feat(skill): Phase 3 MP 기반 스킬 시스템 구현

- Skill, SkillType, BuffEffect, SkillState, SkillUseResult 클래스 정의 (skill.dart)
- SkillSystemState를 GameState에 통합 (activeBuffs, skillStates, elapsedMs)
- 프로그래밍 테마 스킬 데이터 정의 (skill_data.dart)
  - 공격: Debug Strike, Memory Leak, Core Dump, Kernel Panic 등
  - 회복: Hot Reload, Garbage Collection, Quick Fix
  - 버프: Safe Mode, Overclock, Firewall
- SkillService 구현 (skill_service.dart)
  - 스킬 사용 가능 여부 확인 (MP, 쿨타임)
  - 공격/회복/버프 스킬 사용 로직
  - 자동 스킬 선택 (HP < 30% → 회복, 보스전 → 강력한 공격, 일반 → MP 효율)
  - MP 자연 회복 (비전투: 50ms당 1, 전투: WIS 기반)
- progress_service.dart에 스킬 시스템 통합
  - tick()에서 스킬 시간 업데이트 및 버프 만료 처리
  - _processCombatTickWithSkills()로 전투 중 자동 스킬 사용
This commit is contained in:
JiWoong Sul
2025-12-17 17:05:48 +09:00
parent 6a696ecd57
commit 517bf54a56
5 changed files with 1041 additions and 22 deletions

233
lib/data/skill_data.dart Normal file
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@@ -0,0 +1,233 @@
import 'package:askiineverdie/src/core/model/skill.dart';
/// 게임 내 스킬 정의
///
/// 프로그래밍 테마에 맞춘 스킬 목록
class SkillData {
SkillData._();
// ============================================================================
// 공격 스킬
// ============================================================================
/// Debug Strike - 기본 공격 스킬
static const debugStrike = Skill(
id: 'debug_strike',
name: 'Debug Strike',
type: SkillType.attack,
mpCost: 10,
cooldownMs: 3000, // 3초
power: 15,
damageMultiplier: 1.5,
);
/// Memory Leak - 방어력 감소 효과
static const memoryLeak = Skill(
id: 'memory_leak',
name: 'Memory Leak',
type: SkillType.attack,
mpCost: 25,
cooldownMs: 8000, // 8초
power: 25,
damageMultiplier: 2.5,
targetDefReduction: 0.2, // 적 방어력 -20%
);
/// Core Dump - 강력한 공격
static const coreDump = Skill(
id: 'core_dump',
name: 'Core Dump',
type: SkillType.attack,
mpCost: 50,
cooldownMs: 20000, // 20초
power: 40,
damageMultiplier: 4.0,
);
/// Kernel Panic - 최강 공격 (자해 데미지)
static const kernelPanic = Skill(
id: 'kernel_panic',
name: 'Kernel Panic',
type: SkillType.attack,
mpCost: 100,
cooldownMs: 60000, // 60초
power: 80,
damageMultiplier: 8.0,
selfDamagePercent: 0.1, // 자신 HP -10%
);
/// Stack Overflow - 중급 공격
static const stackOverflow = Skill(
id: 'stack_overflow',
name: 'Stack Overflow',
type: SkillType.attack,
mpCost: 35,
cooldownMs: 12000, // 12초
power: 30,
damageMultiplier: 3.0,
);
/// Null Pointer - 빠른 공격
static const nullPointer = Skill(
id: 'null_pointer',
name: 'Null Pointer',
type: SkillType.attack,
mpCost: 15,
cooldownMs: 4000, // 4초
power: 18,
damageMultiplier: 1.8,
);
// ============================================================================
// 회복 스킬
// ============================================================================
/// Hot Reload - HP 회복
static const hotReload = Skill(
id: 'hot_reload',
name: 'Hot Reload',
type: SkillType.heal,
mpCost: 20,
cooldownMs: 10000, // 10초
power: 0,
healPercent: 0.3, // HP 30% 회복
);
/// Garbage Collection - 대량 회복
static const garbageCollection = Skill(
id: 'garbage_collection',
name: 'Garbage Collection',
type: SkillType.heal,
mpCost: 45,
cooldownMs: 25000, // 25초
power: 0,
healPercent: 0.5, // HP 50% 회복
);
/// Quick Fix - 빠른 소량 회복
static const quickFix = Skill(
id: 'quick_fix',
name: 'Quick Fix',
type: SkillType.heal,
mpCost: 10,
cooldownMs: 5000, // 5초
power: 0,
healAmount: 20, // 고정 20 회복
);
// ============================================================================
// 버프 스킬
// ============================================================================
/// Safe Mode - 방어 버프
static const safeMode = Skill(
id: 'safe_mode',
name: 'Safe Mode',
type: SkillType.buff,
mpCost: 30,
cooldownMs: 30000, // 30초
power: 0,
buff: BuffEffect(
id: 'safe_mode_buff',
name: 'Safe Mode',
durationMs: 10000, // 10초 지속
defModifier: 0.5, // 방어력 +50%
),
);
/// Overclock - 공격 버프
static const overclock = Skill(
id: 'overclock',
name: 'Overclock',
type: SkillType.buff,
mpCost: 25,
cooldownMs: 25000, // 25초
power: 0,
buff: BuffEffect(
id: 'overclock_buff',
name: 'Overclock',
durationMs: 8000, // 8초 지속
atkModifier: 0.4, // 공격력 +40%
criRateModifier: 0.1, // 크리티컬 +10%
),
);
/// Firewall - 회피 버프
static const firewall = Skill(
id: 'firewall',
name: 'Firewall',
type: SkillType.buff,
mpCost: 20,
cooldownMs: 20000, // 20초
power: 0,
buff: BuffEffect(
id: 'firewall_buff',
name: 'Firewall',
durationMs: 12000, // 12초 지속
evasionModifier: 0.15, // 회피율 +15%
defModifier: 0.2, // 방어력 +20%
),
);
// ============================================================================
// 스킬 목록
// ============================================================================
/// 모든 스킬 목록
static const List<Skill> allSkills = [
// 공격 스킬
debugStrike,
nullPointer,
memoryLeak,
stackOverflow,
coreDump,
kernelPanic,
// 회복 스킬
quickFix,
hotReload,
garbageCollection,
// 버프 스킬
overclock,
safeMode,
firewall,
];
/// ID로 스킬 찾기
static Skill? getSkillById(String id) {
for (final skill in allSkills) {
if (skill.id == id) return skill;
}
return null;
}
/// 타입별 스킬 목록
static List<Skill> getSkillsByType(SkillType type) {
return allSkills.where((s) => s.type == type).toList();
}
/// 공격 스킬 목록 (MP 효율순 정렬)
static List<Skill> get attackSkillsByEfficiency {
final attacks = getSkillsByType(SkillType.attack);
attacks.sort((a, b) => b.mpEfficiency.compareTo(a.mpEfficiency));
return attacks;
}
/// 회복 스킬 목록
static List<Skill> get healSkills => getSkillsByType(SkillType.heal);
/// 버프 스킬 목록
static List<Skill> get buffSkills => getSkillsByType(SkillType.buff);
/// 기본 스킬 세트 (새 캐릭터용)
static List<String> get defaultSkillIds => [
debugStrike.id,
quickFix.id,
];
/// MP 비용 이하의 사용 가능한 공격 스킬
static List<Skill> getAffordableAttackSkills(int currentMp) {
return getSkillsByType(SkillType.attack)
.where((s) => s.mpCost <= currentMp)
.toList();
}
}

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@@ -1,9 +1,11 @@
import 'dart:math' as math;
import 'package:askiineverdie/data/game_text_l10n.dart' as l10n;
import 'package:askiineverdie/data/skill_data.dart';
import 'package:askiineverdie/src/core/engine/combat_calculator.dart';
import 'package:askiineverdie/src/core/engine/game_mutations.dart';
import 'package:askiineverdie/src/core/engine/reward_service.dart';
import 'package:askiineverdie/src/core/engine/skill_service.dart';
import 'package:askiineverdie/src/core/model/combat_state.dart';
import 'package:askiineverdie/src/core/model/combat_stats.dart';
import 'package:askiineverdie/src/core/model/game_state.dart';
@@ -141,6 +143,34 @@ class ProgressService {
var questDone = false;
var actDone = false;
// 스킬 시스템 시간 업데이트 (Phase 3)
final skillService = SkillService(rng: state.rng);
var skillSystem = skillService.updateElapsedTime(state.skillSystem, clamped);
// 만료된 버프 정리
skillSystem = skillService.cleanupExpiredBuffs(skillSystem);
// 비전투 시 MP 회복
final isInCombat = progress.currentTask.type == TaskType.kill &&
progress.currentCombat != null &&
progress.currentCombat!.isActive;
if (!isInCombat && nextState.stats.mp < nextState.stats.mpMax) {
final mpRegen = skillService.calculateMpRegen(
elapsedMs: clamped,
isInCombat: false,
wis: nextState.stats.wis,
);
if (mpRegen > 0) {
final newMp = (nextState.stats.mp + mpRegen).clamp(0, nextState.stats.mpMax);
nextState = nextState.copyWith(
stats: nextState.stats.copyWith(mpCurrent: newMp),
);
}
}
nextState = nextState.copyWith(skillSystem: skillSystem);
// Advance task bar if still running.
if (progress.task.position < progress.task.max) {
final uncapped = progress.task.position + clamped;
@@ -148,10 +178,18 @@ class ProgressService {
? progress.task.max
: uncapped;
// 킬 태스크 중 전투 진행
// 킬 태스크 중 전투 진행 (스킬 자동 사용 포함)
var updatedCombat = progress.currentCombat;
var updatedSkillSystem = nextState.skillSystem;
if (progress.currentTask.type == TaskType.kill && updatedCombat != null && updatedCombat.isActive) {
updatedCombat = _processCombatTick(nextState, updatedCombat, clamped);
final combatResult = _processCombatTickWithSkills(
nextState,
updatedCombat,
updatedSkillSystem,
clamped,
);
updatedCombat = combatResult.combat;
updatedSkillSystem = combatResult.skillSystem;
}
progress = progress.copyWith(
@@ -159,7 +197,7 @@ class ProgressService {
currentCombat: updatedCombat,
);
nextState = _recalculateEncumbrance(
nextState.copyWith(progress: progress),
nextState.copyWith(progress: progress, skillSystem: updatedSkillSystem),
);
return ProgressTickResult(state: nextState);
}
@@ -791,22 +829,25 @@ class ProgressService {
);
}
/// 전투 틱 처리
/// 전투 틱 처리 (스킬 자동 사용 포함)
///
/// [state] 현재 게임 상태
/// [combat] 현재 전투 상태
/// [skillSystem] 스킬 시스템 상태
/// [elapsedMs] 경과 시간 (밀리초)
/// Returns: 업데이트된 전투 상태
CombatState _processCombatTick(
/// Returns: 업데이트된 전투 상태 및 스킬 시스템 상태
({CombatState combat, SkillSystemState skillSystem}) _processCombatTickWithSkills(
GameState state,
CombatState combat,
SkillSystemState skillSystem,
int elapsedMs,
) {
if (!combat.isActive || combat.isCombatOver) {
return combat;
return (combat: combat, skillSystem: skillSystem);
}
final calculator = CombatCalculator(rng: state.rng);
final skillService = SkillService(rng: state.rng);
var playerStats = combat.playerStats;
var monsterStats = combat.monsterStats;
var playerAccumulator = combat.playerAttackAccumulatorMs + elapsedMs;
@@ -814,15 +855,66 @@ class ProgressService {
var totalDamageDealt = combat.totalDamageDealt;
var totalDamageTaken = combat.totalDamageTaken;
var turnsElapsed = combat.turnsElapsed;
var updatedSkillSystem = skillSystem;
// 플레이어 공격 체크
if (playerAccumulator >= playerStats.attackDelayMs) {
final attackResult = calculator.playerAttackMonster(
attacker: playerStats,
defender: monsterStats,
// 스킬 자동 선택
final availableSkillIds = updatedSkillSystem.skillStates
.map((s) => s.skillId)
.toList();
// 기본 스킬이 없으면 기본 스킬 추가
if (availableSkillIds.isEmpty) {
availableSkillIds.addAll(SkillData.defaultSkillIds);
}
final selectedSkill = skillService.selectAutoSkill(
player: playerStats,
monster: monsterStats,
skillSystem: updatedSkillSystem,
availableSkillIds: availableSkillIds,
);
monsterStats = attackResult.updatedDefender;
totalDamageDealt += attackResult.result.damage;
if (selectedSkill != null && selectedSkill.isAttack) {
// 공격 스킬 사용
final skillResult = skillService.useAttackSkill(
skill: selectedSkill,
player: playerStats,
monster: monsterStats,
skillSystem: updatedSkillSystem,
);
playerStats = skillResult.updatedPlayer;
monsterStats = skillResult.updatedMonster;
totalDamageDealt += skillResult.result.damage;
updatedSkillSystem = skillResult.updatedSkillSystem;
} else if (selectedSkill != null && selectedSkill.isHeal) {
// 회복 스킬 사용
final skillResult = skillService.useHealSkill(
skill: selectedSkill,
player: playerStats,
skillSystem: updatedSkillSystem,
);
playerStats = skillResult.updatedPlayer;
updatedSkillSystem = skillResult.updatedSkillSystem;
} else if (selectedSkill != null && selectedSkill.isBuff) {
// 버프 스킬 사용
final skillResult = skillService.useBuffSkill(
skill: selectedSkill,
player: playerStats,
skillSystem: updatedSkillSystem,
);
playerStats = skillResult.updatedPlayer;
updatedSkillSystem = skillResult.updatedSkillSystem;
} else {
// 일반 공격
final attackResult = calculator.playerAttackMonster(
attacker: playerStats,
defender: monsterStats,
);
monsterStats = attackResult.updatedDefender;
totalDamageDealt += attackResult.result.damage;
}
playerAccumulator -= playerStats.attackDelayMs;
turnsElapsed++;
}
@@ -841,15 +933,18 @@ class ProgressService {
// 전투 종료 체크
final isActive = playerStats.isAlive && monsterStats.isAlive;
return combat.copyWith(
playerStats: playerStats,
monsterStats: monsterStats,
playerAttackAccumulatorMs: playerAccumulator,
monsterAttackAccumulatorMs: monsterAccumulator,
totalDamageDealt: totalDamageDealt,
totalDamageTaken: totalDamageTaken,
turnsElapsed: turnsElapsed,
isActive: isActive,
return (
combat: combat.copyWith(
playerStats: playerStats,
monsterStats: monsterStats,
playerAttackAccumulatorMs: playerAccumulator,
monsterAttackAccumulatorMs: monsterAccumulator,
totalDamageDealt: totalDamageDealt,
totalDamageTaken: totalDamageTaken,
turnsElapsed: turnsElapsed,
isActive: isActive,
),
skillSystem: updatedSkillSystem,
);
}
}

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@@ -0,0 +1,345 @@
import 'package:askiineverdie/data/skill_data.dart';
import 'package:askiineverdie/src/core/model/combat_stats.dart';
import 'package:askiineverdie/src/core/model/game_state.dart';
import 'package:askiineverdie/src/core/model/monster_combat_stats.dart';
import 'package:askiineverdie/src/core/model/skill.dart';
import 'package:askiineverdie/src/core/util/deterministic_random.dart';
/// 스킬 시스템 서비스
///
/// 스킬 사용, 쿨타임 관리, MP 관리, 자동 스킬 선택 등을 담당
class SkillService {
const SkillService({required this.rng});
final DeterministicRandom rng;
// ============================================================================
// 스킬 사용 가능 여부 확인
// ============================================================================
/// 스킬 사용 가능 여부 확인
SkillFailReason? canUseSkill({
required Skill skill,
required int currentMp,
required SkillSystemState skillSystem,
}) {
// MP 체크
if (currentMp < skill.mpCost) {
return SkillFailReason.notEnoughMp;
}
// 쿨타임 체크
final skillState = skillSystem.getSkillState(skill.id);
if (skillState != null && !skillState.isReady(skillSystem.elapsedMs, skill.cooldownMs)) {
return SkillFailReason.onCooldown;
}
return null; // 사용 가능
}
// ============================================================================
// 스킬 사용
// ============================================================================
/// 공격 스킬 사용
///
/// Returns: (결과, 업데이트된 플레이어 스탯, 업데이트된 몬스터 스탯)
({
SkillUseResult result,
CombatStats updatedPlayer,
MonsterCombatStats updatedMonster,
SkillSystemState updatedSkillSystem,
}) useAttackSkill({
required Skill skill,
required CombatStats player,
required MonsterCombatStats monster,
required SkillSystemState skillSystem,
}) {
// 기본 데미지 계산
final baseDamage = player.atk * skill.damageMultiplier;
// 버프 효과 적용
final buffMods = skillSystem.totalBuffModifiers;
final buffedDamage = baseDamage * (1 + buffMods.atkMod);
// 적 방어력 감소 적용
final effectiveMonsterDef = monster.def * (1 - skill.targetDefReduction);
// 최종 데미지 계산 (방어력 감산)
final finalDamage = (buffedDamage - effectiveMonsterDef * 0.5).round().clamp(1, 9999);
// 몬스터에 데미지 적용
var updatedMonster = monster.applyDamage(finalDamage);
// 자해 데미지 적용
var updatedPlayer = player;
if (skill.selfDamagePercent > 0) {
final selfDamage = (player.hpMax * skill.selfDamagePercent).round();
updatedPlayer = player.applyDamage(selfDamage);
}
// MP 소모
updatedPlayer = updatedPlayer.withMp(updatedPlayer.mpCurrent - skill.mpCost);
// 스킬 상태 업데이트 (쿨타임 시작)
final updatedSkillSystem = _updateSkillCooldown(skillSystem, skill.id);
return (
result: SkillUseResult(
skill: skill,
success: true,
damage: finalDamage,
),
updatedPlayer: updatedPlayer,
updatedMonster: updatedMonster,
updatedSkillSystem: updatedSkillSystem,
);
}
/// 회복 스킬 사용
({
SkillUseResult result,
CombatStats updatedPlayer,
SkillSystemState updatedSkillSystem,
}) useHealSkill({
required Skill skill,
required CombatStats player,
required SkillSystemState skillSystem,
}) {
// 회복량 계산
int healAmount = skill.healAmount;
if (skill.healPercent > 0) {
healAmount += (player.hpMax * skill.healPercent).round();
}
// HP 회복
var updatedPlayer = player.applyHeal(healAmount);
// MP 소모
updatedPlayer = updatedPlayer.withMp(updatedPlayer.mpCurrent - skill.mpCost);
// 스킬 상태 업데이트
final updatedSkillSystem = _updateSkillCooldown(skillSystem, skill.id);
return (
result: SkillUseResult(
skill: skill,
success: true,
healedAmount: healAmount,
),
updatedPlayer: updatedPlayer,
updatedSkillSystem: updatedSkillSystem,
);
}
/// 버프 스킬 사용
({
SkillUseResult result,
CombatStats updatedPlayer,
SkillSystemState updatedSkillSystem,
}) useBuffSkill({
required Skill skill,
required CombatStats player,
required SkillSystemState skillSystem,
}) {
if (skill.buff == null) {
return (
result: SkillUseResult.failed(skill, SkillFailReason.invalidState),
updatedPlayer: player,
updatedSkillSystem: skillSystem,
);
}
// 버프 적용
final newBuff = ActiveBuff(
effect: skill.buff!,
startedMs: skillSystem.elapsedMs,
sourceSkillId: skill.id,
);
// 기존 같은 버프 제거 후 새 버프 추가
final updatedBuffs = skillSystem.activeBuffs
.where((b) => b.effect.id != skill.buff!.id)
.toList()
..add(newBuff);
// MP 소모
var updatedPlayer = player.withMp(player.mpCurrent - skill.mpCost);
// 스킬 상태 업데이트
var updatedSkillSystem = _updateSkillCooldown(skillSystem, skill.id);
updatedSkillSystem = updatedSkillSystem.copyWith(activeBuffs: updatedBuffs);
return (
result: SkillUseResult(
skill: skill,
success: true,
appliedBuff: newBuff,
),
updatedPlayer: updatedPlayer,
updatedSkillSystem: updatedSkillSystem,
);
}
// ============================================================================
// 자동 스킬 선택
// ============================================================================
/// 전투 중 자동 스킬 선택
///
/// 우선순위:
/// 1. HP < 30% → 회복 스킬
/// 2. 보스전 (레벨 차이 10 이상) → 가장 강력한 공격 스킬
/// 3. 일반 전투 → MP 효율이 좋은 스킬
/// 4. MP < 20% → null (일반 공격)
Skill? selectAutoSkill({
required CombatStats player,
required MonsterCombatStats monster,
required SkillSystemState skillSystem,
required List<String> availableSkillIds,
}) {
final currentMp = player.mpCurrent;
final mpRatio = player.mpRatio;
final hpRatio = player.hpRatio;
// MP 20% 미만이면 일반 공격
if (mpRatio < 0.2) return null;
// 사용 가능한 스킬 필터링
final availableSkills = availableSkillIds
.map((id) => SkillData.getSkillById(id))
.whereType<Skill>()
.where((skill) => canUseSkill(
skill: skill,
currentMp: currentMp,
skillSystem: skillSystem,
) ==
null)
.toList();
if (availableSkills.isEmpty) return null;
// HP < 30% → 회복 스킬 우선
if (hpRatio < 0.3) {
final healSkill = _findBestHealSkill(availableSkills, currentMp);
if (healSkill != null) return healSkill;
}
// 보스전 판단 (몬스터 레벨이 높음)
final isBossFight = monster.level >= 10 && monster.hpRatio > 0.5;
if (isBossFight) {
// 가장 강력한 공격 스킬
return _findStrongestAttackSkill(availableSkills);
}
// 일반 전투 → MP 효율 좋은 스킬
return _findEfficientAttackSkill(availableSkills);
}
/// 가장 좋은 회복 스킬 찾기
Skill? _findBestHealSkill(List<Skill> skills, int currentMp) {
final healSkills = skills
.where((s) => s.isHeal && s.mpCost <= currentMp)
.toList();
if (healSkills.isEmpty) return null;
// 회복량 기준 정렬 (% 회복 > 고정 회복)
healSkills.sort((a, b) {
final aValue = a.healPercent * 100 + a.healAmount;
final bValue = b.healPercent * 100 + b.healAmount;
return bValue.compareTo(aValue);
});
return healSkills.first;
}
/// 가장 강력한 공격 스킬 찾기
Skill? _findStrongestAttackSkill(List<Skill> skills) {
final attackSkills = skills.where((s) => s.isAttack).toList();
if (attackSkills.isEmpty) return null;
attackSkills.sort((a, b) => b.damageMultiplier.compareTo(a.damageMultiplier));
return attackSkills.first;
}
/// MP 효율 좋은 공격 스킬 찾기
Skill? _findEfficientAttackSkill(List<Skill> skills) {
final attackSkills = skills.where((s) => s.isAttack).toList();
if (attackSkills.isEmpty) return null;
attackSkills.sort((a, b) => b.mpEfficiency.compareTo(a.mpEfficiency));
return attackSkills.first;
}
// ============================================================================
// MP 회복
// ============================================================================
/// MP 자연 회복
///
/// [elapsedMs] 경과 시간 (밀리초)
/// [isInCombat] 전투 중 여부
/// [wis] 지혜 스탯 (회복 속도 보정)
int calculateMpRegen({
required int elapsedMs,
required bool isInCombat,
required int wis,
}) {
if (isInCombat) {
// 전투 중: WIS에 비례한 느린 회복 (500ms당 1 + WIS/20)
final regenPerTick = 1 + wis ~/ 20;
return (elapsedMs ~/ 500) * regenPerTick;
} else {
// 비전투: 50ms당 1 회복
return elapsedMs ~/ 50;
}
}
// ============================================================================
// 버프 관리
// ============================================================================
/// 만료된 버프 제거
SkillSystemState cleanupExpiredBuffs(SkillSystemState state) {
final activeBuffs = state.activeBuffs
.where((b) => !b.isExpired(state.elapsedMs))
.toList();
return state.copyWith(activeBuffs: activeBuffs);
}
// ============================================================================
// 유틸리티
// ============================================================================
/// 스킬 쿨타임 업데이트
SkillSystemState _updateSkillCooldown(SkillSystemState state, String skillId) {
final skillStates = List<SkillState>.from(state.skillStates);
// 기존 상태 찾기
final existingIndex = skillStates.indexWhere((s) => s.skillId == skillId);
if (existingIndex >= 0) {
// 기존 상태 업데이트
skillStates[existingIndex] = skillStates[existingIndex].copyWith(
lastUsedMs: state.elapsedMs,
);
} else {
// 새 상태 추가
skillStates.add(SkillState(
skillId: skillId,
lastUsedMs: state.elapsedMs,
rank: 1,
));
}
return state.copyWith(skillStates: skillStates);
}
/// 스킬 시스템 시간 업데이트
SkillSystemState updateElapsedTime(SkillSystemState state, int deltaMs) {
return state.copyWith(elapsedMs: state.elapsedMs + deltaMs);
}
}

View File

@@ -4,6 +4,7 @@ import 'package:askiineverdie/src/core/model/combat_state.dart';
import 'package:askiineverdie/src/core/model/equipment_item.dart';
import 'package:askiineverdie/src/core/model/equipment_slot.dart';
import 'package:askiineverdie/src/core/model/item_stats.dart';
import 'package:askiineverdie/src/core/model/skill.dart';
import 'package:askiineverdie/src/core/util/deterministic_random.dart';
/// Minimal skeletal state to mirror Progress Quest structures.
@@ -20,6 +21,7 @@ class GameState {
SpellBook? spellBook,
ProgressState? progress,
QueueState? queue,
SkillSystemState? skillSystem,
}) : rng = DeterministicRandom.clone(rng),
traits = traits ?? Traits.empty(),
stats = stats ?? Stats.empty(),
@@ -27,7 +29,8 @@ class GameState {
equipment = equipment ?? Equipment.empty(),
spellBook = spellBook ?? SpellBook.empty(),
progress = progress ?? ProgressState.empty(),
queue = queue ?? QueueState.empty();
queue = queue ?? QueueState.empty(),
skillSystem = skillSystem ?? SkillSystemState.empty();
factory GameState.withSeed({
required int seed,
@@ -38,6 +41,7 @@ class GameState {
SpellBook? spellBook,
ProgressState? progress,
QueueState? queue,
SkillSystemState? skillSystem,
}) {
return GameState(
rng: DeterministicRandom(seed),
@@ -48,6 +52,7 @@ class GameState {
spellBook: spellBook,
progress: progress,
queue: queue,
skillSystem: skillSystem,
);
}
@@ -60,6 +65,9 @@ class GameState {
final ProgressState progress;
final QueueState queue;
/// 스킬 시스템 상태 (Phase 3)
final SkillSystemState skillSystem;
GameState copyWith({
DeterministicRandom? rng,
Traits? traits,
@@ -69,6 +77,7 @@ class GameState {
SpellBook? spellBook,
ProgressState? progress,
QueueState? queue,
SkillSystemState? skillSystem,
}) {
return GameState(
rng: rng ?? DeterministicRandom.clone(this.rng),
@@ -79,6 +88,76 @@ class GameState {
spellBook: spellBook ?? this.spellBook,
progress: progress ?? this.progress,
queue: queue ?? this.queue,
skillSystem: skillSystem ?? this.skillSystem,
);
}
}
/// 스킬 시스템 상태 (Phase 3)
///
/// 스킬 쿨타임, 활성 버프, 게임 경과 시간 등을 관리
class SkillSystemState {
const SkillSystemState({
required this.skillStates,
required this.activeBuffs,
required this.elapsedMs,
});
/// 스킬별 쿨타임 상태
final List<SkillState> skillStates;
/// 현재 활성화된 버프 목록
final List<ActiveBuff> activeBuffs;
/// 게임 진행 경과 시간 (밀리초, 스킬 쿨타임 계산용)
final int elapsedMs;
factory SkillSystemState.empty() => const SkillSystemState(
skillStates: [],
activeBuffs: [],
elapsedMs: 0,
);
/// 특정 스킬 상태 가져오기
SkillState? getSkillState(String skillId) {
for (final state in skillStates) {
if (state.skillId == skillId) return state;
}
return null;
}
/// 버프 효과 합산 (동일 버프는 중복 적용 안 됨)
({double atkMod, double defMod, double criMod, double evasionMod}) get totalBuffModifiers {
double atkMod = 0;
double defMod = 0;
double criMod = 0;
double evasionMod = 0;
final seenBuffIds = <String>{};
for (final buff in activeBuffs) {
if (seenBuffIds.contains(buff.effect.id)) continue;
seenBuffIds.add(buff.effect.id);
if (!buff.isExpired(elapsedMs)) {
atkMod += buff.effect.atkModifier;
defMod += buff.effect.defModifier;
criMod += buff.effect.criRateModifier;
evasionMod += buff.effect.evasionModifier;
}
}
return (atkMod: atkMod, defMod: defMod, criMod: criMod, evasionMod: evasionMod);
}
SkillSystemState copyWith({
List<SkillState>? skillStates,
List<ActiveBuff>? activeBuffs,
int? elapsedMs,
}) {
return SkillSystemState(
skillStates: skillStates ?? this.skillStates,
activeBuffs: activeBuffs ?? this.activeBuffs,
elapsedMs: elapsedMs ?? this.elapsedMs,
);
}
}

View File

@@ -0,0 +1,267 @@
/// 스킬 타입
enum SkillType {
/// 공격 스킬
attack,
/// 회복 스킬
heal,
/// 버프 스킬
buff,
/// 디버프 스킬
debuff,
}
/// 버프 효과
class BuffEffect {
const BuffEffect({
required this.id,
required this.name,
required this.durationMs,
this.atkModifier = 0.0,
this.defModifier = 0.0,
this.criRateModifier = 0.0,
this.evasionModifier = 0.0,
});
/// 버프 ID
final String id;
/// 버프 이름
final String name;
/// 지속 시간 (밀리초)
final int durationMs;
/// 공격력 배율 보정 (0.0 = 변화 없음, 0.5 = +50%)
final double atkModifier;
/// 방어력 배율 보정
final double defModifier;
/// 크리티컬 확률 보정
final double criRateModifier;
/// 회피율 보정
final double evasionModifier;
}
/// 스킬 정의
class Skill {
const Skill({
required this.id,
required this.name,
required this.type,
required this.mpCost,
required this.cooldownMs,
required this.power,
this.damageMultiplier = 1.0,
this.healAmount = 0,
this.healPercent = 0.0,
this.buff,
this.selfDamagePercent = 0.0,
this.targetDefReduction = 0.0,
});
/// 스킬 ID
final String id;
/// 스킬 이름
final String name;
/// 스킬 타입
final SkillType type;
/// MP 소모량
final int mpCost;
/// 쿨타임 (밀리초)
final int cooldownMs;
/// 스킬 위력 (기본 값)
final int power;
/// 데미지 배율 (공격 스킬용)
final double damageMultiplier;
/// 고정 회복량 (회복 스킬용)
final int healAmount;
/// HP% 회복 (회복 스킬용, 0.0 ~ 1.0)
final double healPercent;
/// 버프 효과 (버프/디버프 스킬용)
final BuffEffect? buff;
/// 자해 데미지 % (일부 강력한 스킬)
final double selfDamagePercent;
/// 적 방어력 감소 % (일부 공격 스킬)
final double targetDefReduction;
/// 공격 스킬 여부
bool get isAttack => type == SkillType.attack;
/// 회복 스킬 여부
bool get isHeal => type == SkillType.heal;
/// 버프 스킬 여부
bool get isBuff => type == SkillType.buff;
/// 디버프 스킬 여부
bool get isDebuff => type == SkillType.debuff;
/// MP 효율 (데미지 당 MP 비용)
double get mpEfficiency {
if (type != SkillType.attack || damageMultiplier <= 0) return 0;
return damageMultiplier / mpCost;
}
}
/// 스킬 사용 상태 (쿨타임 추적)
class SkillState {
const SkillState({
required this.skillId,
required this.lastUsedMs,
required this.rank,
});
/// 스킬 ID
final String skillId;
/// 마지막 사용 시간 (게임 내 경과 시간, 밀리초)
final int lastUsedMs;
/// 스킬 랭크 (레벨)
final int rank;
/// 쿨타임 완료 여부
bool isReady(int currentMs, int cooldownMs) {
return currentMs - lastUsedMs >= cooldownMs;
}
/// 남은 쿨타임 (밀리초)
int remainingCooldown(int currentMs, int cooldownMs) {
final elapsed = currentMs - lastUsedMs;
if (elapsed >= cooldownMs) return 0;
return cooldownMs - elapsed;
}
SkillState copyWith({
String? skillId,
int? lastUsedMs,
int? rank,
}) {
return SkillState(
skillId: skillId ?? this.skillId,
lastUsedMs: lastUsedMs ?? this.lastUsedMs,
rank: rank ?? this.rank,
);
}
/// 새 스킬 상태 생성 (쿨타임 0)
factory SkillState.fresh(String skillId, {int rank = 1}) {
return SkillState(
skillId: skillId,
lastUsedMs: -999999, // 즉시 사용 가능하도록 먼 과거
rank: rank,
);
}
}
/// 활성 버프 상태
class ActiveBuff {
const ActiveBuff({
required this.effect,
required this.startedMs,
required this.sourceSkillId,
});
/// 버프 효과
final BuffEffect effect;
/// 버프 시작 시간 (게임 내 경과 시간)
final int startedMs;
/// 버프를 발동한 스킬 ID
final String sourceSkillId;
/// 버프 만료 여부
bool isExpired(int currentMs) {
return currentMs - startedMs >= effect.durationMs;
}
/// 남은 지속 시간 (밀리초)
int remainingDuration(int currentMs) {
final elapsed = currentMs - startedMs;
if (elapsed >= effect.durationMs) return 0;
return effect.durationMs - elapsed;
}
ActiveBuff copyWith({
BuffEffect? effect,
int? startedMs,
String? sourceSkillId,
}) {
return ActiveBuff(
effect: effect ?? this.effect,
startedMs: startedMs ?? this.startedMs,
sourceSkillId: sourceSkillId ?? this.sourceSkillId,
);
}
}
/// 스킬 사용 결과
class SkillUseResult {
const SkillUseResult({
required this.skill,
required this.success,
this.damage = 0,
this.healedAmount = 0,
this.appliedBuff,
this.failReason,
});
/// 사용한 스킬
final Skill skill;
/// 성공 여부
final bool success;
/// 데미지 (공격 스킬)
final int damage;
/// 회복량 (회복 스킬)
final int healedAmount;
/// 적용된 버프 (버프 스킬)
final ActiveBuff? appliedBuff;
/// 실패 사유
final SkillFailReason? failReason;
/// 실패 결과 생성
factory SkillUseResult.failed(Skill skill, SkillFailReason reason) {
return SkillUseResult(
skill: skill,
success: false,
failReason: reason,
);
}
}
/// 스킬 실패 사유
enum SkillFailReason {
/// MP 부족
notEnoughMp,
/// 쿨타임 중
onCooldown,
/// 스킬 없음
skillNotFound,
/// 사용 불가 상태
invalidState,
}