refactor(engine): progress_service 832줄 → 543줄 분할
- kill_task_handler.dart (133줄): 킬 태스크 완료, 전리품, 보스 - quest_completion_handler.dart (177줄): 퀘스트/플롯 진행 - exp_handler.dart (92줄): 경험치 획득, 레벨업 - 콜백 기반 의존성 주입으로 순환 참조 방지
This commit is contained in:
92
lib/src/core/engine/exp_handler.dart
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92
lib/src/core/engine/exp_handler.dart
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@@ -0,0 +1,92 @@
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import 'package:asciineverdie/data/race_data.dart';
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import 'package:asciineverdie/src/core/engine/game_mutations.dart';
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import 'package:asciineverdie/src/core/engine/reward_service.dart';
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import 'package:asciineverdie/src/core/model/game_state.dart';
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import 'package:asciineverdie/src/core/util/balance_constants.dart';
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/// 경험치(EXP) 획득 및 레벨업(level-up) 처리를 담당하는 핸들러.
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class ExpHandler {
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const ExpHandler({
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required this.mutations,
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required this.rewards,
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required this.recalculateEncumbrance,
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});
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final GameMutations mutations;
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final RewardService rewards;
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/// 무게(encumbrance) 재계산 콜백
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final GameState Function(GameState) recalculateEncumbrance;
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/// 경험치 획득 및 레벨업 처리
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({GameState state, ProgressState progress, bool leveledUp}) handleExpGain(
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GameState state,
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ProgressState progress,
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int monsterExpReward,
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) {
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var nextState = state;
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var leveledUp = false;
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final race = RaceData.findById(nextState.traits.raceId);
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final expMultiplier = race?.expMultiplier ?? 1.0;
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final adjustedExp = (monsterExpReward * expMultiplier).round();
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final newExpPos = progress.exp.position + adjustedExp;
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if (newExpPos >= progress.exp.max) {
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final overflowExp = newExpPos - progress.exp.max;
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nextState = levelUp(nextState);
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leveledUp = true;
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progress = nextState.progress;
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if (overflowExp > 0 && nextState.traits.level < 100) {
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progress = progress.copyWith(
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exp: progress.exp.copyWith(position: overflowExp),
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);
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}
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} else {
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progress = progress.copyWith(
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exp: progress.exp.copyWith(position: newExpPos),
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);
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}
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return (state: nextState, progress: progress, leveledUp: leveledUp);
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}
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/// 레벨업 처리 (스탯 증가, 스킬/주문 획득)
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GameState levelUp(GameState state) {
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// 최대 레벨(100) 안전장치: 이미 100레벨이면 레벨업하지 않음
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if (state.traits.level >= 100) {
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return state;
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}
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final nextLevel = state.traits.level + 1;
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final rng = state.rng;
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// HP/MP 증가량 (PlayerScaling 기반 + 랜덤 변동)
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// 기존: CON/3 + 1 + random(0-3) → ~6-9 HP/레벨 (너무 낮음)
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// 신규: 18 + CON/5 + random(0-4) → ~20-25 HP/레벨 (생존율 개선)
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final hpGain = 18 + state.stats.con ~/ 5 + rng.nextInt(5);
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final mpGain = 6 + state.stats.intelligence ~/ 5 + rng.nextInt(3);
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var nextState = state.copyWith(
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traits: state.traits.copyWith(level: nextLevel),
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stats: state.stats.copyWith(
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hpMax: state.stats.hpMax + hpGain,
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mpMax: state.stats.mpMax + mpGain,
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),
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);
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// 스탯 2회, 주문(spell) 1회 획득 (원본 레벨업 규칙)
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nextState = mutations.winStat(nextState);
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nextState = mutations.winStat(nextState);
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nextState = mutations.winSpell(nextState, nextState.stats.wis, nextLevel);
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final expBar = ProgressBarState(
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position: 0,
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max: ExpConstants.requiredExp(nextLevel),
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);
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final progress = nextState.progress.copyWith(exp: expBar);
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nextState = nextState.copyWith(progress: progress);
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return recalculateEncumbrance(nextState);
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}
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}
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129
lib/src/core/engine/kill_task_handler.dart
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129
lib/src/core/engine/kill_task_handler.dart
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@@ -0,0 +1,129 @@
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import 'package:asciineverdie/data/class_data.dart';
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import 'package:asciineverdie/src/core/engine/loot_handler.dart';
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import 'package:asciineverdie/src/core/engine/progress_service.dart';
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import 'package:asciineverdie/src/core/model/class_traits.dart';
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import 'package:asciineverdie/src/core/model/combat_event.dart';
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import 'package:asciineverdie/src/core/model/game_state.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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/// 킬 태스크(kill task) 완료 시 처리를 담당하는 핸들러.
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///
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/// HP 회복, 전리품(loot) 획득, 보스 처리 등을 수행한다.
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class KillTaskHandler {
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const KillTaskHandler({
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required this.config,
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required this.lootHandler,
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required this.completeActFn,
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});
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final PqConfig config;
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final LootHandler lootHandler;
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/// Act 완료 처리 콜백 (ProgressService.completeAct 위임)
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final ({GameState state, bool gameComplete}) Function(GameState)
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completeActFn;
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/// 킬 태스크 완료 처리 (HP 회복, 전리품, 보스 처리)
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({
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GameState state,
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ProgressState progress,
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QueueState queue,
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ProgressTickResult? earlyReturn,
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})
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handle(GameState state, ProgressState progress, QueueState queue) {
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var nextState = state;
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// 전투 후 HP 회복(heal)
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final combat = progress.currentCombat;
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if (combat != null && combat.isActive) {
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final remainingHp = combat.playerStats.hpCurrent;
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final maxHp = combat.playerStats.hpMax;
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final conBonus = nextState.stats.con ~/ 2;
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var healAmount = (maxHp * 0.5).round() + conBonus;
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final klass = ClassData.findById(nextState.traits.classId);
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if (klass != null) {
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final postCombatHealRate = klass.getPassiveValue(
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ClassPassiveType.postCombatHeal,
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);
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if (postCombatHealRate > 0) {
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healAmount += (maxHp * postCombatHealRate).round();
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}
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}
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final newHp = (remainingHp + healAmount).clamp(0, maxHp);
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nextState = nextState.copyWith(
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stats: nextState.stats.copyWith(hpCurrent: newHp),
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);
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}
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// 전리품(loot) 획득
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final lootResult = lootHandler.winLoot(nextState);
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nextState = lootResult.state;
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// 물약(potion) 드랍 로그 추가
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var combatForReset = progress.currentCombat;
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if (lootResult.droppedPotion != null && combatForReset != null) {
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final potionDropEvent = CombatEvent.potionDrop(
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timestamp: nextState.skillSystem.elapsedMs,
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potionName: lootResult.droppedPotion!.name,
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isHp: lootResult.droppedPotion!.isHpPotion,
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);
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final updatedEvents = [...combatForReset.recentEvents, potionDropEvent];
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combatForReset = combatForReset.copyWith(
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recentEvents: updatedEvents.length > 10
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? updatedEvents.sublist(updatedEvents.length - 10)
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: updatedEvents,
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);
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progress = progress.copyWith(currentCombat: combatForReset);
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}
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// 보스(Boss) 승리 처리
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if (progress.pendingActCompletion) {
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final cinematicEntries = pq_logic.interplotCinematic(
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config,
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nextState.rng,
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nextState.traits.level,
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progress.plotStageCount,
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);
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queue = QueueState(entries: [...queue.entries, ...cinematicEntries]);
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progress = progress.copyWith(
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currentCombat: null,
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monstersKilled: progress.monstersKilled + 1,
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pendingActCompletion: false,
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);
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} else {
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progress = progress.copyWith(
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currentCombat: null,
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monstersKilled: progress.monstersKilled + 1,
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);
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}
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nextState = nextState.copyWith(progress: progress, queue: queue);
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// 최종 보스(final boss) 처치 체크
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if (progress.finalBossState == FinalBossState.fighting) {
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progress = progress.copyWith(finalBossState: FinalBossState.defeated);
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nextState = nextState.copyWith(progress: progress);
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final actResult = completeActFn(nextState);
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return (
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state: actResult.state,
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progress: actResult.state.progress,
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queue: actResult.state.queue,
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earlyReturn: ProgressTickResult(
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state: actResult.state,
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completedAct: true,
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gameComplete: true,
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),
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);
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}
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return (
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state: nextState,
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progress: progress,
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queue: queue,
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earlyReturn: null,
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);
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}
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}
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@@ -1,17 +1,15 @@
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import 'package:asciineverdie/data/class_data.dart';
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import 'package:asciineverdie/data/game_text_l10n.dart' as l10n;
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import 'package:asciineverdie/data/race_data.dart';
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import 'package:asciineverdie/src/core/model/class_traits.dart';
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import 'package:asciineverdie/src/core/engine/act_progression_service.dart';
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import 'package:asciineverdie/src/core/engine/combat_tick_service.dart';
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import 'package:asciineverdie/src/core/engine/death_handler.dart';
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import 'package:asciineverdie/src/core/engine/exp_handler.dart';
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import 'package:asciineverdie/src/core/engine/game_mutations.dart';
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import 'package:asciineverdie/src/core/engine/kill_task_handler.dart';
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import 'package:asciineverdie/src/core/engine/loot_handler.dart';
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import 'package:asciineverdie/src/core/engine/market_service.dart';
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import 'package:asciineverdie/src/core/engine/quest_completion_handler.dart';
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import 'package:asciineverdie/src/core/engine/reward_service.dart';
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import 'package:asciineverdie/src/core/engine/skill_service.dart';
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import 'package:asciineverdie/src/core/engine/task_generator.dart';
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import 'package:asciineverdie/src/core/model/combat_event.dart';
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import 'package:asciineverdie/src/core/model/game_state.dart';
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import 'package:asciineverdie/src/core/model/pq_config.dart';
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import 'package:asciineverdie/src/core/util/balance_constants.dart';
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@@ -42,27 +40,68 @@ class ProgressTickResult {
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leveledUp || completedQuest || completedAct || playerDied || gameComplete;
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}
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/// Drives quest/plot/task progression by applying queued actions and rewards.
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/// 게임 진행(tick) 루프를 구동하는 메인 서비스.
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///
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/// 각 세부 처리는 핸들러에 위임한다:
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/// - [KillTaskHandler]: 킬 태스크 완료 (HP 회복, 전리품, 보스)
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/// - [QuestCompletionHandler]: 퀘스트/플롯 진행 및 Act 완료
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/// - [ExpHandler]: 경험치 획득 및 레벨업
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class ProgressService {
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ProgressService({
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required this.config,
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required this.mutations,
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required this.rewards,
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}) : _taskGenerator = TaskGenerator(config: config),
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_lootHandler = LootHandler(mutations: mutations);
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_killTaskHandler = KillTaskHandler(
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config: config,
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lootHandler: LootHandler(mutations: mutations),
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completeActFn: _placeholder,
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),
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_questHandler = QuestCompletionHandler(
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config: config,
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rewards: rewards,
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recalculateEncumbrance: _placeholderState,
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),
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_expHandler = ExpHandler(
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mutations: mutations,
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rewards: rewards,
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recalculateEncumbrance: _placeholderState,
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) {
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// 초기화 후 콜백(callback) 바인딩
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_killTaskHandler = KillTaskHandler(
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config: config,
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lootHandler: LootHandler(mutations: mutations),
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completeActFn: completeAct,
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);
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_questHandler = QuestCompletionHandler(
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config: config,
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rewards: rewards,
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recalculateEncumbrance: _recalculateEncumbrance,
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);
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_expHandler = ExpHandler(
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mutations: mutations,
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rewards: rewards,
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recalculateEncumbrance: _recalculateEncumbrance,
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);
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}
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// 초기화 시점 placeholder (바로 덮어쓰여짐)
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static ({GameState state, bool gameComplete}) _placeholder(GameState s) =>
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(state: s, gameComplete: false);
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static GameState _placeholderState(GameState s) => s;
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final PqConfig config;
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final GameMutations mutations;
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final RewardService rewards;
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final TaskGenerator _taskGenerator;
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final LootHandler _lootHandler;
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late KillTaskHandler _killTaskHandler;
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late QuestCompletionHandler _questHandler;
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late ExpHandler _expHandler;
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static const _deathHandler = DeathHandler();
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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 - ASCII NEVER DIE 세계관 프롤로그 (l10n 지원)
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final prologueTexts = l10n.prologueTexts;
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final initialQueue = <QueueEntry>[
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QueueEntry(
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@@ -97,20 +136,16 @@ class ProgressService {
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),
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];
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// 첫 번째 태스크 시작 (원본 752줄)
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final taskResult = pq_logic.startTask(
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state.progress,
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l10n.taskCompiling,
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2 * 1000,
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);
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// ExpBar 초기화 (원본 743-746줄)
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final expBar = ProgressBarState(
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position: 0,
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max: ExpConstants.requiredExp(1),
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);
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// PlotBar 초기화 - Prologue 5분 (300초)
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final plotBar = const ProgressBarState(position: 0, max: 300);
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final progress = taskResult.progress.copyWith(
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@@ -120,7 +155,7 @@ class ProgressService {
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caption: '${l10n.taskCompiling}...',
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type: TaskType.load,
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),
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plotStageCount: 1, // Prologue
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plotStageCount: 1,
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questCount: 0,
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plotHistory: [
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HistoryEntry(caption: l10n.taskPrologue, isComplete: false),
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@@ -136,7 +171,7 @@ class ProgressService {
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||||
);
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}
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/// Starts a task and tags its type (kill, plot, load, neutral).
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/// 태스크 시작 (타입 태깅 포함)
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GameState startTask(
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GameState state, {
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required String caption,
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@@ -154,11 +189,11 @@ class ProgressService {
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return state.copyWith(progress: progress);
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}
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/// Tick the timer loop (equivalent to Timer1Timer in the original code).
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/// 메인 틱(tick) 처리 (원본 Timer1Timer 대응)
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ProgressTickResult tick(GameState state, int elapsedMillis) {
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final int clamped = elapsedMillis.clamp(0, 10000).toInt();
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// 1. 스킬 시스템 업데이트 (시간, 버프, MP 회복)
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// 1. 스킬 시스템 업데이트
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var nextState = _updateSkillSystem(state, clamped);
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var progress = nextState.progress;
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var queue = nextState.queue;
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@@ -180,7 +215,7 @@ class ProgressService {
|
||||
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// 4. 킬 태스크 완료 처리
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if (gain) {
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final killResult = _handleKillTaskCompletion(nextState, progress, queue);
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final killResult = _killTaskHandler.handle(nextState, progress, queue);
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if (killResult.earlyReturn != null) return killResult.earlyReturn!;
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nextState = killResult.state;
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progress = killResult.progress;
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@@ -200,14 +235,18 @@ class ProgressService {
|
||||
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// 6. 경험치/레벨업 처리
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if (gain && nextState.traits.level < 100 && monsterExpReward > 0) {
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final expResult = _handleExpGain(nextState, progress, monsterExpReward);
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final expResult = _expHandler.handleExpGain(
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nextState,
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||||
progress,
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||||
monsterExpReward,
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||||
);
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||||
nextState = expResult.state;
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||||
progress = expResult.progress;
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||||
leveledUp = expResult.leveledUp;
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}
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||||
|
||||
// 7. 퀘스트 진행 처리
|
||||
final questResult = _handleQuestProgress(
|
||||
final questResult = _questHandler.handleQuestProgress(
|
||||
nextState,
|
||||
progress,
|
||||
queue,
|
||||
@@ -220,7 +259,12 @@ class ProgressService {
|
||||
questDone = questResult.completed;
|
||||
|
||||
// 8. 플롯 진행 및 Act Boss 소환 처리
|
||||
progress = _handlePlotProgress(nextState, progress, gain, incrementSeconds);
|
||||
progress = _questHandler.handlePlotProgress(
|
||||
nextState,
|
||||
progress,
|
||||
gain,
|
||||
incrementSeconds,
|
||||
);
|
||||
|
||||
// 9. 다음 태스크 디큐/생성
|
||||
final dequeueResult = _handleTaskDequeue(nextState, progress, queue);
|
||||
@@ -243,6 +287,60 @@ class ProgressService {
|
||||
);
|
||||
}
|
||||
|
||||
/// 퀘스트 완료 처리 (public API 유지)
|
||||
GameState completeQuest(GameState state) =>
|
||||
_questHandler.completeQuest(state);
|
||||
|
||||
/// Act 완료 처리 (public API 유지)
|
||||
({GameState state, bool gameComplete}) completeAct(GameState state) =>
|
||||
_questHandler.completeAct(state);
|
||||
|
||||
/// 개발자 치트(cheat): 태스크 바 즉시 완료
|
||||
GameState forceTaskComplete(GameState state) {
|
||||
final progress = state.progress.copyWith(
|
||||
task: state.progress.task.copyWith(position: state.progress.task.max),
|
||||
);
|
||||
return state.copyWith(progress: progress);
|
||||
}
|
||||
|
||||
/// 개발자 치트: 퀘스트 바 즉시 완료
|
||||
GameState forceQuestComplete(GameState state) {
|
||||
final progress = state.progress.copyWith(
|
||||
task: state.progress.task.copyWith(position: state.progress.task.max),
|
||||
quest: state.progress.quest.copyWith(position: state.progress.quest.max),
|
||||
);
|
||||
return state.copyWith(progress: progress);
|
||||
}
|
||||
|
||||
/// 개발자 치트: 플롯 바 즉시 완료
|
||||
GameState forcePlotComplete(GameState state) {
|
||||
final nextPlotStage = state.progress.plotStageCount + 1;
|
||||
final targetLevel = ActMonsterLevel.forPlotStage(nextPlotStage);
|
||||
var nextState = state;
|
||||
|
||||
while (nextState.traits.level < targetLevel &&
|
||||
nextState.traits.level < 100) {
|
||||
nextState = _expHandler.levelUp(nextState);
|
||||
}
|
||||
|
||||
final equipLevel = nextState.traits.level;
|
||||
for (var slotIndex = 0; slotIndex < Equipment.slotCount; slotIndex++) {
|
||||
nextState = mutations.winEquipByIndex(nextState, equipLevel, slotIndex);
|
||||
}
|
||||
|
||||
var progress = nextState.progress.copyWith(
|
||||
task: nextState.progress.task.copyWith(
|
||||
position: nextState.progress.task.max,
|
||||
),
|
||||
);
|
||||
nextState = nextState.copyWith(progress: progress);
|
||||
|
||||
final actResult = completeAct(nextState);
|
||||
return actResult.state;
|
||||
}
|
||||
|
||||
// ── 내부 헬퍼 메서드 ──────────────────────────────────
|
||||
|
||||
/// 스킬 시스템 업데이트 (시간, 버프 정리, MP 회복)
|
||||
GameState _updateSkillSystem(GameState state, int elapsedMs) {
|
||||
final skillService = SkillService(rng: state.rng);
|
||||
@@ -254,7 +352,6 @@ class ProgressService {
|
||||
|
||||
var nextState = state.copyWith(skillSystem: skillSystem);
|
||||
|
||||
// 비전투 시 MP 회복
|
||||
final isInCombat =
|
||||
state.progress.currentTask.type == TaskType.kill &&
|
||||
state.progress.currentCombat != null &&
|
||||
@@ -293,7 +390,6 @@ class ProgressService {
|
||||
var updatedPotionInventory = state.potionInventory;
|
||||
var nextState = state;
|
||||
|
||||
// 킬 태스크 중 전투 진행
|
||||
if (progress.currentTask.type == TaskType.kill &&
|
||||
updatedCombat != null &&
|
||||
updatedCombat.isActive) {
|
||||
@@ -310,7 +406,6 @@ class ProgressService {
|
||||
updatedPotionInventory = combatResult.potionInventory!;
|
||||
}
|
||||
|
||||
// 플레이어 사망 체크
|
||||
if (!updatedCombat.playerStats.isAlive) {
|
||||
final monsterName = updatedCombat.monsterStats.name;
|
||||
nextState = _deathHandler.processPlayerDeath(
|
||||
@@ -336,113 +431,6 @@ class ProgressService {
|
||||
return ProgressTickResult(state: nextState);
|
||||
}
|
||||
|
||||
/// 킬 태스크 완료 처리 (HP 회복, 전리품, 보스 처리)
|
||||
({
|
||||
GameState state,
|
||||
ProgressState progress,
|
||||
QueueState queue,
|
||||
ProgressTickResult? earlyReturn,
|
||||
})
|
||||
_handleKillTaskCompletion(
|
||||
GameState state,
|
||||
ProgressState progress,
|
||||
QueueState queue,
|
||||
) {
|
||||
var nextState = state;
|
||||
|
||||
// 전투 후 HP 회복
|
||||
final combat = progress.currentCombat;
|
||||
if (combat != null && combat.isActive) {
|
||||
final remainingHp = combat.playerStats.hpCurrent;
|
||||
final maxHp = combat.playerStats.hpMax;
|
||||
final conBonus = nextState.stats.con ~/ 2;
|
||||
var healAmount = (maxHp * 0.5).round() + conBonus;
|
||||
|
||||
final klass = ClassData.findById(nextState.traits.classId);
|
||||
if (klass != null) {
|
||||
final postCombatHealRate = klass.getPassiveValue(
|
||||
ClassPassiveType.postCombatHeal,
|
||||
);
|
||||
if (postCombatHealRate > 0) {
|
||||
healAmount += (maxHp * postCombatHealRate).round();
|
||||
}
|
||||
}
|
||||
|
||||
final newHp = (remainingHp + healAmount).clamp(0, maxHp);
|
||||
nextState = nextState.copyWith(
|
||||
stats: nextState.stats.copyWith(hpCurrent: newHp),
|
||||
);
|
||||
}
|
||||
|
||||
// 전리품 획득
|
||||
final lootResult = _lootHandler.winLoot(nextState);
|
||||
nextState = lootResult.state;
|
||||
|
||||
// 물약 드랍 로그 추가
|
||||
var combatForReset = progress.currentCombat;
|
||||
if (lootResult.droppedPotion != null && combatForReset != null) {
|
||||
final potionDropEvent = CombatEvent.potionDrop(
|
||||
timestamp: nextState.skillSystem.elapsedMs,
|
||||
potionName: lootResult.droppedPotion!.name,
|
||||
isHp: lootResult.droppedPotion!.isHpPotion,
|
||||
);
|
||||
final updatedEvents = [...combatForReset.recentEvents, potionDropEvent];
|
||||
combatForReset = combatForReset.copyWith(
|
||||
recentEvents: updatedEvents.length > 10
|
||||
? updatedEvents.sublist(updatedEvents.length - 10)
|
||||
: updatedEvents,
|
||||
);
|
||||
progress = progress.copyWith(currentCombat: combatForReset);
|
||||
}
|
||||
|
||||
// Boss 승리 처리
|
||||
if (progress.pendingActCompletion) {
|
||||
final cinematicEntries = pq_logic.interplotCinematic(
|
||||
config,
|
||||
nextState.rng,
|
||||
nextState.traits.level,
|
||||
progress.plotStageCount,
|
||||
);
|
||||
queue = QueueState(entries: [...queue.entries, ...cinematicEntries]);
|
||||
progress = progress.copyWith(
|
||||
currentCombat: null,
|
||||
monstersKilled: progress.monstersKilled + 1,
|
||||
pendingActCompletion: false,
|
||||
);
|
||||
} else {
|
||||
progress = progress.copyWith(
|
||||
currentCombat: null,
|
||||
monstersKilled: progress.monstersKilled + 1,
|
||||
);
|
||||
}
|
||||
|
||||
nextState = nextState.copyWith(progress: progress, queue: queue);
|
||||
|
||||
// 최종 보스 처치 체크
|
||||
if (progress.finalBossState == FinalBossState.fighting) {
|
||||
progress = progress.copyWith(finalBossState: FinalBossState.defeated);
|
||||
nextState = nextState.copyWith(progress: progress);
|
||||
final actResult = completeAct(nextState);
|
||||
return (
|
||||
state: actResult.state,
|
||||
progress: actResult.state.progress,
|
||||
queue: actResult.state.queue,
|
||||
earlyReturn: ProgressTickResult(
|
||||
state: actResult.state,
|
||||
completedAct: true,
|
||||
gameComplete: true,
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
return (
|
||||
state: nextState,
|
||||
progress: progress,
|
||||
queue: queue,
|
||||
earlyReturn: null,
|
||||
);
|
||||
}
|
||||
|
||||
/// 시장/판매/구매 태스크 완료 처리
|
||||
({
|
||||
GameState state,
|
||||
@@ -489,113 +477,6 @@ class ProgressService {
|
||||
);
|
||||
}
|
||||
|
||||
/// 경험치 획득 및 레벨업 처리
|
||||
({GameState state, ProgressState progress, bool leveledUp}) _handleExpGain(
|
||||
GameState state,
|
||||
ProgressState progress,
|
||||
int monsterExpReward,
|
||||
) {
|
||||
var nextState = state;
|
||||
var leveledUp = false;
|
||||
|
||||
final race = RaceData.findById(nextState.traits.raceId);
|
||||
final expMultiplier = race?.expMultiplier ?? 1.0;
|
||||
final adjustedExp = (monsterExpReward * expMultiplier).round();
|
||||
final newExpPos = progress.exp.position + adjustedExp;
|
||||
|
||||
if (newExpPos >= progress.exp.max) {
|
||||
final overflowExp = newExpPos - progress.exp.max;
|
||||
nextState = _levelUp(nextState);
|
||||
leveledUp = true;
|
||||
progress = nextState.progress;
|
||||
|
||||
if (overflowExp > 0 && nextState.traits.level < 100) {
|
||||
progress = progress.copyWith(
|
||||
exp: progress.exp.copyWith(position: overflowExp),
|
||||
);
|
||||
}
|
||||
} else {
|
||||
progress = progress.copyWith(
|
||||
exp: progress.exp.copyWith(position: newExpPos),
|
||||
);
|
||||
}
|
||||
|
||||
return (state: nextState, progress: progress, leveledUp: leveledUp);
|
||||
}
|
||||
|
||||
/// 퀘스트 진행 처리
|
||||
({GameState state, ProgressState progress, QueueState queue, bool completed})
|
||||
_handleQuestProgress(
|
||||
GameState state,
|
||||
ProgressState progress,
|
||||
QueueState queue,
|
||||
bool gain,
|
||||
int incrementSeconds,
|
||||
) {
|
||||
var nextState = state;
|
||||
var questDone = false;
|
||||
|
||||
final canQuestProgress =
|
||||
gain &&
|
||||
progress.plotStageCount > 1 &&
|
||||
progress.questCount > 0 &&
|
||||
progress.quest.max > 0;
|
||||
|
||||
if (canQuestProgress) {
|
||||
if (progress.quest.position + incrementSeconds >= progress.quest.max) {
|
||||
nextState = completeQuest(nextState);
|
||||
questDone = true;
|
||||
progress = nextState.progress;
|
||||
queue = nextState.queue;
|
||||
} else {
|
||||
progress = progress.copyWith(
|
||||
quest: progress.quest.copyWith(
|
||||
position: progress.quest.position + incrementSeconds,
|
||||
),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
return (
|
||||
state: nextState,
|
||||
progress: progress,
|
||||
queue: queue,
|
||||
completed: questDone,
|
||||
);
|
||||
}
|
||||
|
||||
/// 플롯 진행 및 Act Boss 소환 처리
|
||||
ProgressState _handlePlotProgress(
|
||||
GameState state,
|
||||
ProgressState progress,
|
||||
bool gain,
|
||||
int incrementSeconds,
|
||||
) {
|
||||
if (gain &&
|
||||
progress.plot.max > 0 &&
|
||||
progress.plot.position >= progress.plot.max &&
|
||||
!progress.pendingActCompletion) {
|
||||
final actProgressionService = ActProgressionService(config: config);
|
||||
final actBoss = actProgressionService.createActBoss(state);
|
||||
return progress.copyWith(
|
||||
plot: progress.plot.copyWith(position: 0),
|
||||
currentCombat: actBoss,
|
||||
pendingActCompletion: true,
|
||||
);
|
||||
} else if (progress.currentTask.type != TaskType.load &&
|
||||
progress.plot.max > 0 &&
|
||||
!progress.pendingActCompletion) {
|
||||
final uncappedPlot = progress.plot.position + incrementSeconds;
|
||||
final int newPlotPos = uncappedPlot > progress.plot.max
|
||||
? progress.plot.max
|
||||
: uncappedPlot;
|
||||
return progress.copyWith(
|
||||
plot: progress.plot.copyWith(position: newPlotPos),
|
||||
);
|
||||
}
|
||||
return progress;
|
||||
}
|
||||
|
||||
/// 태스크 디큐 및 생성 처리
|
||||
({
|
||||
GameState state,
|
||||
@@ -645,178 +526,8 @@ class ProgressService {
|
||||
);
|
||||
}
|
||||
|
||||
/// Advances quest completion, applies reward, and enqueues next quest task.
|
||||
GameState completeQuest(GameState state) {
|
||||
final result = pq_logic.completeQuest(
|
||||
config,
|
||||
state.rng,
|
||||
state.traits.level,
|
||||
);
|
||||
|
||||
var nextState = _applyReward(state, result.reward);
|
||||
final questCount = nextState.progress.questCount + 1;
|
||||
|
||||
// 퀘스트 히스토리 업데이트: 이전 퀘스트 완료 표시, 새 퀘스트 추가
|
||||
final updatedQuestHistory = [
|
||||
...nextState.progress.questHistory.map(
|
||||
(e) => e.isComplete ? e : e.copyWith(isComplete: true),
|
||||
),
|
||||
HistoryEntry(caption: result.caption, isComplete: false),
|
||||
];
|
||||
|
||||
// 퀘스트 몬스터 정보 저장 (Exterminate 타입용)
|
||||
// 원본 fQuest.Caption = monsterData, fQuest.Tag = monsterIndex
|
||||
final questMonster = result.monsterIndex != null
|
||||
? QuestMonsterInfo(
|
||||
monsterData: result.monsterName!,
|
||||
monsterIndex: result.monsterIndex!,
|
||||
)
|
||||
: null;
|
||||
|
||||
// Append quest entry to queue (task kind).
|
||||
final updatedQueue = QueueState(
|
||||
entries: [
|
||||
...nextState.queue.entries,
|
||||
QueueEntry(
|
||||
kind: QueueKind.task,
|
||||
durationMillis: 50 + nextState.rng.nextInt(100),
|
||||
caption: result.caption,
|
||||
taskType: TaskType.neutral,
|
||||
),
|
||||
],
|
||||
);
|
||||
|
||||
// Update quest progress bar with reset position.
|
||||
final progress = nextState.progress.copyWith(
|
||||
quest: ProgressBarState(
|
||||
position: 0,
|
||||
max: 50 + nextState.rng.nextInt(100),
|
||||
),
|
||||
questCount: questCount,
|
||||
questHistory: updatedQuestHistory,
|
||||
currentQuestMonster: questMonster,
|
||||
);
|
||||
|
||||
return _recalculateEncumbrance(
|
||||
nextState.copyWith(progress: progress, queue: updatedQueue),
|
||||
);
|
||||
}
|
||||
|
||||
/// Advances plot to next act and applies any act-level rewards.
|
||||
/// Returns gameComplete=true if Final Boss was defeated (game ends).
|
||||
({GameState state, bool gameComplete}) completeAct(GameState state) {
|
||||
final actProgressionService = ActProgressionService(config: config);
|
||||
|
||||
// Act 보상 먼저 적용
|
||||
final actRewards = actProgressionService.getActRewards(
|
||||
state.progress.plotStageCount,
|
||||
);
|
||||
var nextState = state;
|
||||
for (final reward in actRewards) {
|
||||
nextState = _applyReward(nextState, reward);
|
||||
}
|
||||
|
||||
// Act 완료 처리 (ActProgressionService 위임)
|
||||
final result = actProgressionService.completeAct(nextState);
|
||||
|
||||
return (
|
||||
state: _recalculateEncumbrance(result.state),
|
||||
gameComplete: result.gameComplete,
|
||||
);
|
||||
}
|
||||
|
||||
/// Developer-only cheat hooks for quickly finishing bars.
|
||||
GameState forceTaskComplete(GameState state) {
|
||||
final progress = state.progress.copyWith(
|
||||
task: state.progress.task.copyWith(position: state.progress.task.max),
|
||||
);
|
||||
return state.copyWith(progress: progress);
|
||||
}
|
||||
|
||||
GameState forceQuestComplete(GameState state) {
|
||||
final progress = state.progress.copyWith(
|
||||
task: state.progress.task.copyWith(position: state.progress.task.max),
|
||||
quest: state.progress.quest.copyWith(position: state.progress.quest.max),
|
||||
);
|
||||
return state.copyWith(progress: progress);
|
||||
}
|
||||
|
||||
GameState forcePlotComplete(GameState state) {
|
||||
// 다음 Act의 최소 몬스터 레벨까지 레벨업
|
||||
final nextPlotStage = state.progress.plotStageCount + 1;
|
||||
final targetLevel = ActMonsterLevel.forPlotStage(nextPlotStage);
|
||||
var nextState = state;
|
||||
|
||||
// 현재 레벨이 목표 레벨보다 낮으면 레벨업 (최대 100레벨)
|
||||
while (nextState.traits.level < targetLevel &&
|
||||
nextState.traits.level < 100) {
|
||||
nextState = _levelUp(nextState);
|
||||
}
|
||||
|
||||
// 모든 장비 슬롯을 목표 레벨에 맞는 장비로 교체 (전투 보상 드랍 공식 사용)
|
||||
final equipLevel = nextState.traits.level;
|
||||
for (var slotIndex = 0; slotIndex < Equipment.slotCount; slotIndex++) {
|
||||
nextState = mutations.winEquipByIndex(nextState, equipLevel, slotIndex);
|
||||
}
|
||||
|
||||
// 태스크 바 완료 처리
|
||||
var progress = nextState.progress.copyWith(
|
||||
task: nextState.progress.task.copyWith(
|
||||
position: nextState.progress.task.max,
|
||||
),
|
||||
);
|
||||
nextState = nextState.copyWith(progress: progress);
|
||||
|
||||
// 디버그 모드에서는 completeAct 직접 호출하여 plotStageCount 즉시 업데이트
|
||||
// 시네마틱은 생략하고 바로 다음 Act로 진입
|
||||
final actResult = completeAct(nextState);
|
||||
return actResult.state;
|
||||
}
|
||||
|
||||
GameState _applyReward(GameState state, pq_logic.RewardKind reward) {
|
||||
final updated = rewards.applyReward(state, reward);
|
||||
return _recalculateEncumbrance(updated);
|
||||
}
|
||||
|
||||
GameState _levelUp(GameState state) {
|
||||
// 최대 레벨(100) 안전장치: 이미 100레벨이면 레벨업하지 않음
|
||||
if (state.traits.level >= 100) {
|
||||
return state;
|
||||
}
|
||||
|
||||
final nextLevel = state.traits.level + 1;
|
||||
final rng = state.rng;
|
||||
|
||||
// HP/MP 증가량 (PlayerScaling 기반 + 랜덤 변동)
|
||||
// 기존: CON/3 + 1 + random(0-3) → ~6-9 HP/레벨 (너무 낮음)
|
||||
// 신규: 18 + CON/5 + random(0-4) → ~20-25 HP/레벨 (생존율 개선)
|
||||
final hpGain = 18 + state.stats.con ~/ 5 + rng.nextInt(5);
|
||||
final mpGain = 6 + state.stats.intelligence ~/ 5 + rng.nextInt(3);
|
||||
|
||||
var nextState = state.copyWith(
|
||||
traits: state.traits.copyWith(level: nextLevel),
|
||||
stats: state.stats.copyWith(
|
||||
hpMax: state.stats.hpMax + hpGain,
|
||||
mpMax: state.stats.mpMax + mpGain,
|
||||
),
|
||||
);
|
||||
|
||||
// Win two stats and a spell, matching the original leveling rules.
|
||||
nextState = mutations.winStat(nextState);
|
||||
nextState = mutations.winStat(nextState);
|
||||
nextState = mutations.winSpell(nextState, nextState.stats.wis, nextLevel);
|
||||
|
||||
final expBar = ProgressBarState(
|
||||
position: 0,
|
||||
max: ExpConstants.requiredExp(nextLevel),
|
||||
);
|
||||
final progress = nextState.progress.copyWith(exp: expBar);
|
||||
nextState = nextState.copyWith(progress: progress);
|
||||
return _recalculateEncumbrance(nextState);
|
||||
}
|
||||
|
||||
/// 무게(encumbrance) 재계산
|
||||
GameState _recalculateEncumbrance(GameState state) {
|
||||
// items에는 Gold가 포함되지 않음 (inventory.gold 필드로 관리)
|
||||
final encumValue = state.inventory.items.fold<int>(
|
||||
0,
|
||||
(sum, item) => sum + item.count,
|
||||
|
||||
177
lib/src/core/engine/quest_completion_handler.dart
Normal file
177
lib/src/core/engine/quest_completion_handler.dart
Normal file
@@ -0,0 +1,177 @@
|
||||
import 'package:asciineverdie/src/core/engine/act_progression_service.dart';
|
||||
import 'package:asciineverdie/src/core/engine/reward_service.dart';
|
||||
import 'package:asciineverdie/src/core/model/game_state.dart';
|
||||
import 'package:asciineverdie/src/core/model/pq_config.dart';
|
||||
import 'package:asciineverdie/src/core/util/pq_logic.dart' as pq_logic;
|
||||
|
||||
/// 퀘스트(quest) 완료 및 플롯(plot) 진행을 담당하는 핸들러.
|
||||
class QuestCompletionHandler {
|
||||
const QuestCompletionHandler({
|
||||
required this.config,
|
||||
required this.rewards,
|
||||
required this.recalculateEncumbrance,
|
||||
});
|
||||
|
||||
final PqConfig config;
|
||||
final RewardService rewards;
|
||||
|
||||
/// 무게(encumbrance) 재계산 콜백
|
||||
final GameState Function(GameState) recalculateEncumbrance;
|
||||
|
||||
/// 퀘스트 진행 처리
|
||||
({GameState state, ProgressState progress, QueueState queue, bool completed})
|
||||
handleQuestProgress(
|
||||
GameState state,
|
||||
ProgressState progress,
|
||||
QueueState queue,
|
||||
bool gain,
|
||||
int incrementSeconds,
|
||||
) {
|
||||
var nextState = state;
|
||||
var questDone = false;
|
||||
|
||||
final canQuestProgress =
|
||||
gain &&
|
||||
progress.plotStageCount > 1 &&
|
||||
progress.questCount > 0 &&
|
||||
progress.quest.max > 0;
|
||||
|
||||
if (canQuestProgress) {
|
||||
if (progress.quest.position + incrementSeconds >= progress.quest.max) {
|
||||
nextState = completeQuest(nextState);
|
||||
questDone = true;
|
||||
progress = nextState.progress;
|
||||
queue = nextState.queue;
|
||||
} else {
|
||||
progress = progress.copyWith(
|
||||
quest: progress.quest.copyWith(
|
||||
position: progress.quest.position + incrementSeconds,
|
||||
),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
return (
|
||||
state: nextState,
|
||||
progress: progress,
|
||||
queue: queue,
|
||||
completed: questDone,
|
||||
);
|
||||
}
|
||||
|
||||
/// 퀘스트 완료 처리 (보상 적용, 다음 퀘스트 생성)
|
||||
GameState completeQuest(GameState state) {
|
||||
final result = pq_logic.completeQuest(
|
||||
config,
|
||||
state.rng,
|
||||
state.traits.level,
|
||||
);
|
||||
|
||||
var nextState = _applyReward(state, result.reward);
|
||||
final questCount = nextState.progress.questCount + 1;
|
||||
|
||||
// 퀘스트 히스토리(history) 업데이트: 이전 퀘스트 완료 표시, 새 퀘스트 추가
|
||||
final updatedQuestHistory = [
|
||||
...nextState.progress.questHistory.map(
|
||||
(e) => e.isComplete ? e : e.copyWith(isComplete: true),
|
||||
),
|
||||
HistoryEntry(caption: result.caption, isComplete: false),
|
||||
];
|
||||
|
||||
// 퀘스트 몬스터 정보 저장 (Exterminate 타입용)
|
||||
final questMonster = result.monsterIndex != null
|
||||
? QuestMonsterInfo(
|
||||
monsterData: result.monsterName!,
|
||||
monsterIndex: result.monsterIndex!,
|
||||
)
|
||||
: null;
|
||||
|
||||
// 큐에 퀘스트 태스크 추가
|
||||
final updatedQueue = QueueState(
|
||||
entries: [
|
||||
...nextState.queue.entries,
|
||||
QueueEntry(
|
||||
kind: QueueKind.task,
|
||||
durationMillis: 50 + nextState.rng.nextInt(100),
|
||||
caption: result.caption,
|
||||
taskType: TaskType.neutral,
|
||||
),
|
||||
],
|
||||
);
|
||||
|
||||
// 퀘스트 진행 바(bar) 리셋
|
||||
final progress = nextState.progress.copyWith(
|
||||
quest: ProgressBarState(
|
||||
position: 0,
|
||||
max: 50 + nextState.rng.nextInt(100),
|
||||
),
|
||||
questCount: questCount,
|
||||
questHistory: updatedQuestHistory,
|
||||
currentQuestMonster: questMonster,
|
||||
);
|
||||
|
||||
return recalculateEncumbrance(
|
||||
nextState.copyWith(progress: progress, queue: updatedQueue),
|
||||
);
|
||||
}
|
||||
|
||||
/// 플롯 진행 및 Act 보스(Boss) 소환 처리
|
||||
ProgressState handlePlotProgress(
|
||||
GameState state,
|
||||
ProgressState progress,
|
||||
bool gain,
|
||||
int incrementSeconds,
|
||||
) {
|
||||
if (gain &&
|
||||
progress.plot.max > 0 &&
|
||||
progress.plot.position >= progress.plot.max &&
|
||||
!progress.pendingActCompletion) {
|
||||
final actProgressionService = ActProgressionService(config: config);
|
||||
final actBoss = actProgressionService.createActBoss(state);
|
||||
return progress.copyWith(
|
||||
plot: progress.plot.copyWith(position: 0),
|
||||
currentCombat: actBoss,
|
||||
pendingActCompletion: true,
|
||||
);
|
||||
} else if (progress.currentTask.type != TaskType.load &&
|
||||
progress.plot.max > 0 &&
|
||||
!progress.pendingActCompletion) {
|
||||
final uncappedPlot = progress.plot.position + incrementSeconds;
|
||||
final int newPlotPos = uncappedPlot > progress.plot.max
|
||||
? progress.plot.max
|
||||
: uncappedPlot;
|
||||
return progress.copyWith(
|
||||
plot: progress.plot.copyWith(position: newPlotPos),
|
||||
);
|
||||
}
|
||||
return progress;
|
||||
}
|
||||
|
||||
/// Act 완료 처리 (보상 적용 후 다음 Act로 진행)
|
||||
/// gameComplete=true이면 최종 보스 격파로 게임 종료.
|
||||
({GameState state, bool gameComplete}) completeAct(GameState state) {
|
||||
final actProgressionService = ActProgressionService(config: config);
|
||||
|
||||
// Act 보상 먼저 적용
|
||||
final actRewards = actProgressionService.getActRewards(
|
||||
state.progress.plotStageCount,
|
||||
);
|
||||
var nextState = state;
|
||||
for (final reward in actRewards) {
|
||||
nextState = _applyReward(nextState, reward);
|
||||
}
|
||||
|
||||
// Act 완료 처리 (ActProgressionService 위임)
|
||||
final result = actProgressionService.completeAct(nextState);
|
||||
|
||||
return (
|
||||
state: recalculateEncumbrance(result.state),
|
||||
gameComplete: result.gameComplete,
|
||||
);
|
||||
}
|
||||
|
||||
GameState _applyReward(GameState state, pq_logic.RewardKind reward) {
|
||||
final updated = rewards.applyReward(state, reward);
|
||||
return recalculateEncumbrance(updated);
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user