test: 진행 서비스 및 루프 테스트 확장
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@@ -2,11 +2,15 @@ import 'package:asciineverdie/src/core/engine/game_mutations.dart';
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import 'package:asciineverdie/src/core/engine/progress_loop.dart';
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import 'package:asciineverdie/src/core/engine/progress_service.dart';
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import 'package:asciineverdie/src/core/engine/reward_service.dart';
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import 'package:asciineverdie/src/core/model/combat_state.dart';
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import 'package:asciineverdie/src/core/model/combat_stats.dart';
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import 'package:asciineverdie/src/core/model/game_state.dart';
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import 'package:asciineverdie/src/core/model/monster_combat_stats.dart';
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import 'package:asciineverdie/src/core/model/pq_config.dart';
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import 'package:asciineverdie/src/core/storage/save_manager.dart';
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import 'package:asciineverdie/src/core/storage/save_repository.dart';
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import 'package:asciineverdie/src/core/storage/save_service.dart';
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import 'package:asciineverdie/src/core/util/balance_constants.dart';
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import 'package:flutter_test/flutter_test.dart';
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class _FakeSaveManager implements SaveManager {
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@@ -54,6 +58,37 @@ void main() {
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test('autosaves on level-up and stop when configured', () async {
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final saveManager = _FakeSaveManager();
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// 레벨 1에서 레벨업에 필요한 경험치
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final requiredExp = ExpConstants.requiredExp(1);
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// 레벨업에 충분한 경험치를 주는 몬스터 (사망 상태)
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final monsterStats = MonsterCombatStats(
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name: 'Test Monster',
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level: 1,
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atk: 10,
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def: 5,
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hpMax: 50,
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hpCurrent: 0, // 몬스터 사망
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criRate: 0.05,
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criDamage: 1.5,
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evasion: 0.0,
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accuracy: 0.8,
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attackDelayMs: 1000,
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expReward: requiredExp + 100, // 레벨업에 충분한 경험치
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);
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final combatState = CombatState(
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playerStats: CombatStats.empty(),
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monsterStats: monsterStats,
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playerAttackAccumulatorMs: 0,
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monsterAttackAccumulatorMs: 0,
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totalDamageDealt: 50,
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totalDamageTaken: 0,
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turnsElapsed: 1,
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isActive: true,
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);
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final initial = GameState.withSeed(
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seed: 123,
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traits: const Traits(
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@@ -74,15 +109,16 @@ void main() {
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hpMax: 9,
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mpMax: 8,
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),
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progress: const ProgressState(
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task: ProgressBarState(position: 1200, max: 1200),
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quest: ProgressBarState(position: 0, max: 10),
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plot: ProgressBarState(position: 0, max: 10),
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exp: ProgressBarState(position: 3, max: 3),
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encumbrance: ProgressBarState(position: 0, max: 0),
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currentTask: TaskInfo(caption: 'Battle', type: TaskType.kill),
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progress: ProgressState(
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task: const ProgressBarState(position: 1200, max: 1200),
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quest: const ProgressBarState(position: 0, max: 10),
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plot: const ProgressBarState(position: 0, max: 10),
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exp: ProgressBarState(position: requiredExp - 50, max: requiredExp),
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encumbrance: const ProgressBarState(position: 0, max: 0),
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currentTask: const TaskInfo(caption: 'Battle', type: TaskType.kill),
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plotStageCount: 1,
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questCount: 0,
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currentCombat: combatState,
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),
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);
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@@ -1,9 +1,12 @@
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import 'package:asciineverdie/src/core/engine/game_mutations.dart';
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import 'package:asciineverdie/src/core/engine/progress_service.dart';
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import 'package:asciineverdie/src/core/engine/reward_service.dart';
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import 'package:asciineverdie/src/core/model/combat_state.dart';
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import 'package:asciineverdie/src/core/model/combat_stats.dart';
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import 'package:asciineverdie/src/core/model/game_state.dart';
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import 'package:asciineverdie/src/core/model/monster_combat_stats.dart';
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import 'package:asciineverdie/src/core/model/pq_config.dart';
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import 'package:asciineverdie/src/core/util/pq_logic.dart' as pq_logic;
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import 'package:asciineverdie/src/core/util/balance_constants.dart';
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import 'package:flutter_test/flutter_test.dart';
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void main() {
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@@ -62,6 +65,36 @@ void main() {
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});
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test('tick levels up when EXP is full during kill task', () {
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// 레벨업에 필요한 경험치 (레벨 1 → 2)
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final requiredExp = ExpConstants.requiredExp(1);
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// 몬스터가 requiredExp 이상의 경험치를 주도록 설정
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final monsterStats = MonsterCombatStats(
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name: 'Test Monster',
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level: 10,
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atk: 10,
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def: 5,
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hpMax: 100,
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hpCurrent: 0, // 몬스터 사망 상태
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criRate: 0.05,
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criDamage: 1.5,
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evasion: 0.0,
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accuracy: 0.8,
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attackDelayMs: 1000,
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expReward: requiredExp + 100, // 레벨업에 충분한 경험치
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);
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final combatState = CombatState(
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playerStats: CombatStats.empty(),
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monsterStats: monsterStats,
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playerAttackAccumulatorMs: 0,
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monsterAttackAccumulatorMs: 0,
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totalDamageDealt: 100,
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totalDamageTaken: 0,
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turnsElapsed: 1,
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isActive: true,
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);
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final initial = GameState.withSeed(
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seed: 7,
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traits: const Traits(
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@@ -82,15 +115,16 @@ void main() {
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hpMax: 10,
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mpMax: 11,
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),
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progress: const ProgressState(
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task: ProgressBarState(position: 1000, max: 1000),
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quest: ProgressBarState(position: 0, max: 10),
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plot: ProgressBarState(position: 0, max: 10),
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exp: ProgressBarState(position: 5, max: 5),
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encumbrance: ProgressBarState(position: 0, max: 0),
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currentTask: TaskInfo(caption: 'Battle', type: TaskType.kill),
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progress: ProgressState(
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task: const ProgressBarState(position: 1000, max: 1000),
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quest: const ProgressBarState(position: 0, max: 10),
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plot: const ProgressBarState(position: 0, max: 10),
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exp: ProgressBarState(position: requiredExp - 50, max: requiredExp),
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encumbrance: const ProgressBarState(position: 0, max: 0),
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currentTask: const TaskInfo(caption: 'Battle', type: TaskType.kill),
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plotStageCount: 1,
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questCount: 0,
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currentCombat: combatState,
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),
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);
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@@ -101,8 +135,8 @@ void main() {
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expect(result.state.traits.level, 2);
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expect(result.state.stats.hpMax, greaterThan(initial.stats.hpMax));
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expect(result.state.stats.mpMax, greaterThan(initial.stats.mpMax));
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expect(result.state.progress.exp.position, 0);
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expect(result.state.progress.exp.max, pq_logic.levelUpTime(2));
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// 새 레벨의 필요 경험치로 초기화됨
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expect(result.state.progress.exp.max, ExpConstants.requiredExp(2));
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// 태스크 완료 후 새 태스크가 자동으로 시작됨
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expect(result.state.progress.task.position, 0);
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expect(result.state.progress.task.max, greaterThan(0));
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