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

View File

@@ -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,
);
}
}