feat(story): 아스키나라 세계관 스토리 텍스트 적용
progress_service.dart: - 프롤로그: 코드의 신, 컴파일러 현자, 글리치 신 예언 - 버퍼 오버플로우로 마을 리셋, 널 왕국으로 여정 - 태스크: Data Market, Tech Shop, Debug Zone pq_logic.dart: - 시네마틱: Cache Zone, 디버깅 세션, 백도어 발견 - 퀘스트 동사: Patch, Locate, Transfer, Download, Stabilize - Loading → Compiling 변경
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@@ -37,48 +37,48 @@ class ProgressService {
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/// 새 게임 초기화 (원본 GoButtonClick, Main.pas:741-767)
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/// Prologue 태스크들을 큐에 추가하고 첫 태스크 시작
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GameState initializeNewGame(GameState state) {
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// 초기 큐 설정 (원본 753-757줄)
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// 초기 큐 설정 - 아스키나라(ASCII-Nara) 세계관 프롤로그
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final initialQueue = <QueueEntry>[
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const QueueEntry(
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kind: QueueKind.task,
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durationMillis: 10 * 1000,
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caption: 'Experiencing an enigmatic and foreboding night vision',
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caption: 'Receiving an ominous vision from the Code God',
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taskType: TaskType.load,
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),
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const QueueEntry(
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kind: QueueKind.task,
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durationMillis: 6 * 1000,
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caption:
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"Much is revealed about that wise old bastard you'd "
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'underestimated',
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'The old Compiler Sage reveals a prophecy: '
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'"The Glitch God has awakened"',
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taskType: TaskType.load,
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),
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const QueueEntry(
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kind: QueueKind.task,
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durationMillis: 6 * 1000,
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caption:
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'A shocking series of events leaves you alone and bewildered, '
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'but resolute',
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'A sudden Buffer Overflow resets your village, '
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'leaving you as the sole survivor',
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taskType: TaskType.load,
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),
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const QueueEntry(
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kind: QueueKind.task,
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durationMillis: 4 * 1000,
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caption:
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'Drawing upon an unexpected reserve of determination, '
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'you set out on a long and dangerous journey',
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'With unexpected resolve, you embark on a perilous journey '
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'to the Null Kingdom',
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taskType: TaskType.load,
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),
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const QueueEntry(
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kind: QueueKind.plot,
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durationMillis: 2 * 1000,
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caption: 'Loading',
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caption: 'Compiling',
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taskType: TaskType.plot,
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),
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];
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// 첫 번째 태스크 'Loading' 시작 (원본 752줄)
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final taskResult = pq_logic.startTask(state.progress, 'Loading', 2 * 1000);
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// 첫 번째 태스크 시작 (원본 752줄)
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final taskResult = pq_logic.startTask(state.progress, 'Compiling', 2 * 1000);
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// ExpBar 초기화 (원본 743-746줄)
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final expBar = ProgressBarState(position: 0, max: pq_logic.levelUpTime(1));
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@@ -89,7 +89,7 @@ class ProgressService {
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final progress = taskResult.progress.copyWith(
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exp: expBar,
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plot: plotBar,
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currentTask: const TaskInfo(caption: 'Loading...', type: TaskType.load),
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currentTask: const TaskInfo(caption: 'Compiling...', type: TaskType.load),
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plotStageCount: 1, // Prologue
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questCount: 0,
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plotHistory: const [HistoryEntry(caption: 'Prologue', isComplete: false)],
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@@ -295,7 +295,7 @@ class ProgressService {
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progress.encumbrance.max > 0) {
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final taskResult = pq_logic.startTask(
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progress,
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'Heading to market to sell loot',
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'Heading to the Data Market to trade loot',
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4 * 1000,
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);
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progress = taskResult.progress.copyWith(
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@@ -316,7 +316,7 @@ class ProgressService {
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if (gold > equipPrice) {
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final taskResult = pq_logic.startTask(
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progress,
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'Negotiating purchase of better equipment',
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'Upgrading hardware at the Tech Shop',
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5 * 1000,
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);
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progress = taskResult.progress.copyWith(
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@@ -331,7 +331,7 @@ class ProgressService {
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// Gold가 부족하면 전장으로 이동 (원본 674-676줄)
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final taskResult = pq_logic.startTask(
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progress,
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'Heading to the killing fields',
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'Entering the Debug Zone',
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4 * 1000,
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);
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progress = taskResult.progress.copyWith(
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@@ -370,7 +370,7 @@ class ProgressService {
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final taskResult = pq_logic.startTask(
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progress,
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'Executing ${monsterResult.displayName}',
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'Debugging ${monsterResult.displayName}',
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durationMillis,
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);
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@@ -498,7 +498,7 @@ QuestResult completeQuest(PqConfig config, DeterministicRandom rng, int level) {
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}
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final name = best.split('|').first;
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return QuestResult(
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caption: 'Exterminate ${definite(name, 2)}',
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caption: 'Patch ${definite(name, 2)}',
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reward: reward,
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monsterName: best,
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monsterLevel: bestLevel,
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@@ -506,18 +506,18 @@ QuestResult completeQuest(PqConfig config, DeterministicRandom rng, int level) {
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);
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case 1:
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final item = interestingItem(config, rng);
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return QuestResult(caption: 'Seek ${definite(item, 1)}', reward: reward);
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return QuestResult(caption: 'Locate ${definite(item, 1)}', reward: reward);
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case 2:
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final item = boringItem(config, rng);
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return QuestResult(caption: 'Deliver this $item', reward: reward);
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return QuestResult(caption: 'Transfer this $item', reward: reward);
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case 3:
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final item = boringItem(config, rng);
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return QuestResult(
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caption: 'Fetch me ${indefinite(item, 1)}',
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caption: 'Download ${indefinite(item, 1)}',
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reward: reward,
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);
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default:
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// Placate: 2번 시도하여 레벨에 가장 가까운 몬스터 선택
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// Stabilize: 2번 시도하여 레벨에 가장 가까운 몬스터 선택
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// 원본 Main.pas:971-984 (fQuest.Caption := '' 처리됨)
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var best = '';
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var bestLevel = 0;
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@@ -530,9 +530,9 @@ QuestResult completeQuest(PqConfig config, DeterministicRandom rng, int level) {
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}
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}
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final name = best.split('|').first;
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// Placate는 fQuest.Caption := '' 로 비움 → monsterIndex 미저장
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// Stabilize는 fQuest.Caption := '' 로 비움 → monsterIndex 미저장
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return QuestResult(
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caption: 'Placate ${definite(name, 2)}',
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caption: 'Stabilize ${definite(name, 2)}',
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reward: reward,
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);
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}
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@@ -803,26 +803,26 @@ List<QueueEntry> interplotCinematic(
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switch (rng.nextInt(3)) {
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case 0:
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// 시나리오 1: 우호적 오아시스
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// 시나리오 1: 안전한 캐시 영역 도착
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q(
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QueueKind.task,
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1,
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'Exhausted, you arrive at a friendly oasis in a hostile land',
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'Exhausted, you reach a safe Cache Zone in the corrupted network',
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);
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q(QueueKind.task, 2, 'You greet old friends and meet new allies');
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q(QueueKind.task, 2, 'You are privy to a council of powerful do-gooders');
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q(QueueKind.task, 1, 'There is much to be done. You are chosen!');
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q(QueueKind.task, 2, 'You reconnect with old allies and fork new ones');
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q(QueueKind.task, 2, 'You attend a council of the Debugger Knights');
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q(QueueKind.task, 1, 'Many bugs await. You are chosen to patch them!');
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break;
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case 1:
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// 시나리오 2: 강력한 적과의 전투
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// 시나리오 2: 강력한 버그와의 전투
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q(
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QueueKind.task,
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1,
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'Your quarry is in sight, but a mighty enemy bars your path!',
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'Your target is in sight, but a critical bug blocks your path!',
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);
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final nemesis = namedMonster(config, rng, level + 3);
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q(QueueKind.task, 4, 'A desperate struggle commences with $nemesis');
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q(QueueKind.task, 4, 'A desperate debugging session begins with $nemesis');
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var s = rng.nextInt(3);
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final combatRounds = rng.nextInt(1 + plotCount);
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@@ -830,16 +830,16 @@ List<QueueEntry> interplotCinematic(
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s += 1 + rng.nextInt(2);
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switch (s % 3) {
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case 0:
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q(QueueKind.task, 2, 'Locked in grim combat with $nemesis');
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q(QueueKind.task, 2, 'Locked in intense debugging with $nemesis');
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break;
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case 1:
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q(QueueKind.task, 2, '$nemesis seems to have the upper hand');
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q(QueueKind.task, 2, '$nemesis corrupts your stack trace');
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break;
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case 2:
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q(
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QueueKind.task,
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2,
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'You seem to gain the advantage over $nemesis',
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'Your patch seems to be working against $nemesis',
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);
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break;
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}
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@@ -848,45 +848,45 @@ List<QueueEntry> interplotCinematic(
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q(
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QueueKind.task,
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3,
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'Victory! $nemesis is slain! Exhausted, you lose conciousness',
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'Victory! $nemesis is patched! System reboots for recovery',
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);
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q(
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QueueKind.task,
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2,
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'You awake in a friendly place, but the road awaits',
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'You wake up in a Safe Mode, but the kernel awaits',
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);
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break;
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case 2:
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// 시나리오 3: 배신 발견
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// 시나리오 3: 내부자 위협 발견
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final guy = impressiveGuy(config, rng);
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q(
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QueueKind.task,
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2,
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"Oh sweet relief! You've reached the kind protection of $guy",
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'What relief! You reach the secure server of $guy',
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);
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q(
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QueueKind.task,
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3,
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'There is rejoicing, and an unnerving encouter with $guy in private',
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'There is celebration, and a suspicious private handshake with $guy',
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);
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q(
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QueueKind.task,
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2,
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'You forget your ${boringItem(config, rng)} and go back to get it',
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'You forget your ${boringItem(config, rng)} and go back to retrieve it',
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);
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q(QueueKind.task, 2, "What's this!? You overhear something shocking!");
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q(QueueKind.task, 2, 'Could $guy be a dirty double-dealer?');
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q(QueueKind.task, 2, 'What is this!? You intercept a corrupted packet!');
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q(QueueKind.task, 2, 'Could $guy be a backdoor for the Glitch God?');
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q(
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QueueKind.task,
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3,
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'Who can possibly be trusted with this news!? -- Oh yes, of course',
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'Who can be trusted with this intel!? -- The Binary Temple, of course',
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);
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break;
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}
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// 마지막에 plot|2|Loading 추가
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q(QueueKind.plot, 2, 'Loading');
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// 마지막에 plot 추가
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q(QueueKind.plot, 2, 'Compiling');
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return entries;
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}
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