
'Curse Family',
|
||||
'Infinite Confusion',
|
||||
],
|
||||
'Titles': [
|
||||
'Mr.',
|
||||
'Mrs.',
|
||||
'Sir',
|
||||
'Sgt.',
|
||||
'Ms.',
|
||||
'Captain',
|
||||
'Chief',
|
||||
'Admiral',
|
||||
'Saint',
|
||||
],
|
||||
'Weapons': [
|
||||
'Stick|0',
|
||||
'Broken Bottle|1',
|
||||
'Shiv|1',
|
||||
'Sprig|1',
|
||||
'Oxgoad|1',
|
||||
'Eelspear|2',
|
||||
'Bowie Knife|2',
|
||||
'Claw Hammer|2',
|
||||
'Handpeen|2',
|
||||
'Andiron|3',
|
||||
'Hatchet|3',
|
||||
'Tomahawk|3',
|
||||
'Hackbarm|3',
|
||||
'Crowbar|4',
|
||||
'Mace|4',
|
||||
'Battleadze|4',
|
||||
'Leafmace|5',
|
||||
'Shortsword|5',
|
||||
'Longiron|5',
|
||||
'Poachard|5',
|
||||
'Baselard|5',
|
||||
'Whinyard|6',
|
||||
'Blunderbuss|6',
|
||||
'Longsword|6',
|
||||
'Crankbow|6',
|
||||
'Blibo|7',
|
||||
'Broadsword|7',
|
||||
'Kreen|7',
|
||||
'Morning Star|8',
|
||||
'Pole-adze|8',
|
||||
'Spontoon|8',
|
||||
'Bastard Sword|9',
|
||||
'Peen-arm|9',
|
||||
'Culverin|10',
|
||||
'Lance|10',
|
||||
'Halberd|11',
|
||||
'Poleax|12',
|
||||
'Bandyclef|15',
|
||||
],
|
||||
};
|
||||
6
lib/main.dart
Normal file
6
lib/main.dart
Normal file
@@ -0,0 +1,6 @@
|
||||
import 'package:askiineverdie/src/app.dart';
|
||||
import 'package:flutter/material.dart';
|
||||
|
||||
void main() {
|
||||
runApp(const AskiiNeverDieApp());
|
||||
}
|
||||
145
lib/src/app.dart
Normal file
145
lib/src/app.dart
Normal file
@@ -0,0 +1,145 @@
|
||||
import 'package:flutter/material.dart';
|
||||
|
||||
import 'package:askiineverdie/src/core/engine/game_mutations.dart';
|
||||
import 'package:askiineverdie/src/core/engine/progress_service.dart';
|
||||
import 'package:askiineverdie/src/core/engine/reward_service.dart';
|
||||
import 'package:askiineverdie/src/core/model/game_state.dart';
|
||||
import 'package:askiineverdie/src/core/model/pq_config.dart';
|
||||
import 'package:askiineverdie/src/core/storage/save_manager.dart';
|
||||
import 'package:askiineverdie/src/core/storage/save_repository.dart';
|
||||
import 'package:askiineverdie/src/features/front/front_screen.dart';
|
||||
import 'package:askiineverdie/src/features/front/save_picker_dialog.dart';
|
||||
import 'package:askiineverdie/src/features/game/game_play_screen.dart';
|
||||
import 'package:askiineverdie/src/features/game/game_session_controller.dart';
|
||||
import 'package:askiineverdie/src/features/new_character/new_character_screen.dart';
|
||||
|
||||
class AskiiNeverDieApp extends StatefulWidget {
|
||||
const AskiiNeverDieApp({super.key});
|
||||
|
||||
@override
|
||||
State<AskiiNeverDieApp> createState() => _AskiiNeverDieAppState();
|
||||
}
|
||||
|
||||
class _AskiiNeverDieAppState extends State<AskiiNeverDieApp> {
|
||||
late final GameSessionController _controller;
|
||||
|
||||
@override
|
||||
void initState() {
|
||||
super.initState();
|
||||
const config = PqConfig();
|
||||
final mutations = GameMutations(config);
|
||||
final rewards = RewardService(mutations);
|
||||
|
||||
_controller = GameSessionController(
|
||||
progressService: ProgressService(
|
||||
config: config,
|
||||
mutations: mutations,
|
||||
rewards: rewards,
|
||||
),
|
||||
saveManager: SaveManager(SaveRepository()),
|
||||
);
|
||||
}
|
||||
|
||||
@override
|
||||
void dispose() {
|
||||
_controller.dispose();
|
||||
super.dispose();
|
||||
}
|
||||
|
||||
@override
|
||||
Widget build(BuildContext context) {
|
||||
return MaterialApp(
|
||||
title: 'Ascii Never Die',
|
||||
debugShowCheckedModeBanner: false,
|
||||
theme: ThemeData(
|
||||
colorScheme: ColorScheme.fromSeed(seedColor: const Color(0xFF234361)),
|
||||
scaffoldBackgroundColor: const Color(0xFFF4F5F7),
|
||||
useMaterial3: true,
|
||||
),
|
||||
home: FrontScreen(
|
||||
onNewCharacter: _navigateToNewCharacter,
|
||||
onLoadSave: _loadSave,
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
void _navigateToNewCharacter(BuildContext context) {
|
||||
Navigator.of(context).push(
|
||||
MaterialPageRoute<void>(
|
||||
builder: (context) => NewCharacterScreen(
|
||||
onCharacterCreated: (initialState) {
|
||||
_startGame(context, initialState);
|
||||
},
|
||||
),
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
Future<void> _loadSave(BuildContext context) async {
|
||||
// 저장 파일 목록 조회
|
||||
final saves = await _controller.saveManager.listSaves();
|
||||
|
||||
if (!context.mounted) return;
|
||||
|
||||
String? selectedFileName;
|
||||
|
||||
if (saves.isEmpty) {
|
||||
// 저장 파일이 없으면 안내 메시지
|
||||
ScaffoldMessenger.of(
|
||||
context,
|
||||
).showSnackBar(const SnackBar(content: Text('저장된 게임이 없습니다.')));
|
||||
return;
|
||||
} else if (saves.length == 1) {
|
||||
// 파일이 하나면 바로 선택
|
||||
selectedFileName = saves.first.fileName;
|
||||
} else {
|
||||
// 여러 개면 다이얼로그 표시
|
||||
selectedFileName = await SavePickerDialog.show(context, saves);
|
||||
}
|
||||
|
||||
if (selectedFileName == null || !context.mounted) return;
|
||||
|
||||
// 선택된 파일 로드
|
||||
await _controller.loadAndStart(
|
||||
fileName: selectedFileName,
|
||||
cheatsEnabled: false,
|
||||
);
|
||||
|
||||
if (_controller.status == GameSessionStatus.running) {
|
||||
if (context.mounted) {
|
||||
_navigateToGame(context);
|
||||
}
|
||||
} else if (_controller.status == GameSessionStatus.error) {
|
||||
if (context.mounted) {
|
||||
ScaffoldMessenger.of(context).showSnackBar(
|
||||
SnackBar(
|
||||
content: Text(
|
||||
'저장 파일을 불러올 수 없습니다: ${_controller.error ?? "알 수 없는 오류"}',
|
||||
),
|
||||
),
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Future<void> _startGame(BuildContext context, GameState initialState) async {
|
||||
await _controller.startNew(initialState, cheatsEnabled: false);
|
||||
|
||||
if (context.mounted) {
|
||||
// NewCharacterScreen을 pop하고 GamePlayScreen으로 이동
|
||||
Navigator.of(context).pushReplacement(
|
||||
MaterialPageRoute<void>(
|
||||
builder: (context) => GamePlayScreen(controller: _controller),
|
||||
),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
void _navigateToGame(BuildContext context) {
|
||||
Navigator.of(context).push(
|
||||
MaterialPageRoute<void>(
|
||||
builder: (context) => GamePlayScreen(controller: _controller),
|
||||
),
|
||||
);
|
||||
}
|
||||
}
|
||||
86
lib/src/core/engine/game_mutations.dart
Normal file
86
lib/src/core/engine/game_mutations.dart
Normal file
@@ -0,0 +1,86 @@
|
||||
import 'package:askiineverdie/src/core/model/equipment_slot.dart';
|
||||
import 'package:askiineverdie/src/core/model/game_state.dart';
|
||||
import 'package:askiineverdie/src/core/model/pq_config.dart';
|
||||
import 'package:askiineverdie/src/core/util/pq_logic.dart' as pq_logic;
|
||||
|
||||
/// Game state mutations that mirror the original PQ win/reward logic.
|
||||
class GameMutations {
|
||||
const GameMutations(this.config);
|
||||
|
||||
final PqConfig config;
|
||||
|
||||
GameState winEquip(GameState state, int level, EquipmentSlot slot) {
|
||||
final rng = state.rng;
|
||||
final name = pq_logic.winEquip(config, rng, level, slot);
|
||||
final equip = state.equipment;
|
||||
final updatedEquip = switch (slot) {
|
||||
EquipmentSlot.weapon => equip.copyWith(
|
||||
weapon: name,
|
||||
bestIndex: EquipmentSlot.weapon.index,
|
||||
),
|
||||
EquipmentSlot.shield => equip.copyWith(
|
||||
shield: name,
|
||||
bestIndex: EquipmentSlot.shield.index,
|
||||
),
|
||||
EquipmentSlot.armor => equip.copyWith(
|
||||
armor: name,
|
||||
bestIndex: EquipmentSlot.armor.index,
|
||||
),
|
||||
};
|
||||
return state.copyWith(rng: rng, equipment: updatedEquip);
|
||||
}
|
||||
|
||||
GameState winStat(GameState state) {
|
||||
final updatedStats = pq_logic.winStat(state.stats, state.rng);
|
||||
return state.copyWith(rng: state.rng, stats: updatedStats);
|
||||
}
|
||||
|
||||
GameState winSpell(GameState state, int wisdom, int level) {
|
||||
final result = pq_logic.winSpell(config, state.rng, wisdom, level);
|
||||
final parts = result.split('|');
|
||||
final name = parts[0];
|
||||
final rank = parts.length > 1 ? parts[1] : 'I';
|
||||
|
||||
final spells = [...state.spellBook.spells];
|
||||
final index = spells.indexWhere((s) => s.name == name);
|
||||
if (index >= 0) {
|
||||
spells[index] = spells[index].copyWith(rank: rank);
|
||||
} else {
|
||||
spells.add(SpellEntry(name: name, rank: rank));
|
||||
}
|
||||
|
||||
return state.copyWith(
|
||||
rng: state.rng,
|
||||
spellBook: state.spellBook.copyWith(spells: spells),
|
||||
);
|
||||
}
|
||||
|
||||
GameState winItem(GameState state) {
|
||||
final rng = state.rng;
|
||||
final result = pq_logic.winItem(config, rng, state.inventory.items.length);
|
||||
final items = [...state.inventory.items];
|
||||
|
||||
if (result.isEmpty) {
|
||||
// Duplicate an existing item if possible.
|
||||
if (items.isNotEmpty) {
|
||||
final pickIndex = rng.nextInt(items.length);
|
||||
final picked = items[pickIndex];
|
||||
items[pickIndex] = picked.copyWith(count: picked.count + 1);
|
||||
}
|
||||
} else {
|
||||
final existing = items.indexWhere((e) => e.name == result);
|
||||
if (existing >= 0) {
|
||||
items[existing] = items[existing].copyWith(
|
||||
count: items[existing].count + 1,
|
||||
);
|
||||
} else {
|
||||
items.add(InventoryEntry(name: result, count: 1));
|
||||
}
|
||||
}
|
||||
|
||||
return state.copyWith(
|
||||
rng: rng,
|
||||
inventory: state.inventory.copyWith(items: items),
|
||||
);
|
||||
}
|
||||
}
|
||||
138
lib/src/core/engine/progress_loop.dart
Normal file
138
lib/src/core/engine/progress_loop.dart
Normal file
@@ -0,0 +1,138 @@
|
||||
import 'dart:async';
|
||||
|
||||
import 'package:askiineverdie/src/core/model/game_state.dart';
|
||||
import 'package:askiineverdie/src/core/storage/save_manager.dart';
|
||||
import 'package:askiineverdie/src/core/engine/progress_service.dart';
|
||||
|
||||
class AutoSaveConfig {
|
||||
const AutoSaveConfig({
|
||||
this.onLevelUp = true,
|
||||
this.onQuestComplete = true,
|
||||
this.onActComplete = true,
|
||||
this.onStop = true,
|
||||
});
|
||||
|
||||
final bool onLevelUp;
|
||||
final bool onQuestComplete;
|
||||
final bool onActComplete;
|
||||
final bool onStop;
|
||||
|
||||
bool shouldSave(ProgressTickResult result) {
|
||||
return (onLevelUp && result.leveledUp) ||
|
||||
(onQuestComplete && result.completedQuest) ||
|
||||
(onActComplete && result.completedAct);
|
||||
}
|
||||
}
|
||||
|
||||
/// Runs the periodic timer loop that advances tasks/quests/plots.
|
||||
class ProgressLoop {
|
||||
ProgressLoop({
|
||||
required GameState initialState,
|
||||
required this.progressService,
|
||||
this.saveManager,
|
||||
Duration tickInterval = const Duration(milliseconds: 50),
|
||||
AutoSaveConfig autoSaveConfig = const AutoSaveConfig(),
|
||||
DateTime Function()? now,
|
||||
this.cheatsEnabled = false,
|
||||
}) : _state = initialState,
|
||||
_tickInterval = tickInterval,
|
||||
_autoSaveConfig = autoSaveConfig,
|
||||
_now = now ?? DateTime.now,
|
||||
_stateController = StreamController<GameState>.broadcast();
|
||||
|
||||
final ProgressService progressService;
|
||||
final SaveManager? saveManager;
|
||||
final Duration _tickInterval;
|
||||
final AutoSaveConfig _autoSaveConfig;
|
||||
final DateTime Function() _now;
|
||||
final StreamController<GameState> _stateController;
|
||||
bool cheatsEnabled;
|
||||
|
||||
Timer? _timer;
|
||||
int? _lastTickMs;
|
||||
int _speedMultiplier = 1;
|
||||
|
||||
GameState get current => _state;
|
||||
Stream<GameState> get stream => _stateController.stream;
|
||||
GameState _state;
|
||||
|
||||
/// 현재 배속 (1x, 2x, 5x)
|
||||
int get speedMultiplier => _speedMultiplier;
|
||||
|
||||
/// 배속 순환: 1 -> 2 -> 5 -> 1
|
||||
void cycleSpeed() {
|
||||
_speedMultiplier = switch (_speedMultiplier) {
|
||||
1 => 2,
|
||||
2 => 5,
|
||||
_ => 1,
|
||||
};
|
||||
}
|
||||
|
||||
void start() {
|
||||
_lastTickMs = _now().millisecondsSinceEpoch;
|
||||
_timer ??= Timer.periodic(_tickInterval, (_) => tickOnce());
|
||||
}
|
||||
|
||||
Future<void> stop({bool saveOnStop = false}) async {
|
||||
_timer?.cancel();
|
||||
_timer = null;
|
||||
if (saveOnStop && _autoSaveConfig.onStop && saveManager != null) {
|
||||
await saveManager!.saveState(_state);
|
||||
}
|
||||
}
|
||||
|
||||
void dispose() {
|
||||
_timer?.cancel();
|
||||
_stateController.close();
|
||||
}
|
||||
|
||||
/// Run one iteration of the loop (used by Timer or manual stepping).
|
||||
GameState tickOnce({int? deltaMillis}) {
|
||||
final baseDelta = deltaMillis ?? _computeDelta();
|
||||
final delta = baseDelta * _speedMultiplier;
|
||||
final result = progressService.tick(_state, delta);
|
||||
_state = result.state;
|
||||
_stateController.add(_state);
|
||||
|
||||
if (saveManager != null && _autoSaveConfig.shouldSave(result)) {
|
||||
saveManager!.saveState(_state);
|
||||
}
|
||||
return _state;
|
||||
}
|
||||
|
||||
/// Replace state (e.g., after loading) and reset timing.
|
||||
void replaceState(GameState newState) {
|
||||
_state = newState;
|
||||
_stateController.add(newState);
|
||||
_lastTickMs = _now().millisecondsSinceEpoch;
|
||||
}
|
||||
|
||||
// Developer-only helpers mirroring original cheat panel actions.
|
||||
void cheatCompleteTask() {
|
||||
if (!cheatsEnabled) return;
|
||||
_state = progressService.forceTaskComplete(_state);
|
||||
_stateController.add(_state);
|
||||
}
|
||||
|
||||
void cheatCompleteQuest() {
|
||||
if (!cheatsEnabled) return;
|
||||
_state = progressService.forceQuestComplete(_state);
|
||||
_stateController.add(_state);
|
||||
}
|
||||
|
||||
void cheatCompletePlot() {
|
||||
if (!cheatsEnabled) return;
|
||||
_state = progressService.forcePlotComplete(_state);
|
||||
_stateController.add(_state);
|
||||
}
|
||||
|
||||
int _computeDelta() {
|
||||
final nowMs = _now().millisecondsSinceEpoch;
|
||||
final last = _lastTickMs;
|
||||
_lastTickMs = nowMs;
|
||||
if (last == null) return 0;
|
||||
final delta = nowMs - last;
|
||||
if (delta < 0) return 0;
|
||||
return delta;
|
||||
}
|
||||
}
|
||||
712
lib/src/core/engine/progress_service.dart
Normal file
712
lib/src/core/engine/progress_service.dart
Normal file
@@ -0,0 +1,712 @@
|
||||
import 'dart:math' as math;
|
||||
|
||||
import 'package:askiineverdie/src/core/engine/game_mutations.dart';
|
||||
import 'package:askiineverdie/src/core/engine/reward_service.dart';
|
||||
import 'package:askiineverdie/src/core/model/equipment_slot.dart';
|
||||
import 'package:askiineverdie/src/core/model/game_state.dart';
|
||||
import 'package:askiineverdie/src/core/model/pq_config.dart';
|
||||
import 'package:askiineverdie/src/core/util/pq_logic.dart' as pq_logic;
|
||||
|
||||
class ProgressTickResult {
|
||||
const ProgressTickResult({
|
||||
required this.state,
|
||||
this.leveledUp = false,
|
||||
this.completedQuest = false,
|
||||
this.completedAct = false,
|
||||
});
|
||||
|
||||
final GameState state;
|
||||
final bool leveledUp;
|
||||
final bool completedQuest;
|
||||
final bool completedAct;
|
||||
|
||||
bool get shouldAutosave => leveledUp || completedQuest || completedAct;
|
||||
}
|
||||
|
||||
/// Drives quest/plot/task progression by applying queued actions and rewards.
|
||||
class ProgressService {
|
||||
ProgressService({
|
||||
required this.config,
|
||||
required this.mutations,
|
||||
required this.rewards,
|
||||
});
|
||||
|
||||
final PqConfig config;
|
||||
final GameMutations mutations;
|
||||
final RewardService rewards;
|
||||
|
||||
/// 새 게임 초기화 (원본 GoButtonClick, Main.pas:741-767)
|
||||
/// Prologue 태스크들을 큐에 추가하고 첫 태스크 시작
|
||||
GameState initializeNewGame(GameState state) {
|
||||
// 초기 큐 설정 (원본 753-757줄)
|
||||
final initialQueue = <QueueEntry>[
|
||||
const QueueEntry(
|
||||
kind: QueueKind.task,
|
||||
durationMillis: 10 * 1000,
|
||||
caption: 'Experiencing an enigmatic and foreboding night vision',
|
||||
taskType: TaskType.load,
|
||||
),
|
||||
const QueueEntry(
|
||||
kind: QueueKind.task,
|
||||
durationMillis: 6 * 1000,
|
||||
caption: "Much is revealed about that wise old bastard you'd "
|
||||
'underestimated',
|
||||
taskType: TaskType.load,
|
||||
),
|
||||
const QueueEntry(
|
||||
kind: QueueKind.task,
|
||||
durationMillis: 6 * 1000,
|
||||
caption: 'A shocking series of events leaves you alone and bewildered, '
|
||||
'but resolute',
|
||||
taskType: TaskType.load,
|
||||
),
|
||||
const QueueEntry(
|
||||
kind: QueueKind.task,
|
||||
durationMillis: 4 * 1000,
|
||||
caption: 'Drawing upon an unexpected reserve of determination, '
|
||||
'you set out on a long and dangerous journey',
|
||||
taskType: TaskType.load,
|
||||
),
|
||||
const QueueEntry(
|
||||
kind: QueueKind.plot,
|
||||
durationMillis: 2 * 1000,
|
||||
caption: 'Loading',
|
||||
taskType: TaskType.plot,
|
||||
),
|
||||
];
|
||||
|
||||
// 첫 번째 태스크 'Loading' 시작 (원본 752줄)
|
||||
final taskResult = pq_logic.startTask(
|
||||
state.progress,
|
||||
'Loading',
|
||||
2 * 1000,
|
||||
);
|
||||
|
||||
// ExpBar 초기화 (원본 743-746줄)
|
||||
final expBar = ProgressBarState(
|
||||
position: 0,
|
||||
max: pq_logic.levelUpTime(1),
|
||||
);
|
||||
|
||||
// PlotBar 초기화 (원본 759줄)
|
||||
final plotBar = const ProgressBarState(position: 0, max: 26 * 1000);
|
||||
|
||||
final progress = taskResult.progress.copyWith(
|
||||
exp: expBar,
|
||||
plot: plotBar,
|
||||
currentTask: const TaskInfo(caption: 'Loading...', type: TaskType.load),
|
||||
plotStageCount: 1, // Prologue
|
||||
questCount: 0,
|
||||
);
|
||||
|
||||
return _recalculateEncumbrance(
|
||||
state.copyWith(
|
||||
progress: progress,
|
||||
queue: QueueState(entries: initialQueue),
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
/// Starts a task and tags its type (kill, plot, load, neutral).
|
||||
GameState startTask(
|
||||
GameState state, {
|
||||
required String caption,
|
||||
required int durationMillis,
|
||||
TaskType taskType = TaskType.neutral,
|
||||
}) {
|
||||
final taskResult = pq_logic.startTask(
|
||||
state.progress,
|
||||
caption,
|
||||
durationMillis,
|
||||
);
|
||||
final progress = taskResult.progress.copyWith(
|
||||
currentTask: TaskInfo(caption: taskResult.caption, type: taskType),
|
||||
);
|
||||
return state.copyWith(progress: progress);
|
||||
}
|
||||
|
||||
/// Tick the timer loop (equivalent to Timer1Timer in the original code).
|
||||
ProgressTickResult tick(GameState state, int elapsedMillis) {
|
||||
final int clamped = elapsedMillis.clamp(0, 100).toInt();
|
||||
var progress = state.progress;
|
||||
var queue = state.queue;
|
||||
var nextState = state;
|
||||
var leveledUp = false;
|
||||
var questDone = false;
|
||||
var actDone = false;
|
||||
|
||||
// Advance task bar if still running.
|
||||
if (progress.task.position < progress.task.max) {
|
||||
final uncapped = progress.task.position + clamped;
|
||||
final int newTaskPos = uncapped > progress.task.max
|
||||
? progress.task.max
|
||||
: uncapped;
|
||||
progress = progress.copyWith(
|
||||
task: progress.task.copyWith(position: newTaskPos),
|
||||
);
|
||||
nextState = _recalculateEncumbrance(
|
||||
nextState.copyWith(progress: progress),
|
||||
);
|
||||
return ProgressTickResult(state: nextState);
|
||||
}
|
||||
|
||||
final gain = progress.currentTask.type == TaskType.kill;
|
||||
final incrementSeconds = progress.task.max ~/ 1000;
|
||||
|
||||
// 킬 태스크 완료 시 전리품 획득 (원본 Main.pas:625-630)
|
||||
if (gain) {
|
||||
nextState = _winLoot(nextState);
|
||||
progress = nextState.progress;
|
||||
}
|
||||
|
||||
// 시장/판매/구매 태스크 완료 시 처리 (원본 Main.pas:631-649)
|
||||
final taskType = progress.currentTask.type;
|
||||
if (taskType == TaskType.buying) {
|
||||
// 장비 구매 완료 (원본 631-634)
|
||||
nextState = _completeBuying(nextState);
|
||||
progress = nextState.progress;
|
||||
} else if (taskType == TaskType.market || taskType == TaskType.sell) {
|
||||
// 시장 도착 또는 판매 완료 (원본 635-649)
|
||||
final sellResult = _processSell(nextState);
|
||||
nextState = sellResult.state;
|
||||
progress = nextState.progress;
|
||||
queue = nextState.queue;
|
||||
|
||||
// 판매 중이면 다른 로직 건너뛰기
|
||||
if (sellResult.continuesSelling) {
|
||||
nextState = _recalculateEncumbrance(
|
||||
nextState.copyWith(progress: progress, queue: queue),
|
||||
);
|
||||
return ProgressTickResult(
|
||||
state: nextState,
|
||||
leveledUp: false,
|
||||
completedQuest: false,
|
||||
completedAct: false,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// Gain XP / level up.
|
||||
if (gain) {
|
||||
if (progress.exp.position >= progress.exp.max) {
|
||||
nextState = _levelUp(nextState);
|
||||
leveledUp = true;
|
||||
progress = nextState.progress;
|
||||
} else {
|
||||
final uncappedExp = progress.exp.position + incrementSeconds;
|
||||
final int newExpPos = uncappedExp > progress.exp.max
|
||||
? progress.exp.max
|
||||
: uncappedExp;
|
||||
progress = progress.copyWith(
|
||||
exp: progress.exp.copyWith(position: newExpPos),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// Advance quest bar after Act I.
|
||||
final canQuestProgress =
|
||||
gain &&
|
||||
progress.plotStageCount > 1 &&
|
||||
progress.questCount > 0 &&
|
||||
progress.quest.max > 0;
|
||||
if (canQuestProgress) {
|
||||
if (progress.quest.position + incrementSeconds >= progress.quest.max) {
|
||||
nextState = completeQuest(nextState);
|
||||
questDone = true;
|
||||
progress = nextState.progress;
|
||||
queue = nextState.queue;
|
||||
} else {
|
||||
progress = progress.copyWith(
|
||||
quest: progress.quest.copyWith(
|
||||
position: progress.quest.position + incrementSeconds,
|
||||
),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// 플롯(plot) 바가 완료되면 InterplotCinematic 트리거
|
||||
// (원본 Main.pas:1301-1304)
|
||||
if (gain &&
|
||||
progress.plot.max > 0 &&
|
||||
progress.plot.position >= progress.plot.max) {
|
||||
// InterplotCinematic을 호출하여 시네마틱 이벤트 큐에 추가
|
||||
final cinematicEntries = pq_logic.interplotCinematic(
|
||||
config,
|
||||
nextState.rng,
|
||||
nextState.traits.level,
|
||||
nextState.progress.plotStageCount,
|
||||
);
|
||||
queue = QueueState(entries: [...queue.entries, ...cinematicEntries]);
|
||||
// 플롯 바를 0으로 리셋하지 않음 - completeAct에서 처리됨
|
||||
} else if (progress.currentTask.type != TaskType.load &&
|
||||
progress.plot.max > 0) {
|
||||
final uncappedPlot = progress.plot.position + incrementSeconds;
|
||||
final int newPlotPos = uncappedPlot > progress.plot.max
|
||||
? progress.plot.max
|
||||
: uncappedPlot;
|
||||
progress = progress.copyWith(
|
||||
plot: progress.plot.copyWith(position: newPlotPos),
|
||||
);
|
||||
}
|
||||
|
||||
// Dequeue next scripted task if available.
|
||||
final dq = pq_logic.dequeue(progress, queue);
|
||||
if (dq != null) {
|
||||
progress = dq.progress.copyWith(
|
||||
currentTask: TaskInfo(caption: dq.caption, type: dq.taskType),
|
||||
);
|
||||
queue = dq.queue;
|
||||
|
||||
// plot 타입이 dequeue 되면 completeAct 실행 (원본 Main.pas 로직)
|
||||
if (dq.kind == QueueKind.plot) {
|
||||
nextState = nextState.copyWith(progress: progress, queue: queue);
|
||||
nextState = completeAct(nextState);
|
||||
actDone = true;
|
||||
progress = nextState.progress;
|
||||
queue = nextState.queue;
|
||||
}
|
||||
} else {
|
||||
// 큐가 비어있으면 새 태스크 생성 (원본 Dequeue 667-684줄)
|
||||
nextState = nextState.copyWith(progress: progress, queue: queue);
|
||||
final newTaskResult = _generateNextTask(nextState);
|
||||
progress = newTaskResult.progress;
|
||||
queue = newTaskResult.queue;
|
||||
}
|
||||
|
||||
nextState = _recalculateEncumbrance(
|
||||
nextState.copyWith(progress: progress, queue: queue),
|
||||
);
|
||||
|
||||
return ProgressTickResult(
|
||||
state: nextState,
|
||||
leveledUp: leveledUp,
|
||||
completedQuest: questDone,
|
||||
completedAct: actDone,
|
||||
);
|
||||
}
|
||||
|
||||
/// 큐가 비어있을 때 다음 태스크 생성 (원본 Dequeue 667-684줄)
|
||||
({ProgressState progress, QueueState queue}) _generateNextTask(
|
||||
GameState state,
|
||||
) {
|
||||
var progress = state.progress;
|
||||
final queue = state.queue;
|
||||
final oldTaskType = progress.currentTask.type;
|
||||
|
||||
// 1. Encumbrance가 가득 찼으면 시장으로 이동 (원본 667-669줄)
|
||||
if (progress.encumbrance.position >= progress.encumbrance.max &&
|
||||
progress.encumbrance.max > 0) {
|
||||
final taskResult = pq_logic.startTask(
|
||||
progress,
|
||||
'Heading to market to sell loot',
|
||||
4 * 1000,
|
||||
);
|
||||
progress = taskResult.progress.copyWith(
|
||||
currentTask: TaskInfo(
|
||||
caption: taskResult.caption,
|
||||
type: TaskType.market,
|
||||
),
|
||||
);
|
||||
return (progress: progress, queue: queue);
|
||||
}
|
||||
|
||||
// 2. kill 태스크가 아니었고 heading도 아니면 heading 또는 buying 태스크 실행
|
||||
// (원본 670-677줄)
|
||||
if (oldTaskType != TaskType.kill && oldTaskType != TaskType.neutral) {
|
||||
// Gold가 충분하면 장비 구매 (원본 671-673줄)
|
||||
final gold = _getGold(state);
|
||||
final equipPrice = _equipPrice(state.traits.level);
|
||||
if (gold > equipPrice) {
|
||||
final taskResult = pq_logic.startTask(
|
||||
progress,
|
||||
'Negotiating purchase of better equipment',
|
||||
5 * 1000,
|
||||
);
|
||||
progress = taskResult.progress.copyWith(
|
||||
currentTask: TaskInfo(
|
||||
caption: taskResult.caption,
|
||||
type: TaskType.buying,
|
||||
),
|
||||
);
|
||||
return (progress: progress, queue: queue);
|
||||
}
|
||||
|
||||
// Gold가 부족하면 전장으로 이동 (원본 674-676줄)
|
||||
final taskResult = pq_logic.startTask(
|
||||
progress,
|
||||
'Heading to the killing fields',
|
||||
4 * 1000,
|
||||
);
|
||||
progress = taskResult.progress.copyWith(
|
||||
currentTask: TaskInfo(
|
||||
caption: taskResult.caption,
|
||||
type: TaskType.neutral,
|
||||
),
|
||||
);
|
||||
return (progress: progress, queue: queue);
|
||||
}
|
||||
|
||||
// 3. MonsterTask 실행 (원본 678-684줄)
|
||||
final level = state.traits.level;
|
||||
final monster = pq_logic.monsterTask(
|
||||
config,
|
||||
state.rng,
|
||||
level,
|
||||
null, // questMonster
|
||||
null, // questLevel
|
||||
);
|
||||
|
||||
// 태스크 지속시간 계산 (원본 682줄)
|
||||
// n := (2 * InventoryLabelAlsoGameStyle.Tag * n * 1000) div l;
|
||||
// InventoryLabelAlsoGameStyle.Tag는 게임 스타일을 나타내는 값 (1이 기본)
|
||||
const gameStyleTag = 1;
|
||||
final durationMillis = (2 * gameStyleTag * level * 1000) ~/ level;
|
||||
|
||||
final taskResult = pq_logic.startTask(
|
||||
progress,
|
||||
'Executing $monster',
|
||||
durationMillis,
|
||||
);
|
||||
|
||||
progress = taskResult.progress.copyWith(
|
||||
currentTask: TaskInfo(
|
||||
caption: taskResult.caption,
|
||||
type: TaskType.kill,
|
||||
),
|
||||
);
|
||||
|
||||
return (progress: progress, queue: queue);
|
||||
}
|
||||
|
||||
/// Advances quest completion, applies reward, and enqueues next quest task.
|
||||
GameState completeQuest(GameState state) {
|
||||
final result = pq_logic.completeQuest(
|
||||
config,
|
||||
state.rng,
|
||||
state.traits.level,
|
||||
);
|
||||
|
||||
var nextState = _applyReward(state, result.reward);
|
||||
final questCount = nextState.progress.questCount + 1;
|
||||
|
||||
// Append quest entry to queue (task kind).
|
||||
final updatedQueue = QueueState(
|
||||
entries: [
|
||||
...nextState.queue.entries,
|
||||
QueueEntry(
|
||||
kind: QueueKind.task,
|
||||
durationMillis: 50 + nextState.rng.nextInt(100),
|
||||
caption: result.caption,
|
||||
taskType: TaskType.neutral,
|
||||
),
|
||||
],
|
||||
);
|
||||
|
||||
// Update quest progress bar with reset position.
|
||||
final progress = nextState.progress.copyWith(
|
||||
quest: ProgressBarState(
|
||||
position: 0,
|
||||
max: 50 + nextState.rng.nextInt(100),
|
||||
),
|
||||
questCount: questCount,
|
||||
);
|
||||
|
||||
return _recalculateEncumbrance(
|
||||
nextState.copyWith(progress: progress, queue: updatedQueue),
|
||||
);
|
||||
}
|
||||
|
||||
/// Advances plot to next act and applies any act-level rewards.
|
||||
GameState completeAct(GameState state) {
|
||||
final actResult = pq_logic.completeAct(state.progress.plotStageCount);
|
||||
var nextState = state;
|
||||
for (final reward in actResult.rewards) {
|
||||
nextState = _applyReward(nextState, reward);
|
||||
}
|
||||
|
||||
final plotStages = nextState.progress.plotStageCount + 1;
|
||||
var updatedProgress = nextState.progress.copyWith(
|
||||
plot: ProgressBarState(position: 0, max: actResult.plotBarMaxSeconds),
|
||||
plotStageCount: plotStages,
|
||||
);
|
||||
|
||||
nextState = nextState.copyWith(progress: updatedProgress);
|
||||
|
||||
// Act I 완료 후(Prologue -> Act I) 첫 퀘스트 시작 (원본 Main.pas 로직)
|
||||
// plotStages == 2는 Prologue(1) -> Act I(2) 전환을 의미
|
||||
if (plotStages == 2) {
|
||||
nextState = _startFirstQuest(nextState);
|
||||
}
|
||||
|
||||
return _recalculateEncumbrance(nextState);
|
||||
}
|
||||
|
||||
/// 첫 퀘스트 시작 (Act I 시작 시)
|
||||
GameState _startFirstQuest(GameState state) {
|
||||
final result = pq_logic.completeQuest(
|
||||
config,
|
||||
state.rng,
|
||||
state.traits.level,
|
||||
);
|
||||
|
||||
// 퀘스트 바 초기화
|
||||
final questBar = ProgressBarState(
|
||||
position: 0,
|
||||
max: 50 + state.rng.nextInt(100),
|
||||
);
|
||||
|
||||
// 첫 퀘스트 추가
|
||||
final updatedQueue = QueueState(
|
||||
entries: [
|
||||
...state.queue.entries,
|
||||
QueueEntry(
|
||||
kind: QueueKind.task,
|
||||
durationMillis: 50 + state.rng.nextInt(100),
|
||||
caption: result.caption,
|
||||
taskType: TaskType.neutral,
|
||||
),
|
||||
],
|
||||
);
|
||||
|
||||
final progress = state.progress.copyWith(
|
||||
quest: questBar,
|
||||
questCount: 1,
|
||||
);
|
||||
|
||||
return state.copyWith(progress: progress, queue: updatedQueue);
|
||||
}
|
||||
|
||||
/// Developer-only cheat hooks for quickly finishing bars.
|
||||
GameState forceTaskComplete(GameState state) {
|
||||
final progress = state.progress.copyWith(
|
||||
task: state.progress.task.copyWith(position: state.progress.task.max),
|
||||
);
|
||||
return state.copyWith(progress: progress);
|
||||
}
|
||||
|
||||
GameState forceQuestComplete(GameState state) {
|
||||
final progress = state.progress.copyWith(
|
||||
task: state.progress.task.copyWith(position: state.progress.task.max),
|
||||
quest: state.progress.quest.copyWith(position: state.progress.quest.max),
|
||||
);
|
||||
return state.copyWith(progress: progress);
|
||||
}
|
||||
|
||||
GameState forcePlotComplete(GameState state) {
|
||||
final progress = state.progress.copyWith(
|
||||
task: state.progress.task.copyWith(position: state.progress.task.max),
|
||||
plot: state.progress.plot.copyWith(position: state.progress.plot.max),
|
||||
);
|
||||
return state.copyWith(progress: progress);
|
||||
}
|
||||
|
||||
GameState _applyReward(GameState state, pq_logic.RewardKind reward) {
|
||||
final updated = rewards.applyReward(state, reward);
|
||||
return _recalculateEncumbrance(updated);
|
||||
}
|
||||
|
||||
GameState _levelUp(GameState state) {
|
||||
final nextLevel = state.traits.level + 1;
|
||||
final rng = state.rng;
|
||||
final hpGain = state.stats.con ~/ 3 + 1 + rng.nextInt(4);
|
||||
final mpGain = state.stats.intelligence ~/ 3 + 1 + rng.nextInt(4);
|
||||
|
||||
var nextState = state.copyWith(
|
||||
traits: state.traits.copyWith(level: nextLevel),
|
||||
stats: state.stats.copyWith(
|
||||
hpMax: state.stats.hpMax + hpGain,
|
||||
mpMax: state.stats.mpMax + mpGain,
|
||||
),
|
||||
);
|
||||
|
||||
// Win two stats and a spell, matching the original leveling rules.
|
||||
nextState = mutations.winStat(nextState);
|
||||
nextState = mutations.winStat(nextState);
|
||||
nextState = mutations.winSpell(nextState, nextState.stats.wis, nextLevel);
|
||||
|
||||
final expBar = ProgressBarState(
|
||||
position: 0,
|
||||
max: pq_logic.levelUpTime(nextLevel),
|
||||
);
|
||||
final progress = nextState.progress.copyWith(exp: expBar);
|
||||
nextState = nextState.copyWith(progress: progress);
|
||||
return _recalculateEncumbrance(nextState);
|
||||
}
|
||||
|
||||
GameState _recalculateEncumbrance(GameState state) {
|
||||
// items에는 Gold가 포함되지 않음 (inventory.gold 필드로 관리)
|
||||
final encumValue = state.inventory.items.fold<int>(
|
||||
0,
|
||||
(sum, item) => sum + item.count,
|
||||
);
|
||||
final encumMax = 10 + state.stats.str;
|
||||
final encumBar = state.progress.encumbrance.copyWith(
|
||||
position: encumValue,
|
||||
max: encumMax,
|
||||
);
|
||||
final progress = state.progress.copyWith(encumbrance: encumBar);
|
||||
return state.copyWith(progress: progress);
|
||||
}
|
||||
|
||||
/// 킬 태스크 완료 시 전리품 획득 (원본 Main.pas:625-630)
|
||||
GameState _winLoot(GameState state) {
|
||||
final taskCaption = state.progress.currentTask.caption;
|
||||
|
||||
// 몬스터 이름에서 전리품 아이템 생성
|
||||
// 원본: Add(Inventory, LowerCase(Split(fTask.Caption,1) + ' ' +
|
||||
// ProperCase(Split(fTask.Caption,3))), 1);
|
||||
// 예: "Executing a Goblin..." -> "goblin ear" 등의 아이템
|
||||
|
||||
// 태스크 캡션에서 몬스터 이름 추출 ("Executing ..." 형태)
|
||||
String monsterName = taskCaption;
|
||||
if (monsterName.startsWith('Executing ')) {
|
||||
monsterName = monsterName.substring('Executing '.length);
|
||||
}
|
||||
if (monsterName.endsWith('...')) {
|
||||
monsterName = monsterName.substring(0, monsterName.length - 3);
|
||||
}
|
||||
|
||||
// 몬스터 부위 선택 (원본에서는 몬스터별로 다르지만, 간단히 랜덤 선택)
|
||||
final parts = ['Skin', 'Tooth', 'Claw', 'Ear', 'Eye', 'Tail', 'Scale'];
|
||||
final part = pq_logic.pick(parts, state.rng);
|
||||
|
||||
// 아이템 이름 생성 (예: "Goblin Ear")
|
||||
final itemName = '${_extractBaseName(monsterName)} $part';
|
||||
|
||||
// 인벤토리에 추가
|
||||
final items = [...state.inventory.items];
|
||||
final existing = items.indexWhere((e) => e.name == itemName);
|
||||
if (existing >= 0) {
|
||||
items[existing] = items[existing].copyWith(
|
||||
count: items[existing].count + 1,
|
||||
);
|
||||
} else {
|
||||
items.add(InventoryEntry(name: itemName, count: 1));
|
||||
}
|
||||
|
||||
return state.copyWith(
|
||||
inventory: state.inventory.copyWith(items: items),
|
||||
);
|
||||
}
|
||||
|
||||
/// 몬스터 이름에서 기본 이름 추출 (형용사 제거)
|
||||
String _extractBaseName(String name) {
|
||||
// "a Goblin", "an Orc", "2 Goblins" 등에서 기본 이름 추출
|
||||
final words = name.split(' ');
|
||||
if (words.isEmpty) return name;
|
||||
|
||||
// 관사나 숫자 제거
|
||||
var startIndex = 0;
|
||||
if (words[0] == 'a' || words[0] == 'an' || words[0] == 'the') {
|
||||
startIndex = 1;
|
||||
} else if (int.tryParse(words[0]) != null) {
|
||||
startIndex = 1;
|
||||
}
|
||||
|
||||
if (startIndex >= words.length) return name;
|
||||
|
||||
// 마지막 단어가 몬스터 이름 (형용사들 건너뛰기)
|
||||
final baseName = words.last;
|
||||
// 첫 글자 대문자로
|
||||
if (baseName.isEmpty) return name;
|
||||
return baseName[0].toUpperCase() + baseName.substring(1).toLowerCase();
|
||||
}
|
||||
|
||||
/// 인벤토리에서 Gold 수량 반환
|
||||
int _getGold(GameState state) {
|
||||
return state.inventory.gold;
|
||||
}
|
||||
|
||||
/// 장비 가격 계산 (원본 Main.pas:612-616)
|
||||
/// Result := 5 * Level^2 + 10 * Level + 20
|
||||
int _equipPrice(int level) {
|
||||
return 5 * level * level + 10 * level + 20;
|
||||
}
|
||||
|
||||
/// 장비 구매 완료 처리 (원본 Main.pas:631-634)
|
||||
GameState _completeBuying(GameState state) {
|
||||
final level = state.traits.level;
|
||||
final price = _equipPrice(level);
|
||||
|
||||
// Gold 차감 (inventory.gold 필드 사용)
|
||||
final newGold = math.max(0, state.inventory.gold - price);
|
||||
var nextState = state.copyWith(
|
||||
inventory: state.inventory.copyWith(gold: newGold),
|
||||
);
|
||||
|
||||
// 장비 획득 (WinEquip)
|
||||
nextState = mutations.winEquip(
|
||||
nextState,
|
||||
level,
|
||||
EquipmentSlot.values[nextState.rng.nextInt(EquipmentSlot.values.length)],
|
||||
);
|
||||
|
||||
return nextState;
|
||||
}
|
||||
|
||||
/// 판매 처리 결과
|
||||
({GameState state, bool continuesSelling}) _processSell(GameState state) {
|
||||
final taskType = state.progress.currentTask.type;
|
||||
var items = [...state.inventory.items];
|
||||
var goldAmount = state.inventory.gold;
|
||||
|
||||
// sell 태스크 완료 시 아이템 판매 (원본 Main.pas:636-643)
|
||||
if (taskType == TaskType.sell) {
|
||||
// 첫 번째 아이템 찾기 (items에는 Gold가 없음)
|
||||
if (items.isNotEmpty) {
|
||||
final item = items.first;
|
||||
final level = state.traits.level;
|
||||
|
||||
// 가격 계산: 수량 * 레벨
|
||||
var price = item.count * level;
|
||||
|
||||
// " of " 포함 시 보너스 (원본 639-640)
|
||||
if (item.name.contains(' of ')) {
|
||||
price = price *
|
||||
(1 + pq_logic.randomLow(state.rng, 10)) *
|
||||
(1 + pq_logic.randomLow(state.rng, level));
|
||||
}
|
||||
|
||||
// 아이템 삭제
|
||||
items.removeAt(0);
|
||||
|
||||
// Gold 추가 (inventory.gold 필드 사용)
|
||||
goldAmount += price;
|
||||
}
|
||||
}
|
||||
|
||||
// 판매할 아이템이 남아있는지 확인
|
||||
final hasItemsToSell = items.isNotEmpty;
|
||||
|
||||
if (hasItemsToSell) {
|
||||
// 다음 아이템 판매 태스크 시작
|
||||
final nextItem = items.first;
|
||||
final taskResult = pq_logic.startTask(
|
||||
state.progress,
|
||||
'Selling ${pq_logic.indefinite(nextItem.name, nextItem.count)}',
|
||||
1 * 1000,
|
||||
);
|
||||
final progress = taskResult.progress.copyWith(
|
||||
currentTask: TaskInfo(
|
||||
caption: taskResult.caption,
|
||||
type: TaskType.sell,
|
||||
),
|
||||
);
|
||||
return (
|
||||
state: state.copyWith(
|
||||
inventory: state.inventory.copyWith(gold: goldAmount, items: items),
|
||||
progress: progress,
|
||||
),
|
||||
continuesSelling: true,
|
||||
);
|
||||
}
|
||||
|
||||
// 판매 완료 - 인벤토리 업데이트만 하고 다음 태스크로
|
||||
return (
|
||||
state: state.copyWith(
|
||||
inventory: state.inventory.copyWith(gold: goldAmount, items: items),
|
||||
),
|
||||
continuesSelling: false,
|
||||
);
|
||||
}
|
||||
}
|
||||
26
lib/src/core/engine/reward_service.dart
Normal file
26
lib/src/core/engine/reward_service.dart
Normal file
@@ -0,0 +1,26 @@
|
||||
import 'package:askiineverdie/src/core/engine/game_mutations.dart';
|
||||
import 'package:askiineverdie/src/core/model/equipment_slot.dart';
|
||||
import 'package:askiineverdie/src/core/model/game_state.dart';
|
||||
import 'package:askiineverdie/src/core/util/pq_logic.dart';
|
||||
|
||||
/// Applies quest/act rewards to the GameState using shared RNG.
|
||||
class RewardService {
|
||||
RewardService(this.mutations);
|
||||
|
||||
final GameMutations mutations;
|
||||
|
||||
GameState applyReward(GameState state, RewardKind reward) {
|
||||
switch (reward) {
|
||||
case RewardKind.spell:
|
||||
return mutations.winSpell(state, state.stats.wis, state.traits.level);
|
||||
case RewardKind.equip:
|
||||
final slot = EquipmentSlot
|
||||
.values[state.rng.nextInt(EquipmentSlot.values.length)];
|
||||
return mutations.winEquip(state, state.traits.level, slot);
|
||||
case RewardKind.stat:
|
||||
return mutations.winStat(state);
|
||||
case RewardKind.item:
|
||||
return mutations.winItem(state);
|
||||
}
|
||||
}
|
||||
}
|
||||
1
lib/src/core/model/equipment_slot.dart
Normal file
1
lib/src/core/model/equipment_slot.dart
Normal file
@@ -0,0 +1 @@
|
||||
enum EquipmentSlot { weapon, shield, armor }
|
||||
389
lib/src/core/model/game_state.dart
Normal file
389
lib/src/core/model/game_state.dart
Normal file
@@ -0,0 +1,389 @@
|
||||
import 'dart:collection';
|
||||
import 'package:askiineverdie/src/core/util/deterministic_random.dart';
|
||||
|
||||
/// Minimal skeletal state to mirror Progress Quest structures.
|
||||
///
|
||||
/// Logic will be ported faithfully from the Delphi source; this file only
|
||||
/// defines containers and helpers for deterministic RNG.
|
||||
class GameState {
|
||||
GameState({
|
||||
required DeterministicRandom rng,
|
||||
Traits? traits,
|
||||
Stats? stats,
|
||||
Inventory? inventory,
|
||||
Equipment? equipment,
|
||||
SpellBook? spellBook,
|
||||
ProgressState? progress,
|
||||
QueueState? queue,
|
||||
}) : rng = DeterministicRandom.clone(rng),
|
||||
traits = traits ?? Traits.empty(),
|
||||
stats = stats ?? Stats.empty(),
|
||||
inventory = inventory ?? Inventory.empty(),
|
||||
equipment = equipment ?? Equipment.empty(),
|
||||
spellBook = spellBook ?? SpellBook.empty(),
|
||||
progress = progress ?? ProgressState.empty(),
|
||||
queue = queue ?? QueueState.empty();
|
||||
|
||||
factory GameState.withSeed({
|
||||
required int seed,
|
||||
Traits? traits,
|
||||
Stats? stats,
|
||||
Inventory? inventory,
|
||||
Equipment? equipment,
|
||||
SpellBook? spellBook,
|
||||
ProgressState? progress,
|
||||
QueueState? queue,
|
||||
}) {
|
||||
return GameState(
|
||||
rng: DeterministicRandom(seed),
|
||||
traits: traits,
|
||||
stats: stats,
|
||||
inventory: inventory,
|
||||
equipment: equipment,
|
||||
spellBook: spellBook,
|
||||
progress: progress,
|
||||
queue: queue,
|
||||
);
|
||||
}
|
||||
|
||||
final DeterministicRandom rng;
|
||||
final Traits traits;
|
||||
final Stats stats;
|
||||
final Inventory inventory;
|
||||
final Equipment equipment;
|
||||
final SpellBook spellBook;
|
||||
final ProgressState progress;
|
||||
final QueueState queue;
|
||||
|
||||
GameState copyWith({
|
||||
DeterministicRandom? rng,
|
||||
Traits? traits,
|
||||
Stats? stats,
|
||||
Inventory? inventory,
|
||||
Equipment? equipment,
|
||||
SpellBook? spellBook,
|
||||
ProgressState? progress,
|
||||
QueueState? queue,
|
||||
}) {
|
||||
return GameState(
|
||||
rng: rng ?? DeterministicRandom.clone(this.rng),
|
||||
traits: traits ?? this.traits,
|
||||
stats: stats ?? this.stats,
|
||||
inventory: inventory ?? this.inventory,
|
||||
equipment: equipment ?? this.equipment,
|
||||
spellBook: spellBook ?? this.spellBook,
|
||||
progress: progress ?? this.progress,
|
||||
queue: queue ?? this.queue,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// 태스크 타입 (원본 fTask.Caption 값들에 대응)
|
||||
enum TaskType {
|
||||
neutral, // heading 등 일반 이동
|
||||
kill, // 몬스터 처치
|
||||
load, // 로딩/초기화
|
||||
plot, // 플롯 진행
|
||||
market, // 시장으로 이동 중
|
||||
sell, // 아이템 판매 중
|
||||
buying, // 장비 구매 중
|
||||
}
|
||||
|
||||
class TaskInfo {
|
||||
const TaskInfo({required this.caption, required this.type});
|
||||
|
||||
final String caption;
|
||||
final TaskType type;
|
||||
|
||||
factory TaskInfo.empty() =>
|
||||
const TaskInfo(caption: '', type: TaskType.neutral);
|
||||
|
||||
TaskInfo copyWith({String? caption, TaskType? type}) {
|
||||
return TaskInfo(caption: caption ?? this.caption, type: type ?? this.type);
|
||||
}
|
||||
}
|
||||
|
||||
class Traits {
|
||||
const Traits({
|
||||
required this.name,
|
||||
required this.race,
|
||||
required this.klass,
|
||||
required this.level,
|
||||
required this.motto,
|
||||
required this.guild,
|
||||
});
|
||||
|
||||
final String name;
|
||||
final String race;
|
||||
final String klass;
|
||||
final int level;
|
||||
final String motto;
|
||||
final String guild;
|
||||
|
||||
factory Traits.empty() => const Traits(
|
||||
name: '',
|
||||
race: '',
|
||||
klass: '',
|
||||
level: 1,
|
||||
motto: '',
|
||||
guild: '',
|
||||
);
|
||||
|
||||
Traits copyWith({
|
||||
String? name,
|
||||
String? race,
|
||||
String? klass,
|
||||
int? level,
|
||||
String? motto,
|
||||
String? guild,
|
||||
}) {
|
||||
return Traits(
|
||||
name: name ?? this.name,
|
||||
race: race ?? this.race,
|
||||
klass: klass ?? this.klass,
|
||||
level: level ?? this.level,
|
||||
motto: motto ?? this.motto,
|
||||
guild: guild ?? this.guild,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
class Stats {
|
||||
const Stats({
|
||||
required this.str,
|
||||
required this.con,
|
||||
required this.dex,
|
||||
required this.intelligence,
|
||||
required this.wis,
|
||||
required this.cha,
|
||||
required this.hpMax,
|
||||
required this.mpMax,
|
||||
});
|
||||
|
||||
final int str;
|
||||
final int con;
|
||||
final int dex;
|
||||
final int intelligence;
|
||||
final int wis;
|
||||
final int cha;
|
||||
final int hpMax;
|
||||
final int mpMax;
|
||||
|
||||
factory Stats.empty() => const Stats(
|
||||
str: 0,
|
||||
con: 0,
|
||||
dex: 0,
|
||||
intelligence: 0,
|
||||
wis: 0,
|
||||
cha: 0,
|
||||
hpMax: 0,
|
||||
mpMax: 0,
|
||||
);
|
||||
|
||||
Stats copyWith({
|
||||
int? str,
|
||||
int? con,
|
||||
int? dex,
|
||||
int? intelligence,
|
||||
int? wis,
|
||||
int? cha,
|
||||
int? hpMax,
|
||||
int? mpMax,
|
||||
}) {
|
||||
return Stats(
|
||||
str: str ?? this.str,
|
||||
con: con ?? this.con,
|
||||
dex: dex ?? this.dex,
|
||||
intelligence: intelligence ?? this.intelligence,
|
||||
wis: wis ?? this.wis,
|
||||
cha: cha ?? this.cha,
|
||||
hpMax: hpMax ?? this.hpMax,
|
||||
mpMax: mpMax ?? this.mpMax,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
class InventoryEntry {
|
||||
const InventoryEntry({required this.name, required this.count});
|
||||
|
||||
final String name;
|
||||
final int count;
|
||||
|
||||
InventoryEntry copyWith({String? name, int? count}) {
|
||||
return InventoryEntry(name: name ?? this.name, count: count ?? this.count);
|
||||
}
|
||||
}
|
||||
|
||||
class Inventory {
|
||||
const Inventory({required this.gold, required this.items});
|
||||
|
||||
final int gold;
|
||||
final List<InventoryEntry> items;
|
||||
|
||||
factory Inventory.empty() => const Inventory(gold: 0, items: []);
|
||||
|
||||
Inventory copyWith({int? gold, List<InventoryEntry>? items}) {
|
||||
return Inventory(gold: gold ?? this.gold, items: items ?? this.items);
|
||||
}
|
||||
}
|
||||
|
||||
class Equipment {
|
||||
const Equipment({
|
||||
required this.weapon,
|
||||
required this.shield,
|
||||
required this.armor,
|
||||
required this.bestIndex,
|
||||
});
|
||||
|
||||
final String weapon;
|
||||
final String shield;
|
||||
final String armor;
|
||||
|
||||
/// Tracks best slot index (mirror of Equips.Tag in original code; 0=weapon,1=shield,2=armor).
|
||||
final int bestIndex;
|
||||
|
||||
factory Equipment.empty() => const Equipment(
|
||||
weapon: 'Sharp Stick',
|
||||
shield: '',
|
||||
armor: '',
|
||||
bestIndex: 0,
|
||||
);
|
||||
|
||||
Equipment copyWith({
|
||||
String? weapon,
|
||||
String? shield,
|
||||
String? armor,
|
||||
int? bestIndex,
|
||||
}) {
|
||||
return Equipment(
|
||||
weapon: weapon ?? this.weapon,
|
||||
shield: shield ?? this.shield,
|
||||
armor: armor ?? this.armor,
|
||||
bestIndex: bestIndex ?? this.bestIndex,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
class SpellEntry {
|
||||
const SpellEntry({required this.name, required this.rank});
|
||||
|
||||
final String name;
|
||||
final String rank; // e.g., Roman numerals
|
||||
|
||||
SpellEntry copyWith({String? name, String? rank}) {
|
||||
return SpellEntry(name: name ?? this.name, rank: rank ?? this.rank);
|
||||
}
|
||||
}
|
||||
|
||||
class SpellBook {
|
||||
const SpellBook({required this.spells});
|
||||
|
||||
final List<SpellEntry> spells;
|
||||
|
||||
factory SpellBook.empty() => const SpellBook(spells: []);
|
||||
|
||||
SpellBook copyWith({List<SpellEntry>? spells}) {
|
||||
return SpellBook(spells: spells ?? this.spells);
|
||||
}
|
||||
}
|
||||
|
||||
class ProgressBarState {
|
||||
const ProgressBarState({required this.position, required this.max});
|
||||
|
||||
final int position;
|
||||
final int max;
|
||||
|
||||
factory ProgressBarState.empty() =>
|
||||
const ProgressBarState(position: 0, max: 1);
|
||||
|
||||
ProgressBarState copyWith({int? position, int? max}) {
|
||||
return ProgressBarState(
|
||||
position: position ?? this.position,
|
||||
max: max ?? this.max,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
class ProgressState {
|
||||
const ProgressState({
|
||||
required this.task,
|
||||
required this.quest,
|
||||
required this.plot,
|
||||
required this.exp,
|
||||
required this.encumbrance,
|
||||
required this.currentTask,
|
||||
required this.plotStageCount,
|
||||
required this.questCount,
|
||||
});
|
||||
|
||||
final ProgressBarState task;
|
||||
final ProgressBarState quest;
|
||||
final ProgressBarState plot;
|
||||
final ProgressBarState exp;
|
||||
final ProgressBarState encumbrance;
|
||||
final TaskInfo currentTask;
|
||||
final int plotStageCount;
|
||||
final int questCount;
|
||||
|
||||
factory ProgressState.empty() => ProgressState(
|
||||
task: ProgressBarState.empty(),
|
||||
quest: ProgressBarState.empty(),
|
||||
plot: ProgressBarState.empty(),
|
||||
exp: ProgressBarState.empty(),
|
||||
encumbrance: ProgressBarState.empty(),
|
||||
currentTask: TaskInfo.empty(),
|
||||
plotStageCount: 1, // Prologue
|
||||
questCount: 0,
|
||||
);
|
||||
|
||||
ProgressState copyWith({
|
||||
ProgressBarState? task,
|
||||
ProgressBarState? quest,
|
||||
ProgressBarState? plot,
|
||||
ProgressBarState? exp,
|
||||
ProgressBarState? encumbrance,
|
||||
TaskInfo? currentTask,
|
||||
int? plotStageCount,
|
||||
int? questCount,
|
||||
}) {
|
||||
return ProgressState(
|
||||
task: task ?? this.task,
|
||||
quest: quest ?? this.quest,
|
||||
plot: plot ?? this.plot,
|
||||
exp: exp ?? this.exp,
|
||||
encumbrance: encumbrance ?? this.encumbrance,
|
||||
currentTask: currentTask ?? this.currentTask,
|
||||
plotStageCount: plotStageCount ?? this.plotStageCount,
|
||||
questCount: questCount ?? this.questCount,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
class QueueEntry {
|
||||
const QueueEntry({
|
||||
required this.kind,
|
||||
required this.durationMillis,
|
||||
required this.caption,
|
||||
this.taskType = TaskType.neutral,
|
||||
});
|
||||
|
||||
final QueueKind kind;
|
||||
final int durationMillis;
|
||||
final String caption;
|
||||
final TaskType taskType;
|
||||
}
|
||||
|
||||
enum QueueKind { task, plot }
|
||||
|
||||
class QueueState {
|
||||
QueueState({Iterable<QueueEntry>? entries})
|
||||
: entries = Queue<QueueEntry>.from(entries ?? const []);
|
||||
|
||||
final Queue<QueueEntry> entries;
|
||||
|
||||
factory QueueState.empty() => QueueState(entries: const []);
|
||||
|
||||
QueueState copyWith({Iterable<QueueEntry>? entries}) {
|
||||
return QueueState(entries: Queue<QueueEntry>.from(entries ?? this.entries));
|
||||
}
|
||||
}
|
||||
31
lib/src/core/model/pq_config.dart
Normal file
31
lib/src/core/model/pq_config.dart
Normal file
@@ -0,0 +1,31 @@
|
||||
import 'package:askiineverdie/data/pq_config_data.dart';
|
||||
|
||||
/// Typed accessors for Progress Quest static data extracted from Config.dfm.
|
||||
class PqConfig {
|
||||
const PqConfig();
|
||||
|
||||
List<String> get spells => _copy('Spells');
|
||||
List<String> get offenseAttrib => _copy('OffenseAttrib');
|
||||
List<String> get defenseAttrib => _copy('DefenseAttrib');
|
||||
List<String> get offenseBad => _copy('OffenseBad');
|
||||
List<String> get defenseBad => _copy('DefenseBad');
|
||||
List<String> get shields => _copy('Shields');
|
||||
List<String> get armors => _copy('Armors');
|
||||
List<String> get weapons => _copy('Weapons');
|
||||
List<String> get specials => _copy('Specials');
|
||||
List<String> get itemAttrib => _copy('ItemAttrib');
|
||||
List<String> get itemOfs => _copy('ItemOfs');
|
||||
List<String> get boringItems => _copy('BoringItems');
|
||||
List<String> get monsters => _copy('Monsters');
|
||||
List<String> get monMods => _copy('MonMods');
|
||||
List<String> get races => _copy('Races');
|
||||
List<String> get klasses => _copy('Klasses');
|
||||
List<String> get titles => _copy('Titles');
|
||||
List<String> get impressiveTitles => _copy('ImpressiveTitles');
|
||||
|
||||
List<String> _copy(String key) {
|
||||
final values = pqConfigData[key];
|
||||
if (values == null) return const [];
|
||||
return List<String>.from(values);
|
||||
}
|
||||
}
|
||||
237
lib/src/core/model/save_data.dart
Normal file
237
lib/src/core/model/save_data.dart
Normal file
@@ -0,0 +1,237 @@
|
||||
import 'dart:collection';
|
||||
|
||||
import 'package:askiineverdie/src/core/util/deterministic_random.dart';
|
||||
import 'package:askiineverdie/src/core/model/game_state.dart';
|
||||
|
||||
const int kSaveVersion = 2;
|
||||
|
||||
class GameSave {
|
||||
GameSave({
|
||||
required this.version,
|
||||
required this.rngState,
|
||||
required this.traits,
|
||||
required this.stats,
|
||||
required this.inventory,
|
||||
required this.equipment,
|
||||
required this.spellBook,
|
||||
required this.progress,
|
||||
required this.queue,
|
||||
});
|
||||
|
||||
factory GameSave.fromState(GameState state) {
|
||||
return GameSave(
|
||||
version: kSaveVersion,
|
||||
rngState: state.rng.state,
|
||||
traits: state.traits,
|
||||
stats: state.stats,
|
||||
inventory: state.inventory,
|
||||
equipment: state.equipment,
|
||||
spellBook: state.spellBook,
|
||||
progress: state.progress,
|
||||
queue: state.queue,
|
||||
);
|
||||
}
|
||||
|
||||
final int version;
|
||||
final int rngState;
|
||||
final Traits traits;
|
||||
final Stats stats;
|
||||
final Inventory inventory;
|
||||
final Equipment equipment;
|
||||
final SpellBook spellBook;
|
||||
final ProgressState progress;
|
||||
final QueueState queue;
|
||||
|
||||
Map<String, dynamic> toJson() {
|
||||
return {
|
||||
'version': version,
|
||||
'rng': rngState,
|
||||
'traits': {
|
||||
'name': traits.name,
|
||||
'race': traits.race,
|
||||
'klass': traits.klass,
|
||||
'level': traits.level,
|
||||
'motto': traits.motto,
|
||||
'guild': traits.guild,
|
||||
},
|
||||
'stats': {
|
||||
'str': stats.str,
|
||||
'con': stats.con,
|
||||
'dex': stats.dex,
|
||||
'int': stats.intelligence,
|
||||
'wis': stats.wis,
|
||||
'cha': stats.cha,
|
||||
'hpMax': stats.hpMax,
|
||||
'mpMax': stats.mpMax,
|
||||
},
|
||||
'inventory': {
|
||||
'gold': inventory.gold,
|
||||
'items': inventory.items
|
||||
.map((e) => {'name': e.name, 'count': e.count})
|
||||
.toList(),
|
||||
},
|
||||
'equipment': {
|
||||
'weapon': equipment.weapon,
|
||||
'shield': equipment.shield,
|
||||
'armor': equipment.armor,
|
||||
'bestIndex': equipment.bestIndex,
|
||||
},
|
||||
'spells': spellBook.spells
|
||||
.map((e) => {'name': e.name, 'rank': e.rank})
|
||||
.toList(),
|
||||
'progress': {
|
||||
'task': _barToJson(progress.task),
|
||||
'quest': _barToJson(progress.quest),
|
||||
'plot': _barToJson(progress.plot),
|
||||
'exp': _barToJson(progress.exp),
|
||||
'encumbrance': _barToJson(progress.encumbrance),
|
||||
'taskInfo': {
|
||||
'caption': progress.currentTask.caption,
|
||||
'type': progress.currentTask.type.name,
|
||||
},
|
||||
'plotStages': progress.plotStageCount,
|
||||
'questCount': progress.questCount,
|
||||
},
|
||||
'queue': queue.entries
|
||||
.map(
|
||||
(e) => {
|
||||
'kind': e.kind.name,
|
||||
'duration': e.durationMillis,
|
||||
'caption': e.caption,
|
||||
'taskType': e.taskType.name,
|
||||
},
|
||||
)
|
||||
.toList(),
|
||||
};
|
||||
}
|
||||
|
||||
static GameSave fromJson(Map<String, dynamic> json) {
|
||||
final traitsJson = json['traits'] as Map<String, dynamic>;
|
||||
final statsJson = json['stats'] as Map<String, dynamic>;
|
||||
final inventoryJson = json['inventory'] as Map<String, dynamic>;
|
||||
final equipmentJson = json['equipment'] as Map<String, dynamic>;
|
||||
final progressJson = json['progress'] as Map<String, dynamic>;
|
||||
final queueJson = (json['queue'] as List<dynamic>? ?? []).cast<dynamic>();
|
||||
final spellsJson = (json['spells'] as List<dynamic>? ?? []).cast<dynamic>();
|
||||
|
||||
return GameSave(
|
||||
version: json['version'] as int? ?? kSaveVersion,
|
||||
rngState: json['rng'] as int? ?? 0,
|
||||
traits: Traits(
|
||||
name: traitsJson['name'] as String? ?? '',
|
||||
race: traitsJson['race'] as String? ?? '',
|
||||
klass: traitsJson['klass'] as String? ?? '',
|
||||
level: traitsJson['level'] as int? ?? 1,
|
||||
motto: traitsJson['motto'] as String? ?? '',
|
||||
guild: traitsJson['guild'] as String? ?? '',
|
||||
),
|
||||
stats: Stats(
|
||||
str: statsJson['str'] as int? ?? 0,
|
||||
con: statsJson['con'] as int? ?? 0,
|
||||
dex: statsJson['dex'] as int? ?? 0,
|
||||
intelligence: statsJson['int'] as int? ?? 0,
|
||||
wis: statsJson['wis'] as int? ?? 0,
|
||||
cha: statsJson['cha'] as int? ?? 0,
|
||||
hpMax: statsJson['hpMax'] as int? ?? 0,
|
||||
mpMax: statsJson['mpMax'] as int? ?? 0,
|
||||
),
|
||||
inventory: Inventory(
|
||||
gold: inventoryJson['gold'] as int? ?? 0,
|
||||
items: (inventoryJson['items'] as List<dynamic>? ?? [])
|
||||
.map(
|
||||
(e) => InventoryEntry(
|
||||
name: (e as Map<String, dynamic>)['name'] as String? ?? '',
|
||||
count: (e)['count'] as int? ?? 0,
|
||||
),
|
||||
)
|
||||
.toList(),
|
||||
),
|
||||
equipment: Equipment(
|
||||
weapon: equipmentJson['weapon'] as String? ?? 'Sharp Stick',
|
||||
shield: equipmentJson['shield'] as String? ?? '',
|
||||
armor: equipmentJson['armor'] as String? ?? '',
|
||||
bestIndex: equipmentJson['bestIndex'] as int? ?? 0,
|
||||
),
|
||||
spellBook: SpellBook(
|
||||
spells: spellsJson
|
||||
.map(
|
||||
(e) => SpellEntry(
|
||||
name: (e as Map<String, dynamic>)['name'] as String? ?? '',
|
||||
rank: (e)['rank'] as String? ?? 'I',
|
||||
),
|
||||
)
|
||||
.toList(),
|
||||
),
|
||||
progress: ProgressState(
|
||||
task: _barFromJson(progressJson['task'] as Map<String, dynamic>? ?? {}),
|
||||
quest: _barFromJson(
|
||||
progressJson['quest'] as Map<String, dynamic>? ?? {},
|
||||
),
|
||||
plot: _barFromJson(progressJson['plot'] as Map<String, dynamic>? ?? {}),
|
||||
exp: _barFromJson(progressJson['exp'] as Map<String, dynamic>? ?? {}),
|
||||
encumbrance: _barFromJson(
|
||||
progressJson['encumbrance'] as Map<String, dynamic>? ?? {},
|
||||
),
|
||||
currentTask: _taskInfoFromJson(
|
||||
progressJson['taskInfo'] as Map<String, dynamic>? ??
|
||||
<String, dynamic>{},
|
||||
),
|
||||
plotStageCount: progressJson['plotStages'] as int? ?? 1,
|
||||
questCount: progressJson['questCount'] as int? ?? 0,
|
||||
),
|
||||
queue: QueueState(
|
||||
entries: Queue<QueueEntry>.from(
|
||||
queueJson.map((e) {
|
||||
final m = e as Map<String, dynamic>;
|
||||
final kind = QueueKind.values.firstWhere(
|
||||
(k) => k.name == m['kind'],
|
||||
orElse: () => QueueKind.task,
|
||||
);
|
||||
final taskType = TaskType.values.firstWhere(
|
||||
(t) => t.name == m['taskType'],
|
||||
orElse: () => TaskType.neutral,
|
||||
);
|
||||
return QueueEntry(
|
||||
kind: kind,
|
||||
durationMillis: m['duration'] as int? ?? 0,
|
||||
caption: m['caption'] as String? ?? '',
|
||||
taskType: taskType,
|
||||
);
|
||||
}),
|
||||
),
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
GameState toState() {
|
||||
return GameState(
|
||||
rng: DeterministicRandom.fromState(rngState),
|
||||
traits: traits,
|
||||
stats: stats,
|
||||
inventory: inventory,
|
||||
equipment: equipment,
|
||||
spellBook: spellBook,
|
||||
progress: progress,
|
||||
queue: queue,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
Map<String, dynamic> _barToJson(ProgressBarState bar) => {
|
||||
'pos': bar.position,
|
||||
'max': bar.max,
|
||||
};
|
||||
|
||||
ProgressBarState _barFromJson(Map<String, dynamic> json) => ProgressBarState(
|
||||
position: json['pos'] as int? ?? 0,
|
||||
max: json['max'] as int? ?? 1,
|
||||
);
|
||||
|
||||
TaskInfo _taskInfoFromJson(Map<String, dynamic> json) {
|
||||
final typeName = json['type'] as String?;
|
||||
final type = TaskType.values.firstWhere(
|
||||
(t) => t.name == typeName,
|
||||
orElse: () => TaskType.neutral,
|
||||
);
|
||||
return TaskInfo(caption: json['caption'] as String? ?? '', type: type);
|
||||
}
|
||||
33
lib/src/core/storage/save_manager.dart
Normal file
33
lib/src/core/storage/save_manager.dart
Normal file
@@ -0,0 +1,33 @@
|
||||
import 'package:askiineverdie/src/core/model/game_state.dart';
|
||||
import 'package:askiineverdie/src/core/model/save_data.dart';
|
||||
import 'package:askiineverdie/src/core/storage/save_repository.dart';
|
||||
import 'package:askiineverdie/src/core/storage/save_service.dart'
|
||||
show SaveFileInfo;
|
||||
|
||||
/// Coordinates saving/loading GameState using SaveRepository.
|
||||
class SaveManager {
|
||||
SaveManager(this._repo);
|
||||
|
||||
final SaveRepository _repo;
|
||||
static const String defaultFileName = 'progress.pqf';
|
||||
|
||||
/// Save current game state to disk. [fileName] may be absolute or relative.
|
||||
/// Returns outcome with error on failure.
|
||||
Future<SaveOutcome> saveState(GameState state, {String? fileName}) {
|
||||
final save = GameSave.fromState(state);
|
||||
return _repo.save(save, fileName ?? defaultFileName);
|
||||
}
|
||||
|
||||
/// Load game state from disk. [fileName] may be absolute (e.g., file picker).
|
||||
/// Returns outcome + optional state.
|
||||
Future<(SaveOutcome, GameState?)> loadState({String? fileName}) async {
|
||||
final (outcome, save) = await _repo.load(fileName ?? defaultFileName);
|
||||
if (!outcome.success || save == null) {
|
||||
return (outcome, null);
|
||||
}
|
||||
return (outcome, save.toState());
|
||||
}
|
||||
|
||||
/// 저장 파일 목록 조회
|
||||
Future<List<SaveFileInfo>> listSaves() => _repo.listSaves();
|
||||
}
|
||||
64
lib/src/core/storage/save_repository.dart
Normal file
64
lib/src/core/storage/save_repository.dart
Normal file
@@ -0,0 +1,64 @@
|
||||
import 'dart:io';
|
||||
|
||||
import 'package:askiineverdie/src/core/model/save_data.dart';
|
||||
import 'package:askiineverdie/src/core/storage/save_service.dart';
|
||||
import 'package:path_provider/path_provider.dart';
|
||||
|
||||
class SaveOutcome {
|
||||
const SaveOutcome.success([this.error]) : success = true;
|
||||
const SaveOutcome.failure(this.error) : success = false;
|
||||
|
||||
final bool success;
|
||||
final String? error;
|
||||
}
|
||||
|
||||
/// High-level save/load wrapper that resolves platform storage paths.
|
||||
class SaveRepository {
|
||||
SaveRepository() : _service = null;
|
||||
|
||||
SaveService? _service;
|
||||
|
||||
Future<void> _ensureService() async {
|
||||
if (_service != null) return;
|
||||
final dir = await getApplicationSupportDirectory();
|
||||
_service = SaveService(baseDir: dir);
|
||||
}
|
||||
|
||||
Future<SaveOutcome> save(GameSave save, String fileName) async {
|
||||
try {
|
||||
await _ensureService();
|
||||
await _service!.save(save, fileName);
|
||||
return const SaveOutcome.success();
|
||||
} on FileSystemException catch (e) {
|
||||
final reason = e.osError?.message ?? e.message;
|
||||
return SaveOutcome.failure('Unable to save file: $reason');
|
||||
} catch (e) {
|
||||
return SaveOutcome.failure(e.toString());
|
||||
}
|
||||
}
|
||||
|
||||
Future<(SaveOutcome, GameSave?)> load(String fileName) async {
|
||||
try {
|
||||
await _ensureService();
|
||||
final data = await _service!.load(fileName);
|
||||
return (const SaveOutcome.success(), data);
|
||||
} on FileSystemException catch (e) {
|
||||
final reason = e.osError?.message ?? e.message;
|
||||
return (SaveOutcome.failure('Unable to load save: $reason'), null);
|
||||
} on FormatException catch (e) {
|
||||
return (SaveOutcome.failure('Corrupted save file: ${e.message}'), null);
|
||||
} catch (e) {
|
||||
return (SaveOutcome.failure(e.toString()), null);
|
||||
}
|
||||
}
|
||||
|
||||
/// 저장 파일 목록 조회
|
||||
Future<List<SaveFileInfo>> listSaves() async {
|
||||
try {
|
||||
await _ensureService();
|
||||
return await _service!.listSaves();
|
||||
} catch (e) {
|
||||
return [];
|
||||
}
|
||||
}
|
||||
}
|
||||
84
lib/src/core/storage/save_service.dart
Normal file
84
lib/src/core/storage/save_service.dart
Normal file
@@ -0,0 +1,84 @@
|
||||
import 'dart:convert';
|
||||
import 'dart:io';
|
||||
|
||||
import 'package:askiineverdie/src/core/model/save_data.dart';
|
||||
|
||||
/// Persists GameSave as JSON compressed with GZipCodec.
|
||||
class SaveService {
|
||||
SaveService({required this.baseDir});
|
||||
|
||||
final Directory baseDir;
|
||||
final GZipCodec _gzip = GZipCodec();
|
||||
|
||||
Future<File> save(GameSave save, String fileName) async {
|
||||
final path = _resolvePath(fileName);
|
||||
final file = File(path);
|
||||
await file.parent.create(recursive: true);
|
||||
final jsonStr = jsonEncode(save.toJson());
|
||||
final bytes = utf8.encode(jsonStr);
|
||||
final compressed = _gzip.encode(bytes);
|
||||
return file.writeAsBytes(compressed);
|
||||
}
|
||||
|
||||
Future<GameSave> load(String fileName) async {
|
||||
final path = _resolvePath(fileName);
|
||||
final file = File(path);
|
||||
final compressed = await file.readAsBytes();
|
||||
final decompressed = _gzip.decode(compressed);
|
||||
final jsonStr = utf8.decode(decompressed);
|
||||
final map = jsonDecode(jsonStr) as Map<String, dynamic>;
|
||||
return GameSave.fromJson(map);
|
||||
}
|
||||
|
||||
String _resolvePath(String fileName) {
|
||||
final normalized = fileName.endsWith('.pqf') ? fileName : '$fileName.pqf';
|
||||
final file = File(normalized);
|
||||
if (file.isAbsolute) return file.path;
|
||||
return '${baseDir.path}/$normalized';
|
||||
}
|
||||
|
||||
/// 저장 디렉토리의 모든 .pqf 파일 목록 반환
|
||||
Future<List<SaveFileInfo>> listSaves() async {
|
||||
if (!await baseDir.exists()) {
|
||||
return [];
|
||||
}
|
||||
|
||||
final files = <SaveFileInfo>[];
|
||||
await for (final entity in baseDir.list()) {
|
||||
if (entity is File && entity.path.endsWith('.pqf')) {
|
||||
final stat = await entity.stat();
|
||||
final name = entity.uri.pathSegments.last;
|
||||
files.add(
|
||||
SaveFileInfo(
|
||||
fileName: name,
|
||||
fullPath: entity.path,
|
||||
modifiedAt: stat.modified,
|
||||
sizeBytes: stat.size,
|
||||
),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// 최근 수정된 파일 순으로 정렬
|
||||
files.sort((a, b) => b.modifiedAt.compareTo(a.modifiedAt));
|
||||
return files;
|
||||
}
|
||||
}
|
||||
|
||||
/// 저장 파일 정보
|
||||
class SaveFileInfo {
|
||||
const SaveFileInfo({
|
||||
required this.fileName,
|
||||
required this.fullPath,
|
||||
required this.modifiedAt,
|
||||
required this.sizeBytes,
|
||||
});
|
||||
|
||||
final String fileName;
|
||||
final String fullPath;
|
||||
final DateTime modifiedAt;
|
||||
final int sizeBytes;
|
||||
|
||||
/// 확장자 없는 표시용 이름
|
||||
String get displayName => fileName.replaceAll('.pqf', '');
|
||||
}
|
||||
38
lib/src/core/util/deterministic_random.dart
Normal file
38
lib/src/core/util/deterministic_random.dart
Normal file
@@ -0,0 +1,38 @@
|
||||
/// Simple deterministic RNG (xorshift32) with serializable state.
|
||||
class DeterministicRandom {
|
||||
DeterministicRandom(int seed) : _state = seed & _mask;
|
||||
|
||||
DeterministicRandom.clone(DeterministicRandom other)
|
||||
: _state = other._state & _mask;
|
||||
|
||||
DeterministicRandom.fromState(int state) : _state = state & _mask;
|
||||
|
||||
static const int _mask = 0xFFFFFFFF;
|
||||
|
||||
int _state;
|
||||
|
||||
int get state => _state;
|
||||
|
||||
/// Returns next unsigned 32-bit value.
|
||||
int nextUint32() {
|
||||
var x = _state;
|
||||
x ^= (x << 13) & _mask;
|
||||
x ^= (x >> 17) & _mask;
|
||||
x ^= (x << 5) & _mask;
|
||||
_state = x & _mask;
|
||||
return _state;
|
||||
}
|
||||
|
||||
int nextInt(int maxExclusive) {
|
||||
if (maxExclusive <= 0) {
|
||||
throw ArgumentError.value(maxExclusive, 'maxExclusive', 'must be > 0');
|
||||
}
|
||||
return nextUint32() % maxExclusive;
|
||||
}
|
||||
|
||||
double nextDouble() {
|
||||
// 2^32 as double.
|
||||
const double denom = 4294967296.0;
|
||||
return nextUint32() / denom;
|
||||
}
|
||||
}
|
||||
820
lib/src/core/util/pq_logic.dart
Normal file
820
lib/src/core/util/pq_logic.dart
Normal file
@@ -0,0 +1,820 @@
|
||||
import 'dart:collection';
|
||||
import 'dart:math' as math;
|
||||
|
||||
import 'package:askiineverdie/src/core/util/deterministic_random.dart';
|
||||
import 'package:askiineverdie/src/core/model/pq_config.dart';
|
||||
import 'package:askiineverdie/src/core/util/roman.dart';
|
||||
import 'package:askiineverdie/src/core/model/equipment_slot.dart';
|
||||
import 'package:askiineverdie/src/core/model/game_state.dart';
|
||||
|
||||
// Mirrors core utility functions from the original Delphi sources (Main.pas / NewGuy.pas).
|
||||
|
||||
int levelUpTimeSeconds(int level) {
|
||||
// ~20 minutes for level 1, then exponential growth (same as LevelUpTime in Main.pas).
|
||||
final seconds = (20.0 + math.pow(1.15, level)) * 60.0;
|
||||
return seconds.round();
|
||||
}
|
||||
|
||||
/// 초 단위 시간을 사람이 읽기 쉬운 형태로 변환 (원본 Main.pas:1265-1271)
|
||||
String roughTime(int seconds) {
|
||||
if (seconds < 120) {
|
||||
return '$seconds seconds';
|
||||
} else if (seconds < 60 * 120) {
|
||||
return '${seconds ~/ 60} minutes';
|
||||
} else if (seconds < 60 * 60 * 48) {
|
||||
return '${seconds ~/ 3600} hours';
|
||||
} else {
|
||||
return '${seconds ~/ (3600 * 24)} days';
|
||||
}
|
||||
}
|
||||
|
||||
String pluralize(String s) {
|
||||
if (_ends(s, 'y')) return '${s.substring(0, s.length - 1)}ies';
|
||||
if (_ends(s, 'us')) return '${s.substring(0, s.length - 2)}i';
|
||||
if (_ends(s, 'ch') || _ends(s, 'x') || _ends(s, 's')) return '${s}es';
|
||||
if (_ends(s, 'f')) return '${s.substring(0, s.length - 1)}ves';
|
||||
if (_ends(s, 'man') || _ends(s, 'Man')) {
|
||||
return '${s.substring(0, s.length - 2)}en';
|
||||
}
|
||||
return '${s}s';
|
||||
}
|
||||
|
||||
String indefinite(String s, int qty) {
|
||||
if (qty == 1) {
|
||||
const vowels = 'AEIOUÜaeiouü';
|
||||
final first = s.isNotEmpty ? s[0] : 'a';
|
||||
final article = vowels.contains(first) ? 'an' : 'a';
|
||||
return '$article $s';
|
||||
}
|
||||
return '$qty ${pluralize(s)}';
|
||||
}
|
||||
|
||||
String definite(String s, int qty) {
|
||||
if (qty > 1) {
|
||||
s = pluralize(s);
|
||||
}
|
||||
return 'the $s';
|
||||
}
|
||||
|
||||
String generateName(DeterministicRandom rng) {
|
||||
const kParts = [
|
||||
'br|cr|dr|fr|gr|j|kr|l|m|n|pr||||r|sh|tr|v|wh|x|y|z',
|
||||
'a|a|e|e|i|i|o|o|u|u|ae|ie|oo|ou',
|
||||
'b|ck|d|g|k|m|n|p|t|v|x|z',
|
||||
];
|
||||
|
||||
var result = '';
|
||||
for (var i = 0; i <= 5; i++) {
|
||||
result += _pick(kParts[i % 3], rng);
|
||||
}
|
||||
if (result.isEmpty) return result;
|
||||
return '${result[0].toUpperCase()}${result.substring(1)}';
|
||||
}
|
||||
|
||||
// Random helpers
|
||||
int randomLow(DeterministicRandom rng, int below) {
|
||||
return math.min(rng.nextInt(below), rng.nextInt(below));
|
||||
}
|
||||
|
||||
String pick(List<String> values, DeterministicRandom rng) {
|
||||
if (values.isEmpty) return '';
|
||||
return values[rng.nextInt(values.length)];
|
||||
}
|
||||
|
||||
String pickLow(List<String> values, DeterministicRandom rng) {
|
||||
if (values.isEmpty) return '';
|
||||
return values[randomLow(rng, values.length)];
|
||||
}
|
||||
|
||||
// Item name generators (match Main.pas)
|
||||
String boringItem(PqConfig config, DeterministicRandom rng) {
|
||||
return pick(config.boringItems, rng);
|
||||
}
|
||||
|
||||
String interestingItem(PqConfig config, DeterministicRandom rng) {
|
||||
final attr = pick(config.itemAttrib, rng);
|
||||
final special = pick(config.specials, rng);
|
||||
return '$attr $special';
|
||||
}
|
||||
|
||||
String specialItem(PqConfig config, DeterministicRandom rng) {
|
||||
return '${interestingItem(config, rng)} of ${pick(config.itemOfs, rng)}';
|
||||
}
|
||||
|
||||
String pickWeapon(PqConfig config, DeterministicRandom rng, int level) {
|
||||
return _lPick(config.weapons, rng, level);
|
||||
}
|
||||
|
||||
String pickShield(PqConfig config, DeterministicRandom rng, int level) {
|
||||
return _lPick(config.shields, rng, level);
|
||||
}
|
||||
|
||||
String pickArmor(PqConfig config, DeterministicRandom rng, int level) {
|
||||
return _lPick(config.armors, rng, level);
|
||||
}
|
||||
|
||||
String pickSpell(PqConfig config, DeterministicRandom rng, int goalLevel) {
|
||||
return _lPick(config.spells, rng, goalLevel);
|
||||
}
|
||||
|
||||
/// 원본 Main.pas:776-789 LPick: 6회 시도하여 목표 레벨에 가장 가까운 아이템 선택
|
||||
String _lPick(List<String> items, DeterministicRandom rng, int goal) {
|
||||
if (items.isEmpty) return '';
|
||||
var result = pick(items, rng);
|
||||
var bestLevel = _parseLevel(result);
|
||||
|
||||
for (var i = 0; i < 5; i++) {
|
||||
final candidate = pick(items, rng);
|
||||
final candLevel = _parseLevel(candidate);
|
||||
if ((goal - candLevel).abs() < (goal - bestLevel).abs()) {
|
||||
result = candidate;
|
||||
bestLevel = candLevel;
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
int _parseLevel(String entry) {
|
||||
final parts = entry.split('|');
|
||||
if (parts.length < 2) return 0;
|
||||
return int.tryParse(parts[1].replaceAll('+', '')) ?? 0;
|
||||
}
|
||||
|
||||
|
||||
String addModifier(
|
||||
DeterministicRandom rng,
|
||||
String baseName,
|
||||
List<String> modifiers,
|
||||
int plus,
|
||||
) {
|
||||
var name = baseName;
|
||||
var remaining = plus;
|
||||
var count = 0;
|
||||
|
||||
while (count < 2 && remaining != 0) {
|
||||
final modifier = pick(modifiers, rng);
|
||||
final parts = modifier.split('|');
|
||||
if (parts.isEmpty) break;
|
||||
final label = parts[0];
|
||||
final qual = parts.length > 1 ? int.tryParse(parts[1]) ?? 0 : 0;
|
||||
if (name.contains(label)) break; // avoid repeats
|
||||
if (remaining.abs() < qual.abs()) break;
|
||||
name = '$label $name';
|
||||
remaining -= qual;
|
||||
count++;
|
||||
}
|
||||
|
||||
if (remaining != 0) {
|
||||
name = '${remaining > 0 ? '+' : ''}$remaining $name';
|
||||
}
|
||||
return name;
|
||||
}
|
||||
|
||||
// Character/stat growth
|
||||
int levelUpTime(int level) => levelUpTimeSeconds(level);
|
||||
|
||||
String winSpell(
|
||||
PqConfig config,
|
||||
DeterministicRandom rng,
|
||||
int wisdom,
|
||||
int level,
|
||||
) {
|
||||
// 원본 Main.pas:770-774: RandomLow로 인덱스 선택 (리스트 앞쪽 선호)
|
||||
final maxIndex = math.min(wisdom + level, config.spells.length);
|
||||
if (maxIndex <= 0) return '';
|
||||
final index = randomLow(rng, maxIndex);
|
||||
final entry = config.spells[index];
|
||||
final parts = entry.split('|');
|
||||
final name = parts[0];
|
||||
final currentRank = romanToInt(parts.length > 1 ? parts[1] : 'I');
|
||||
final nextRank = math.max(1, currentRank + 1);
|
||||
return '$name|${intToRoman(nextRank)}';
|
||||
}
|
||||
|
||||
String winItem(PqConfig config, DeterministicRandom rng, int inventoryCount) {
|
||||
// If inventory is already very large, signal caller to duplicate an existing item.
|
||||
final threshold = math.max(250, rng.nextInt(999));
|
||||
if (inventoryCount > threshold) return '';
|
||||
return specialItem(config, rng);
|
||||
}
|
||||
|
||||
int rollStat(DeterministicRandom rng) {
|
||||
// 3d6 roll.
|
||||
return 3 + rng.nextInt(6) + rng.nextInt(6) + rng.nextInt(6);
|
||||
}
|
||||
|
||||
int random64Below(DeterministicRandom rng, int below) {
|
||||
if (below <= 0) return 0;
|
||||
final hi = rng.nextUint32();
|
||||
final lo = rng.nextUint32();
|
||||
final combined = (hi << 32) | lo;
|
||||
return (combined % below).toInt();
|
||||
}
|
||||
|
||||
String winEquip(
|
||||
PqConfig config,
|
||||
DeterministicRandom rng,
|
||||
int level,
|
||||
EquipmentSlot slot,
|
||||
) {
|
||||
// Decide item set and modifiers based on slot.
|
||||
final bool isWeapon = slot == EquipmentSlot.weapon;
|
||||
final items = switch (slot) {
|
||||
EquipmentSlot.weapon => config.weapons,
|
||||
EquipmentSlot.shield => config.shields,
|
||||
EquipmentSlot.armor => config.armors,
|
||||
};
|
||||
final better = isWeapon ? config.offenseAttrib : config.defenseAttrib;
|
||||
final worse = isWeapon ? config.offenseBad : config.defenseBad;
|
||||
|
||||
final base = _lPick(items, rng, level);
|
||||
final parts = base.split('|');
|
||||
final baseName = parts[0];
|
||||
final qual = parts.length > 1
|
||||
? int.tryParse(parts[1].replaceAll('+', '')) ?? 0
|
||||
: 0;
|
||||
|
||||
final plus = level - qual;
|
||||
final modifiers = plus >= 0 ? better : worse;
|
||||
return addModifier(rng, baseName, modifiers, plus);
|
||||
}
|
||||
|
||||
int winStatIndex(DeterministicRandom rng, List<int> statValues) {
|
||||
// 원본 Main.pas:870-883: 50% 확률로 완전 랜덤, 50% 확률로 제곱 가중치
|
||||
if (rng.nextInt(2) == 0) {
|
||||
// Odds(1,2): 완전 랜덤 선택
|
||||
return rng.nextInt(statValues.length);
|
||||
}
|
||||
// 제곱 가중치로 높은 스탯 선호
|
||||
final total = statValues.fold<int>(0, (sum, v) => sum + v * v);
|
||||
if (total == 0) return rng.nextInt(statValues.length);
|
||||
var pickValue = random64Below(rng, total);
|
||||
for (var i = 0; i < statValues.length; i++) {
|
||||
pickValue -= statValues[i] * statValues[i];
|
||||
if (pickValue < 0) return i;
|
||||
}
|
||||
return statValues.length - 1;
|
||||
}
|
||||
|
||||
Stats winStat(Stats stats, DeterministicRandom rng) {
|
||||
final values = <int>[
|
||||
stats.str,
|
||||
stats.con,
|
||||
stats.dex,
|
||||
stats.intelligence,
|
||||
stats.wis,
|
||||
stats.cha,
|
||||
stats.hpMax,
|
||||
stats.mpMax,
|
||||
];
|
||||
final idx = winStatIndex(rng, values);
|
||||
switch (idx) {
|
||||
case 0:
|
||||
return stats.copyWith(str: stats.str + 1);
|
||||
case 1:
|
||||
return stats.copyWith(con: stats.con + 1);
|
||||
case 2:
|
||||
return stats.copyWith(dex: stats.dex + 1);
|
||||
case 3:
|
||||
return stats.copyWith(intelligence: stats.intelligence + 1);
|
||||
case 4:
|
||||
return stats.copyWith(wis: stats.wis + 1);
|
||||
case 5:
|
||||
return stats.copyWith(cha: stats.cha + 1);
|
||||
case 6:
|
||||
return stats.copyWith(hpMax: stats.hpMax + 1);
|
||||
case 7:
|
||||
return stats.copyWith(mpMax: stats.mpMax + 1);
|
||||
default:
|
||||
return stats;
|
||||
}
|
||||
}
|
||||
|
||||
String monsterTask(
|
||||
PqConfig config,
|
||||
DeterministicRandom rng,
|
||||
int level,
|
||||
String? questMonster, // optional monster name from quest
|
||||
int? questLevel,
|
||||
) {
|
||||
var targetLevel = level;
|
||||
|
||||
for (var i = level; i > 0; i--) {
|
||||
if (rng.nextInt(5) < 2) {
|
||||
targetLevel += rng.nextInt(2) * 2 - 1; // RandSign
|
||||
}
|
||||
}
|
||||
if (targetLevel < 1) targetLevel = 1;
|
||||
|
||||
String monster;
|
||||
int monsterLevel;
|
||||
bool definite = false;
|
||||
|
||||
// 원본 Main.pas:537-547: 가끔 NPC를 몬스터로 사용
|
||||
if (rng.nextInt(25) == 0) {
|
||||
final race = pick(config.races, rng).split('|').first;
|
||||
if (rng.nextInt(2) == 0) {
|
||||
// 'passing Race Class' 형태
|
||||
final klass = pick(config.klasses, rng).split('|').first;
|
||||
monster = 'passing $race $klass';
|
||||
} else {
|
||||
// 'Title Name the Race' 형태 (원본은 PickLow(Titles) 사용)
|
||||
final title = pickLow(config.titles, rng);
|
||||
monster = '$title ${generateName(rng)} the $race';
|
||||
definite = true;
|
||||
}
|
||||
monsterLevel = targetLevel;
|
||||
monster = '$monster|$monsterLevel|*';
|
||||
} else if (questMonster != null && rng.nextInt(4) == 0) {
|
||||
// Use quest monster.
|
||||
monster = questMonster;
|
||||
monsterLevel = questLevel ?? targetLevel;
|
||||
} else {
|
||||
// Pick closest level among random samples.
|
||||
monster = pick(config.monsters, rng);
|
||||
monsterLevel = _monsterLevel(monster);
|
||||
for (var i = 0; i < 5; i++) {
|
||||
final candidate = pick(config.monsters, rng);
|
||||
final candLevel = _monsterLevel(candidate);
|
||||
if ((targetLevel - candLevel).abs() <
|
||||
(targetLevel - monsterLevel).abs()) {
|
||||
monster = candidate;
|
||||
monsterLevel = candLevel;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Adjust quantity and adjectives based on level delta.
|
||||
var qty = 1;
|
||||
final levelDiff = targetLevel - monsterLevel;
|
||||
var name = monster.split('|').first;
|
||||
|
||||
if (levelDiff > 10) {
|
||||
qty =
|
||||
(targetLevel + rng.nextInt(monsterLevel == 0 ? 1 : monsterLevel)) ~/
|
||||
(monsterLevel == 0 ? 1 : monsterLevel);
|
||||
if (qty < 1) qty = 1;
|
||||
targetLevel ~/= qty;
|
||||
}
|
||||
|
||||
if (levelDiff <= -10) {
|
||||
name = 'imaginary $name';
|
||||
} else if (levelDiff < -5) {
|
||||
final i = 5 - rng.nextInt(10 + levelDiff + 1);
|
||||
name = _sick(i, _young((monsterLevel - targetLevel) - i, name));
|
||||
} else if (levelDiff < 0) {
|
||||
if (rng.nextInt(2) == 1) {
|
||||
name = _sick(levelDiff, name);
|
||||
} else {
|
||||
name = _young(levelDiff, name);
|
||||
}
|
||||
} else if (levelDiff >= 10) {
|
||||
name = 'messianic $name';
|
||||
} else if (levelDiff > 5) {
|
||||
final i = 5 - rng.nextInt(10 - levelDiff + 1);
|
||||
name = _big(i, _special((levelDiff) - i, name));
|
||||
} else if (levelDiff > 0) {
|
||||
if (rng.nextInt(2) == 1) {
|
||||
name = _big(levelDiff, name);
|
||||
} else {
|
||||
name = _special(levelDiff, name);
|
||||
}
|
||||
}
|
||||
|
||||
if (!definite) {
|
||||
name = indefinite(name, qty);
|
||||
}
|
||||
|
||||
return name;
|
||||
}
|
||||
|
||||
enum RewardKind { spell, equip, stat, item }
|
||||
|
||||
class QuestResult {
|
||||
const QuestResult({
|
||||
required this.caption,
|
||||
required this.reward,
|
||||
this.monsterName,
|
||||
this.monsterLevel,
|
||||
});
|
||||
|
||||
final String caption;
|
||||
final RewardKind reward;
|
||||
final String? monsterName;
|
||||
final int? monsterLevel;
|
||||
}
|
||||
|
||||
QuestResult completeQuest(PqConfig config, DeterministicRandom rng, int level) {
|
||||
final rewardRoll = rng.nextInt(4);
|
||||
final reward = switch (rewardRoll) {
|
||||
0 => RewardKind.spell,
|
||||
1 => RewardKind.equip,
|
||||
2 => RewardKind.stat,
|
||||
_ => RewardKind.item,
|
||||
};
|
||||
|
||||
final questRoll = rng.nextInt(5);
|
||||
switch (questRoll) {
|
||||
case 0:
|
||||
var best = '';
|
||||
var bestLevel = 0;
|
||||
for (var i = 0; i < 4; i++) {
|
||||
final m = pick(config.monsters, rng);
|
||||
final l = _monsterLevel(m);
|
||||
if (i == 0 || (l - level).abs() < (bestLevel - level).abs()) {
|
||||
best = m;
|
||||
bestLevel = l;
|
||||
}
|
||||
}
|
||||
final name = best.split('|').first;
|
||||
return QuestResult(
|
||||
caption: 'Exterminate ${definite(name, 2)}',
|
||||
reward: reward,
|
||||
monsterName: best,
|
||||
monsterLevel: bestLevel,
|
||||
);
|
||||
case 1:
|
||||
final item = interestingItem(config, rng);
|
||||
return QuestResult(caption: 'Seek ${definite(item, 1)}', reward: reward);
|
||||
case 2:
|
||||
final item = boringItem(config, rng);
|
||||
return QuestResult(caption: 'Deliver this $item', reward: reward);
|
||||
case 3:
|
||||
final item = boringItem(config, rng);
|
||||
return QuestResult(
|
||||
caption: 'Fetch me ${indefinite(item, 1)}',
|
||||
reward: reward,
|
||||
);
|
||||
default:
|
||||
var best = '';
|
||||
var bestLevel = 0;
|
||||
for (var i = 0; i < 2; i++) {
|
||||
final m = pick(config.monsters, rng);
|
||||
final l = _monsterLevel(m);
|
||||
if (i == 0 || (l - level).abs() < (bestLevel - level).abs()) {
|
||||
best = m;
|
||||
bestLevel = l;
|
||||
}
|
||||
}
|
||||
final name = best.split('|').first;
|
||||
return QuestResult(
|
||||
caption: 'Placate ${definite(name, 2)}',
|
||||
reward: reward,
|
||||
monsterName: best,
|
||||
monsterLevel: bestLevel,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
class ActResult {
|
||||
const ActResult({
|
||||
required this.actTitle,
|
||||
required this.plotBarMaxSeconds,
|
||||
required this.rewards,
|
||||
});
|
||||
|
||||
final String actTitle;
|
||||
final int plotBarMaxSeconds;
|
||||
final List<RewardKind> rewards;
|
||||
}
|
||||
|
||||
ActResult completeAct(int existingActCount) {
|
||||
final nextActIndex = existingActCount;
|
||||
final title = 'Act ${intToRoman(nextActIndex)}';
|
||||
final plotBarMax = 60 * 60 * (1 + 5 * existingActCount);
|
||||
|
||||
final rewards = <RewardKind>[];
|
||||
if (existingActCount > 1) {
|
||||
rewards.add(RewardKind.item);
|
||||
}
|
||||
if (existingActCount > 2) {
|
||||
rewards.add(RewardKind.equip);
|
||||
}
|
||||
|
||||
return ActResult(
|
||||
actTitle: title,
|
||||
plotBarMaxSeconds: plotBarMax,
|
||||
rewards: rewards,
|
||||
);
|
||||
}
|
||||
|
||||
class TaskResult {
|
||||
const TaskResult({
|
||||
required this.caption,
|
||||
required this.durationMillis,
|
||||
required this.progress,
|
||||
});
|
||||
|
||||
final String caption;
|
||||
final int durationMillis;
|
||||
final ProgressState progress;
|
||||
}
|
||||
|
||||
/// Starts a task: resets task bar and sets caption.
|
||||
TaskResult startTask(
|
||||
ProgressState progress,
|
||||
String caption,
|
||||
int durationMillis,
|
||||
) {
|
||||
final updated = progress.copyWith(
|
||||
task: ProgressBarState(position: 0, max: durationMillis),
|
||||
);
|
||||
return TaskResult(
|
||||
caption: '$caption...',
|
||||
durationMillis: durationMillis,
|
||||
progress: updated,
|
||||
);
|
||||
}
|
||||
|
||||
class DequeueResult {
|
||||
const DequeueResult({
|
||||
required this.progress,
|
||||
required this.queue,
|
||||
required this.caption,
|
||||
required this.taskType,
|
||||
required this.kind,
|
||||
});
|
||||
|
||||
final ProgressState progress;
|
||||
final QueueState queue;
|
||||
final String caption;
|
||||
final TaskType taskType;
|
||||
final QueueKind kind;
|
||||
}
|
||||
|
||||
/// Process the queue when current task is done. Returns null if nothing to do.
|
||||
DequeueResult? dequeue(ProgressState progress, QueueState queue) {
|
||||
// Only act when the task bar is finished.
|
||||
if (progress.task.position < progress.task.max) return null;
|
||||
if (queue.entries.isEmpty) return null;
|
||||
|
||||
final entries = Queue<QueueEntry>.from(queue.entries);
|
||||
if (entries.isEmpty) return null;
|
||||
|
||||
final next = entries.removeFirst();
|
||||
final taskResult = startTask(progress, next.caption, next.durationMillis);
|
||||
return DequeueResult(
|
||||
progress: taskResult.progress,
|
||||
queue: QueueState(entries: entries.toList()),
|
||||
caption: taskResult.caption,
|
||||
taskType: next.taskType,
|
||||
kind: next.kind,
|
||||
);
|
||||
}
|
||||
|
||||
int _monsterLevel(String entry) {
|
||||
final parts = entry.split('|');
|
||||
if (parts.length < 2) return 0;
|
||||
return int.tryParse(parts[1]) ?? 0;
|
||||
}
|
||||
|
||||
String _sick(int m, String s) {
|
||||
switch (m) {
|
||||
case -5:
|
||||
case 5:
|
||||
return 'dead $s';
|
||||
case -4:
|
||||
case 4:
|
||||
return 'comatose $s';
|
||||
case -3:
|
||||
case 3:
|
||||
return 'crippled $s';
|
||||
case -2:
|
||||
case 2:
|
||||
return 'sick $s';
|
||||
case -1:
|
||||
case 1:
|
||||
return 'undernourished $s';
|
||||
default:
|
||||
return '$m$s';
|
||||
}
|
||||
}
|
||||
|
||||
String _young(int m, String s) {
|
||||
switch (-m) {
|
||||
case -5:
|
||||
case 5:
|
||||
return 'foetal $s';
|
||||
case -4:
|
||||
case 4:
|
||||
return 'baby $s';
|
||||
case -3:
|
||||
case 3:
|
||||
return 'preadolescent $s';
|
||||
case -2:
|
||||
case 2:
|
||||
return 'teenage $s';
|
||||
case -1:
|
||||
case 1:
|
||||
return 'underage $s';
|
||||
default:
|
||||
return '$m$s';
|
||||
}
|
||||
}
|
||||
|
||||
String _big(int m, String s) {
|
||||
switch (m) {
|
||||
case 1:
|
||||
case -1:
|
||||
return 'greater $s';
|
||||
case 2:
|
||||
case -2:
|
||||
return 'massive $s';
|
||||
case 3:
|
||||
case -3:
|
||||
return 'enormous $s';
|
||||
case 4:
|
||||
case -4:
|
||||
return 'giant $s';
|
||||
case 5:
|
||||
case -5:
|
||||
return 'titanic $s';
|
||||
default:
|
||||
return s;
|
||||
}
|
||||
}
|
||||
|
||||
String _special(int m, String s) {
|
||||
switch (-m) {
|
||||
case 1:
|
||||
case -1:
|
||||
return s.contains(' ') ? 'veteran $s' : 'Battle-$s';
|
||||
case 2:
|
||||
case -2:
|
||||
return 'cursed $s';
|
||||
case 3:
|
||||
case -3:
|
||||
return s.contains(' ') ? 'warrior $s' : 'Were-$s';
|
||||
case 4:
|
||||
case -4:
|
||||
return 'undead $s';
|
||||
case 5:
|
||||
case -5:
|
||||
return 'demon $s';
|
||||
default:
|
||||
return s;
|
||||
}
|
||||
}
|
||||
|
||||
bool _ends(String s, String suffix) {
|
||||
return s.length >= suffix.length &&
|
||||
s.substring(s.length - suffix.length) == suffix;
|
||||
}
|
||||
|
||||
String _pick(String pipeSeparated, DeterministicRandom rng) {
|
||||
final parts = pipeSeparated.split('|');
|
||||
if (parts.isEmpty) return '';
|
||||
final idx = rng.nextInt(parts.length);
|
||||
return parts[idx];
|
||||
}
|
||||
|
||||
// =============================================================================
|
||||
// InterplotCinematic 관련 함수들 (Main.pas:456-521)
|
||||
// =============================================================================
|
||||
|
||||
/// NPC 이름 생성 (ImpressiveGuy, Main.pas:514-521)
|
||||
/// 인상적인 타이틀 + 종족 또는 이름 조합
|
||||
String impressiveGuy(PqConfig config, DeterministicRandom rng) {
|
||||
var result = pick(config.impressiveTitles, rng);
|
||||
switch (rng.nextInt(2)) {
|
||||
case 0:
|
||||
// "the King of the Elves" 형태
|
||||
final race = pick(config.races, rng).split('|').first;
|
||||
result = 'the $result of the ${pluralize(race)}';
|
||||
break;
|
||||
case 1:
|
||||
// "King Vrognak of Zoxzik" 형태
|
||||
result = '$result ${generateName(rng)} of ${generateName(rng)}';
|
||||
break;
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
/// 이름 있는 몬스터 생성 (NamedMonster, Main.pas:498-512)
|
||||
/// 레벨에 맞는 몬스터 선택 후 GenerateName으로 이름 붙이기
|
||||
String namedMonster(PqConfig config, DeterministicRandom rng, int level) {
|
||||
String best = '';
|
||||
int bestLevel = 0;
|
||||
|
||||
// 5번 시도해서 레벨에 가장 가까운 몬스터 선택
|
||||
for (var i = 0; i < 5; i++) {
|
||||
final m = pick(config.monsters, rng);
|
||||
final parts = m.split('|');
|
||||
final name = parts.first;
|
||||
final lev = parts.length > 1 ? (int.tryParse(parts[1]) ?? 0) : 0;
|
||||
|
||||
if (best.isEmpty || (level - lev).abs() < (level - bestLevel).abs()) {
|
||||
best = name;
|
||||
bestLevel = lev;
|
||||
}
|
||||
}
|
||||
|
||||
return '${generateName(rng)} the $best';
|
||||
}
|
||||
|
||||
/// 플롯 간 시네마틱 이벤트 생성 (InterplotCinematic, Main.pas:456-495)
|
||||
/// 3가지 시나리오 중 하나를 랜덤 선택
|
||||
List<QueueEntry> interplotCinematic(
|
||||
PqConfig config,
|
||||
DeterministicRandom rng,
|
||||
int level,
|
||||
int plotCount,
|
||||
) {
|
||||
final entries = <QueueEntry>[];
|
||||
|
||||
// 헬퍼: 큐 엔트리 추가 (원본의 Q 함수 역할)
|
||||
void q(QueueKind kind, int seconds, String caption) {
|
||||
entries.add(
|
||||
QueueEntry(kind: kind, durationMillis: seconds * 1000, caption: caption),
|
||||
);
|
||||
}
|
||||
|
||||
switch (rng.nextInt(3)) {
|
||||
case 0:
|
||||
// 시나리오 1: 우호적 오아시스
|
||||
q(
|
||||
QueueKind.task,
|
||||
1,
|
||||
'Exhausted, you arrive at a friendly oasis in a hostile land',
|
||||
);
|
||||
q(QueueKind.task, 2, 'You greet old friends and meet new allies');
|
||||
q(QueueKind.task, 2, 'You are privy to a council of powerful do-gooders');
|
||||
q(QueueKind.task, 1, 'There is much to be done. You are chosen!');
|
||||
break;
|
||||
|
||||
case 1:
|
||||
// 시나리오 2: 강력한 적과의 전투
|
||||
q(
|
||||
QueueKind.task,
|
||||
1,
|
||||
'Your quarry is in sight, but a mighty enemy bars your path!',
|
||||
);
|
||||
final nemesis = namedMonster(config, rng, level + 3);
|
||||
q(QueueKind.task, 4, 'A desperate struggle commences with $nemesis');
|
||||
|
||||
var s = rng.nextInt(3);
|
||||
final combatRounds = rng.nextInt(1 + plotCount);
|
||||
for (var i = 0; i < combatRounds; i++) {
|
||||
s += 1 + rng.nextInt(2);
|
||||
switch (s % 3) {
|
||||
case 0:
|
||||
q(QueueKind.task, 2, 'Locked in grim combat with $nemesis');
|
||||
break;
|
||||
case 1:
|
||||
q(QueueKind.task, 2, '$nemesis seems to have the upper hand');
|
||||
break;
|
||||
case 2:
|
||||
q(
|
||||
QueueKind.task,
|
||||
2,
|
||||
'You seem to gain the advantage over $nemesis',
|
||||
);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
q(
|
||||
QueueKind.task,
|
||||
3,
|
||||
'Victory! $nemesis is slain! Exhausted, you lose conciousness',
|
||||
);
|
||||
q(
|
||||
QueueKind.task,
|
||||
2,
|
||||
'You awake in a friendly place, but the road awaits',
|
||||
);
|
||||
break;
|
||||
|
||||
case 2:
|
||||
// 시나리오 3: 배신 발견
|
||||
final guy = impressiveGuy(config, rng);
|
||||
q(
|
||||
QueueKind.task,
|
||||
2,
|
||||
"Oh sweet relief! You've reached the kind protection of $guy",
|
||||
);
|
||||
q(
|
||||
QueueKind.task,
|
||||
3,
|
||||
'There is rejoicing, and an unnerving encouter with $guy in private',
|
||||
);
|
||||
q(
|
||||
QueueKind.task,
|
||||
2,
|
||||
'You forget your ${boringItem(config, rng)} and go back to get it',
|
||||
);
|
||||
q(QueueKind.task, 2, "What's this!? You overhear something shocking!");
|
||||
q(QueueKind.task, 2, 'Could $guy be a dirty double-dealer?');
|
||||
q(
|
||||
QueueKind.task,
|
||||
3,
|
||||
'Who can possibly be trusted with this news!? -- Oh yes, of course',
|
||||
);
|
||||
break;
|
||||
}
|
||||
|
||||
// 마지막에 plot|2|Loading 추가
|
||||
q(QueueKind.plot, 2, 'Loading');
|
||||
|
||||
return entries;
|
||||
}
|
||||
83
lib/src/core/util/roman.dart
Normal file
83
lib/src/core/util/roman.dart
Normal file
@@ -0,0 +1,83 @@
|
||||
const _romanMap = <String, int>{
|
||||
'T': 10000,
|
||||
'A': 5000,
|
||||
'P': 100000,
|
||||
'E': 100000, // not used but kept for completeness
|
||||
'M': 1000,
|
||||
'D': 500,
|
||||
'C': 100,
|
||||
'L': 50,
|
||||
'X': 10,
|
||||
'V': 5,
|
||||
'I': 1,
|
||||
};
|
||||
|
||||
String intToRoman(int n) {
|
||||
final buffer = StringBuffer();
|
||||
void emit(int value, String numeral) {
|
||||
while (n >= value) {
|
||||
buffer.write(numeral);
|
||||
n -= value;
|
||||
}
|
||||
}
|
||||
|
||||
emit(10000, 'T');
|
||||
if (n >= 9000) {
|
||||
buffer.write('MT');
|
||||
n -= 9000;
|
||||
}
|
||||
if (n >= 5000) {
|
||||
buffer.write('A');
|
||||
n -= 5000;
|
||||
}
|
||||
if (n >= 4000) {
|
||||
buffer.write('MA');
|
||||
n -= 4000;
|
||||
}
|
||||
|
||||
emit(1000, 'M');
|
||||
_subtract(ref: n, target: 900, numeral: 'CM', buffer: buffer);
|
||||
_subtract(ref: n, target: 500, numeral: 'D', buffer: buffer);
|
||||
_subtract(ref: n, target: 400, numeral: 'CD', buffer: buffer);
|
||||
|
||||
emit(100, 'C');
|
||||
_subtract(ref: n, target: 90, numeral: 'XC', buffer: buffer);
|
||||
_subtract(ref: n, target: 50, numeral: 'L', buffer: buffer);
|
||||
_subtract(ref: n, target: 40, numeral: 'XL', buffer: buffer);
|
||||
|
||||
emit(10, 'X');
|
||||
_subtract(ref: n, target: 9, numeral: 'IX', buffer: buffer);
|
||||
_subtract(ref: n, target: 5, numeral: 'V', buffer: buffer);
|
||||
_subtract(ref: n, target: 4, numeral: 'IV', buffer: buffer);
|
||||
emit(1, 'I');
|
||||
return buffer.toString();
|
||||
}
|
||||
|
||||
void _subtract({
|
||||
required int ref,
|
||||
required int target,
|
||||
required String numeral,
|
||||
required StringBuffer buffer,
|
||||
}) {
|
||||
if (ref >= target) {
|
||||
buffer.write(numeral);
|
||||
ref -= target;
|
||||
}
|
||||
}
|
||||
|
||||
int romanToInt(String n) {
|
||||
var result = 0;
|
||||
var i = 0;
|
||||
while (i < n.length) {
|
||||
final one = _romanMap[n[i]] ?? 0;
|
||||
final two = i + 1 < n.length ? _romanMap[n[i + 1]] ?? 0 : 0;
|
||||
if (two > one) {
|
||||
result += (two - one);
|
||||
i += 2;
|
||||
} else {
|
||||
result += one;
|
||||
i += 1;
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
314
lib/src/features/front/front_screen.dart
Normal file
314
lib/src/features/front/front_screen.dart
Normal file
@@ -0,0 +1,314 @@
|
||||
import 'package:flutter/material.dart';
|
||||
|
||||
class FrontScreen extends StatelessWidget {
|
||||
const FrontScreen({super.key, this.onNewCharacter, this.onLoadSave});
|
||||
|
||||
/// "New character" 버튼 클릭 시 호출
|
||||
final void Function(BuildContext context)? onNewCharacter;
|
||||
|
||||
/// "Load save" 버튼 클릭 시 호출
|
||||
final Future<void> Function(BuildContext context)? onLoadSave;
|
||||
|
||||
@override
|
||||
Widget build(BuildContext context) {
|
||||
final theme = Theme.of(context);
|
||||
final colorScheme = theme.colorScheme;
|
||||
|
||||
return Scaffold(
|
||||
body: Container(
|
||||
decoration: BoxDecoration(
|
||||
gradient: LinearGradient(
|
||||
colors: [colorScheme.surfaceContainerHighest, colorScheme.surface],
|
||||
begin: Alignment.topLeft,
|
||||
end: Alignment.bottomRight,
|
||||
),
|
||||
),
|
||||
child: SafeArea(
|
||||
child: Center(
|
||||
child: ConstrainedBox(
|
||||
constraints: const BoxConstraints(maxWidth: 960),
|
||||
child: SingleChildScrollView(
|
||||
padding: const EdgeInsets.all(24),
|
||||
child: Column(
|
||||
crossAxisAlignment: CrossAxisAlignment.stretch,
|
||||
children: [
|
||||
_HeroHeader(theme: theme, colorScheme: colorScheme),
|
||||
const SizedBox(height: 24),
|
||||
_ActionRow(
|
||||
onNewCharacter: onNewCharacter != null
|
||||
? () => onNewCharacter!(context)
|
||||
: () => _showPlaceholder(context),
|
||||
onLoadSave: onLoadSave != null
|
||||
? () => onLoadSave!(context)
|
||||
: () => _showPlaceholder(context),
|
||||
),
|
||||
const SizedBox(height: 24),
|
||||
const _StatusCards(),
|
||||
],
|
||||
),
|
||||
),
|
||||
),
|
||||
),
|
||||
),
|
||||
),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
void _showPlaceholder(BuildContext context) {
|
||||
ScaffoldMessenger.of(context).showSnackBar(
|
||||
const SnackBar(
|
||||
content: Text(
|
||||
'Core gameplay loop is coming next. See doc/progress-quest-flutter-plan.md for milestones.',
|
||||
),
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
class _HeroHeader extends StatelessWidget {
|
||||
const _HeroHeader({required this.theme, required this.colorScheme});
|
||||
|
||||
final ThemeData theme;
|
||||
final ColorScheme colorScheme;
|
||||
|
||||
@override
|
||||
Widget build(BuildContext context) {
|
||||
return DecoratedBox(
|
||||
decoration: BoxDecoration(
|
||||
borderRadius: BorderRadius.circular(18),
|
||||
gradient: LinearGradient(
|
||||
colors: [
|
||||
colorScheme.primary.withValues(alpha: 0.9),
|
||||
colorScheme.primaryContainer,
|
||||
],
|
||||
begin: Alignment.topLeft,
|
||||
end: Alignment.bottomRight,
|
||||
),
|
||||
boxShadow: [
|
||||
BoxShadow(
|
||||
color: colorScheme.primary.withValues(alpha: 0.18),
|
||||
blurRadius: 18,
|
||||
offset: const Offset(0, 10),
|
||||
),
|
||||
],
|
||||
),
|
||||
child: Padding(
|
||||
padding: const EdgeInsets.symmetric(horizontal: 20, vertical: 24),
|
||||
child: Column(
|
||||
crossAxisAlignment: CrossAxisAlignment.start,
|
||||
children: [
|
||||
Row(
|
||||
crossAxisAlignment: CrossAxisAlignment.start,
|
||||
children: [
|
||||
Icon(Icons.auto_awesome, color: colorScheme.onPrimary),
|
||||
const SizedBox(width: 10),
|
||||
Expanded(
|
||||
child: Column(
|
||||
crossAxisAlignment: CrossAxisAlignment.start,
|
||||
children: [
|
||||
Text(
|
||||
'Ascii Never Die',
|
||||
style: theme.textTheme.headlineSmall?.copyWith(
|
||||
color: colorScheme.onPrimary,
|
||||
fontWeight: FontWeight.w700,
|
||||
),
|
||||
),
|
||||
const SizedBox(height: 6),
|
||||
Text(
|
||||
'Offline Progress Quest (PQ 6.4) rebuilt with Flutter.',
|
||||
style: theme.textTheme.titleMedium?.copyWith(
|
||||
color: colorScheme.onPrimary.withValues(alpha: 0.9),
|
||||
),
|
||||
),
|
||||
],
|
||||
),
|
||||
),
|
||||
],
|
||||
),
|
||||
const SizedBox(height: 14),
|
||||
Wrap(
|
||||
spacing: 8,
|
||||
runSpacing: 8,
|
||||
children: const [
|
||||
_Tag(icon: Icons.cloud_off_outlined, label: 'No network'),
|
||||
_Tag(icon: Icons.timer_outlined, label: 'Idle RPG loop'),
|
||||
_Tag(icon: Icons.storage_rounded, label: 'Local saves'),
|
||||
],
|
||||
),
|
||||
],
|
||||
),
|
||||
),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
class _ActionRow extends StatelessWidget {
|
||||
const _ActionRow({required this.onNewCharacter, required this.onLoadSave});
|
||||
|
||||
final VoidCallback onNewCharacter;
|
||||
final VoidCallback onLoadSave;
|
||||
|
||||
@override
|
||||
Widget build(BuildContext context) {
|
||||
final theme = Theme.of(context);
|
||||
|
||||
return Wrap(
|
||||
spacing: 12,
|
||||
runSpacing: 12,
|
||||
children: [
|
||||
FilledButton.icon(
|
||||
onPressed: onNewCharacter,
|
||||
icon: const Icon(Icons.casino_outlined),
|
||||
label: const Text('New character'),
|
||||
style: FilledButton.styleFrom(
|
||||
padding: const EdgeInsets.symmetric(horizontal: 18, vertical: 14),
|
||||
textStyle: theme.textTheme.titleMedium,
|
||||
),
|
||||
),
|
||||
OutlinedButton.icon(
|
||||
onPressed: onLoadSave,
|
||||
icon: const Icon(Icons.folder_open),
|
||||
label: const Text('Load save'),
|
||||
style: OutlinedButton.styleFrom(
|
||||
padding: const EdgeInsets.symmetric(horizontal: 18, vertical: 14),
|
||||
textStyle: theme.textTheme.titleMedium,
|
||||
),
|
||||
),
|
||||
TextButton.icon(
|
||||
onPressed: () => _showPlaceholder(context),
|
||||
icon: const Icon(Icons.menu_book_outlined),
|
||||
label: const Text('View build plan'),
|
||||
),
|
||||
],
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
class _StatusCards extends StatelessWidget {
|
||||
const _StatusCards();
|
||||
|
||||
@override
|
||||
Widget build(BuildContext context) {
|
||||
return Column(
|
||||
children: const [
|
||||
_InfoCard(
|
||||
icon: Icons.route_outlined,
|
||||
title: 'Build roadmap',
|
||||
points: [
|
||||
'Port PQ 6.4 data set (Config.dfm) into Dart constants.',
|
||||
'Recreate quest/task loop with deterministic RNG + saves.',
|
||||
'Deliver offline-first storage (GZip JSON) across platforms.',
|
||||
],
|
||||
),
|
||||
SizedBox(height: 16),
|
||||
_InfoCard(
|
||||
icon: Icons.auto_fix_high_outlined,
|
||||
title: 'Tech stack',
|
||||
points: [
|
||||
'Flutter (Material 3) with multiplatform targets enabled.',
|
||||
'path_provider + shared_preferences for local storage hooks.',
|
||||
'Strict lints with package imports enforced from day one.',
|
||||
],
|
||||
),
|
||||
SizedBox(height: 16),
|
||||
_InfoCard(
|
||||
icon: Icons.checklist_rtl,
|
||||
title: 'Today’s focus',
|
||||
points: [
|
||||
'Set up scaffold + lints.',
|
||||
'Wire seed theme and initial navigation shell.',
|
||||
'Keep reference assets under example/pq for parity.',
|
||||
],
|
||||
),
|
||||
],
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
class _InfoCard extends StatelessWidget {
|
||||
const _InfoCard({required this.title, required this.points, this.icon});
|
||||
|
||||
final String title;
|
||||
final List<String> points;
|
||||
final IconData? icon;
|
||||
|
||||
@override
|
||||
Widget build(BuildContext context) {
|
||||
final theme = Theme.of(context);
|
||||
final colorScheme = theme.colorScheme;
|
||||
|
||||
return Card(
|
||||
elevation: 3,
|
||||
shadowColor: colorScheme.shadow.withValues(alpha: 0.2),
|
||||
shape: RoundedRectangleBorder(borderRadius: BorderRadius.circular(16)),
|
||||
child: Padding(
|
||||
padding: const EdgeInsets.all(18),
|
||||
child: Column(
|
||||
crossAxisAlignment: CrossAxisAlignment.start,
|
||||
children: [
|
||||
Row(
|
||||
children: [
|
||||
if (icon != null) ...[
|
||||
Icon(icon, color: colorScheme.primary),
|
||||
const SizedBox(width: 10),
|
||||
],
|
||||
Text(
|
||||
title,
|
||||
style: theme.textTheme.titleMedium?.copyWith(
|
||||
fontWeight: FontWeight.w700,
|
||||
),
|
||||
),
|
||||
],
|
||||
),
|
||||
const SizedBox(height: 10),
|
||||
...points.map(
|
||||
(point) => Padding(
|
||||
padding: const EdgeInsets.symmetric(vertical: 4),
|
||||
child: Row(
|
||||
crossAxisAlignment: CrossAxisAlignment.start,
|
||||
children: [
|
||||
const Padding(
|
||||
padding: EdgeInsets.only(top: 3),
|
||||
child: Icon(Icons.check_circle_outline, size: 18),
|
||||
),
|
||||
const SizedBox(width: 10),
|
||||
Expanded(
|
||||
child: Text(point, style: theme.textTheme.bodyMedium),
|
||||
),
|
||||
],
|
||||
),
|
||||
),
|
||||
),
|
||||
],
|
||||
),
|
||||
),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
class _Tag extends StatelessWidget {
|
||||
const _Tag({required this.icon, required this.label});
|
||||
|
||||
final IconData icon;
|
||||
final String label;
|
||||
|
||||
@override
|
||||
Widget build(BuildContext context) {
|
||||
final colorScheme = Theme.of(context).colorScheme;
|
||||
return Chip(
|
||||
padding: const EdgeInsets.symmetric(horizontal: 10, vertical: 4),
|
||||
backgroundColor: colorScheme.onPrimary.withValues(alpha: 0.14),
|
||||
avatar: Icon(icon, color: colorScheme.onPrimary, size: 16),
|
||||
label: Text(
|
||||
label,
|
||||
style: TextStyle(
|
||||
color: colorScheme.onPrimary,
|
||||
fontWeight: FontWeight.w600,
|
||||
),
|
||||
),
|
||||
side: BorderSide.none,
|
||||
materialTapTargetSize: MaterialTapTargetSize.shrinkWrap,
|
||||
visualDensity: VisualDensity.compact,
|
||||
);
|
||||
}
|
||||
}
|
||||
107
lib/src/features/front/save_picker_dialog.dart
Normal file
107
lib/src/features/front/save_picker_dialog.dart
Normal file
@@ -0,0 +1,107 @@
|
||||
import 'package:flutter/material.dart';
|
||||
import 'package:intl/intl.dart';
|
||||
|
||||
import 'package:askiineverdie/src/core/storage/save_service.dart'
|
||||
show SaveFileInfo;
|
||||
|
||||
/// 저장 파일 선택 다이얼로그
|
||||
/// 선택된 파일명을 반환하거나, 취소 시 null 반환
|
||||
class SavePickerDialog extends StatelessWidget {
|
||||
const SavePickerDialog({super.key, required this.saves});
|
||||
|
||||
final List<SaveFileInfo> saves;
|
||||
|
||||
/// 다이얼로그 표시 및 결과 반환
|
||||
static Future<String?> show(
|
||||
BuildContext context,
|
||||
List<SaveFileInfo> saves,
|
||||
) async {
|
||||
if (saves.isEmpty) {
|
||||
// 저장 파일이 없으면 안내 메시지
|
||||
ScaffoldMessenger.of(
|
||||
context,
|
||||
).showSnackBar(const SnackBar(content: Text('저장된 게임이 없습니다.')));
|
||||
return null;
|
||||
}
|
||||
|
||||
return showDialog<String>(
|
||||
context: context,
|
||||
builder: (context) => SavePickerDialog(saves: saves),
|
||||
);
|
||||
}
|
||||
|
||||
@override
|
||||
Widget build(BuildContext context) {
|
||||
final theme = Theme.of(context);
|
||||
final colorScheme = theme.colorScheme;
|
||||
|
||||
return AlertDialog(
|
||||
title: Row(
|
||||
children: [
|
||||
Icon(Icons.folder_open, color: colorScheme.primary),
|
||||
const SizedBox(width: 12),
|
||||
const Text('Load Game'),
|
||||
],
|
||||
),
|
||||
content: SizedBox(
|
||||
width: 400,
|
||||
child: ConstrainedBox(
|
||||
constraints: const BoxConstraints(maxHeight: 400),
|
||||
child: ListView.separated(
|
||||
shrinkWrap: true,
|
||||
itemCount: saves.length,
|
||||
separatorBuilder: (_, __) => const Divider(height: 1),
|
||||
itemBuilder: (context, index) {
|
||||
final save = saves[index];
|
||||
return _SaveListTile(
|
||||
save: save,
|
||||
onTap: () => Navigator.of(context).pop(save.fileName),
|
||||
);
|
||||
},
|
||||
),
|
||||
),
|
||||
),
|
||||
actions: [
|
||||
TextButton(
|
||||
onPressed: () => Navigator.of(context).pop(null),
|
||||
child: const Text('Cancel'),
|
||||
),
|
||||
],
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
class _SaveListTile extends StatelessWidget {
|
||||
const _SaveListTile({required this.save, required this.onTap});
|
||||
|
||||
final SaveFileInfo save;
|
||||
final VoidCallback onTap;
|
||||
|
||||
@override
|
||||
Widget build(BuildContext context) {
|
||||
final theme = Theme.of(context);
|
||||
final dateFormat = DateFormat('yyyy-MM-dd HH:mm');
|
||||
|
||||
return ListTile(
|
||||
leading: const Icon(Icons.save),
|
||||
title: Text(
|
||||
save.displayName,
|
||||
style: theme.textTheme.titleMedium?.copyWith(
|
||||
fontWeight: FontWeight.w600,
|
||||
),
|
||||
),
|
||||
subtitle: Text(
|
||||
'${dateFormat.format(save.modifiedAt)} · ${_formatSize(save.sizeBytes)}',
|
||||
style: theme.textTheme.bodySmall,
|
||||
),
|
||||
trailing: const Icon(Icons.chevron_right),
|
||||
onTap: onTap,
|
||||
);
|
||||
}
|
||||
|
||||
String _formatSize(int bytes) {
|
||||
if (bytes < 1024) return '$bytes B';
|
||||
if (bytes < 1024 * 1024) return '${(bytes / 1024).toStringAsFixed(1)} KB';
|
||||
return '${(bytes / (1024 * 1024)).toStringAsFixed(1)} MB';
|
||||
}
|
||||
}
|
||||
654
lib/src/features/game/game_play_screen.dart
Normal file
654
lib/src/features/game/game_play_screen.dart
Normal file
@@ -0,0 +1,654 @@
|
||||
import 'package:flutter/material.dart';
|
||||
|
||||
import 'package:askiineverdie/src/core/model/game_state.dart';
|
||||
import 'package:askiineverdie/src/core/util/pq_logic.dart' as pq_logic;
|
||||
import 'package:askiineverdie/src/features/game/game_session_controller.dart';
|
||||
|
||||
/// 게임 진행 화면 (Main.dfm 기반 3패널 레이아웃)
|
||||
class GamePlayScreen extends StatefulWidget {
|
||||
const GamePlayScreen({super.key, required this.controller});
|
||||
|
||||
final GameSessionController controller;
|
||||
|
||||
@override
|
||||
State<GamePlayScreen> createState() => _GamePlayScreenState();
|
||||
}
|
||||
|
||||
class _GamePlayScreenState extends State<GamePlayScreen>
|
||||
with WidgetsBindingObserver {
|
||||
@override
|
||||
void initState() {
|
||||
super.initState();
|
||||
widget.controller.addListener(_onControllerChanged);
|
||||
WidgetsBinding.instance.addObserver(this);
|
||||
}
|
||||
|
||||
@override
|
||||
void dispose() {
|
||||
WidgetsBinding.instance.removeObserver(this);
|
||||
widget.controller.removeListener(_onControllerChanged);
|
||||
super.dispose();
|
||||
}
|
||||
|
||||
@override
|
||||
void didChangeAppLifecycleState(AppLifecycleState state) {
|
||||
super.didChangeAppLifecycleState(state);
|
||||
|
||||
// 앱이 백그라운드로 가거나 비활성화될 때 자동 저장
|
||||
if (state == AppLifecycleState.paused ||
|
||||
state == AppLifecycleState.inactive ||
|
||||
state == AppLifecycleState.detached) {
|
||||
_saveGameState();
|
||||
}
|
||||
}
|
||||
|
||||
Future<void> _saveGameState() async {
|
||||
final currentState = widget.controller.state;
|
||||
if (currentState == null || !widget.controller.isRunning) return;
|
||||
|
||||
await widget.controller.saveManager.saveState(currentState);
|
||||
}
|
||||
|
||||
/// 뒤로가기 시 저장 확인 다이얼로그
|
||||
Future<bool> _onPopInvoked() async {
|
||||
final shouldPop = await showDialog<bool>(
|
||||
context: context,
|
||||
builder: (context) => AlertDialog(
|
||||
title: const Text('Exit Game'),
|
||||
content: const Text('Save your progress before leaving?'),
|
||||
actions: [
|
||||
TextButton(
|
||||
onPressed: () => Navigator.of(context).pop(false),
|
||||
child: const Text('Cancel'),
|
||||
),
|
||||
TextButton(
|
||||
onPressed: () {
|
||||
Navigator.of(context).pop(true);
|
||||
},
|
||||
child: const Text('Exit without saving'),
|
||||
),
|
||||
FilledButton(
|
||||
onPressed: () async {
|
||||
await _saveGameState();
|
||||
if (context.mounted) {
|
||||
Navigator.of(context).pop(true);
|
||||
}
|
||||
},
|
||||
child: const Text('Save and Exit'),
|
||||
),
|
||||
],
|
||||
),
|
||||
);
|
||||
return shouldPop ?? false;
|
||||
}
|
||||
|
||||
void _onControllerChanged() {
|
||||
setState(() {});
|
||||
}
|
||||
|
||||
@override
|
||||
Widget build(BuildContext context) {
|
||||
final state = widget.controller.state;
|
||||
if (state == null) {
|
||||
return const Scaffold(body: Center(child: CircularProgressIndicator()));
|
||||
}
|
||||
|
||||
return PopScope(
|
||||
canPop: false,
|
||||
onPopInvokedWithResult: (didPop, result) async {
|
||||
if (didPop) return;
|
||||
final shouldPop = await _onPopInvoked();
|
||||
if (shouldPop && context.mounted) {
|
||||
await widget.controller.pause(saveOnStop: false);
|
||||
if (context.mounted) {
|
||||
Navigator.of(context).pop();
|
||||
}
|
||||
}
|
||||
},
|
||||
child: Scaffold(
|
||||
appBar: AppBar(
|
||||
title: Text('Progress Quest - ${state.traits.name}'),
|
||||
actions: [
|
||||
// 치트 버튼 (디버그용)
|
||||
if (widget.controller.cheatsEnabled) ...[
|
||||
IconButton(
|
||||
icon: const Text('L+1'),
|
||||
tooltip: 'Level Up',
|
||||
onPressed: () => widget.controller.loop?.cheatCompleteTask(),
|
||||
),
|
||||
IconButton(
|
||||
icon: const Text('Q!'),
|
||||
tooltip: 'Complete Quest',
|
||||
onPressed: () => widget.controller.loop?.cheatCompleteQuest(),
|
||||
),
|
||||
IconButton(
|
||||
icon: const Text('P!'),
|
||||
tooltip: 'Complete Plot',
|
||||
onPressed: () => widget.controller.loop?.cheatCompletePlot(),
|
||||
),
|
||||
],
|
||||
],
|
||||
),
|
||||
body: Column(
|
||||
children: [
|
||||
// 메인 3패널 영역
|
||||
Expanded(
|
||||
child: Row(
|
||||
crossAxisAlignment: CrossAxisAlignment.stretch,
|
||||
children: [
|
||||
// 좌측 패널: Character Sheet
|
||||
Expanded(flex: 2, child: _buildCharacterPanel(state)),
|
||||
|
||||
// 중앙 패널: Equipment/Inventory
|
||||
Expanded(flex: 3, child: _buildEquipmentPanel(state)),
|
||||
|
||||
// 우측 패널: Plot/Quest
|
||||
Expanded(flex: 2, child: _buildQuestPanel(state)),
|
||||
],
|
||||
),
|
||||
),
|
||||
|
||||
// 하단: Task Progress
|
||||
_buildBottomPanel(state),
|
||||
],
|
||||
),
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
/// 좌측 패널: Character Sheet (Traits, Stats, Experience, Spells)
|
||||
Widget _buildCharacterPanel(GameState state) {
|
||||
return Card(
|
||||
margin: const EdgeInsets.all(4),
|
||||
child: Column(
|
||||
crossAxisAlignment: CrossAxisAlignment.stretch,
|
||||
children: [
|
||||
_buildPanelHeader('Character Sheet'),
|
||||
|
||||
// Traits 목록
|
||||
_buildSectionHeader('Traits'),
|
||||
_buildTraitsList(state),
|
||||
|
||||
// Stats 목록
|
||||
_buildSectionHeader('Stats'),
|
||||
Expanded(flex: 2, child: _buildStatsList(state)),
|
||||
|
||||
// Experience 바
|
||||
_buildSectionHeader('Experience'),
|
||||
_buildProgressBar(
|
||||
state.progress.exp.position,
|
||||
state.progress.exp.max,
|
||||
Colors.blue,
|
||||
tooltip:
|
||||
'${state.progress.exp.max - state.progress.exp.position} '
|
||||
'XP needed for next level',
|
||||
),
|
||||
|
||||
// Spell Book
|
||||
_buildSectionHeader('Spell Book'),
|
||||
Expanded(flex: 2, child: _buildSpellsList(state)),
|
||||
],
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
/// 중앙 패널: Equipment/Inventory
|
||||
Widget _buildEquipmentPanel(GameState state) {
|
||||
return Card(
|
||||
margin: const EdgeInsets.all(4),
|
||||
child: Column(
|
||||
crossAxisAlignment: CrossAxisAlignment.stretch,
|
||||
children: [
|
||||
_buildPanelHeader('Equipment'),
|
||||
|
||||
// Equipment 목록
|
||||
Expanded(flex: 2, child: _buildEquipmentList(state)),
|
||||
|
||||
// Inventory
|
||||
_buildPanelHeader('Inventory'),
|
||||
Expanded(flex: 3, child: _buildInventoryList(state)),
|
||||
|
||||
// Encumbrance 바
|
||||
_buildSectionHeader('Encumbrance'),
|
||||
_buildProgressBar(
|
||||
state.progress.encumbrance.position,
|
||||
state.progress.encumbrance.max,
|
||||
Colors.orange,
|
||||
),
|
||||
],
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
/// 우측 패널: Plot/Quest
|
||||
Widget _buildQuestPanel(GameState state) {
|
||||
return Card(
|
||||
margin: const EdgeInsets.all(4),
|
||||
child: Column(
|
||||
crossAxisAlignment: CrossAxisAlignment.stretch,
|
||||
children: [
|
||||
_buildPanelHeader('Plot Development'),
|
||||
|
||||
// Plot 목록
|
||||
Expanded(child: _buildPlotList(state)),
|
||||
|
||||
// Plot 바
|
||||
_buildProgressBar(
|
||||
state.progress.plot.position,
|
||||
state.progress.plot.max,
|
||||
Colors.purple,
|
||||
tooltip: state.progress.plot.max > 0
|
||||
? '${pq_logic.roughTime(state.progress.plot.max - state.progress.plot.position)} remaining'
|
||||
: null,
|
||||
),
|
||||
|
||||
_buildPanelHeader('Quests'),
|
||||
|
||||
// Quest 목록
|
||||
Expanded(child: _buildQuestList(state)),
|
||||
|
||||
// Quest 바
|
||||
_buildProgressBar(
|
||||
state.progress.quest.position,
|
||||
state.progress.quest.max,
|
||||
Colors.green,
|
||||
tooltip: state.progress.quest.max > 0
|
||||
? '${(100 * state.progress.quest.position ~/ state.progress.quest.max)}% complete'
|
||||
: null,
|
||||
),
|
||||
],
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
/// 하단 패널: Task Progress + Status
|
||||
Widget _buildBottomPanel(GameState state) {
|
||||
final speed = widget.controller.loop?.speedMultiplier ?? 1;
|
||||
|
||||
return Container(
|
||||
padding: const EdgeInsets.all(8),
|
||||
decoration: BoxDecoration(
|
||||
color: Theme.of(context).colorScheme.surfaceContainerHighest,
|
||||
border: Border(top: BorderSide(color: Theme.of(context).dividerColor)),
|
||||
),
|
||||
child: Column(
|
||||
mainAxisSize: MainAxisSize.min,
|
||||
children: [
|
||||
// 상태 메시지 + 배속 버튼
|
||||
Row(
|
||||
children: [
|
||||
Expanded(
|
||||
child: Text(
|
||||
state.progress.currentTask.caption.isNotEmpty
|
||||
? state.progress.currentTask.caption
|
||||
: 'Welcome to Progress Quest!',
|
||||
style: Theme.of(context).textTheme.bodyMedium,
|
||||
textAlign: TextAlign.center,
|
||||
),
|
||||
),
|
||||
// 배속 버튼
|
||||
SizedBox(
|
||||
height: 28,
|
||||
child: OutlinedButton(
|
||||
onPressed: () {
|
||||
widget.controller.loop?.cycleSpeed();
|
||||
setState(() {});
|
||||
},
|
||||
style: OutlinedButton.styleFrom(
|
||||
padding: const EdgeInsets.symmetric(horizontal: 8),
|
||||
visualDensity: VisualDensity.compact,
|
||||
),
|
||||
child: Text(
|
||||
'${speed}x',
|
||||
style: TextStyle(
|
||||
fontWeight: speed > 1 ? FontWeight.bold : FontWeight.normal,
|
||||
color: speed > 1
|
||||
? Theme.of(context).colorScheme.primary
|
||||
: null,
|
||||
),
|
||||
),
|
||||
),
|
||||
),
|
||||
],
|
||||
),
|
||||
const SizedBox(height: 4),
|
||||
|
||||
// Task Progress 바
|
||||
_buildProgressBar(
|
||||
state.progress.task.position,
|
||||
state.progress.task.max,
|
||||
Theme.of(context).colorScheme.primary,
|
||||
),
|
||||
],
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
Widget _buildPanelHeader(String title) {
|
||||
return Container(
|
||||
padding: const EdgeInsets.symmetric(horizontal: 8, vertical: 4),
|
||||
color: Theme.of(context).colorScheme.primaryContainer,
|
||||
child: Text(
|
||||
title,
|
||||
style: TextStyle(
|
||||
fontWeight: FontWeight.bold,
|
||||
color: Theme.of(context).colorScheme.onPrimaryContainer,
|
||||
),
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
Widget _buildSectionHeader(String title) {
|
||||
return Padding(
|
||||
padding: const EdgeInsets.symmetric(horizontal: 8, vertical: 2),
|
||||
child: Text(title, style: Theme.of(context).textTheme.labelSmall),
|
||||
);
|
||||
}
|
||||
|
||||
Widget _buildProgressBar(
|
||||
int position,
|
||||
int max,
|
||||
Color color, {
|
||||
String? tooltip,
|
||||
}) {
|
||||
final progress = max > 0 ? (position / max).clamp(0.0, 1.0) : 0.0;
|
||||
final bar = Padding(
|
||||
padding: const EdgeInsets.symmetric(horizontal: 8, vertical: 4),
|
||||
child: LinearProgressIndicator(
|
||||
value: progress,
|
||||
backgroundColor: color.withValues(alpha: 0.2),
|
||||
valueColor: AlwaysStoppedAnimation<Color>(color),
|
||||
minHeight: 12,
|
||||
),
|
||||
);
|
||||
|
||||
if (tooltip != null && tooltip.isNotEmpty) {
|
||||
return Tooltip(message: tooltip, child: bar);
|
||||
}
|
||||
return bar;
|
||||
}
|
||||
|
||||
Widget _buildTraitsList(GameState state) {
|
||||
final traits = [
|
||||
('Name', state.traits.name),
|
||||
('Race', state.traits.race),
|
||||
('Class', state.traits.klass),
|
||||
('Level', '${state.traits.level}'),
|
||||
];
|
||||
|
||||
return Padding(
|
||||
padding: const EdgeInsets.symmetric(horizontal: 8),
|
||||
child: Column(
|
||||
children: traits.map((t) {
|
||||
return Row(
|
||||
children: [
|
||||
SizedBox(
|
||||
width: 50,
|
||||
child: Text(t.$1, style: const TextStyle(fontSize: 11)),
|
||||
),
|
||||
Expanded(
|
||||
child: Text(
|
||||
t.$2,
|
||||
style: const TextStyle(
|
||||
fontSize: 11,
|
||||
fontWeight: FontWeight.bold,
|
||||
),
|
||||
overflow: TextOverflow.ellipsis,
|
||||
),
|
||||
),
|
||||
],
|
||||
);
|
||||
}).toList(),
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
Widget _buildStatsList(GameState state) {
|
||||
final stats = [
|
||||
('STR', state.stats.str),
|
||||
('CON', state.stats.con),
|
||||
('DEX', state.stats.dex),
|
||||
('INT', state.stats.intelligence),
|
||||
('WIS', state.stats.wis),
|
||||
('CHA', state.stats.cha),
|
||||
('HP Max', state.stats.hpMax),
|
||||
('MP Max', state.stats.mpMax),
|
||||
];
|
||||
|
||||
return ListView.builder(
|
||||
itemCount: stats.length,
|
||||
padding: const EdgeInsets.symmetric(horizontal: 8),
|
||||
itemBuilder: (context, index) {
|
||||
final stat = stats[index];
|
||||
return Row(
|
||||
children: [
|
||||
SizedBox(
|
||||
width: 50,
|
||||
child: Text(stat.$1, style: const TextStyle(fontSize: 11)),
|
||||
),
|
||||
Text(
|
||||
'${stat.$2}',
|
||||
style: const TextStyle(fontSize: 11, fontWeight: FontWeight.bold),
|
||||
),
|
||||
],
|
||||
);
|
||||
},
|
||||
);
|
||||
}
|
||||
|
||||
Widget _buildSpellsList(GameState state) {
|
||||
if (state.spellBook.spells.isEmpty) {
|
||||
return const Center(
|
||||
child: Text('No spells yet', style: TextStyle(fontSize: 11)),
|
||||
);
|
||||
}
|
||||
|
||||
return ListView.builder(
|
||||
itemCount: state.spellBook.spells.length,
|
||||
padding: const EdgeInsets.symmetric(horizontal: 8),
|
||||
itemBuilder: (context, index) {
|
||||
final spell = state.spellBook.spells[index];
|
||||
return Row(
|
||||
children: [
|
||||
Expanded(
|
||||
child: Text(
|
||||
spell.name,
|
||||
style: const TextStyle(fontSize: 11),
|
||||
overflow: TextOverflow.ellipsis,
|
||||
),
|
||||
),
|
||||
Text(
|
||||
spell.rank,
|
||||
style: const TextStyle(fontSize: 11, fontWeight: FontWeight.bold),
|
||||
),
|
||||
],
|
||||
);
|
||||
},
|
||||
);
|
||||
}
|
||||
|
||||
Widget _buildEquipmentList(GameState state) {
|
||||
// 원본에는 11개 슬롯이 있지만, 현재 모델은 3개만 구현
|
||||
final equipment = [
|
||||
('Weapon', state.equipment.weapon),
|
||||
('Shield', state.equipment.shield),
|
||||
('Armor', state.equipment.armor),
|
||||
];
|
||||
|
||||
return ListView.builder(
|
||||
itemCount: equipment.length,
|
||||
padding: const EdgeInsets.symmetric(horizontal: 8),
|
||||
itemBuilder: (context, index) {
|
||||
final equip = equipment[index];
|
||||
return Padding(
|
||||
padding: const EdgeInsets.symmetric(vertical: 2),
|
||||
child: Row(
|
||||
children: [
|
||||
SizedBox(
|
||||
width: 60,
|
||||
child: Text(equip.$1, style: const TextStyle(fontSize: 11)),
|
||||
),
|
||||
Expanded(
|
||||
child: Text(
|
||||
equip.$2.isNotEmpty ? equip.$2 : '-',
|
||||
style: const TextStyle(
|
||||
fontSize: 11,
|
||||
fontWeight: FontWeight.bold,
|
||||
),
|
||||
overflow: TextOverflow.ellipsis,
|
||||
),
|
||||
),
|
||||
],
|
||||
),
|
||||
);
|
||||
},
|
||||
);
|
||||
}
|
||||
|
||||
Widget _buildInventoryList(GameState state) {
|
||||
if (state.inventory.items.isEmpty) {
|
||||
return Center(
|
||||
child: Text(
|
||||
'Gold: ${state.inventory.gold}',
|
||||
style: const TextStyle(fontSize: 11),
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
return ListView.builder(
|
||||
itemCount: state.inventory.items.length + 1, // +1 for gold
|
||||
padding: const EdgeInsets.symmetric(horizontal: 8),
|
||||
itemBuilder: (context, index) {
|
||||
if (index == 0) {
|
||||
return Row(
|
||||
children: [
|
||||
const Expanded(
|
||||
child: Text('Gold', style: TextStyle(fontSize: 11)),
|
||||
),
|
||||
Text(
|
||||
'${state.inventory.gold}',
|
||||
style: const TextStyle(
|
||||
fontSize: 11,
|
||||
fontWeight: FontWeight.bold,
|
||||
),
|
||||
),
|
||||
],
|
||||
);
|
||||
}
|
||||
final item = state.inventory.items[index - 1];
|
||||
return Row(
|
||||
children: [
|
||||
Expanded(
|
||||
child: Text(
|
||||
item.name,
|
||||
style: const TextStyle(fontSize: 11),
|
||||
overflow: TextOverflow.ellipsis,
|
||||
),
|
||||
),
|
||||
Text(
|
||||
'${item.count}',
|
||||
style: const TextStyle(fontSize: 11, fontWeight: FontWeight.bold),
|
||||
),
|
||||
],
|
||||
);
|
||||
},
|
||||
);
|
||||
}
|
||||
|
||||
Widget _buildPlotList(GameState state) {
|
||||
// 플롯 단계를 표시 (Act I, Act II, ...)
|
||||
final plotCount = state.progress.plotStageCount;
|
||||
if (plotCount == 0) {
|
||||
return const Center(
|
||||
child: Text('Prologue', style: TextStyle(fontSize: 11)),
|
||||
);
|
||||
}
|
||||
|
||||
return ListView.builder(
|
||||
itemCount: plotCount,
|
||||
padding: const EdgeInsets.symmetric(horizontal: 8),
|
||||
itemBuilder: (context, index) {
|
||||
final isCompleted = index < plotCount - 1;
|
||||
return Row(
|
||||
children: [
|
||||
Icon(
|
||||
isCompleted ? Icons.check_box : Icons.check_box_outline_blank,
|
||||
size: 14,
|
||||
color: isCompleted ? Colors.green : Colors.grey,
|
||||
),
|
||||
const SizedBox(width: 4),
|
||||
Text(
|
||||
index == 0 ? 'Prologue' : 'Act ${_toRoman(index)}',
|
||||
style: TextStyle(
|
||||
fontSize: 11,
|
||||
decoration: isCompleted
|
||||
? TextDecoration.lineThrough
|
||||
: TextDecoration.none,
|
||||
),
|
||||
),
|
||||
],
|
||||
);
|
||||
},
|
||||
);
|
||||
}
|
||||
|
||||
Widget _buildQuestList(GameState state) {
|
||||
final questCount = state.progress.questCount;
|
||||
if (questCount == 0) {
|
||||
return const Center(
|
||||
child: Text('No active quests', style: TextStyle(fontSize: 11)),
|
||||
);
|
||||
}
|
||||
|
||||
// 현재 퀘스트 캡션이 있으면 표시
|
||||
final currentTask = state.progress.currentTask;
|
||||
return ListView(
|
||||
padding: const EdgeInsets.symmetric(horizontal: 8),
|
||||
children: [
|
||||
Row(
|
||||
children: [
|
||||
const Icon(Icons.arrow_right, size: 14),
|
||||
Expanded(
|
||||
child: Text(
|
||||
currentTask.caption.isNotEmpty
|
||||
? currentTask.caption
|
||||
: 'Quest #$questCount',
|
||||
style: const TextStyle(fontSize: 11),
|
||||
overflow: TextOverflow.ellipsis,
|
||||
),
|
||||
),
|
||||
],
|
||||
),
|
||||
],
|
||||
);
|
||||
}
|
||||
|
||||
/// 로마 숫자 변환 (간단 버전)
|
||||
String _toRoman(int number) {
|
||||
const romanNumerals = [
|
||||
(1000, 'M'),
|
||||
(900, 'CM'),
|
||||
(500, 'D'),
|
||||
(400, 'CD'),
|
||||
(100, 'C'),
|
||||
(90, 'XC'),
|
||||
(50, 'L'),
|
||||
(40, 'XL'),
|
||||
(10, 'X'),
|
||||
(9, 'IX'),
|
||||
(5, 'V'),
|
||||
(4, 'IV'),
|
||||
(1, 'I'),
|
||||
];
|
||||
|
||||
var result = '';
|
||||
var remaining = number;
|
||||
for (final (value, numeral) in romanNumerals) {
|
||||
while (remaining >= value) {
|
||||
result += numeral;
|
||||
remaining -= value;
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
}
|
||||
126
lib/src/features/game/game_session_controller.dart
Normal file
126
lib/src/features/game/game_session_controller.dart
Normal file
@@ -0,0 +1,126 @@
|
||||
import 'dart:async';
|
||||
|
||||
import 'package:askiineverdie/src/core/engine/progress_loop.dart';
|
||||
import 'package:askiineverdie/src/core/engine/progress_service.dart';
|
||||
import 'package:askiineverdie/src/core/model/game_state.dart';
|
||||
import 'package:askiineverdie/src/core/storage/save_manager.dart';
|
||||
import 'package:flutter/foundation.dart';
|
||||
|
||||
enum GameSessionStatus { idle, loading, running, error }
|
||||
|
||||
/// Presentation-friendly wrapper that owns ProgressLoop and SaveManager.
|
||||
class GameSessionController extends ChangeNotifier {
|
||||
GameSessionController({
|
||||
required this.progressService,
|
||||
required this.saveManager,
|
||||
this.autoSaveConfig = const AutoSaveConfig(),
|
||||
Duration tickInterval = const Duration(milliseconds: 50),
|
||||
DateTime Function()? now,
|
||||
}) : _tickInterval = tickInterval,
|
||||
_now = now ?? DateTime.now;
|
||||
|
||||
final ProgressService progressService;
|
||||
final SaveManager saveManager;
|
||||
final AutoSaveConfig autoSaveConfig;
|
||||
|
||||
final Duration _tickInterval;
|
||||
final DateTime Function() _now;
|
||||
|
||||
ProgressLoop? _loop;
|
||||
StreamSubscription<GameState>? _subscription;
|
||||
bool _cheatsEnabled = false;
|
||||
|
||||
GameSessionStatus _status = GameSessionStatus.idle;
|
||||
GameState? _state;
|
||||
String? _error;
|
||||
|
||||
GameSessionStatus get status => _status;
|
||||
GameState? get state => _state;
|
||||
String? get error => _error;
|
||||
bool get isRunning => _status == GameSessionStatus.running;
|
||||
bool get cheatsEnabled => _cheatsEnabled;
|
||||
|
||||
/// 현재 ProgressLoop 인스턴스 (치트 기능용)
|
||||
ProgressLoop? get loop => _loop;
|
||||
|
||||
Future<void> startNew(
|
||||
GameState initialState, {
|
||||
bool cheatsEnabled = false,
|
||||
bool isNewGame = true,
|
||||
}) async {
|
||||
await _stopLoop(saveOnStop: false);
|
||||
|
||||
// 새 게임인 경우 초기화 (프롤로그 태스크 설정)
|
||||
final state = isNewGame
|
||||
? progressService.initializeNewGame(initialState)
|
||||
: initialState;
|
||||
|
||||
_state = state;
|
||||
_error = null;
|
||||
_status = GameSessionStatus.running;
|
||||
_cheatsEnabled = cheatsEnabled;
|
||||
|
||||
_loop = ProgressLoop(
|
||||
initialState: state,
|
||||
progressService: progressService,
|
||||
saveManager: saveManager,
|
||||
autoSaveConfig: autoSaveConfig,
|
||||
tickInterval: _tickInterval,
|
||||
now: _now,
|
||||
cheatsEnabled: cheatsEnabled,
|
||||
);
|
||||
|
||||
_subscription = _loop!.stream.listen((next) {
|
||||
_state = next;
|
||||
notifyListeners();
|
||||
});
|
||||
|
||||
_loop!.start();
|
||||
notifyListeners();
|
||||
}
|
||||
|
||||
Future<void> loadAndStart({
|
||||
String? fileName,
|
||||
bool cheatsEnabled = false,
|
||||
}) async {
|
||||
_status = GameSessionStatus.loading;
|
||||
_error = null;
|
||||
notifyListeners();
|
||||
|
||||
final (outcome, loaded) = await saveManager.loadState(fileName: fileName);
|
||||
if (!outcome.success || loaded == null) {
|
||||
_status = GameSessionStatus.error;
|
||||
_error = outcome.error ?? 'Unknown error';
|
||||
notifyListeners();
|
||||
return;
|
||||
}
|
||||
|
||||
await startNew(loaded, cheatsEnabled: cheatsEnabled, isNewGame: false);
|
||||
}
|
||||
|
||||
Future<void> pause({bool saveOnStop = false}) async {
|
||||
await _stopLoop(saveOnStop: saveOnStop);
|
||||
_status = GameSessionStatus.idle;
|
||||
notifyListeners();
|
||||
}
|
||||
|
||||
@override
|
||||
void dispose() {
|
||||
final stop = _stopLoop(saveOnStop: false);
|
||||
if (stop != null) {
|
||||
unawaited(stop);
|
||||
}
|
||||
super.dispose();
|
||||
}
|
||||
|
||||
Future<void>? _stopLoop({required bool saveOnStop}) {
|
||||
final loop = _loop;
|
||||
final sub = _subscription;
|
||||
_loop = null;
|
||||
_subscription = null;
|
||||
|
||||
sub?.cancel();
|
||||
if (loop == null) return null;
|
||||
return loop.stop(saveOnStop: saveOnStop);
|
||||
}
|
||||
}
|
||||
484
lib/src/features/new_character/new_character_screen.dart
Normal file
484
lib/src/features/new_character/new_character_screen.dart
Normal file
@@ -0,0 +1,484 @@
|
||||
import 'dart:math' as math;
|
||||
|
||||
import 'package:flutter/material.dart';
|
||||
|
||||
import 'package:askiineverdie/src/core/model/game_state.dart';
|
||||
import 'package:askiineverdie/src/core/model/pq_config.dart';
|
||||
import 'package:askiineverdie/src/core/util/deterministic_random.dart';
|
||||
import 'package:askiineverdie/src/core/util/pq_logic.dart';
|
||||
|
||||
/// 캐릭터 생성 화면 (NewGuy.pas 포팅)
|
||||
class NewCharacterScreen extends StatefulWidget {
|
||||
const NewCharacterScreen({super.key, this.onCharacterCreated});
|
||||
|
||||
/// 캐릭터 생성 완료 시 호출되는 콜백
|
||||
final void Function(GameState initialState)? onCharacterCreated;
|
||||
|
||||
@override
|
||||
State<NewCharacterScreen> createState() => _NewCharacterScreenState();
|
||||
}
|
||||
|
||||
class _NewCharacterScreenState extends State<NewCharacterScreen> {
|
||||
final PqConfig _config = const PqConfig();
|
||||
final TextEditingController _nameController = TextEditingController();
|
||||
|
||||
// 종족(races)과 직업(klasses) 목록
|
||||
late final List<String> _races;
|
||||
late final List<String> _klasses;
|
||||
|
||||
// 선택된 종족/직업 인덱스
|
||||
int _selectedRaceIndex = 0;
|
||||
int _selectedKlassIndex = 0;
|
||||
|
||||
// 능력치(stats)
|
||||
int _str = 0;
|
||||
int _con = 0;
|
||||
int _dex = 0;
|
||||
int _int = 0;
|
||||
int _wis = 0;
|
||||
int _cha = 0;
|
||||
|
||||
// 롤 이력 (Unroll 기능용)
|
||||
final List<int> _rollHistory = [];
|
||||
|
||||
// 현재 RNG 시드 (Re-Roll 전 저장)
|
||||
int _currentSeed = 0;
|
||||
|
||||
// 이름 생성용 RNG
|
||||
late DeterministicRandom _nameRng;
|
||||
|
||||
@override
|
||||
void initState() {
|
||||
super.initState();
|
||||
|
||||
// 종족/직업 목록 로드 (name|attribute 형식에서 name만 추출)
|
||||
_races = _config.races.map((e) => e.split('|').first).toList();
|
||||
_klasses = _config.klasses.map((e) => e.split('|').first).toList();
|
||||
|
||||
// 초기 랜덤화
|
||||
final random = math.Random();
|
||||
_selectedRaceIndex = random.nextInt(_races.length);
|
||||
_selectedKlassIndex = random.nextInt(_klasses.length);
|
||||
|
||||
// 초기 스탯 굴림
|
||||
_currentSeed = random.nextInt(0x7FFFFFFF);
|
||||
_nameRng = DeterministicRandom(random.nextInt(0x7FFFFFFF));
|
||||
_rollStats();
|
||||
|
||||
// 초기 이름 생성
|
||||
_nameController.text = generateName(_nameRng);
|
||||
}
|
||||
|
||||
@override
|
||||
void dispose() {
|
||||
_nameController.dispose();
|
||||
super.dispose();
|
||||
}
|
||||
|
||||
/// 스탯 굴림 (3d6 × 6)
|
||||
void _rollStats() {
|
||||
final rng = DeterministicRandom(_currentSeed);
|
||||
setState(() {
|
||||
_str = rollStat(rng);
|
||||
_con = rollStat(rng);
|
||||
_dex = rollStat(rng);
|
||||
_int = rollStat(rng);
|
||||
_wis = rollStat(rng);
|
||||
_cha = rollStat(rng);
|
||||
});
|
||||
}
|
||||
|
||||
/// Re-Roll 버튼 클릭
|
||||
void _onReroll() {
|
||||
// 현재 시드를 이력에 저장
|
||||
_rollHistory.insert(0, _currentSeed);
|
||||
|
||||
// 새 시드로 굴림
|
||||
_currentSeed = math.Random().nextInt(0x7FFFFFFF);
|
||||
_rollStats();
|
||||
}
|
||||
|
||||
/// Unroll 버튼 클릭 (이전 롤로 복원)
|
||||
void _onUnroll() {
|
||||
if (_rollHistory.isEmpty) return;
|
||||
|
||||
setState(() {
|
||||
_currentSeed = _rollHistory.removeAt(0);
|
||||
});
|
||||
_rollStats();
|
||||
}
|
||||
|
||||
/// 이름 생성 버튼 클릭
|
||||
void _onGenerateName() {
|
||||
setState(() {
|
||||
_nameController.text = generateName(_nameRng);
|
||||
});
|
||||
}
|
||||
|
||||
/// Total 값 계산
|
||||
int get _total => _str + _con + _dex + _int + _wis + _cha;
|
||||
|
||||
/// Total 색상 결정 (원본 규칙)
|
||||
/// 63+18(81) 이상 = 빨강, 4*18(72) 초과 = 노랑
|
||||
/// 63-18(45) 이하 = 회색, 3*18(54) 미만 = 은색
|
||||
/// 그 외 = 흰색
|
||||
Color _getTotalColor() {
|
||||
final total = _total;
|
||||
if (total >= 81) return Colors.red;
|
||||
if (total > 72) return Colors.yellow;
|
||||
if (total <= 45) return Colors.grey;
|
||||
if (total < 54) return Colors.grey.shade400;
|
||||
return Colors.white;
|
||||
}
|
||||
|
||||
/// Sold! 버튼 클릭 - 캐릭터 생성 완료
|
||||
void _onSold() {
|
||||
final name = _nameController.text.trim();
|
||||
if (name.isEmpty) {
|
||||
ScaffoldMessenger.of(
|
||||
context,
|
||||
).showSnackBar(const SnackBar(content: Text('이름을 입력해주세요.')));
|
||||
return;
|
||||
}
|
||||
|
||||
// 게임에 사용할 새 RNG 생성
|
||||
final gameSeed = math.Random().nextInt(0x7FFFFFFF);
|
||||
|
||||
// 종족/직업의 보너스 스탯 파싱
|
||||
final raceEntry = _config.races[_selectedRaceIndex];
|
||||
final klassEntry = _config.klasses[_selectedKlassIndex];
|
||||
final raceBonus = _parseStatBonus(raceEntry);
|
||||
final klassBonus = _parseStatBonus(klassEntry);
|
||||
|
||||
// 최종 스탯 계산 (기본 + 종족 보너스 + 직업 보너스)
|
||||
final finalStats = Stats(
|
||||
str: _str + (raceBonus['STR'] ?? 0) + (klassBonus['STR'] ?? 0),
|
||||
con: _con + (raceBonus['CON'] ?? 0) + (klassBonus['CON'] ?? 0),
|
||||
dex: _dex + (raceBonus['DEX'] ?? 0) + (klassBonus['DEX'] ?? 0),
|
||||
intelligence: _int + (raceBonus['INT'] ?? 0) + (klassBonus['INT'] ?? 0),
|
||||
wis: _wis + (raceBonus['WIS'] ?? 0) + (klassBonus['WIS'] ?? 0),
|
||||
cha: _cha + (raceBonus['CHA'] ?? 0) + (klassBonus['CHA'] ?? 0),
|
||||
hpMax: _con + (raceBonus['CON'] ?? 0) + (klassBonus['CON'] ?? 0),
|
||||
mpMax: _int + (raceBonus['INT'] ?? 0) + (klassBonus['INT'] ?? 0),
|
||||
);
|
||||
|
||||
final traits = Traits(
|
||||
name: name,
|
||||
race: _races[_selectedRaceIndex],
|
||||
klass: _klasses[_selectedKlassIndex],
|
||||
level: 1,
|
||||
motto: '',
|
||||
guild: '',
|
||||
);
|
||||
|
||||
// 초기 게임 상태 생성
|
||||
final initialState = GameState.withSeed(
|
||||
seed: gameSeed,
|
||||
traits: traits,
|
||||
stats: finalStats,
|
||||
inventory: const Inventory(gold: 0, items: []),
|
||||
equipment: Equipment.empty(),
|
||||
spellBook: SpellBook.empty(),
|
||||
progress: ProgressState.empty(),
|
||||
queue: QueueState.empty(),
|
||||
);
|
||||
|
||||
widget.onCharacterCreated?.call(initialState);
|
||||
}
|
||||
|
||||
/// 종족/직업 보너스 파싱 (예: "Half Orc|STR+2,INT-1")
|
||||
Map<String, int> _parseStatBonus(String entry) {
|
||||
final parts = entry.split('|');
|
||||
if (parts.length < 2) return {};
|
||||
|
||||
final bonuses = <String, int>{};
|
||||
final bonusPart = parts[1];
|
||||
|
||||
// STR+2,INT-1 형식 파싱
|
||||
final regex = RegExp(r'([A-Z]+)([+-]\d+)');
|
||||
for (final match in regex.allMatches(bonusPart)) {
|
||||
final stat = match.group(1)!;
|
||||
final value = int.parse(match.group(2)!);
|
||||
bonuses[stat] = value;
|
||||
}
|
||||
return bonuses;
|
||||
}
|
||||
|
||||
@override
|
||||
Widget build(BuildContext context) {
|
||||
return Scaffold(
|
||||
appBar: AppBar(
|
||||
title: const Text('Progress Quest - New Character'),
|
||||
centerTitle: true,
|
||||
),
|
||||
body: SingleChildScrollView(
|
||||
padding: const EdgeInsets.all(16),
|
||||
child: Column(
|
||||
crossAxisAlignment: CrossAxisAlignment.stretch,
|
||||
children: [
|
||||
// 이름 입력 섹션
|
||||
_buildNameSection(),
|
||||
const SizedBox(height: 16),
|
||||
|
||||
// 능력치 섹션
|
||||
_buildStatsSection(),
|
||||
const SizedBox(height: 16),
|
||||
|
||||
// 종족/직업 선택 섹션
|
||||
Row(
|
||||
crossAxisAlignment: CrossAxisAlignment.start,
|
||||
children: [
|
||||
Expanded(child: _buildRaceSection()),
|
||||
const SizedBox(width: 16),
|
||||
Expanded(child: _buildKlassSection()),
|
||||
],
|
||||
),
|
||||
const SizedBox(height: 24),
|
||||
|
||||
// Sold! 버튼
|
||||
FilledButton.icon(
|
||||
onPressed: _onSold,
|
||||
icon: const Icon(Icons.check),
|
||||
label: const Text('Sold!'),
|
||||
style: FilledButton.styleFrom(
|
||||
padding: const EdgeInsets.symmetric(vertical: 16),
|
||||
),
|
||||
),
|
||||
],
|
||||
),
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
Widget _buildNameSection() {
|
||||
return Card(
|
||||
child: Padding(
|
||||
padding: const EdgeInsets.all(16),
|
||||
child: Row(
|
||||
children: [
|
||||
Expanded(
|
||||
child: TextField(
|
||||
controller: _nameController,
|
||||
decoration: const InputDecoration(
|
||||
labelText: 'Name',
|
||||
border: OutlineInputBorder(),
|
||||
),
|
||||
maxLength: 30,
|
||||
),
|
||||
),
|
||||
const SizedBox(width: 8),
|
||||
IconButton.filled(
|
||||
onPressed: _onGenerateName,
|
||||
icon: const Icon(Icons.casino),
|
||||
tooltip: 'Generate Name',
|
||||
),
|
||||
],
|
||||
),
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
Widget _buildStatsSection() {
|
||||
return Card(
|
||||
child: Padding(
|
||||
padding: const EdgeInsets.all(16),
|
||||
child: Column(
|
||||
crossAxisAlignment: CrossAxisAlignment.start,
|
||||
children: [
|
||||
Text('Stats', style: Theme.of(context).textTheme.titleMedium),
|
||||
const SizedBox(height: 12),
|
||||
|
||||
// 스탯 그리드
|
||||
Row(
|
||||
children: [
|
||||
Expanded(child: _buildStatTile('STR', _str)),
|
||||
Expanded(child: _buildStatTile('CON', _con)),
|
||||
Expanded(child: _buildStatTile('DEX', _dex)),
|
||||
],
|
||||
),
|
||||
const SizedBox(height: 8),
|
||||
Row(
|
||||
children: [
|
||||
Expanded(child: _buildStatTile('INT', _int)),
|
||||
Expanded(child: _buildStatTile('WIS', _wis)),
|
||||
Expanded(child: _buildStatTile('CHA', _cha)),
|
||||
],
|
||||
),
|
||||
const SizedBox(height: 12),
|
||||
|
||||
// Total
|
||||
Container(
|
||||
padding: const EdgeInsets.symmetric(horizontal: 12, vertical: 8),
|
||||
decoration: BoxDecoration(
|
||||
color: _getTotalColor().withValues(alpha: 0.3),
|
||||
borderRadius: BorderRadius.circular(8),
|
||||
border: Border.all(color: _getTotalColor()),
|
||||
),
|
||||
child: Row(
|
||||
mainAxisAlignment: MainAxisAlignment.spaceBetween,
|
||||
children: [
|
||||
const Text(
|
||||
'Total',
|
||||
style: TextStyle(fontWeight: FontWeight.bold),
|
||||
),
|
||||
Text(
|
||||
'$_total',
|
||||
style: TextStyle(
|
||||
fontSize: 20,
|
||||
fontWeight: FontWeight.bold,
|
||||
color: _getTotalColor() == Colors.white
|
||||
? Colors.black
|
||||
: _getTotalColor(),
|
||||
),
|
||||
),
|
||||
],
|
||||
),
|
||||
),
|
||||
const SizedBox(height: 12),
|
||||
|
||||
// Roll 버튼들
|
||||
Row(
|
||||
mainAxisAlignment: MainAxisAlignment.center,
|
||||
children: [
|
||||
OutlinedButton.icon(
|
||||
onPressed: _onUnroll,
|
||||
icon: const Icon(Icons.undo),
|
||||
label: const Text('Unroll'),
|
||||
style: OutlinedButton.styleFrom(
|
||||
foregroundColor: _rollHistory.isEmpty ? Colors.grey : null,
|
||||
),
|
||||
),
|
||||
const SizedBox(width: 16),
|
||||
FilledButton.icon(
|
||||
onPressed: _onReroll,
|
||||
icon: const Icon(Icons.casino),
|
||||
label: const Text('Roll'),
|
||||
),
|
||||
],
|
||||
),
|
||||
if (_rollHistory.isNotEmpty)
|
||||
Padding(
|
||||
padding: const EdgeInsets.only(top: 8),
|
||||
child: Text(
|
||||
'${_rollHistory.length} roll(s) in history',
|
||||
style: Theme.of(context).textTheme.bodySmall,
|
||||
textAlign: TextAlign.center,
|
||||
),
|
||||
),
|
||||
],
|
||||
),
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
Widget _buildStatTile(String label, int value) {
|
||||
return Container(
|
||||
margin: const EdgeInsets.all(4),
|
||||
padding: const EdgeInsets.symmetric(vertical: 8),
|
||||
decoration: BoxDecoration(
|
||||
color: Theme.of(context).colorScheme.surfaceContainerHighest,
|
||||
borderRadius: BorderRadius.circular(8),
|
||||
),
|
||||
child: Column(
|
||||
children: [
|
||||
Text(label, style: Theme.of(context).textTheme.labelSmall),
|
||||
const SizedBox(height: 4),
|
||||
Text(
|
||||
'$value',
|
||||
style: const TextStyle(fontSize: 18, fontWeight: FontWeight.bold),
|
||||
),
|
||||
],
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
Widget _buildRaceSection() {
|
||||
return Card(
|
||||
child: Padding(
|
||||
padding: const EdgeInsets.all(16),
|
||||
child: Column(
|
||||
crossAxisAlignment: CrossAxisAlignment.start,
|
||||
children: [
|
||||
Text('Race', style: Theme.of(context).textTheme.titleMedium),
|
||||
const SizedBox(height: 8),
|
||||
SizedBox(
|
||||
height: 300,
|
||||
child: ListView.builder(
|
||||
itemCount: _races.length,
|
||||
itemBuilder: (context, index) {
|
||||
final isSelected = index == _selectedRaceIndex;
|
||||
return ListTile(
|
||||
leading: Icon(
|
||||
isSelected
|
||||
? Icons.radio_button_checked
|
||||
: Icons.radio_button_unchecked,
|
||||
color: isSelected
|
||||
? Theme.of(context).colorScheme.primary
|
||||
: null,
|
||||
),
|
||||
title: Text(
|
||||
_races[index],
|
||||
style: TextStyle(
|
||||
fontWeight: isSelected
|
||||
? FontWeight.bold
|
||||
: FontWeight.normal,
|
||||
),
|
||||
),
|
||||
dense: true,
|
||||
visualDensity: VisualDensity.compact,
|
||||
onTap: () => setState(() => _selectedRaceIndex = index),
|
||||
);
|
||||
},
|
||||
),
|
||||
),
|
||||
],
|
||||
),
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
Widget _buildKlassSection() {
|
||||
return Card(
|
||||
child: Padding(
|
||||
padding: const EdgeInsets.all(16),
|
||||
child: Column(
|
||||
crossAxisAlignment: CrossAxisAlignment.start,
|
||||
children: [
|
||||
Text('Class', style: Theme.of(context).textTheme.titleMedium),
|
||||
const SizedBox(height: 8),
|
||||
SizedBox(
|
||||
height: 300,
|
||||
child: ListView.builder(
|
||||
itemCount: _klasses.length,
|
||||
itemBuilder: (context, index) {
|
||||
final isSelected = index == _selectedKlassIndex;
|
||||
return ListTile(
|
||||
leading: Icon(
|
||||
isSelected
|
||||
? Icons.radio_button_checked
|
||||
: Icons.radio_button_unchecked,
|
||||
color: isSelected
|
||||
? Theme.of(context).colorScheme.primary
|
||||
: null,
|
||||
),
|
||||
title: Text(
|
||||
_klasses[index],
|
||||
style: TextStyle(
|
||||
fontWeight: isSelected
|
||||
? FontWeight.bold
|
||||
: FontWeight.normal,
|
||||
),
|
||||
),
|
||||
dense: true,
|
||||
visualDensity: VisualDensity.compact,
|
||||
onTap: () => setState(() => _selectedKlassIndex = index),
|
||||
);
|
||||
},
|
||||
),
|
||||
),
|
||||
],
|
||||
),
|
||||
),
|
||||
);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user