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:
JiWoong Sul
2025-12-09 17:24:04 +09:00
commit 08054d97c1
168 changed files with 12876 additions and 0 deletions

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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/deterministic_random.dart';
import 'package:askiineverdie/src/core/util/pq_logic.dart' as pq_logic;
import 'package:flutter_test/flutter_test.dart';
void main() {
const config = PqConfig();
test('levelUpTime grows with level and matches expected seconds', () {
expect(pq_logic.levelUpTime(1), 1269);
expect(pq_logic.levelUpTime(10), 1443);
});
test('roughTime formats seconds into human-readable strings', () {
// < 120초: seconds
expect(pq_logic.roughTime(60), '60 seconds');
expect(pq_logic.roughTime(119), '119 seconds');
// 120초 ~ 2시간: minutes
expect(pq_logic.roughTime(120), '2 minutes');
expect(pq_logic.roughTime(3600), '60 minutes');
expect(pq_logic.roughTime(7199), '119 minutes');
// 2시간 ~ 48시간: hours
expect(pq_logic.roughTime(7200), '2 hours');
expect(pq_logic.roughTime(86400), '24 hours');
expect(pq_logic.roughTime(172799), '47 hours');
// 48시간 이상: days
expect(pq_logic.roughTime(172800), '2 days');
expect(pq_logic.roughTime(604800), '7 days');
});
test('generateName produces deterministic names per seed', () {
expect(pq_logic.generateName(DeterministicRandom(123)), 'Grunax');
expect(pq_logic.generateName(DeterministicRandom(42)), 'Bregpran');
});
test('indefinite/definite/pluralize honor English rules', () {
expect(pq_logic.indefinite('apple', 1), 'an apple');
expect(pq_logic.indefinite('orc', 3), '3 orcs');
expect(pq_logic.definite('goblin', 2), 'the goblins');
expect(pq_logic.pluralize('baby'), 'babies');
});
test('item and reward helpers are deterministic with seed', () {
expect(pq_logic.boringItem(config, DeterministicRandom(12)), 'egg');
expect(
pq_logic.interestingItem(config, DeterministicRandom(12)),
'Golden Ornament',
);
expect(
pq_logic.specialItem(config, DeterministicRandom(12)),
'Golden Ornament of Efficiency',
);
// 원본 Main.pas:770-774 RandomLow 방식으로 수정됨
expect(
pq_logic.winSpell(config, DeterministicRandom(22), 7, 4),
'Slime Finger|II',
);
expect(
pq_logic.winEquip(
config,
DeterministicRandom(12),
5,
EquipmentSlot.weapon,
),
'Baselard',
);
expect(
pq_logic.winEquip(
config,
DeterministicRandom(15),
2,
EquipmentSlot.armor,
),
'-2 Canvas',
);
expect(
pq_logic.winItem(config, DeterministicRandom(10), 3),
'Golden Hymnal of Cruelty',
);
expect(pq_logic.winItem(config, DeterministicRandom(10), 1000), isEmpty);
});
test('monsterTask picks level-appropriate monsters with modifiers', () {
expect(
pq_logic.monsterTask(config, DeterministicRandom(99), 5, null, null),
'an underage Rakshasa',
);
expect(
pq_logic.monsterTask(config, DeterministicRandom(7), 10, null, null),
'a greater Sphinx',
);
expect(
pq_logic.monsterTask(config, DeterministicRandom(5), 6, 'Goblin|3', 3),
'a Barbed Devil',
);
});
test('completeQuest and completeAct return deterministic results', () {
final quest = pq_logic.completeQuest(config, DeterministicRandom(33), 4);
expect(quest.caption, 'Deliver this chicken');
expect(quest.reward, pq_logic.RewardKind.item);
expect(quest.monsterName, isNull);
final act2 = pq_logic.completeAct(2);
expect(act2.actTitle, 'Act II');
expect(act2.plotBarMaxSeconds, 39600);
expect(act2.rewards, contains(pq_logic.RewardKind.item));
expect(act2.rewards, isNot(contains(pq_logic.RewardKind.equip)));
final act3 = pq_logic.completeAct(3);
expect(
act3.rewards,
containsAll(<pq_logic.RewardKind>{
pq_logic.RewardKind.item,
pq_logic.RewardKind.equip,
}),
);
});
test('dequeue starts next task and drains queue', () {
const progress = ProgressState(
task: ProgressBarState(position: 100, max: 100),
quest: ProgressBarState(position: 0, max: 10),
plot: ProgressBarState(position: 0, max: 10),
exp: ProgressBarState(position: 0, max: 10),
encumbrance: ProgressBarState(position: 0, max: 1),
currentTask: TaskInfo(caption: 'Idle', type: TaskType.neutral),
plotStageCount: 1,
questCount: 0,
);
final queue = QueueState(
entries: const [
QueueEntry(
kind: QueueKind.task,
durationMillis: 120,
caption: 'Fight',
taskType: TaskType.kill,
),
QueueEntry(
kind: QueueKind.plot,
durationMillis: 80,
caption: 'Plot',
taskType: TaskType.plot,
),
],
);
final result = pq_logic.dequeue(progress, queue);
expect(result, isNotNull);
expect(result!.caption, 'Fight...');
expect(result.taskType, TaskType.kill);
expect(result.kind, QueueKind.task);
expect(result.progress.task.position, 0);
expect(result.progress.task.max, 120);
expect(result.queue.entries.length, 1);
expect(result.queue.entries.first.kind, QueueKind.plot);
});
test('impressiveGuy generates deterministic NPC titles', () {
// case 0: "the King of the Elves" 형태
final guy1 = pq_logic.impressiveGuy(config, DeterministicRandom(42));
expect(guy1, contains('of the'));
// case 1: "King Vrognak of Zoxzik" 형태
final guy2 = pq_logic.impressiveGuy(config, DeterministicRandom(7));
expect(guy2, contains(' of '));
// 결정적(deterministic) 결과 확인
expect(
pq_logic.impressiveGuy(config, DeterministicRandom(100)),
pq_logic.impressiveGuy(config, DeterministicRandom(100)),
);
});
test('namedMonster generates named monster with level matching', () {
final monster = pq_logic.namedMonster(config, DeterministicRandom(42), 10);
// "GeneratedName the MonsterType" 형태
expect(monster, contains(' the '));
// 결정적(deterministic) 결과 확인
expect(
pq_logic.namedMonster(config, DeterministicRandom(50), 5),
pq_logic.namedMonster(config, DeterministicRandom(50), 5),
);
});
test('interplotCinematic generates queue entries with plot ending', () {
final entries = pq_logic.interplotCinematic(
config,
DeterministicRandom(42),
10,
3,
);
// 최소 1개 이상의 엔트리 생성
expect(entries, isNotEmpty);
// 마지막은 항상 plot 타입의 'Loading'
expect(entries.last.kind, QueueKind.plot);
expect(entries.last.caption, 'Loading');
expect(entries.last.durationMillis, 2000);
// 나머지는 task 타입
for (var i = 0; i < entries.length - 1; i++) {
expect(entries[i].kind, QueueKind.task);
}
});
test('interplotCinematic has three distinct scenarios', () {
// 여러 시드를 테스트해서 3가지 시나리오가 모두 나오는지 확인
final scenariosFound = <String>{};
for (var seed = 0; seed < 100; seed++) {
final entries = pq_logic.interplotCinematic(
config,
DeterministicRandom(seed),
5,
1,
);
final firstCaption = entries.first.caption;
if (firstCaption.contains('oasis')) {
scenariosFound.add('oasis');
// 오아시스 시나리오: 4개 task + 1개 plot = 5개
expect(entries.length, 5);
} else if (firstCaption.contains('quarry')) {
scenariosFound.add('combat');
// 전투 시나리오: 가변 길이 (combatRounds에 따라)
expect(entries.length, greaterThanOrEqualTo(5));
} else if (firstCaption.contains('sweet relief')) {
scenariosFound.add('betrayal');
// 배신 시나리오: 6개 task + 1개 plot = 7개
expect(entries.length, 7);
}
}
// 3가지 시나리오가 모두 발견되어야 함
expect(scenariosFound, containsAll(['oasis', 'combat', 'betrayal']));
});
}