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:
JiWoong Sul
2026-03-30 20:45:36 +09:00
parent a2496d219e
commit 6156eef90d
4 changed files with 519 additions and 410 deletions

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@@ -0,0 +1,92 @@
import 'package:asciineverdie/data/race_data.dart';
import 'package:asciineverdie/src/core/engine/game_mutations.dart';
import 'package:asciineverdie/src/core/engine/reward_service.dart';
import 'package:asciineverdie/src/core/model/game_state.dart';
import 'package:asciineverdie/src/core/util/balance_constants.dart';
/// 경험치(EXP) 획득 및 레벨업(level-up) 처리를 담당하는 핸들러.
class ExpHandler {
const ExpHandler({
required this.mutations,
required this.rewards,
required this.recalculateEncumbrance,
});
final GameMutations mutations;
final RewardService rewards;
/// 무게(encumbrance) 재계산 콜백
final GameState Function(GameState) recalculateEncumbrance;
/// 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);
}
/// 레벨업 처리 (스탯 증가, 스킬/주문 획득)
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,
),
);
// 스탯 2회, 주문(spell) 1회 획득 (원본 레벨업 규칙)
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);
}
}

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@@ -0,0 +1,129 @@
import 'package:asciineverdie/data/class_data.dart';
import 'package:asciineverdie/src/core/engine/loot_handler.dart';
import 'package:asciineverdie/src/core/engine/progress_service.dart';
import 'package:asciineverdie/src/core/model/class_traits.dart';
import 'package:asciineverdie/src/core/model/combat_event.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;
/// 킬 태스크(kill task) 완료 시 처리를 담당하는 핸들러.
///
/// HP 회복, 전리품(loot) 획득, 보스 처리 등을 수행한다.
class KillTaskHandler {
const KillTaskHandler({
required this.config,
required this.lootHandler,
required this.completeActFn,
});
final PqConfig config;
final LootHandler lootHandler;
/// Act 완료 처리 콜백 (ProgressService.completeAct 위임)
final ({GameState state, bool gameComplete}) Function(GameState)
completeActFn;
/// 킬 태스크 완료 처리 (HP 회복, 전리품, 보스 처리)
({
GameState state,
ProgressState progress,
QueueState queue,
ProgressTickResult? earlyReturn,
})
handle(GameState state, ProgressState progress, QueueState queue) {
var nextState = state;
// 전투 후 HP 회복(heal)
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(loot) 획득
final lootResult = lootHandler.winLoot(nextState);
nextState = lootResult.state;
// 물약(potion) 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);
}
// 보스(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(final boss) 처치 체크
if (progress.finalBossState == FinalBossState.fighting) {
progress = progress.copyWith(finalBossState: FinalBossState.defeated);
nextState = nextState.copyWith(progress: progress);
final actResult = completeActFn(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,
);
}
}

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@@ -1,17 +1,15 @@
import 'package:asciineverdie/data/class_data.dart';
import 'package:asciineverdie/data/game_text_l10n.dart' as l10n;
import 'package:asciineverdie/data/race_data.dart';
import 'package:asciineverdie/src/core/model/class_traits.dart';
import 'package:asciineverdie/src/core/engine/act_progression_service.dart';
import 'package:asciineverdie/src/core/engine/combat_tick_service.dart';
import 'package:asciineverdie/src/core/engine/death_handler.dart';
import 'package:asciineverdie/src/core/engine/exp_handler.dart';
import 'package:asciineverdie/src/core/engine/game_mutations.dart';
import 'package:asciineverdie/src/core/engine/kill_task_handler.dart';
import 'package:asciineverdie/src/core/engine/loot_handler.dart';
import 'package:asciineverdie/src/core/engine/market_service.dart';
import 'package:asciineverdie/src/core/engine/quest_completion_handler.dart';
import 'package:asciineverdie/src/core/engine/reward_service.dart';
import 'package:asciineverdie/src/core/engine/skill_service.dart';
import 'package:asciineverdie/src/core/engine/task_generator.dart';
import 'package:asciineverdie/src/core/model/combat_event.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/balance_constants.dart';
@@ -42,27 +40,68 @@ class ProgressTickResult {
leveledUp || completedQuest || completedAct || playerDied || gameComplete;
}
/// Drives quest/plot/task progression by applying queued actions and rewards.
/// 게임 진행(tick) 루프를 구동하는 메인 서비스.
///
/// 각 세부 처리는 핸들러에 위임한다:
/// - [KillTaskHandler]: 킬 태스크 완료 (HP 회복, 전리품, 보스)
/// - [QuestCompletionHandler]: 퀘스트/플롯 진행 및 Act 완료
/// - [ExpHandler]: 경험치 획득 및 레벨업
class ProgressService {
ProgressService({
required this.config,
required this.mutations,
required this.rewards,
}) : _taskGenerator = TaskGenerator(config: config),
_lootHandler = LootHandler(mutations: mutations);
_killTaskHandler = KillTaskHandler(
config: config,
lootHandler: LootHandler(mutations: mutations),
completeActFn: _placeholder,
),
_questHandler = QuestCompletionHandler(
config: config,
rewards: rewards,
recalculateEncumbrance: _placeholderState,
),
_expHandler = ExpHandler(
mutations: mutations,
rewards: rewards,
recalculateEncumbrance: _placeholderState,
) {
// 초기화 후 콜백(callback) 바인딩
_killTaskHandler = KillTaskHandler(
config: config,
lootHandler: LootHandler(mutations: mutations),
completeActFn: completeAct,
);
_questHandler = QuestCompletionHandler(
config: config,
rewards: rewards,
recalculateEncumbrance: _recalculateEncumbrance,
);
_expHandler = ExpHandler(
mutations: mutations,
rewards: rewards,
recalculateEncumbrance: _recalculateEncumbrance,
);
}
// 초기화 시점 placeholder (바로 덮어쓰여짐)
static ({GameState state, bool gameComplete}) _placeholder(GameState s) =>
(state: s, gameComplete: false);
static GameState _placeholderState(GameState s) => s;
final PqConfig config;
final GameMutations mutations;
final RewardService rewards;
final TaskGenerator _taskGenerator;
final LootHandler _lootHandler;
late KillTaskHandler _killTaskHandler;
late QuestCompletionHandler _questHandler;
late ExpHandler _expHandler;
static const _deathHandler = DeathHandler();
/// 새 게임 초기화 (원본 GoButtonClick, Main.pas:741-767)
/// Prologue 태스크들을 큐에 추가하고 첫 태스크 시작
GameState initializeNewGame(GameState state) {
// 초기 큐 설정 - ASCII NEVER DIE 세계관 프롤로그 (l10n 지원)
final prologueTexts = l10n.prologueTexts;
final initialQueue = <QueueEntry>[
QueueEntry(
@@ -97,20 +136,16 @@ class ProgressService {
),
];
// 첫 번째 태스크 시작 (원본 752줄)
final taskResult = pq_logic.startTask(
state.progress,
l10n.taskCompiling,
2 * 1000,
);
// ExpBar 초기화 (원본 743-746줄)
final expBar = ProgressBarState(
position: 0,
max: ExpConstants.requiredExp(1),
);
// PlotBar 초기화 - Prologue 5분 (300초)
final plotBar = const ProgressBarState(position: 0, max: 300);
final progress = taskResult.progress.copyWith(
@@ -120,7 +155,7 @@ class ProgressService {
caption: '${l10n.taskCompiling}...',
type: TaskType.load,
),
plotStageCount: 1, // Prologue
plotStageCount: 1,
questCount: 0,
plotHistory: [
HistoryEntry(caption: l10n.taskPrologue, isComplete: false),
@@ -136,7 +171,7 @@ class ProgressService {
);
}
/// Starts a task and tags its type (kill, plot, load, neutral).
/// 태스크 시작 (타입 태깅 포함)
GameState startTask(
GameState state, {
required String caption,
@@ -154,11 +189,11 @@ class ProgressService {
return state.copyWith(progress: progress);
}
/// Tick the timer loop (equivalent to Timer1Timer in the original code).
/// 메인 틱(tick) 처리 (원본 Timer1Timer 대응)
ProgressTickResult tick(GameState state, int elapsedMillis) {
final int clamped = elapsedMillis.clamp(0, 10000).toInt();
// 1. 스킬 시스템 업데이트 (시간, 버프, MP 회복)
// 1. 스킬 시스템 업데이트
var nextState = _updateSkillSystem(state, clamped);
var progress = nextState.progress;
var queue = nextState.queue;
@@ -180,7 +215,7 @@ class ProgressService {
// 4. 킬 태스크 완료 처리
if (gain) {
final killResult = _handleKillTaskCompletion(nextState, progress, queue);
final killResult = _killTaskHandler.handle(nextState, progress, queue);
if (killResult.earlyReturn != null) return killResult.earlyReturn!;
nextState = killResult.state;
progress = killResult.progress;
@@ -200,14 +235,18 @@ class ProgressService {
// 6. 경험치/레벨업 처리
if (gain && nextState.traits.level < 100 && monsterExpReward > 0) {
final expResult = _handleExpGain(nextState, progress, monsterExpReward);
final expResult = _expHandler.handleExpGain(
nextState,
progress,
monsterExpReward,
);
nextState = expResult.state;
progress = expResult.progress;
leveledUp = expResult.leveledUp;
}
// 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,

View 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);
}
}