feat(arena): 아레나 서비스 및 모델 개선

- ArenaService 로직 확장
- ArenaMatch 모델 필드 추가
This commit is contained in:
JiWoong Sul
2026-01-06 18:29:01 +09:00
parent cfa60f11d1
commit 2efd50a09d
2 changed files with 337 additions and 30 deletions

View File

@@ -1,9 +1,14 @@
import 'package:asciineverdie/data/skill_data.dart';
import 'package:asciineverdie/src/core/engine/combat_calculator.dart';
import 'package:asciineverdie/src/core/engine/skill_service.dart';
import 'package:asciineverdie/src/core/model/arena_match.dart';
import 'package:asciineverdie/src/core/model/combat_stats.dart';
import 'package:asciineverdie/src/core/model/equipment_item.dart';
import 'package:asciineverdie/src/core/model/equipment_slot.dart';
import 'package:asciineverdie/src/core/model/game_state.dart';
import 'package:asciineverdie/src/core/model/hall_of_fame.dart';
import 'package:asciineverdie/src/core/model/monster_combat_stats.dart';
import 'package:asciineverdie/src/core/model/skill.dart';
import 'package:asciineverdie/src/core/util/deterministic_random.dart';
/// 아레나 서비스
@@ -18,6 +23,90 @@ class ArenaService {
final DeterministicRandom _rng;
late final SkillService _skillService = SkillService(rng: _rng);
// ============================================================================
// 스킬 시스템 헬퍼
// ============================================================================
/// HallOfFameEntry의 finalSpells에서 Skill 목록 추출
List<Skill> _getSkillsFromEntry(HallOfFameEntry entry) {
final spells = entry.finalSpells;
if (spells == null || spells.isEmpty) return [];
final skills = <Skill>[];
for (final spell in spells) {
final spellName = spell['name'];
if (spellName != null) {
final skill = SkillData.getSkillBySpellName(spellName);
if (skill != null) {
skills.add(skill);
}
}
}
return skills;
}
/// AI 스킬 선택 (우선순위: 회복 > 버프 > 공격)
Skill? _selectBestSkill({
required List<Skill> skills,
required CombatStats stats,
required SkillSystemState skillSystem,
required MonsterCombatStats? target,
}) {
if (skills.isEmpty) return null;
final currentMp = stats.mpCurrent;
final hpRatio = stats.hpCurrent / stats.hpMax;
// HP가 낮으면 회복 스킬 우선
if (hpRatio < 0.4) {
for (final skill in skills) {
if (skill.type == SkillType.heal &&
_skillService.canUseSkill(
skill: skill,
currentMp: currentMp,
skillSystem: skillSystem,
) ==
null) {
return skill;
}
}
}
// 버프가 없으면 버프 스킬
if (skillSystem.activeBuffs.isEmpty) {
for (final skill in skills) {
if (skill.type == SkillType.buff &&
_skillService.canUseSkill(
skill: skill,
currentMp: currentMp,
skillSystem: skillSystem,
) ==
null) {
return skill;
}
}
}
// MP가 충분하면 공격 스킬
if (currentMp >= 30) {
for (final skill in skills) {
if (skill.type == SkillType.attack &&
_skillService.canUseSkill(
skill: skill,
currentMp: currentMp,
skillSystem: skillSystem,
) ==
null) {
return skill;
}
}
}
return null; // 스킬 사용 안 함 (기본 공격)
}
// ============================================================================
// 상대 결정
// ============================================================================
@@ -148,11 +237,25 @@ class ArenaService {
return;
}
// 스킬 목록 로드
final challengerSkills = _getSkillsFromEntry(match.challenger);
final opponentSkills = _getSkillsFromEntry(match.opponent);
// 스킬 시스템 상태 초기화
var challengerSkillSystem = SkillSystemState.empty();
var opponentSkillSystem = SkillSystemState.empty();
var playerCombatStats = challengerStats.copyWith(
hpCurrent: challengerStats.hpMax,
mpCurrent: challengerStats.mpMax,
);
// 상대도 CombatStats로 관리 (스킬 사용 위해)
var opponentCombatStats = opponentStats.copyWith(
hpCurrent: opponentStats.hpMax,
mpCurrent: opponentStats.mpMax,
);
var opponentMonsterStats = MonsterCombatStats.fromCombatStats(
opponentStats,
match.opponent.characterName,
@@ -160,20 +263,30 @@ class ArenaService {
int playerAccum = 0;
int opponentAccum = 0;
int elapsedMs = 0;
const tickMs = 200;
int turns = 0;
// 초기 상태 전송
yield ArenaCombatTurn(
challengerHp: playerCombatStats.hpCurrent,
opponentHp: opponentMonsterStats.hpCurrent,
opponentHp: opponentCombatStats.hpCurrent,
challengerHpMax: playerCombatStats.hpMax,
opponentHpMax: opponentMonsterStats.hpMax,
opponentHpMax: opponentCombatStats.hpMax,
challengerMp: playerCombatStats.mpCurrent,
opponentMp: opponentCombatStats.mpCurrent,
challengerMpMax: playerCombatStats.mpMax,
opponentMpMax: opponentCombatStats.mpMax,
);
while (playerCombatStats.isAlive && opponentMonsterStats.isAlive) {
while (playerCombatStats.isAlive && opponentCombatStats.hpCurrent > 0) {
playerAccum += tickMs;
opponentAccum += tickMs;
elapsedMs += tickMs;
// 스킬 시스템 시간 업데이트
challengerSkillSystem = challengerSkillSystem.copyWith(elapsedMs: elapsedMs);
opponentSkillSystem = opponentSkillSystem.copyWith(elapsedMs: elapsedMs);
int? challengerDamage;
int? opponentDamage;
@@ -183,59 +296,144 @@ class ArenaService {
bool isOpponentEvaded = false;
bool isChallengerBlocked = false;
bool isOpponentBlocked = false;
String? challengerSkillUsed;
String? opponentSkillUsed;
int? challengerHealAmount;
int? opponentHealAmount;
// 플레이어 공격
// 도전자 턴
if (playerAccum >= playerCombatStats.attackDelayMs) {
final result = calculator.playerAttackMonster(
attacker: playerCombatStats,
defender: opponentMonsterStats,
);
opponentMonsterStats = result.updatedDefender;
playerAccum = 0;
if (result.result.isHit) {
challengerDamage = result.result.damage;
isChallengerCritical = result.result.isCritical;
// 스킬 선택
final skill = _selectBestSkill(
skills: challengerSkills,
stats: playerCombatStats,
skillSystem: challengerSkillSystem,
target: opponentMonsterStats,
);
if (skill != null) {
// 스킬 사용
final skillResult = _useSkill(
skill: skill,
attacker: playerCombatStats,
defender: opponentCombatStats,
skillSystem: challengerSkillSystem,
);
playerCombatStats = skillResult.updatedAttacker;
opponentCombatStats = skillResult.updatedDefender;
challengerSkillSystem = skillResult.updatedSkillSystem;
challengerSkillUsed = skill.name;
challengerDamage = skillResult.damage;
challengerHealAmount = skillResult.healAmount;
isChallengerCritical = skillResult.isCritical;
} else {
isOpponentEvaded = true;
// 기본 공격
// 상대 몬스터 스탯 동기화
opponentMonsterStats = MonsterCombatStats.fromCombatStats(
opponentCombatStats,
match.opponent.characterName,
);
final result = calculator.playerAttackMonster(
attacker: playerCombatStats,
defender: opponentMonsterStats,
);
opponentMonsterStats = result.updatedDefender;
opponentCombatStats = opponentCombatStats.copyWith(
hpCurrent: opponentMonsterStats.hpCurrent,
);
if (result.result.isHit) {
challengerDamage = result.result.damage;
isChallengerCritical = result.result.isCritical;
} else {
isOpponentEvaded = true;
}
}
}
// 상대 공격
if (opponentMonsterStats.isAlive &&
opponentAccum >= opponentMonsterStats.attackDelayMs) {
final result = calculator.monsterAttackPlayer(
attacker: opponentMonsterStats,
defender: playerCombatStats,
);
playerCombatStats = result.updatedDefender;
// 상대
if (opponentCombatStats.hpCurrent > 0 &&
opponentAccum >= opponentCombatStats.attackDelayMs) {
opponentAccum = 0;
if (result.result.isHit) {
opponentDamage = result.result.damage;
isOpponentCritical = result.result.isCritical;
isChallengerBlocked = result.result.isBlocked;
// 상대 스킬 선택
final skill = _selectBestSkill(
skills: opponentSkills,
stats: opponentCombatStats,
skillSystem: opponentSkillSystem,
target: null,
);
if (skill != null) {
// 스킬 사용
final skillResult = _useSkill(
skill: skill,
attacker: opponentCombatStats,
defender: playerCombatStats,
skillSystem: opponentSkillSystem,
);
opponentCombatStats = skillResult.updatedAttacker;
playerCombatStats = skillResult.updatedDefender;
opponentSkillSystem = skillResult.updatedSkillSystem;
opponentSkillUsed = skill.name;
opponentDamage = skillResult.damage;
opponentHealAmount = skillResult.healAmount;
isOpponentCritical = skillResult.isCritical;
} else {
isChallengerEvaded = true;
// 기본 공격 (몬스터 형태로)
opponentMonsterStats = MonsterCombatStats.fromCombatStats(
opponentCombatStats,
match.opponent.characterName,
);
final result = calculator.monsterAttackPlayer(
attacker: opponentMonsterStats,
defender: playerCombatStats,
);
playerCombatStats = result.updatedDefender;
if (result.result.isHit) {
opponentDamage = result.result.damage;
isOpponentCritical = result.result.isCritical;
isChallengerBlocked = result.result.isBlocked;
} else {
isChallengerEvaded = true;
}
}
}
// 공격이 발생했을 때만 턴 전송
if (challengerDamage != null || opponentDamage != null) {
// 액션이 발생했을 때만 턴 전송
final hasAction = challengerDamage != null ||
opponentDamage != null ||
challengerHealAmount != null ||
opponentHealAmount != null ||
challengerSkillUsed != null ||
opponentSkillUsed != null;
if (hasAction) {
turns++;
yield ArenaCombatTurn(
challengerDamage: challengerDamage,
opponentDamage: opponentDamage,
challengerHp: playerCombatStats.hpCurrent,
opponentHp: opponentMonsterStats.hpCurrent,
opponentHp: opponentCombatStats.hpCurrent,
challengerHpMax: playerCombatStats.hpMax,
opponentHpMax: opponentMonsterStats.hpMax,
opponentHpMax: opponentCombatStats.hpMax,
challengerMp: playerCombatStats.mpCurrent,
opponentMp: opponentCombatStats.mpCurrent,
challengerMpMax: playerCombatStats.mpMax,
opponentMpMax: opponentCombatStats.mpMax,
isChallengerCritical: isChallengerCritical,
isOpponentCritical: isOpponentCritical,
isChallengerEvaded: isChallengerEvaded,
isOpponentEvaded: isOpponentEvaded,
isChallengerBlocked: isChallengerBlocked,
isOpponentBlocked: isOpponentBlocked,
challengerSkillUsed: challengerSkillUsed,
opponentSkillUsed: opponentSkillUsed,
challengerHealAmount: challengerHealAmount,
opponentHealAmount: opponentHealAmount,
);
// 애니메이션을 위한 딜레이
@@ -247,6 +445,83 @@ class ArenaService {
}
}
/// 스킬 사용 (내부 헬퍼)
({
CombatStats updatedAttacker,
CombatStats updatedDefender,
SkillSystemState updatedSkillSystem,
int? damage,
int? healAmount,
bool isCritical,
}) _useSkill({
required Skill skill,
required CombatStats attacker,
required CombatStats defender,
required SkillSystemState skillSystem,
}) {
int? damage;
int? healAmount;
var updatedAttacker = attacker;
var updatedDefender = defender;
var updatedSkillSystem = skillSystem;
switch (skill.type) {
case SkillType.attack:
final monsterStats = MonsterCombatStats.fromCombatStats(defender, '');
final result = _skillService.useAttackSkill(
skill: skill,
player: attacker,
monster: monsterStats,
skillSystem: skillSystem,
);
updatedAttacker = result.updatedPlayer;
updatedDefender = defender.copyWith(
hpCurrent: result.updatedMonster.hpCurrent,
);
updatedSkillSystem = result.updatedSkillSystem;
damage = result.result.damage;
case SkillType.heal:
final result = _skillService.useHealSkill(
skill: skill,
player: attacker,
skillSystem: skillSystem,
);
updatedAttacker = result.updatedPlayer;
updatedSkillSystem = result.updatedSkillSystem;
healAmount = result.result.healedAmount;
case SkillType.buff:
final result = _skillService.useBuffSkill(
skill: skill,
player: attacker,
skillSystem: skillSystem,
);
updatedAttacker = result.updatedPlayer;
updatedSkillSystem = result.updatedSkillSystem;
case SkillType.debuff:
// 디버프 스킬 사용
final debuffResult = _skillService.useDebuffSkill(
skill: skill,
player: attacker,
skillSystem: skillSystem,
currentDebuffs: [],
);
updatedAttacker = debuffResult.updatedPlayer;
updatedSkillSystem = debuffResult.updatedSkillSystem;
}
return (
updatedAttacker: updatedAttacker,
updatedDefender: updatedDefender,
updatedSkillSystem: updatedSkillSystem,
damage: damage,
healAmount: healAmount,
isCritical: false, // 스킬 크리티컬은 별도 처리 필요
);
}
// ============================================================================
// 장비 교환
// ============================================================================

View File

@@ -62,12 +62,20 @@ class ArenaCombatTurn {
required this.opponentHp,
required this.challengerHpMax,
required this.opponentHpMax,
this.challengerMp,
this.opponentMp,
this.challengerMpMax,
this.opponentMpMax,
this.isChallengerCritical = false,
this.isOpponentCritical = false,
this.isChallengerEvaded = false,
this.isOpponentEvaded = false,
this.isChallengerBlocked = false,
this.isOpponentBlocked = false,
this.challengerSkillUsed,
this.opponentSkillUsed,
this.challengerHealAmount,
this.opponentHealAmount,
}) : timestamp = DateTime.now().microsecondsSinceEpoch;
/// 턴 식별용 타임스탬프
@@ -91,6 +99,18 @@ class ArenaCombatTurn {
/// 상대 최대 HP
final int opponentHpMax;
/// 도전자 현재 MP
final int? challengerMp;
/// 상대 현재 MP
final int? opponentMp;
/// 도전자 최대 MP
final int? challengerMpMax;
/// 상대 최대 MP
final int? opponentMpMax;
/// 도전자 크리티컬 여부
final bool isChallengerCritical;
@@ -108,4 +128,16 @@ class ArenaCombatTurn {
/// 상대 블록 여부
final bool isOpponentBlocked;
/// 도전자 사용 스킬명 (null이면 기본 공격)
final String? challengerSkillUsed;
/// 상대 사용 스킬명 (null이면 기본 공격)
final String? opponentSkillUsed;
/// 도전자 회복량
final int? challengerHealAmount;
/// 상대 회복량
final int? opponentHealAmount;
}