refactor(engine): 엔진 서비스 분리 및 리팩토링

- progress_service에서 death_handler, loot_handler, task_generator 분리
- combat_tick_service에서 player_attack_processor 분리
- arena_service에서 arena_combat_simulator 분리
- skill_service에서 skill_auto_selector 분리
This commit is contained in:
JiWoong Sul
2026-02-23 15:49:20 +09:00
parent 8f351df0b6
commit 68284323c8
12 changed files with 1662 additions and 1379 deletions

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@@ -1,7 +1,7 @@
import 'dart:math' as math;
import 'package:asciineverdie/data/game_text_l10n.dart' as l10n;
import 'package:asciineverdie/src/core/animation/monster_size.dart';
import 'package:asciineverdie/src/shared/animation/monster_size.dart';
import 'package:asciineverdie/src/core/engine/combat_calculator.dart';
import 'package:asciineverdie/src/core/model/combat_state.dart';
import 'package:asciineverdie/src/core/model/combat_stats.dart';

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@@ -71,15 +71,14 @@ class AdService {
// ─────────────────────────────────────────────────────────────────────────
// 프로덕션 광고 ID (AdMob 콘솔에서 생성 후 교체)
// ─────────────────────────────────────────────────────────────────────────
// TODO: AdMob 콘솔에서 광고 단위 생성 후 아래 ID 교체
static const String _prodRewardedAndroid =
'ca-app-pub-XXXXXXXXXXXXXXXX/XXXXXXXXXX'; // Android 리워드 광고
'ca-app-pub-6691216385521068/3457464395'; // Android 리워드 광고
static const String _prodRewardedIos =
'ca-app-pub-XXXXXXXXXXXXXXXX/XXXXXXXXXX'; // iOS 리워드 광고
'ca-app-pub-XXXXXXXXXXXXXXXX/XXXXXXXXXX'; // TODO: iOS 리워드 광고 ID 교체
static const String _prodInterstitialAndroid =
'ca-app-pub-XXXXXXXXXXXXXXXX/XXXXXXXXXX'; // Android 인터스티셜 광고
'ca-app-pub-6691216385521068/1625507977'; // Android 인터스티셜 광고
static const String _prodInterstitialIos =
'ca-app-pub-XXXXXXXXXXXXXXXX/XXXXXXXXXX'; // iOS 인터스티셜 광고
'ca-app-pub-XXXXXXXXXXXXXXXX/XXXXXXXXXX'; // TODO: iOS 인터스티셜 광고 ID 교체
/// 리워드 광고 단위 ID (릴리즈 빌드: 프로덕션 ID, 디버그 빌드: 테스트 ID)
String get _rewardAdUnitId {

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@@ -0,0 +1,497 @@
import 'package:asciineverdie/data/skill_data.dart';
import 'package:asciineverdie/src/core/engine/combat_calculator.dart';
import 'package:asciineverdie/src/core/engine/skill_service.dart';
import 'package:asciineverdie/src/core/model/arena_match.dart';
import 'package:asciineverdie/src/core/model/combat_stats.dart';
import 'package:asciineverdie/src/core/model/game_state.dart';
import 'package:asciineverdie/src/core/model/hall_of_fame.dart';
import 'package:asciineverdie/src/core/model/monster_combat_stats.dart';
import 'package:asciineverdie/src/core/model/skill.dart';
import 'package:asciineverdie/src/core/util/deterministic_random.dart';
/// 아레나 전투 시뮬레이터
///
/// ArenaService에서 분리된 전투 시뮬레이션 로직.
/// 스킬 시스템을 포함한 턴 기반 전투를 처리한다.
class ArenaCombatSimulator {
ArenaCombatSimulator({required DeterministicRandom rng})
: _rng = rng,
_skillService = SkillService(rng: rng);
final DeterministicRandom _rng;
final SkillService _skillService;
/// 전투 시뮬레이션 (애니메이션용 스트림)
Stream<ArenaCombatTurn> simulateCombat(ArenaMatch match) async* {
final challengerStats = match.challenger.finalStats;
final opponentStats = match.opponent.finalStats;
if (challengerStats == null || opponentStats == null) {
return;
}
final calculator = CombatCalculator(rng: _rng);
// 스킬 ID 목록 로드
var challengerSkillIds = _getSkillIdsFromEntry(match.challenger);
var opponentSkillIds = _getSkillIdsFromEntry(match.opponent);
if (challengerSkillIds.isEmpty) {
challengerSkillIds = SkillData.defaultSkillIds;
}
if (opponentSkillIds.isEmpty) {
opponentSkillIds = SkillData.defaultSkillIds;
}
// 스킬 시스템 상태 초기화
var challengerSkillSystem = SkillSystemState.empty();
var opponentSkillSystem = SkillSystemState.empty();
// DOT 및 디버프 추적
var challengerDoTs = <DotEffect>[];
var opponentDoTs = <DotEffect>[];
var challengerDebuffs = <ActiveBuff>[];
var opponentDebuffs = <ActiveBuff>[];
var playerCombatStats = challengerStats.copyWith(
hpCurrent: challengerStats.hpMax,
mpCurrent: challengerStats.mpMax,
);
var opponentCombatStats = opponentStats.copyWith(
hpCurrent: opponentStats.hpMax,
mpCurrent: opponentStats.mpMax,
);
int playerAccum = 0;
int opponentAccum = 0;
int elapsedMs = 0;
const tickMs = 200;
int turns = 0;
// 초기 상태 전송
yield ArenaCombatTurn(
challengerHp: playerCombatStats.hpCurrent,
opponentHp: opponentCombatStats.hpCurrent,
challengerHpMax: playerCombatStats.hpMax,
opponentHpMax: opponentCombatStats.hpMax,
challengerMp: playerCombatStats.mpCurrent,
opponentMp: opponentCombatStats.mpCurrent,
challengerMpMax: playerCombatStats.mpMax,
opponentMpMax: opponentCombatStats.mpMax,
);
while (playerCombatStats.isAlive && opponentCombatStats.hpCurrent > 0) {
playerAccum += tickMs;
opponentAccum += tickMs;
elapsedMs += tickMs;
// 스킬 시스템 시간 업데이트
challengerSkillSystem = challengerSkillSystem.copyWith(
elapsedMs: elapsedMs,
);
opponentSkillSystem = opponentSkillSystem.copyWith(elapsedMs: elapsedMs);
int? challengerDamage;
int? opponentDamage;
bool isChallengerCritical = false;
bool isOpponentCritical = false;
bool isChallengerEvaded = false;
bool isOpponentEvaded = false;
bool isChallengerBlocked = false;
bool isOpponentBlocked = false;
String? challengerSkillUsed;
String? opponentSkillUsed;
int? challengerHealAmount;
int? opponentHealAmount;
// DOT 틱 처리
final dotResult = _processDotTicks(
challengerDoTs: challengerDoTs,
opponentDoTs: opponentDoTs,
playerStats: playerCombatStats,
opponentStats: opponentCombatStats,
tickMs: tickMs,
);
challengerDoTs = dotResult.challengerDoTs;
opponentDoTs = dotResult.opponentDoTs;
playerCombatStats = dotResult.playerStats;
opponentCombatStats = dotResult.opponentStats;
// 만료된 디버프 정리
challengerDebuffs = challengerDebuffs
.where((ActiveBuff d) => !d.isExpired(elapsedMs))
.toList();
opponentDebuffs = opponentDebuffs
.where((ActiveBuff d) => !d.isExpired(elapsedMs))
.toList();
// 도전자 턴
if (playerAccum >= playerCombatStats.attackDelayMs) {
playerAccum = 0;
var opponentMonsterStats = MonsterCombatStats.fromCombatStats(
opponentCombatStats,
match.opponent.characterName,
);
final turnResult = _processCharacterTurn(
player: playerCombatStats,
target: opponentCombatStats,
targetMonster: opponentMonsterStats,
targetName: match.opponent.characterName,
entry: match.challenger,
skillIds: challengerSkillIds,
skillSystem: challengerSkillSystem,
activeDoTs: challengerDoTs,
activeDebuffs: opponentDebuffs,
calculator: calculator,
elapsedMs: elapsedMs,
);
playerCombatStats = turnResult.player;
opponentCombatStats = turnResult.target;
challengerSkillSystem = turnResult.skillSystem;
challengerDoTs = turnResult.activeDoTs;
opponentDebuffs = turnResult.targetDebuffs;
challengerDamage = turnResult.damage;
isChallengerCritical = turnResult.isCritical;
isOpponentEvaded = turnResult.isTargetEvaded;
challengerSkillUsed = turnResult.skillUsed;
challengerHealAmount = turnResult.healAmount;
}
// 상대 턴
if (opponentCombatStats.hpCurrent > 0 &&
opponentAccum >= opponentCombatStats.attackDelayMs) {
opponentAccum = 0;
var challengerMonsterStats = MonsterCombatStats.fromCombatStats(
playerCombatStats,
match.challenger.characterName,
);
final turnResult = _processCharacterTurn(
player: opponentCombatStats,
target: playerCombatStats,
targetMonster: challengerMonsterStats,
targetName: match.challenger.characterName,
entry: match.opponent,
skillIds: opponentSkillIds,
skillSystem: opponentSkillSystem,
activeDoTs: opponentDoTs,
activeDebuffs: challengerDebuffs,
calculator: calculator,
elapsedMs: elapsedMs,
);
opponentCombatStats = turnResult.player;
playerCombatStats = turnResult.target;
opponentSkillSystem = turnResult.skillSystem;
opponentDoTs = turnResult.activeDoTs;
challengerDebuffs = turnResult.targetDebuffs;
opponentDamage = turnResult.damage;
isOpponentCritical = turnResult.isCritical;
isChallengerEvaded = turnResult.isTargetEvaded;
isChallengerBlocked = turnResult.isTargetBlocked;
opponentSkillUsed = turnResult.skillUsed;
opponentHealAmount = turnResult.healAmount;
}
// 액션이 발생했을 때만 턴 전송
final hasAction =
challengerDamage != null ||
opponentDamage != null ||
challengerHealAmount != null ||
opponentHealAmount != null ||
challengerSkillUsed != null ||
opponentSkillUsed != null;
if (hasAction) {
turns++;
yield ArenaCombatTurn(
challengerDamage: challengerDamage,
opponentDamage: opponentDamage,
challengerHp: playerCombatStats.hpCurrent,
opponentHp: opponentCombatStats.hpCurrent,
challengerHpMax: playerCombatStats.hpMax,
opponentHpMax: opponentCombatStats.hpMax,
challengerMp: playerCombatStats.mpCurrent,
opponentMp: opponentCombatStats.mpCurrent,
challengerMpMax: playerCombatStats.mpMax,
opponentMpMax: opponentCombatStats.mpMax,
isChallengerCritical: isChallengerCritical,
isOpponentCritical: isOpponentCritical,
isChallengerEvaded: isChallengerEvaded,
isOpponentEvaded: isOpponentEvaded,
isChallengerBlocked: isChallengerBlocked,
isOpponentBlocked: isOpponentBlocked,
challengerSkillUsed: challengerSkillUsed,
opponentSkillUsed: opponentSkillUsed,
challengerHealAmount: challengerHealAmount,
opponentHealAmount: opponentHealAmount,
);
await Future<void>.delayed(const Duration(milliseconds: 100));
}
if (turns > 1000) break;
}
}
/// DOT 틱 처리 (양측)
({
List<DotEffect> challengerDoTs,
List<DotEffect> opponentDoTs,
CombatStats playerStats,
CombatStats opponentStats,
})
_processDotTicks({
required List<DotEffect> challengerDoTs,
required List<DotEffect> opponentDoTs,
required CombatStats playerStats,
required CombatStats opponentStats,
required int tickMs,
}) {
var updatedPlayerStats = playerStats;
var updatedOpponentStats = opponentStats;
// 도전자 -> 상대에게 적용된 DOT
var dotDamageToOpponent = 0;
final updatedChallengerDoTs = <DotEffect>[];
for (final dot in challengerDoTs) {
final (updatedDot, ticksTriggered) = dot.tick(tickMs);
if (ticksTriggered > 0) {
dotDamageToOpponent += dot.damagePerTick * ticksTriggered;
}
if (updatedDot.isActive) updatedChallengerDoTs.add(updatedDot);
}
if (dotDamageToOpponent > 0 && updatedOpponentStats.hpCurrent > 0) {
updatedOpponentStats = updatedOpponentStats.copyWith(
hpCurrent: (updatedOpponentStats.hpCurrent - dotDamageToOpponent).clamp(
0,
updatedOpponentStats.hpMax,
),
);
}
// 상대 -> 도전자에게 적용된 DOT
var dotDamageToChallenger = 0;
final updatedOpponentDoTs = <DotEffect>[];
for (final dot in opponentDoTs) {
final (updatedDot, ticksTriggered) = dot.tick(tickMs);
if (ticksTriggered > 0) {
dotDamageToChallenger += dot.damagePerTick * ticksTriggered;
}
if (updatedDot.isActive) updatedOpponentDoTs.add(updatedDot);
}
if (dotDamageToChallenger > 0 && updatedPlayerStats.isAlive) {
updatedPlayerStats = updatedPlayerStats.copyWith(
hpCurrent: (updatedPlayerStats.hpCurrent - dotDamageToChallenger).clamp(
0,
updatedPlayerStats.hpMax,
),
);
}
return (
challengerDoTs: updatedChallengerDoTs,
opponentDoTs: updatedOpponentDoTs,
playerStats: updatedPlayerStats,
opponentStats: updatedOpponentStats,
);
}
/// 캐릭터 턴 처리 (도전자/상대 공통)
({
CombatStats player,
CombatStats target,
SkillSystemState skillSystem,
List<DotEffect> activeDoTs,
List<ActiveBuff> targetDebuffs,
int? damage,
bool isCritical,
bool isTargetEvaded,
bool isTargetBlocked,
String? skillUsed,
int? healAmount,
})
_processCharacterTurn({
required CombatStats player,
required CombatStats target,
required MonsterCombatStats targetMonster,
required String targetName,
required HallOfFameEntry entry,
required List<String> skillIds,
required SkillSystemState skillSystem,
required List<DotEffect> activeDoTs,
required List<ActiveBuff> activeDebuffs,
required CombatCalculator calculator,
required int elapsedMs,
}) {
int? damage;
bool isCritical = false;
bool isTargetEvaded = false;
bool isTargetBlocked = false;
String? skillUsed;
int? healAmount;
var updatedPlayer = player;
var updatedTarget = target;
var updatedSkillSystem = skillSystem;
var updatedDoTs = [...activeDoTs];
var updatedDebuffs = [...activeDebuffs];
final selectedSkill = _skillService.selectAutoSkill(
player: updatedPlayer,
monster: targetMonster,
skillSystem: updatedSkillSystem,
availableSkillIds: skillIds,
activeDoTs: updatedDoTs,
activeDebuffs: updatedDebuffs,
);
if (selectedSkill != null && selectedSkill.isAttack) {
final skillRank = _getSkillRankFromEntry(entry, selectedSkill.id);
final skillResult = _skillService.useAttackSkillWithRank(
skill: selectedSkill,
player: updatedPlayer,
monster: targetMonster,
skillSystem: updatedSkillSystem,
rank: skillRank,
);
updatedPlayer = skillResult.updatedPlayer;
updatedTarget = updatedTarget.copyWith(
hpCurrent: skillResult.updatedMonster.hpCurrent,
);
updatedSkillSystem = skillResult.updatedSkillSystem;
skillUsed = selectedSkill.name;
damage = skillResult.result.damage;
} else if (selectedSkill != null && selectedSkill.isDot) {
final skillResult = _skillService.useDotSkill(
skill: selectedSkill,
player: updatedPlayer,
skillSystem: updatedSkillSystem,
playerInt: updatedPlayer.atk ~/ 10,
playerWis: updatedPlayer.def ~/ 10,
);
updatedPlayer = skillResult.updatedPlayer;
updatedSkillSystem = skillResult.updatedSkillSystem;
if (skillResult.dotEffect != null) {
updatedDoTs.add(skillResult.dotEffect!);
}
skillUsed = selectedSkill.name;
} else if (selectedSkill != null && selectedSkill.isHeal) {
final skillResult = _skillService.useHealSkill(
skill: selectedSkill,
player: updatedPlayer,
skillSystem: updatedSkillSystem,
);
updatedPlayer = skillResult.updatedPlayer;
updatedSkillSystem = skillResult.updatedSkillSystem;
skillUsed = selectedSkill.name;
healAmount = skillResult.result.healedAmount;
} else if (selectedSkill != null && selectedSkill.isBuff) {
final skillResult = _skillService.useBuffSkill(
skill: selectedSkill,
player: updatedPlayer,
skillSystem: updatedSkillSystem,
);
updatedPlayer = skillResult.updatedPlayer;
updatedSkillSystem = skillResult.updatedSkillSystem;
skillUsed = selectedSkill.name;
} else if (selectedSkill != null && selectedSkill.isDebuff) {
final skillResult = _skillService.useDebuffSkill(
skill: selectedSkill,
player: updatedPlayer,
skillSystem: updatedSkillSystem,
currentDebuffs: updatedDebuffs,
);
updatedPlayer = skillResult.updatedPlayer;
updatedSkillSystem = skillResult.updatedSkillSystem;
final debuffEffect = skillResult.debuffEffect;
if (debuffEffect != null) {
updatedDebuffs =
updatedDebuffs
.where((ActiveBuff d) => d.effect.id != debuffEffect.effect.id)
.toList()
..add(debuffEffect);
}
skillUsed = selectedSkill.name;
} else {
// 일반 공격
final opponentMonsterStats = MonsterCombatStats.fromCombatStats(
updatedTarget,
targetName,
);
final result = calculator.playerAttackMonster(
attacker: updatedPlayer,
defender: opponentMonsterStats,
);
updatedTarget = updatedTarget.copyWith(
hpCurrent: result.updatedDefender.hpCurrent,
);
if (result.result.isHit) {
damage = result.result.damage;
isCritical = result.result.isCritical;
} else {
isTargetEvaded = true;
}
}
return (
player: updatedPlayer,
target: updatedTarget,
skillSystem: updatedSkillSystem,
activeDoTs: updatedDoTs,
targetDebuffs: updatedDebuffs,
damage: damage,
isCritical: isCritical,
isTargetEvaded: isTargetEvaded,
isTargetBlocked: isTargetBlocked,
skillUsed: skillUsed,
healAmount: healAmount,
);
}
/// 스킬 ID 목록 추출 (HallOfFameEntry에서)
List<String> _getSkillIdsFromEntry(HallOfFameEntry entry) {
final skillData = entry.finalSkills;
if (skillData == null || skillData.isEmpty) return [];
final skillIds = <String>[];
for (final data in skillData) {
final skillName = data['name'];
if (skillName != null) {
final skill = SkillData.getSkillBySpellName(skillName);
if (skill != null) {
skillIds.add(skill.id);
}
}
}
return skillIds;
}
/// 스킬 랭크 조회 (HallOfFameEntry의 finalSkills에서)
int _getSkillRankFromEntry(HallOfFameEntry entry, String skillId) {
final skill = SkillData.getSkillById(skillId);
if (skill == null) return 1;
final skillData = entry.finalSkills;
if (skillData == null || skillData.isEmpty) return 1;
for (final data in skillData) {
if (data['name'] == skill.name) {
final rankStr = data['rank'] ?? 'I';
return switch (rankStr) {
'I' => 1,
'II' => 2,
'III' => 3,
'IV' => 4,
'V' => 5,
_ => 1,
};
}
}
return 1;
}
}

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@@ -1,14 +1,11 @@
import 'package:asciineverdie/data/skill_data.dart';
import 'package:asciineverdie/src/core/engine/arena_combat_simulator.dart';
import 'package:asciineverdie/src/core/engine/combat_calculator.dart';
import 'package:asciineverdie/src/core/engine/item_service.dart';
import 'package:asciineverdie/src/core/engine/skill_service.dart';
import 'package:asciineverdie/src/core/model/arena_match.dart';
import 'package:asciineverdie/src/core/model/equipment_item.dart';
import 'package:asciineverdie/src/core/model/equipment_slot.dart';
import 'package:asciineverdie/src/core/model/game_state.dart';
import 'package:asciineverdie/src/core/model/hall_of_fame.dart';
import 'package:asciineverdie/src/core/model/monster_combat_stats.dart';
import 'package:asciineverdie/src/core/model/skill.dart';
import 'package:asciineverdie/src/core/util/deterministic_random.dart';
/// 아레나 서비스
@@ -23,64 +20,6 @@ class ArenaService {
final DeterministicRandom _rng;
late final SkillService _skillService = SkillService(rng: _rng);
// ============================================================================
// 스킬 시스템 헬퍼
// ============================================================================
/// HallOfFameEntry의 finalSkills에서 Skill 목록 추출
List<Skill> _getSkillsFromEntry(HallOfFameEntry entry) {
final skillData = entry.finalSkills;
if (skillData == null || skillData.isEmpty) return [];
final skills = <Skill>[];
for (final data in skillData) {
final skillName = data['name'];
if (skillName != null) {
final skill = SkillData.getSkillBySpellName(skillName);
if (skill != null) {
skills.add(skill);
}
}
}
return skills;
}
/// 스킬 ID 목록 추출 (HallOfFameEntry에서)
List<String> _getSkillIdsFromEntry(HallOfFameEntry entry) {
return _getSkillsFromEntry(entry).map((s) => s.id).toList();
}
/// 스킬 랭크 조회 (HallOfFameEntry의 finalSkills에서)
int _getSkillRankFromEntry(HallOfFameEntry entry, String skillId) {
final skill = SkillData.getSkillById(skillId);
if (skill == null) return 1;
final skillData = entry.finalSkills;
if (skillData == null || skillData.isEmpty) return 1;
for (final data in skillData) {
if (data['name'] == skill.name) {
final rankStr = data['rank'] ?? 'I';
return _romanToInt(rankStr);
}
}
return 1;
}
/// 로마 숫자 → 정수 변환
int _romanToInt(String roman) {
return switch (roman) {
'I' => 1,
'II' => 2,
'III' => 3,
'IV' => 4,
'V' => 5,
_ => 1,
};
}
// ============================================================================
// 상대 결정
// ============================================================================
@@ -230,452 +169,10 @@ class ArenaService {
/// 전투 시뮬레이션 (애니메이션용 스트림)
///
/// progress_service._processCombatTickWithSkills()와 동일한 로직 사용
/// [match] 대전 정보
/// Returns: 턴별 전투 상황 스트림
Stream<ArenaCombatTurn> simulateCombat(ArenaMatch match) async* {
final calculator = CombatCalculator(rng: _rng);
final challengerStats = match.challenger.finalStats;
final opponentStats = match.opponent.finalStats;
if (challengerStats == null || opponentStats == null) {
return;
}
// 스킬 ID 목록 로드 (SkillBook과 동일한 방식)
var challengerSkillIds = _getSkillIdsFromEntry(match.challenger);
var opponentSkillIds = _getSkillIdsFromEntry(match.opponent);
// 스킬이 없으면 기본 스킬 사용
if (challengerSkillIds.isEmpty) {
challengerSkillIds = SkillData.defaultSkillIds;
}
if (opponentSkillIds.isEmpty) {
opponentSkillIds = SkillData.defaultSkillIds;
}
// 스킬 시스템 상태 초기화
var challengerSkillSystem = SkillSystemState.empty();
var opponentSkillSystem = SkillSystemState.empty();
// DOT 및 디버프 추적 (일반 전투와 동일)
var challengerDoTs = <DotEffect>[];
var opponentDoTs = <DotEffect>[];
var challengerDebuffs = <ActiveBuff>[];
var opponentDebuffs = <ActiveBuff>[];
var playerCombatStats = challengerStats.copyWith(
hpCurrent: challengerStats.hpMax,
mpCurrent: challengerStats.mpMax,
);
var opponentCombatStats = opponentStats.copyWith(
hpCurrent: opponentStats.hpMax,
mpCurrent: opponentStats.mpMax,
);
var opponentMonsterStats = MonsterCombatStats.fromCombatStats(
opponentCombatStats,
match.opponent.characterName,
);
var challengerMonsterStats = MonsterCombatStats.fromCombatStats(
playerCombatStats,
match.challenger.characterName,
);
int playerAccum = 0;
int opponentAccum = 0;
int elapsedMs = 0;
const tickMs = 200;
int turns = 0;
// 초기 상태 전송
yield ArenaCombatTurn(
challengerHp: playerCombatStats.hpCurrent,
opponentHp: opponentCombatStats.hpCurrent,
challengerHpMax: playerCombatStats.hpMax,
opponentHpMax: opponentCombatStats.hpMax,
challengerMp: playerCombatStats.mpCurrent,
opponentMp: opponentCombatStats.mpCurrent,
challengerMpMax: playerCombatStats.mpMax,
opponentMpMax: opponentCombatStats.mpMax,
);
while (playerCombatStats.isAlive && opponentCombatStats.hpCurrent > 0) {
playerAccum += tickMs;
opponentAccum += tickMs;
elapsedMs += tickMs;
// 스킬 시스템 시간 업데이트
challengerSkillSystem = challengerSkillSystem.copyWith(
elapsedMs: elapsedMs,
);
opponentSkillSystem = opponentSkillSystem.copyWith(elapsedMs: elapsedMs);
int? challengerDamage;
int? opponentDamage;
bool isChallengerCritical = false;
bool isOpponentCritical = false;
bool isChallengerEvaded = false;
bool isOpponentEvaded = false;
bool isChallengerBlocked = false;
bool isOpponentBlocked = false;
String? challengerSkillUsed;
String? opponentSkillUsed;
int? challengerHealAmount;
int? opponentHealAmount;
// =========================================================================
// DOT 틱 처리 (도전자 → 상대에게 적용된 DOT)
// =========================================================================
var dotDamageToOpponent = 0;
final updatedChallengerDoTs = <DotEffect>[];
for (final dot in challengerDoTs) {
final (updatedDot, ticksTriggered) = dot.tick(tickMs);
if (ticksTriggered > 0) {
dotDamageToOpponent += dot.damagePerTick * ticksTriggered;
}
if (updatedDot.isActive) {
updatedChallengerDoTs.add(updatedDot);
}
}
challengerDoTs = updatedChallengerDoTs;
if (dotDamageToOpponent > 0 && opponentCombatStats.hpCurrent > 0) {
opponentCombatStats = opponentCombatStats.copyWith(
hpCurrent: (opponentCombatStats.hpCurrent - dotDamageToOpponent)
.clamp(0, opponentCombatStats.hpMax),
);
}
// DOT 틱 처리 (상대 → 도전자에게 적용된 DOT)
var dotDamageToChallenger = 0;
final updatedOpponentDoTs = <DotEffect>[];
for (final dot in opponentDoTs) {
final (updatedDot, ticksTriggered) = dot.tick(tickMs);
if (ticksTriggered > 0) {
dotDamageToChallenger += dot.damagePerTick * ticksTriggered;
}
if (updatedDot.isActive) {
updatedOpponentDoTs.add(updatedDot);
}
}
opponentDoTs = updatedOpponentDoTs;
if (dotDamageToChallenger > 0 && playerCombatStats.isAlive) {
playerCombatStats = playerCombatStats.copyWith(
hpCurrent: (playerCombatStats.hpCurrent - dotDamageToChallenger)
.clamp(0, playerCombatStats.hpMax),
);
}
// =========================================================================
// 만료된 디버프 정리
// =========================================================================
challengerDebuffs = challengerDebuffs
.where((ActiveBuff d) => !d.isExpired(elapsedMs))
.toList();
opponentDebuffs = opponentDebuffs
.where((ActiveBuff d) => !d.isExpired(elapsedMs))
.toList();
// =========================================================================
// 도전자 턴 (selectAutoSkill 사용 - 일반 전투와 동일)
// =========================================================================
if (playerAccum >= playerCombatStats.attackDelayMs) {
playerAccum = 0;
// 상대 몬스터 스탯 동기화
opponentMonsterStats = MonsterCombatStats.fromCombatStats(
opponentCombatStats,
match.opponent.characterName,
);
// 스킬 자동 선택 (progress_service와 동일한 로직)
final selectedSkill = _skillService.selectAutoSkill(
player: playerCombatStats,
monster: opponentMonsterStats,
skillSystem: challengerSkillSystem,
availableSkillIds: challengerSkillIds,
activeDoTs: challengerDoTs,
activeDebuffs: opponentDebuffs,
);
if (selectedSkill != null && selectedSkill.isAttack) {
// 스킬 랭크 조회 및 적용
final skillRank = _getSkillRankFromEntry(
match.challenger,
selectedSkill.id,
);
final skillResult = _skillService.useAttackSkillWithRank(
skill: selectedSkill,
player: playerCombatStats,
monster: opponentMonsterStats,
skillSystem: challengerSkillSystem,
rank: skillRank,
);
playerCombatStats = skillResult.updatedPlayer;
opponentCombatStats = opponentCombatStats.copyWith(
hpCurrent: skillResult.updatedMonster.hpCurrent,
);
challengerSkillSystem = skillResult.updatedSkillSystem;
challengerSkillUsed = selectedSkill.name;
challengerDamage = skillResult.result.damage;
} else if (selectedSkill != null && selectedSkill.isDot) {
// DOT 스킬 사용
final skillResult = _skillService.useDotSkill(
skill: selectedSkill,
player: playerCombatStats,
skillSystem: challengerSkillSystem,
playerInt: playerCombatStats.atk ~/ 10,
playerWis: playerCombatStats.def ~/ 10,
);
playerCombatStats = skillResult.updatedPlayer;
challengerSkillSystem = skillResult.updatedSkillSystem;
if (skillResult.dotEffect != null) {
challengerDoTs.add(skillResult.dotEffect!);
}
challengerSkillUsed = selectedSkill.name;
} else if (selectedSkill != null && selectedSkill.isHeal) {
// 회복 스킬 사용
final skillResult = _skillService.useHealSkill(
skill: selectedSkill,
player: playerCombatStats,
skillSystem: challengerSkillSystem,
);
playerCombatStats = skillResult.updatedPlayer;
challengerSkillSystem = skillResult.updatedSkillSystem;
challengerSkillUsed = selectedSkill.name;
challengerHealAmount = skillResult.result.healedAmount;
} else if (selectedSkill != null && selectedSkill.isBuff) {
// 버프 스킬 사용
final skillResult = _skillService.useBuffSkill(
skill: selectedSkill,
player: playerCombatStats,
skillSystem: challengerSkillSystem,
);
playerCombatStats = skillResult.updatedPlayer;
challengerSkillSystem = skillResult.updatedSkillSystem;
challengerSkillUsed = selectedSkill.name;
} else if (selectedSkill != null && selectedSkill.isDebuff) {
// 디버프 스킬 사용
final skillResult = _skillService.useDebuffSkill(
skill: selectedSkill,
player: playerCombatStats,
skillSystem: challengerSkillSystem,
currentDebuffs: opponentDebuffs,
);
playerCombatStats = skillResult.updatedPlayer;
challengerSkillSystem = skillResult.updatedSkillSystem;
final debuffEffect = skillResult.debuffEffect;
if (debuffEffect != null) {
opponentDebuffs =
opponentDebuffs
.where(
(ActiveBuff d) => d.effect.id != debuffEffect.effect.id,
)
.toList()
..add(debuffEffect);
}
challengerSkillUsed = selectedSkill.name;
} else {
// 일반 공격
final result = calculator.playerAttackMonster(
attacker: playerCombatStats,
defender: opponentMonsterStats,
);
opponentCombatStats = opponentCombatStats.copyWith(
hpCurrent: result.updatedDefender.hpCurrent,
);
if (result.result.isHit) {
challengerDamage = result.result.damage;
isChallengerCritical = result.result.isCritical;
} else {
isOpponentEvaded = true;
}
}
}
// =========================================================================
// 상대 턴 (selectAutoSkill 사용 - 일반 전투와 동일)
// =========================================================================
if (opponentCombatStats.hpCurrent > 0 &&
opponentAccum >= opponentCombatStats.attackDelayMs) {
opponentAccum = 0;
// 도전자 몬스터 스탯 동기화
challengerMonsterStats = MonsterCombatStats.fromCombatStats(
playerCombatStats,
match.challenger.characterName,
);
// 스킬 자동 선택 (progress_service와 동일한 로직)
final selectedSkill = _skillService.selectAutoSkill(
player: opponentCombatStats,
monster: challengerMonsterStats,
skillSystem: opponentSkillSystem,
availableSkillIds: opponentSkillIds,
activeDoTs: opponentDoTs,
activeDebuffs: challengerDebuffs,
);
if (selectedSkill != null && selectedSkill.isAttack) {
// 스킬 랭크 조회 및 적용
final skillRank = _getSkillRankFromEntry(
match.opponent,
selectedSkill.id,
);
final skillResult = _skillService.useAttackSkillWithRank(
skill: selectedSkill,
player: opponentCombatStats,
monster: challengerMonsterStats,
skillSystem: opponentSkillSystem,
rank: skillRank,
);
opponentCombatStats = skillResult.updatedPlayer;
playerCombatStats = playerCombatStats.copyWith(
hpCurrent: skillResult.updatedMonster.hpCurrent,
);
opponentSkillSystem = skillResult.updatedSkillSystem;
opponentSkillUsed = selectedSkill.name;
opponentDamage = skillResult.result.damage;
} else if (selectedSkill != null && selectedSkill.isDot) {
// DOT 스킬 사용
final skillResult = _skillService.useDotSkill(
skill: selectedSkill,
player: opponentCombatStats,
skillSystem: opponentSkillSystem,
playerInt: opponentCombatStats.atk ~/ 10,
playerWis: opponentCombatStats.def ~/ 10,
);
opponentCombatStats = skillResult.updatedPlayer;
opponentSkillSystem = skillResult.updatedSkillSystem;
if (skillResult.dotEffect != null) {
opponentDoTs.add(skillResult.dotEffect!);
}
opponentSkillUsed = selectedSkill.name;
} else if (selectedSkill != null && selectedSkill.isHeal) {
// 회복 스킬 사용
final skillResult = _skillService.useHealSkill(
skill: selectedSkill,
player: opponentCombatStats,
skillSystem: opponentSkillSystem,
);
opponentCombatStats = skillResult.updatedPlayer;
opponentSkillSystem = skillResult.updatedSkillSystem;
opponentSkillUsed = selectedSkill.name;
opponentHealAmount = skillResult.result.healedAmount;
} else if (selectedSkill != null && selectedSkill.isBuff) {
// 버프 스킬 사용
final skillResult = _skillService.useBuffSkill(
skill: selectedSkill,
player: opponentCombatStats,
skillSystem: opponentSkillSystem,
);
opponentCombatStats = skillResult.updatedPlayer;
opponentSkillSystem = skillResult.updatedSkillSystem;
opponentSkillUsed = selectedSkill.name;
} else if (selectedSkill != null && selectedSkill.isDebuff) {
// 디버프 스킬 사용
final skillResult = _skillService.useDebuffSkill(
skill: selectedSkill,
player: opponentCombatStats,
skillSystem: opponentSkillSystem,
currentDebuffs: challengerDebuffs,
);
opponentCombatStats = skillResult.updatedPlayer;
opponentSkillSystem = skillResult.updatedSkillSystem;
final debuffEffect = skillResult.debuffEffect;
if (debuffEffect != null) {
challengerDebuffs =
challengerDebuffs
.where(
(ActiveBuff d) => d.effect.id != debuffEffect.effect.id,
)
.toList()
..add(debuffEffect);
}
opponentSkillUsed = selectedSkill.name;
} else {
// 일반 공격 (디버프 효과 적용)
var debuffedOpponent = opponentCombatStats;
if (challengerDebuffs.isNotEmpty) {
double atkMod = 0;
for (final debuff in challengerDebuffs) {
if (!debuff.isExpired(elapsedMs)) {
atkMod += debuff.effect.atkModifier;
}
}
final newAtk = (opponentCombatStats.atk * (1 + atkMod))
.round()
.clamp(opponentCombatStats.atk ~/ 10, opponentCombatStats.atk);
debuffedOpponent = opponentCombatStats.copyWith(atk: newAtk);
}
opponentMonsterStats = MonsterCombatStats.fromCombatStats(
debuffedOpponent,
match.opponent.characterName,
);
final result = calculator.monsterAttackPlayer(
attacker: opponentMonsterStats,
defender: playerCombatStats,
);
playerCombatStats = result.updatedDefender;
if (result.result.isHit) {
opponentDamage = result.result.damage;
isOpponentCritical = result.result.isCritical;
isChallengerBlocked = result.result.isBlocked;
} else {
isChallengerEvaded = true;
}
}
}
// 액션이 발생했을 때만 턴 전송
final hasAction =
challengerDamage != null ||
opponentDamage != null ||
challengerHealAmount != null ||
opponentHealAmount != null ||
challengerSkillUsed != null ||
opponentSkillUsed != null;
if (hasAction) {
turns++;
yield ArenaCombatTurn(
challengerDamage: challengerDamage,
opponentDamage: opponentDamage,
challengerHp: playerCombatStats.hpCurrent,
opponentHp: opponentCombatStats.hpCurrent,
challengerHpMax: playerCombatStats.hpMax,
opponentHpMax: opponentCombatStats.hpMax,
challengerMp: playerCombatStats.mpCurrent,
opponentMp: opponentCombatStats.mpCurrent,
challengerMpMax: playerCombatStats.mpMax,
opponentMpMax: opponentCombatStats.mpMax,
isChallengerCritical: isChallengerCritical,
isOpponentCritical: isOpponentCritical,
isChallengerEvaded: isChallengerEvaded,
isOpponentEvaded: isOpponentEvaded,
isChallengerBlocked: isChallengerBlocked,
isOpponentBlocked: isOpponentBlocked,
challengerSkillUsed: challengerSkillUsed,
opponentSkillUsed: opponentSkillUsed,
challengerHealAmount: challengerHealAmount,
opponentHealAmount: opponentHealAmount,
);
// 애니메이션을 위한 딜레이
await Future<void>.delayed(const Duration(milliseconds: 100));
}
// 무한 루프 방지
if (turns > 1000) break;
}
/// ArenaCombatSimulator에 위임하여 턴별 전투 상황을 스트림으로 반환.
Stream<ArenaCombatTurn> simulateCombat(ArenaMatch match) {
final simulator = ArenaCombatSimulator(rng: _rng);
return simulator.simulateCombat(match);
}
// ============================================================================
// AI 베팅 슬롯 선택

View File

@@ -2,6 +2,7 @@ import 'package:asciineverdie/data/class_data.dart';
import 'package:asciineverdie/data/skill_data.dart';
import 'package:asciineverdie/src/core/engine/combat_calculator.dart';
import 'package:asciineverdie/src/core/model/class_traits.dart';
import 'package:asciineverdie/src/core/engine/player_attack_processor.dart';
import 'package:asciineverdie/src/core/engine/potion_service.dart';
import 'package:asciineverdie/src/core/engine/skill_service.dart';
import 'package:asciineverdie/src/core/model/combat_event.dart';
@@ -126,7 +127,8 @@ class CombatTickService {
// 플레이어 공격 체크
if (playerAccumulator >= playerStats.attackDelayMs) {
final attackResult = _processPlayerAttack(
final attackProcessor = PlayerAttackProcessor(rng: rng);
final attackResult = attackProcessor.processAttack(
state: state,
playerStats: playerStats,
monsterStats: monsterStats,
@@ -363,249 +365,6 @@ class CombatTickService {
return null;
}
/// 플레이어 공격 처리
({
CombatStats playerStats,
MonsterCombatStats monsterStats,
SkillSystemState skillSystem,
List<DotEffect> activeDoTs,
List<ActiveBuff> activeDebuffs,
int totalDamageDealt,
List<CombatEvent> events,
bool isFirstPlayerAttack,
})
_processPlayerAttack({
required GameState state,
required CombatStats playerStats,
required MonsterCombatStats monsterStats,
required SkillSystemState updatedSkillSystem,
required List<DotEffect> activeDoTs,
required List<ActiveBuff> activeDebuffs,
required int totalDamageDealt,
required int timestamp,
required CombatCalculator calculator,
required SkillService skillService,
required bool isFirstPlayerAttack,
required double firstStrikeBonus,
required bool hasMultiAttack,
double healingMultiplier = 1.0,
}) {
final events = <CombatEvent>[];
var newPlayerStats = playerStats;
var newMonsterStats = monsterStats;
var newSkillSystem = updatedSkillSystem;
var newActiveDoTs = [...activeDoTs];
var newActiveBuffs = [...activeDebuffs];
var newTotalDamageDealt = totalDamageDealt;
// 장착된 스킬 슬롯에서 사용 가능한 스킬 ID 목록 조회
var availableSkillIds = state.skillSystem.equippedSkills.allSkills
.map((s) => s.id)
.toList();
// 장착된 스킬이 없으면 기본 스킬 사용
if (availableSkillIds.isEmpty) {
availableSkillIds = SkillData.defaultSkillIds;
}
final selectedSkill = skillService.selectAutoSkill(
player: newPlayerStats,
monster: newMonsterStats,
skillSystem: newSkillSystem,
availableSkillIds: availableSkillIds,
activeDoTs: newActiveDoTs,
activeDebuffs: newActiveBuffs,
);
if (selectedSkill != null && selectedSkill.isAttack) {
// 스킬 랭크 조회
final skillRank = skillService.getSkillRankFromSkillBook(
state.skillBook,
selectedSkill.id,
);
// 랭크 스케일링 적용된 공격 스킬 사용
final skillResult = skillService.useAttackSkillWithRank(
skill: selectedSkill,
player: newPlayerStats,
monster: newMonsterStats,
skillSystem: newSkillSystem,
rank: skillRank,
);
newPlayerStats = skillResult.updatedPlayer;
newMonsterStats = skillResult.updatedMonster;
newTotalDamageDealt += skillResult.result.damage;
newSkillSystem = skillResult.updatedSkillSystem.startGlobalCooldown();
events.add(
CombatEvent.playerSkill(
timestamp: timestamp,
skillName: selectedSkill.name,
damage: skillResult.result.damage,
targetName: newMonsterStats.name,
attackDelayMs: newPlayerStats.attackDelayMs,
),
);
} else if (selectedSkill != null && selectedSkill.isDot) {
final skillResult = skillService.useDotSkill(
skill: selectedSkill,
player: newPlayerStats,
skillSystem: newSkillSystem,
playerInt: state.stats.intelligence,
playerWis: state.stats.wis,
);
newPlayerStats = skillResult.updatedPlayer;
newSkillSystem = skillResult.updatedSkillSystem.startGlobalCooldown();
if (skillResult.dotEffect != null) {
newActiveDoTs.add(skillResult.dotEffect!);
}
events.add(
CombatEvent.playerSkill(
timestamp: timestamp,
skillName: selectedSkill.name,
damage: skillResult.result.damage,
targetName: newMonsterStats.name,
attackDelayMs: newPlayerStats.attackDelayMs,
),
);
} else if (selectedSkill != null && selectedSkill.isHeal) {
final skillResult = skillService.useHealSkill(
skill: selectedSkill,
player: newPlayerStats,
skillSystem: newSkillSystem,
healingMultiplier: healingMultiplier,
);
newPlayerStats = skillResult.updatedPlayer;
newSkillSystem = skillResult.updatedSkillSystem.startGlobalCooldown();
events.add(
CombatEvent.playerHeal(
timestamp: timestamp,
healAmount: skillResult.result.healedAmount,
skillName: selectedSkill.name,
),
);
} else if (selectedSkill != null && selectedSkill.isBuff) {
final skillResult = skillService.useBuffSkill(
skill: selectedSkill,
player: newPlayerStats,
skillSystem: newSkillSystem,
);
newPlayerStats = skillResult.updatedPlayer;
newSkillSystem = skillResult.updatedSkillSystem.startGlobalCooldown();
events.add(
CombatEvent.playerBuff(
timestamp: timestamp,
skillName: selectedSkill.name,
),
);
} else if (selectedSkill != null && selectedSkill.isDebuff) {
final skillResult = skillService.useDebuffSkill(
skill: selectedSkill,
player: newPlayerStats,
skillSystem: newSkillSystem,
currentDebuffs: newActiveBuffs,
);
newPlayerStats = skillResult.updatedPlayer;
newSkillSystem = skillResult.updatedSkillSystem.startGlobalCooldown();
if (skillResult.debuffEffect != null) {
newActiveBuffs =
newActiveBuffs
.where(
(d) => d.effect.id != skillResult.debuffEffect!.effect.id,
)
.toList()
..add(skillResult.debuffEffect!);
}
events.add(
CombatEvent.playerDebuff(
timestamp: timestamp,
skillName: selectedSkill.name,
targetName: newMonsterStats.name,
),
);
} else {
// 일반 공격
final attackResult = calculator.playerAttackMonster(
attacker: newPlayerStats,
defender: newMonsterStats,
);
newMonsterStats = attackResult.updatedDefender;
// 첫 공격 배율 적용 (예: Pointer Assassin 1.5배)
var damage = attackResult.result.damage;
if (isFirstPlayerAttack && firstStrikeBonus > 1.0) {
damage = (damage * firstStrikeBonus).round();
// 첫 공격 배율이 적용된 데미지로 몬스터 HP 재계산
final extraDamage = damage - attackResult.result.damage;
if (extraDamage > 0) {
final newHp = (newMonsterStats.hpCurrent - extraDamage).clamp(
0,
newMonsterStats.hpMax,
);
newMonsterStats = newMonsterStats.copyWith(hpCurrent: newHp);
}
}
newTotalDamageDealt += damage;
final result = attackResult.result;
if (result.isEvaded) {
events.add(
CombatEvent.monsterEvade(
timestamp: timestamp,
targetName: newMonsterStats.name,
),
);
} else {
events.add(
CombatEvent.playerAttack(
timestamp: timestamp,
damage: damage,
targetName: newMonsterStats.name,
isCritical: result.isCritical,
attackDelayMs: newPlayerStats.attackDelayMs,
),
);
}
// 연속 공격 (Refactor Monk 패시브) - 30% 확률로 추가 공격
if (hasMultiAttack && newMonsterStats.isAlive && rng.nextDouble() < 0.3) {
final extraAttack = calculator.playerAttackMonster(
attacker: newPlayerStats,
defender: newMonsterStats,
);
newMonsterStats = extraAttack.updatedDefender;
newTotalDamageDealt += extraAttack.result.damage;
if (!extraAttack.result.isEvaded) {
events.add(
CombatEvent.playerAttack(
timestamp: timestamp,
damage: extraAttack.result.damage,
targetName: newMonsterStats.name,
isCritical: extraAttack.result.isCritical,
attackDelayMs: newPlayerStats.attackDelayMs,
),
);
}
}
}
return (
playerStats: newPlayerStats,
monsterStats: newMonsterStats,
skillSystem: newSkillSystem,
activeDoTs: newActiveDoTs,
activeDebuffs: newActiveBuffs,
totalDamageDealt: newTotalDamageDealt,
events: events,
isFirstPlayerAttack: false, // 첫 공격 이후에는 false
);
}
/// 몬스터 공격 처리
({CombatStats playerStats, int totalDamageTaken, List<CombatEvent> events})
_processMonsterAttack({

View File

@@ -0,0 +1,172 @@
import 'package:asciineverdie/src/core/model/equipment_item.dart';
import 'package:asciineverdie/src/core/model/equipment_slot.dart';
import 'package:asciineverdie/src/core/model/game_state.dart';
import 'package:asciineverdie/src/core/model/item_stats.dart';
/// 플레이어 사망 처리 서비스
///
/// ProgressService에서 분리된 사망 관련 로직 담당:
/// - 장비 손실 계산
/// - 사망 정보 기록
/// - 보스전 레벨링 모드 진입
class DeathHandler {
const DeathHandler();
/// 플레이어 사망 처리 (Phase 4)
///
/// 모든 장비 상실 및 사망 정보 기록.
/// 보스전 사망 시: 장비 보호 + 5분 레벨링 모드 진입.
GameState processPlayerDeath(
GameState state, {
required String killerName,
required DeathCause cause,
}) {
// 사망 직전 전투 이벤트 저장 (최대 10개)
final lastCombatEvents =
state.progress.currentCombat?.recentEvents ?? const [];
// 보스전 사망 여부 확인 (최종 보스 fighting 상태)
final isBossDeath =
state.progress.finalBossState == FinalBossState.fighting;
// 보스전 사망이 아닐 경우에만 장비 손실
var newEquipment = state.equipment;
var lostCount = 0;
String? lostItemName;
EquipmentSlot? lostItemSlot;
ItemRarity? lostItemRarity;
EquipmentItem? lostEquipmentItem; // 광고 부활 시 복구용
if (!isBossDeath) {
final lossResult = _calculateEquipmentLoss(state);
newEquipment = lossResult.equipment;
lostCount = lossResult.lostCount;
lostItemName = lossResult.lostItemName;
lostItemSlot = lossResult.lostItemSlot;
lostItemRarity = lossResult.lostItemRarity;
lostEquipmentItem = lossResult.lostItem;
}
// 사망 정보 생성 (전투 로그 포함)
final deathInfo = DeathInfo(
cause: cause,
killerName: killerName,
lostEquipmentCount: lostCount,
lostItemName: lostItemName,
lostItemSlot: lostItemSlot,
lostItemRarity: lostItemRarity,
lostItem: lostEquipmentItem,
goldAtDeath: state.inventory.gold,
levelAtDeath: state.traits.level,
timestamp: state.skillSystem.elapsedMs,
lastCombatEvents: lastCombatEvents,
);
// 보스전 사망 시 5분 레벨링 모드 진입
final bossLevelingEndTime = isBossDeath
? DateTime.now().millisecondsSinceEpoch +
(5 * 60 * 1000) // 5분
: null;
// 전투 상태 초기화 및 사망 횟수 증가
final progress = state.progress.copyWith(
currentCombat: null,
deathCount: state.progress.deathCount + 1,
bossLevelingEndTime: bossLevelingEndTime,
);
return state.copyWith(
equipment: newEquipment,
progress: progress,
deathInfo: deathInfo,
);
}
/// 장비 손실 계산
({
Equipment equipment,
int lostCount,
String? lostItemName,
EquipmentSlot? lostItemSlot,
ItemRarity? lostItemRarity,
EquipmentItem? lostItem,
})
_calculateEquipmentLoss(GameState state) {
var newEquipment = state.equipment;
// 레벨 기반 장비 손실 확률 계산
// Lv 1: 20%, Lv 5: ~56%, Lv 10+: 100%
// 공식: 20 + (level - 1) * 80 / 9
final level = state.traits.level;
final lossChancePercent = level >= 10
? 100
: (20 + ((level - 1) * 80 ~/ 9)).clamp(0, 100);
final roll = state.rng.nextInt(100); // 0~99
final shouldLoseEquipment = roll < lossChancePercent;
// ignore: avoid_print
print(
'[Death] Lv$level lossChance=$lossChancePercent% roll=$roll '
'shouldLose=$shouldLoseEquipment',
);
if (!shouldLoseEquipment) {
return (
equipment: newEquipment,
lostCount: 0,
lostItemName: null,
lostItemSlot: null,
lostItemRarity: null,
lostItem: null,
);
}
// 무기(슬롯 0)를 제외한 장착된 장비 중 1개를 제물로 삭제
final equippedNonWeaponSlots = <int>[];
for (var i = 1; i < Equipment.slotCount; i++) {
final item = state.equipment.getItemByIndex(i);
if (item.isNotEmpty) {
equippedNonWeaponSlots.add(i);
}
}
if (equippedNonWeaponSlots.isEmpty) {
return (
equipment: newEquipment,
lostCount: 0,
lostItemName: null,
lostItemSlot: null,
lostItemRarity: null,
lostItem: null,
);
}
// 랜덤하게 1개 슬롯 선택
final sacrificeIndex =
equippedNonWeaponSlots[state.rng.nextInt(
equippedNonWeaponSlots.length,
)];
// 제물로 바칠 아이템 정보 저장
final lostItem = state.equipment.getItemByIndex(sacrificeIndex);
final lostItemSlot = EquipmentSlot.values[sacrificeIndex];
// 해당 슬롯을 빈 장비로 교체
newEquipment = newEquipment.setItemByIndex(
sacrificeIndex,
EquipmentItem.empty(lostItemSlot),
);
// ignore: avoid_print
print('[Death] Lost item: ${lostItem.name} (slot: $lostItemSlot)');
return (
equipment: newEquipment,
lostCount: 1,
lostItemName: lostItem.name,
lostItemSlot: lostItemSlot,
lostItemRarity: lostItem.rarity,
lostItem: lostItem,
);
}
}

View File

@@ -0,0 +1,80 @@
import 'package:asciineverdie/src/core/engine/game_mutations.dart';
import 'package:asciineverdie/src/core/engine/potion_service.dart';
import 'package:asciineverdie/src/core/model/game_state.dart';
import 'package:asciineverdie/src/core/model/monster_grade.dart';
import 'package:asciineverdie/src/core/model/potion.dart';
/// 전리품 처리 서비스
///
/// ProgressService에서 분리된 전리품 획득 로직 담당:
/// - 몬스터 부위 아이템 인벤토리 추가
/// - 특수 아이템 획득 (WinItem)
/// - 물약 드랍
class LootHandler {
const LootHandler({required this.mutations});
final GameMutations mutations;
/// 킬 태스크 완료 시 전리품 획득 (원본 Main.pas:625-630)
({GameState state, Potion? droppedPotion}) winLoot(GameState state) {
final taskInfo = state.progress.currentTask;
final monsterPart = taskInfo.monsterPart ?? '';
final monsterBaseName = taskInfo.monsterBaseName ?? '';
var resultState = state;
// 부위가 '*'이면 WinItem 호출 (특수 아이템)
if (monsterPart == '*') {
resultState = mutations.winItem(resultState);
} else if (monsterPart.isNotEmpty && monsterBaseName.isNotEmpty) {
// 원본: Add(Inventory, LowerCase(Split(fTask.Caption,1) + ' ' +
// ProperCase(Split(fTask.Caption,3))), 1);
// 예: "goblin Claw" 형태로 인벤토리 추가
final itemName =
'${monsterBaseName.toLowerCase()} ${_properCase(monsterPart)}';
// 인벤토리에 추가
final items = [...resultState.inventory.items];
final existing = items.indexWhere((e) => e.name == itemName);
if (existing >= 0) {
items[existing] = items[existing].copyWith(
count: items[existing].count + 1,
);
} else {
items.add(InventoryEntry(name: itemName, count: 1));
}
resultState = resultState.copyWith(
inventory: resultState.inventory.copyWith(items: items),
);
}
// 물약 드랍 시도
final potionService = const PotionService();
final rng = resultState.rng;
final monsterLevel = taskInfo.monsterLevel ?? resultState.traits.level;
final monsterGrade = taskInfo.monsterGrade ?? MonsterGrade.normal;
final (updatedPotionInventory, droppedPotion) = potionService.tryPotionDrop(
playerLevel: resultState.traits.level,
monsterLevel: monsterLevel,
monsterGrade: monsterGrade,
inventory: resultState.potionInventory,
roll: rng.nextInt(100),
typeRoll: rng.nextInt(100),
);
return (
state: resultState.copyWith(
rng: rng,
potionInventory: updatedPotionInventory,
),
droppedPotion: droppedPotion,
);
}
/// 첫 글자만 대문자로 변환 (원본 ProperCase)
String _properCase(String s) {
if (s.isEmpty) return s;
return s[0].toUpperCase() + s.substring(1);
}
}

View File

@@ -0,0 +1,411 @@
import 'package:asciineverdie/data/skill_data.dart';
import 'package:asciineverdie/src/core/engine/combat_calculator.dart';
import 'package:asciineverdie/src/core/engine/skill_service.dart';
import 'package:asciineverdie/src/core/model/combat_event.dart';
import 'package:asciineverdie/src/core/model/combat_stats.dart';
import 'package:asciineverdie/src/core/model/game_state.dart';
import 'package:asciineverdie/src/core/model/monster_combat_stats.dart';
import 'package:asciineverdie/src/core/model/skill.dart';
import 'package:asciineverdie/src/core/util/deterministic_random.dart';
/// 플레이어 공격 처리 결과
typedef PlayerAttackResult = ({
CombatStats playerStats,
MonsterCombatStats monsterStats,
SkillSystemState skillSystem,
List<DotEffect> activeDoTs,
List<ActiveBuff> activeDebuffs,
int totalDamageDealt,
List<CombatEvent> events,
bool isFirstPlayerAttack,
});
/// 플레이어 공격 처리 서비스
///
/// CombatTickService에서 분리된 플레이어 공격 로직 담당:
/// - 스킬 자동 선택 및 사용
/// - 일반 공격 처리
/// - 첫 공격 보너스
/// - 연속 공격 (Multi-attack)
class PlayerAttackProcessor {
PlayerAttackProcessor({required this.rng});
final DeterministicRandom rng;
/// 플레이어 공격 처리
PlayerAttackResult processAttack({
required GameState state,
required CombatStats playerStats,
required MonsterCombatStats monsterStats,
required SkillSystemState updatedSkillSystem,
required List<DotEffect> activeDoTs,
required List<ActiveBuff> activeDebuffs,
required int totalDamageDealt,
required int timestamp,
required CombatCalculator calculator,
required SkillService skillService,
required bool isFirstPlayerAttack,
required double firstStrikeBonus,
required bool hasMultiAttack,
double healingMultiplier = 1.0,
}) {
final events = <CombatEvent>[];
var newPlayerStats = playerStats;
var newMonsterStats = monsterStats;
var newSkillSystem = updatedSkillSystem;
var newActiveDoTs = [...activeDoTs];
var newActiveBuffs = [...activeDebuffs];
var newTotalDamageDealt = totalDamageDealt;
// 장착된 스킬 슬롯에서 사용 가능한 스킬 ID 목록 조회
var availableSkillIds = state.skillSystem.equippedSkills.allSkills
.map((s) => s.id)
.toList();
// 장착된 스킬이 없으면 기본 스킬 사용
if (availableSkillIds.isEmpty) {
availableSkillIds = SkillData.defaultSkillIds;
}
final selectedSkill = skillService.selectAutoSkill(
player: newPlayerStats,
monster: newMonsterStats,
skillSystem: newSkillSystem,
availableSkillIds: availableSkillIds,
activeDoTs: newActiveDoTs,
activeDebuffs: newActiveBuffs,
);
if (selectedSkill != null && selectedSkill.isAttack) {
final result = _useAttackSkill(
state: state,
skill: selectedSkill,
playerStats: newPlayerStats,
monsterStats: newMonsterStats,
skillSystem: newSkillSystem,
skillService: skillService,
timestamp: timestamp,
);
newPlayerStats = result.playerStats;
newMonsterStats = result.monsterStats;
newTotalDamageDealt += result.damage;
newSkillSystem = result.skillSystem;
events.add(result.event);
} else if (selectedSkill != null && selectedSkill.isDot) {
final result = _useDotSkill(
state: state,
skill: selectedSkill,
playerStats: newPlayerStats,
skillSystem: newSkillSystem,
skillService: skillService,
monsterName: newMonsterStats.name,
timestamp: timestamp,
);
newPlayerStats = result.playerStats;
newSkillSystem = result.skillSystem;
if (result.dotEffect != null) newActiveDoTs.add(result.dotEffect!);
events.add(result.event);
} else if (selectedSkill != null && selectedSkill.isHeal) {
final result = _useHealSkill(
skill: selectedSkill,
playerStats: newPlayerStats,
skillSystem: newSkillSystem,
skillService: skillService,
healingMultiplier: healingMultiplier,
timestamp: timestamp,
);
newPlayerStats = result.playerStats;
newSkillSystem = result.skillSystem;
events.add(result.event);
} else if (selectedSkill != null && selectedSkill.isBuff) {
final result = skillService.useBuffSkill(
skill: selectedSkill,
player: newPlayerStats,
skillSystem: newSkillSystem,
);
newPlayerStats = result.updatedPlayer;
newSkillSystem = result.updatedSkillSystem.startGlobalCooldown();
events.add(
CombatEvent.playerBuff(
timestamp: timestamp,
skillName: selectedSkill.name,
),
);
} else if (selectedSkill != null && selectedSkill.isDebuff) {
final result = _useDebuffSkill(
skill: selectedSkill,
playerStats: newPlayerStats,
skillSystem: newSkillSystem,
skillService: skillService,
activeDebuffs: newActiveBuffs,
monsterName: newMonsterStats.name,
timestamp: timestamp,
);
newPlayerStats = result.playerStats;
newSkillSystem = result.skillSystem;
newActiveBuffs = result.activeDebuffs;
events.add(result.event);
} else {
// 일반 공격
final result = _processNormalAttack(
playerStats: newPlayerStats,
monsterStats: newMonsterStats,
calculator: calculator,
isFirstPlayerAttack: isFirstPlayerAttack,
firstStrikeBonus: firstStrikeBonus,
hasMultiAttack: hasMultiAttack,
timestamp: timestamp,
);
newMonsterStats = result.monsterStats;
newTotalDamageDealt += result.totalDamage;
events.addAll(result.events);
}
return (
playerStats: newPlayerStats,
monsterStats: newMonsterStats,
skillSystem: newSkillSystem,
activeDoTs: newActiveDoTs,
activeDebuffs: newActiveBuffs,
totalDamageDealt: newTotalDamageDealt,
events: events,
isFirstPlayerAttack: false,
);
}
// ============================================================================
// 스킬 사용 헬퍼
// ============================================================================
({
CombatStats playerStats,
MonsterCombatStats monsterStats,
int damage,
SkillSystemState skillSystem,
CombatEvent event,
})
_useAttackSkill({
required GameState state,
required Skill skill,
required CombatStats playerStats,
required MonsterCombatStats monsterStats,
required SkillSystemState skillSystem,
required SkillService skillService,
required int timestamp,
}) {
final skillRank = skillService.getSkillRankFromSkillBook(
state.skillBook,
skill.id,
);
final skillResult = skillService.useAttackSkillWithRank(
skill: skill,
player: playerStats,
monster: monsterStats,
skillSystem: skillSystem,
rank: skillRank,
);
return (
playerStats: skillResult.updatedPlayer,
monsterStats: skillResult.updatedMonster,
damage: skillResult.result.damage,
skillSystem: skillResult.updatedSkillSystem.startGlobalCooldown(),
event: CombatEvent.playerSkill(
timestamp: timestamp,
skillName: skill.name,
damage: skillResult.result.damage,
targetName: monsterStats.name,
attackDelayMs: playerStats.attackDelayMs,
),
);
}
({
CombatStats playerStats,
SkillSystemState skillSystem,
DotEffect? dotEffect,
CombatEvent event,
})
_useDotSkill({
required GameState state,
required Skill skill,
required CombatStats playerStats,
required SkillSystemState skillSystem,
required SkillService skillService,
required String monsterName,
required int timestamp,
}) {
final skillResult = skillService.useDotSkill(
skill: skill,
player: playerStats,
skillSystem: skillSystem,
playerInt: state.stats.intelligence,
playerWis: state.stats.wis,
);
return (
playerStats: skillResult.updatedPlayer,
skillSystem: skillResult.updatedSkillSystem.startGlobalCooldown(),
dotEffect: skillResult.dotEffect,
event: CombatEvent.playerSkill(
timestamp: timestamp,
skillName: skill.name,
damage: skillResult.result.damage,
targetName: monsterName,
attackDelayMs: playerStats.attackDelayMs,
),
);
}
({CombatStats playerStats, SkillSystemState skillSystem, CombatEvent event})
_useHealSkill({
required Skill skill,
required CombatStats playerStats,
required SkillSystemState skillSystem,
required SkillService skillService,
required double healingMultiplier,
required int timestamp,
}) {
final skillResult = skillService.useHealSkill(
skill: skill,
player: playerStats,
skillSystem: skillSystem,
healingMultiplier: healingMultiplier,
);
return (
playerStats: skillResult.updatedPlayer,
skillSystem: skillResult.updatedSkillSystem.startGlobalCooldown(),
event: CombatEvent.playerHeal(
timestamp: timestamp,
healAmount: skillResult.result.healedAmount,
skillName: skill.name,
),
);
}
({
CombatStats playerStats,
SkillSystemState skillSystem,
List<ActiveBuff> activeDebuffs,
CombatEvent event,
})
_useDebuffSkill({
required Skill skill,
required CombatStats playerStats,
required SkillSystemState skillSystem,
required SkillService skillService,
required List<ActiveBuff> activeDebuffs,
required String monsterName,
required int timestamp,
}) {
final skillResult = skillService.useDebuffSkill(
skill: skill,
player: playerStats,
skillSystem: skillSystem,
currentDebuffs: activeDebuffs,
);
var newDebuffs = activeDebuffs;
if (skillResult.debuffEffect != null) {
newDebuffs =
activeDebuffs
.where((d) => d.effect.id != skillResult.debuffEffect!.effect.id)
.toList()
..add(skillResult.debuffEffect!);
}
return (
playerStats: skillResult.updatedPlayer,
skillSystem: skillResult.updatedSkillSystem.startGlobalCooldown(),
activeDebuffs: newDebuffs,
event: CombatEvent.playerDebuff(
timestamp: timestamp,
skillName: skill.name,
targetName: monsterName,
),
);
}
// ============================================================================
// 일반 공격
// ============================================================================
({MonsterCombatStats monsterStats, int totalDamage, List<CombatEvent> events})
_processNormalAttack({
required CombatStats playerStats,
required MonsterCombatStats monsterStats,
required CombatCalculator calculator,
required bool isFirstPlayerAttack,
required double firstStrikeBonus,
required bool hasMultiAttack,
required int timestamp,
}) {
final events = <CombatEvent>[];
var newMonsterStats = monsterStats;
var totalDamage = 0;
final attackResult = calculator.playerAttackMonster(
attacker: playerStats,
defender: newMonsterStats,
);
newMonsterStats = attackResult.updatedDefender;
// 첫 공격 배율 적용
var damage = attackResult.result.damage;
if (isFirstPlayerAttack && firstStrikeBonus > 1.0) {
damage = (damage * firstStrikeBonus).round();
final extraDamage = damage - attackResult.result.damage;
if (extraDamage > 0) {
final newHp = (newMonsterStats.hpCurrent - extraDamage).clamp(
0,
newMonsterStats.hpMax,
);
newMonsterStats = newMonsterStats.copyWith(hpCurrent: newHp);
}
}
totalDamage += damage;
final result = attackResult.result;
if (result.isEvaded) {
events.add(
CombatEvent.monsterEvade(
timestamp: timestamp,
targetName: newMonsterStats.name,
),
);
} else {
events.add(
CombatEvent.playerAttack(
timestamp: timestamp,
damage: damage,
targetName: newMonsterStats.name,
isCritical: result.isCritical,
attackDelayMs: playerStats.attackDelayMs,
),
);
}
// 연속 공격 (Refactor Monk 패시브) - 30% 확률로 추가 공격
if (hasMultiAttack && newMonsterStats.isAlive && rng.nextDouble() < 0.3) {
final extraAttack = calculator.playerAttackMonster(
attacker: playerStats,
defender: newMonsterStats,
);
newMonsterStats = extraAttack.updatedDefender;
totalDamage += extraAttack.result.damage;
if (!extraAttack.result.isEvaded) {
events.add(
CombatEvent.playerAttack(
timestamp: timestamp,
damage: extraAttack.result.damage,
targetName: newMonsterStats.name,
isCritical: extraAttack.result.isCritical,
attackDelayMs: playerStats.attackDelayMs,
),
);
}
}
return (
monsterStats: newMonsterStats,
totalDamage: totalDamage,
events: events,
);
}
}

View File

@@ -1,28 +1,18 @@
import 'dart:math' as math;
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/animation/monster_size.dart';
import 'package:asciineverdie/src/core/engine/act_progression_service.dart';
import 'package:asciineverdie/src/core/engine/combat_calculator.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/game_mutations.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/potion_service.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/combat_state.dart';
import 'package:asciineverdie/src/core/model/combat_stats.dart';
import 'package:asciineverdie/src/core/model/equipment_item.dart';
import 'package:asciineverdie/src/core/model/equipment_slot.dart';
import 'package:asciineverdie/src/core/model/game_state.dart';
import 'package:asciineverdie/src/core/model/item_stats.dart';
import 'package:asciineverdie/src/core/model/monster_combat_stats.dart';
import 'package:asciineverdie/src/core/model/monster_grade.dart';
import 'package:asciineverdie/src/core/model/potion.dart';
import 'package:asciineverdie/src/core/model/pq_config.dart';
import 'package:asciineverdie/src/core/util/balance_constants.dart';
import 'package:asciineverdie/src/core/util/pq_logic.dart' as pq_logic;
@@ -58,12 +48,17 @@ class ProgressService {
required this.config,
required this.mutations,
required this.rewards,
});
}) : _taskGenerator = TaskGenerator(config: config),
_lootHandler = LootHandler(mutations: mutations);
final PqConfig config;
final GameMutations mutations;
final RewardService rewards;
final TaskGenerator _taskGenerator;
final LootHandler _lootHandler;
static const _deathHandler = DeathHandler();
/// 새 게임 초기화 (원본 GoButtonClick, Main.pas:741-767)
/// Prologue 태스크들을 큐에 추가하고 첫 태스크 시작
GameState initializeNewGame(GameState state) {
@@ -318,7 +313,7 @@ class ProgressService {
// 플레이어 사망 체크
if (!updatedCombat.playerStats.isAlive) {
final monsterName = updatedCombat.monsterStats.name;
nextState = _processPlayerDeath(
nextState = _deathHandler.processPlayerDeath(
state,
killerName: monsterName,
cause: DeathCause.monster,
@@ -380,7 +375,7 @@ class ProgressService {
}
// 전리품 획득
final lootResult = _winLoot(nextState);
final lootResult = _lootHandler.winLoot(nextState);
nextState = lootResult.state;
// 물약 드랍 로그 추가
@@ -636,7 +631,7 @@ class ProgressService {
}
} else {
nextState = nextState.copyWith(progress: progress, queue: queue);
final newTaskResult = _generateNextTask(nextState);
final newTaskResult = _taskGenerator.generateNextTask(nextState);
progress = newTaskResult.progress;
queue = newTaskResult.queue;
}
@@ -650,241 +645,6 @@ class ProgressService {
);
}
/// 큐가 비어있을 때 다음 태스크 생성 (원본 Dequeue 667-684줄)
({ProgressState progress, QueueState queue}) _generateNextTask(
GameState state,
) {
var progress = state.progress;
final queue = state.queue;
final oldTaskType = progress.currentTask.type;
// 1. Encumbrance 초과 시 시장 이동
if (_shouldGoToMarket(progress)) {
return _createMarketTask(progress, queue);
}
// 2. 전환 태스크 (buying/heading)
if (_needsTransitionTask(oldTaskType)) {
return _createTransitionTask(state, progress, queue);
}
// 3. Act Boss 리트라이
if (state.progress.pendingActCompletion) {
return _createActBossRetryTask(state, progress, queue);
}
// 4. 최종 보스 전투
if (state.progress.finalBossState == FinalBossState.fighting &&
!state.progress.isInBossLevelingMode) {
if (state.progress.bossLevelingEndTime != null) {
progress = progress.copyWith(clearBossLevelingEndTime: true);
}
final actProgressionService = ActProgressionService(config: config);
return actProgressionService.startFinalBossFight(state, progress, queue);
}
// 5. 일반 몬스터 전투
return _createMonsterTask(state, progress, queue);
}
/// 시장 이동 조건 확인
bool _shouldGoToMarket(ProgressState progress) {
return progress.encumbrance.position >= progress.encumbrance.max &&
progress.encumbrance.max > 0;
}
/// 전환 태스크 필요 여부 확인
bool _needsTransitionTask(TaskType oldTaskType) {
return oldTaskType != TaskType.kill &&
oldTaskType != TaskType.neutral &&
oldTaskType != TaskType.buying;
}
/// 시장 이동 태스크 생성
({ProgressState progress, QueueState queue}) _createMarketTask(
ProgressState progress,
QueueState queue,
) {
final taskResult = pq_logic.startTask(
progress,
l10n.taskHeadingToMarket(),
4 * 1000,
);
final updatedProgress = taskResult.progress.copyWith(
currentTask: TaskInfo(caption: taskResult.caption, type: TaskType.market),
currentCombat: null,
);
return (progress: updatedProgress, queue: queue);
}
/// 전환 태스크 생성 (buying 또는 heading)
({ProgressState progress, QueueState queue}) _createTransitionTask(
GameState state,
ProgressState progress,
QueueState queue,
) {
final gold = state.inventory.gold;
final equipPrice = state.traits.level * 50;
// Gold 충분 시 장비 구매
if (gold > equipPrice) {
final taskResult = pq_logic.startTask(
progress,
l10n.taskUpgradingHardware(),
5 * 1000,
);
final updatedProgress = taskResult.progress.copyWith(
currentTask: TaskInfo(
caption: taskResult.caption,
type: TaskType.buying,
),
currentCombat: null,
);
return (progress: updatedProgress, queue: queue);
}
// Gold 부족 시 전장 이동
final taskResult = pq_logic.startTask(
progress,
l10n.taskEnteringDebugZone(),
4 * 1000,
);
final updatedProgress = taskResult.progress.copyWith(
currentTask: TaskInfo(
caption: taskResult.caption,
type: TaskType.neutral,
),
currentCombat: null,
);
return (progress: updatedProgress, queue: queue);
}
/// Act Boss 재도전 태스크 생성
({ProgressState progress, QueueState queue}) _createActBossRetryTask(
GameState state,
ProgressState progress,
QueueState queue,
) {
final actProgressionService = ActProgressionService(config: config);
final actBoss = actProgressionService.createActBoss(state);
final combatCalculator = CombatCalculator(rng: state.rng);
final durationMillis = combatCalculator.estimateCombatDurationMs(
player: actBoss.playerStats,
monster: actBoss.monsterStats,
);
final taskResult = pq_logic.startTask(
progress,
l10n.taskDebugging(actBoss.monsterStats.name),
durationMillis,
);
final updatedProgress = taskResult.progress.copyWith(
currentTask: TaskInfo(
caption: taskResult.caption,
type: TaskType.kill,
monsterBaseName: actBoss.monsterStats.name,
monsterPart: '*',
monsterLevel: actBoss.monsterStats.level,
monsterGrade: MonsterGrade.boss,
monsterSize: getBossSizeForAct(state.progress.plotStageCount),
),
currentCombat: actBoss,
);
return (progress: updatedProgress, queue: queue);
}
/// 일반 몬스터 전투 태스크 생성
({ProgressState progress, QueueState queue}) _createMonsterTask(
GameState state,
ProgressState progress,
QueueState queue,
) {
final level = state.traits.level;
// 퀘스트 몬스터 데이터 확인
final questMonster = state.progress.currentQuestMonster;
final questMonsterData = questMonster?.monsterData;
final questLevel = questMonsterData != null
? int.tryParse(questMonsterData.split('|').elementAtOrNull(1) ?? '') ??
0
: null;
// 몬스터 생성
final monsterResult = pq_logic.monsterTask(
config,
state.rng,
level,
questMonsterData,
questLevel,
);
// 몬스터 레벨 조정 (밸런스)
final actMinLevel = ActMonsterLevel.forPlotStage(
state.progress.plotStageCount,
);
final baseLevel = math.max(level, actMinLevel);
final effectiveMonsterLevel = monsterResult.level
.clamp(math.max(1, baseLevel - 3), baseLevel + 3)
.toInt();
// 전투 스탯 생성
final playerCombatStats = CombatStats.fromStats(
stats: state.stats,
equipment: state.equipment,
level: level,
monsterLevel: effectiveMonsterLevel,
);
final monsterCombatStats = MonsterCombatStats.fromLevel(
name: monsterResult.displayName,
level: effectiveMonsterLevel,
speedType: MonsterCombatStats.inferSpeedType(monsterResult.baseName),
plotStageCount: state.progress.plotStageCount,
);
// 전투 상태 및 지속시간
final combatState = CombatState.start(
playerStats: playerCombatStats,
monsterStats: monsterCombatStats,
);
final combatCalculator = CombatCalculator(rng: state.rng);
final durationMillis = combatCalculator.estimateCombatDurationMs(
player: playerCombatStats,
monster: monsterCombatStats,
);
final taskResult = pq_logic.startTask(
progress,
l10n.taskDebugging(monsterResult.displayName),
durationMillis,
);
// 몬스터 사이즈 결정
final monsterSize = getMonsterSizeForAct(
plotStageCount: state.progress.plotStageCount,
grade: monsterResult.grade,
rng: state.rng,
);
final updatedProgress = taskResult.progress.copyWith(
currentTask: TaskInfo(
caption: taskResult.caption,
type: TaskType.kill,
monsterBaseName: monsterResult.baseName,
monsterPart: monsterResult.part,
monsterLevel: effectiveMonsterLevel,
monsterGrade: monsterResult.grade,
monsterSize: monsterSize,
),
currentCombat: combatState,
);
return (progress: updatedProgress, queue: queue);
}
/// Advances quest completion, applies reward, and enqueues next quest task.
GameState completeQuest(GameState state) {
final result = pq_logic.completeQuest(
@@ -1069,184 +829,4 @@ class ProgressService {
final progress = state.progress.copyWith(encumbrance: encumBar);
return state.copyWith(progress: progress);
}
/// 킬 태스크 완료 시 전리품 획득 (원본 Main.pas:625-630)
/// 전리품 획득 결과
///
/// [state] 업데이트된 게임 상태
/// [droppedPotion] 드랍된 물약 (없으면 null)
({GameState state, Potion? droppedPotion}) _winLoot(GameState state) {
final taskInfo = state.progress.currentTask;
final monsterPart = taskInfo.monsterPart ?? '';
final monsterBaseName = taskInfo.monsterBaseName ?? '';
var resultState = state;
// 부위가 '*'이면 WinItem 호출 (특수 아이템)
if (monsterPart == '*') {
resultState = mutations.winItem(resultState);
} else if (monsterPart.isNotEmpty && monsterBaseName.isNotEmpty) {
// 원본: Add(Inventory, LowerCase(Split(fTask.Caption,1) + ' ' +
// ProperCase(Split(fTask.Caption,3))), 1);
// 예: "goblin Claw" 형태로 인벤토리 추가
final itemName =
'${monsterBaseName.toLowerCase()} ${_properCase(monsterPart)}';
// 인벤토리에 추가
final items = [...resultState.inventory.items];
final existing = items.indexWhere((e) => e.name == itemName);
if (existing >= 0) {
items[existing] = items[existing].copyWith(
count: items[existing].count + 1,
);
} else {
items.add(InventoryEntry(name: itemName, count: 1));
}
resultState = resultState.copyWith(
inventory: resultState.inventory.copyWith(items: items),
);
}
// 물약 드랍 시도
final potionService = const PotionService();
final rng = resultState.rng;
final monsterLevel = taskInfo.monsterLevel ?? resultState.traits.level;
final monsterGrade = taskInfo.monsterGrade ?? MonsterGrade.normal;
final (updatedPotionInventory, droppedPotion) = potionService.tryPotionDrop(
playerLevel: resultState.traits.level,
monsterLevel: monsterLevel,
monsterGrade: monsterGrade,
inventory: resultState.potionInventory,
roll: rng.nextInt(100),
typeRoll: rng.nextInt(100),
);
return (
state: resultState.copyWith(
rng: rng,
potionInventory: updatedPotionInventory,
),
droppedPotion: droppedPotion,
);
}
/// 첫 글자만 대문자로 변환 (원본 ProperCase)
String _properCase(String s) {
if (s.isEmpty) return s;
return s[0].toUpperCase() + s.substring(1);
}
/// 플레이어 사망 처리 (Phase 4)
///
/// 모든 장비 상실 및 사망 정보 기록
/// 보스전 사망 시: 장비 보호 + 5분 레벨링 모드 진입
GameState _processPlayerDeath(
GameState state, {
required String killerName,
required DeathCause cause,
}) {
// 사망 직전 전투 이벤트 저장 (최대 10개)
final lastCombatEvents =
state.progress.currentCombat?.recentEvents ?? const [];
// 보스전 사망 여부 확인 (최종 보스 fighting 상태)
final isBossDeath =
state.progress.finalBossState == FinalBossState.fighting;
// 보스전 사망이 아닐 경우에만 장비 손실
var newEquipment = state.equipment;
var lostCount = 0;
String? lostItemName;
EquipmentSlot? lostItemSlot;
ItemRarity? lostItemRarity;
EquipmentItem? lostEquipmentItem; // 광고 부활 시 복구용
if (!isBossDeath) {
// 레벨 기반 장비 손실 확률 계산
// Lv 1: 20%, Lv 5: ~56%, Lv 10+: 100%
// 공식: 20 + (level - 1) * 80 / 9
final level = state.traits.level;
final lossChancePercent = level >= 10
? 100
: (20 + ((level - 1) * 80 ~/ 9)).clamp(0, 100);
final roll = state.rng.nextInt(100); // 0~99
final shouldLoseEquipment = roll < lossChancePercent;
// ignore: avoid_print
print(
'[Death] Lv$level lossChance=$lossChancePercent% roll=$roll '
'shouldLose=$shouldLoseEquipment',
);
if (shouldLoseEquipment) {
// 무기(슬롯 0)를 제외한 장착된 장비 중 1개를 제물로 삭제
final equippedNonWeaponSlots = <int>[];
for (var i = 1; i < Equipment.slotCount; i++) {
final item = state.equipment.getItemByIndex(i);
if (item.isNotEmpty) {
equippedNonWeaponSlots.add(i);
}
}
if (equippedNonWeaponSlots.isNotEmpty) {
lostCount = 1;
// 랜덤하게 1개 슬롯 선택
final sacrificeIndex =
equippedNonWeaponSlots[state.rng.nextInt(
equippedNonWeaponSlots.length,
)];
// 제물로 바칠 아이템 정보 저장
lostEquipmentItem = state.equipment.getItemByIndex(sacrificeIndex);
lostItemName = lostEquipmentItem.name;
lostItemSlot = EquipmentSlot.values[sacrificeIndex];
lostItemRarity = lostEquipmentItem.rarity;
// 해당 슬롯을 빈 장비로 교체
newEquipment = newEquipment.setItemByIndex(
sacrificeIndex,
EquipmentItem.empty(lostItemSlot),
);
// ignore: avoid_print
print('[Death] Lost item: $lostItemName (slot: $lostItemSlot)');
}
}
}
// 사망 정보 생성 (전투 로그 포함)
final deathInfo = DeathInfo(
cause: cause,
killerName: killerName,
lostEquipmentCount: lostCount,
lostItemName: lostItemName,
lostItemSlot: lostItemSlot,
lostItemRarity: lostItemRarity,
lostItem: lostEquipmentItem, // 광고 부활 시 복구용
goldAtDeath: state.inventory.gold,
levelAtDeath: state.traits.level,
timestamp: state.skillSystem.elapsedMs,
lastCombatEvents: lastCombatEvents,
);
// 보스전 사망 시 5분 레벨링 모드 진입
final bossLevelingEndTime = isBossDeath
? DateTime.now().millisecondsSinceEpoch +
(5 * 60 * 1000) // 5분
: null;
// 전투 상태 초기화 및 사망 횟수 증가
final progress = state.progress.copyWith(
currentCombat: null,
deathCount: state.progress.deathCount + 1,
bossLevelingEndTime: bossLevelingEndTime,
);
return state.copyWith(
equipment: newEquipment,
progress: progress,
deathInfo: deathInfo,
);
}
}

View File

@@ -0,0 +1,200 @@
import 'package:asciineverdie/data/skill_data.dart';
import 'package:asciineverdie/src/core/model/combat_stats.dart';
import 'package:asciineverdie/src/core/model/game_state.dart';
import 'package:asciineverdie/src/core/model/monster_combat_stats.dart';
import 'package:asciineverdie/src/core/model/skill.dart';
import 'package:asciineverdie/src/core/util/deterministic_random.dart';
/// 스킬 자동 선택 AI
///
/// SkillService에서 분리된 전투 중 스킬 자동 선택 로직.
/// 상황별 우선순위에 따라 최적의 스킬을 선택한다.
class SkillAutoSelector {
const SkillAutoSelector({required this.rng});
final DeterministicRandom rng;
/// 전투 중 자동 스킬 선택
///
/// 우선순위:
/// 1. HP < 30% -> 회복 스킬 (최우선)
/// 2. 70% 확률로 일반 공격 (MP 절약, 기본 전투)
/// 3. 30% 확률로 스킬 사용:
/// - 버프: HP > 80% & MP > 60% & 활성 버프 없음
/// - 디버프: 몬스터 HP > 80% & 활성 디버프 없음
/// - DOT: 몬스터 HP > 60% & 활성 DOT 없음
/// - 공격: 보스전이면 강력한 스킬, 일반전이면 효율적 스킬
/// 4. MP < 20% -> 일반 공격
Skill? selectAutoSkill({
required CombatStats player,
required MonsterCombatStats monster,
required SkillSystemState skillSystem,
required List<String> availableSkillIds,
required bool Function(Skill) canUse,
List<DotEffect> activeDoTs = const [],
List<ActiveBuff> activeDebuffs = const [],
}) {
final mpRatio = player.mpRatio;
final hpRatio = player.hpRatio;
// MP 20% 미만이면 일반 공격
if (mpRatio < 0.2) return null;
// 사용 가능한 스킬 필터링
final availableSkills = availableSkillIds
.map((id) => SkillData.getSkillById(id))
.whereType<Skill>()
.where(canUse)
.toList();
if (availableSkills.isEmpty) return null;
// HP < 30% -> 회복 스킬 최우선 (생존)
if (hpRatio < 0.3) {
final healSkill = _findBestHealSkill(availableSkills, player.mpCurrent);
if (healSkill != null) return healSkill;
}
// 70% 확률로 일반 공격 (스킬은 특별한 상황에서만)
final useNormalAttack = rng.nextInt(100) < 70;
if (useNormalAttack) return null;
// === 아래부터 30% 확률로 스킬 사용 ===
// 버프: HP > 80% & MP > 60% (매우 안전할 때만)
if (hpRatio > 0.8 && mpRatio > 0.6) {
final hasActiveBuff = skillSystem.activeBuffs.isNotEmpty;
if (!hasActiveBuff) {
final buffSkill = _findBestBuffSkill(availableSkills, player.mpCurrent);
if (buffSkill != null) return buffSkill;
}
}
// 디버프: 몬스터 HP > 80% & 활성 디버프 없음 (전투 초반)
if (monster.hpRatio > 0.8 && activeDebuffs.isEmpty) {
final debuffSkill = _findBestDebuffSkill(
availableSkills,
player.mpCurrent,
);
if (debuffSkill != null) return debuffSkill;
}
// DOT: 몬스터 HP > 60% & 활성 DOT 없음 (장기전 유리)
if (monster.hpRatio > 0.6 && activeDoTs.isEmpty) {
final dotSkill = _findBestDotSkill(availableSkills, player.mpCurrent);
if (dotSkill != null) return dotSkill;
}
// 보스전 판단 (몬스터 레벨 20 이상 & HP 50% 이상)
final isBossFight = monster.level >= 20 && monster.hpRatio > 0.5;
if (isBossFight) {
return _findStrongestAttackSkill(availableSkills);
}
// 일반 전투 -> MP 효율 좋은 공격 스킬
return _findEfficientAttackSkill(availableSkills);
}
/// 가장 좋은 DOT 스킬 찾기
Skill? _findBestDotSkill(List<Skill> skills, int currentMp) {
final dotSkills = skills
.where((s) => s.isDot && s.mpCost <= currentMp)
.toList();
if (dotSkills.isEmpty) return null;
dotSkills.sort((a, b) {
final aTotal =
(a.baseDotDamage ?? 0) *
((a.baseDotDurationMs ?? 0) ~/ (a.baseDotTickMs ?? 1000));
final bTotal =
(b.baseDotDamage ?? 0) *
((b.baseDotDurationMs ?? 0) ~/ (b.baseDotTickMs ?? 1000));
return bTotal.compareTo(aTotal);
});
return dotSkills.first;
}
/// 가장 좋은 회복 스킬 찾기
Skill? _findBestHealSkill(List<Skill> skills, int currentMp) {
final healSkills = skills
.where((s) => s.isHeal && s.mpCost <= currentMp)
.toList();
if (healSkills.isEmpty) return null;
healSkills.sort((a, b) {
final aValue = a.healPercent * 100 + a.healAmount;
final bValue = b.healPercent * 100 + b.healAmount;
return bValue.compareTo(aValue);
});
return healSkills.first;
}
/// 가장 강력한 공격 스킬 찾기
Skill? _findStrongestAttackSkill(List<Skill> skills) {
final attackSkills = skills.where((s) => s.isAttack).toList();
if (attackSkills.isEmpty) return null;
attackSkills.sort(
(a, b) => b.damageMultiplier.compareTo(a.damageMultiplier),
);
return attackSkills.first;
}
/// MP 효율 좋은 공격 스킬 찾기
Skill? _findEfficientAttackSkill(List<Skill> skills) {
final attackSkills = skills.where((s) => s.isAttack).toList();
if (attackSkills.isEmpty) return null;
attackSkills.sort((a, b) => b.mpEfficiency.compareTo(a.mpEfficiency));
return attackSkills.first;
}
/// 가장 좋은 버프 스킬 찾기
Skill? _findBestBuffSkill(List<Skill> skills, int currentMp) {
final buffSkills = skills
.where((s) => s.isBuff && s.mpCost <= currentMp && s.buff != null)
.toList();
if (buffSkills.isEmpty) return null;
buffSkills.sort((a, b) {
final aValue =
(a.buff?.atkModifier ?? 0) +
(a.buff?.defModifier ?? 0) * 0.5 +
(a.buff?.criRateModifier ?? 0) * 0.3;
final bValue =
(b.buff?.atkModifier ?? 0) +
(b.buff?.defModifier ?? 0) * 0.5 +
(b.buff?.criRateModifier ?? 0) * 0.3;
return bValue.compareTo(aValue);
});
return buffSkills.first;
}
/// 가장 좋은 디버프 스킬 찾기
Skill? _findBestDebuffSkill(List<Skill> skills, int currentMp) {
final debuffSkills = skills
.where((s) => s.isDebuff && s.mpCost <= currentMp && s.buff != null)
.toList();
if (debuffSkills.isEmpty) return null;
debuffSkills.sort((a, b) {
final aValue =
(a.buff?.atkModifier ?? 0).abs() +
(a.buff?.defModifier ?? 0).abs() * 0.5;
final bValue =
(b.buff?.atkModifier ?? 0).abs() +
(b.buff?.defModifier ?? 0).abs() * 0.5;
return bValue.compareTo(aValue);
});
return debuffSkills.first;
}
}

View File

@@ -1,4 +1,5 @@
import 'package:asciineverdie/data/skill_data.dart';
import 'package:asciineverdie/src/core/engine/skill_auto_selector.dart';
import 'package:asciineverdie/src/core/model/combat_stats.dart';
import 'package:asciineverdie/src/core/model/game_state.dart';
import 'package:asciineverdie/src/core/model/monster_combat_stats.dart';
@@ -309,20 +310,12 @@ class SkillService {
}
// ============================================================================
// 자동 스킬 선택
// 자동 스킬 선택 (SkillAutoSelector에 위임)
// ============================================================================
/// 전투 중 자동 스킬 선택
///
/// 우선순위:
/// 1. HP < 30% → 회복 스킬 (최우선)
/// 2. 70% 확률로 일반 공격 (MP 절약, 기본 전투)
/// 3. 30% 확률로 스킬 사용:
/// - 버프: HP > 80% & MP > 60% & 활성 버프 없음
/// - 디버프: 몬스터 HP > 80% & 활성 디버프 없음
/// - DOT: 몬스터 HP > 60% & 활성 DOT 없음
/// - 공격: 보스전이면 강력한 스킬, 일반전이면 효율적 스킬
/// 4. MP < 20% → 일반 공격
/// 세부 로직은 SkillAutoSelector에 위임.
Skill? selectAutoSkill({
required CombatStats player,
required MonsterCombatStats monster,
@@ -331,186 +324,22 @@ class SkillService {
List<DotEffect> activeDoTs = const [],
List<ActiveBuff> activeDebuffs = const [],
}) {
final currentMp = player.mpCurrent;
final mpRatio = player.mpRatio;
final hpRatio = player.hpRatio;
// MP 20% 미만이면 일반 공격
if (mpRatio < 0.2) return null;
// 사용 가능한 스킬 필터링
final availableSkills = availableSkillIds
.map((id) => SkillData.getSkillById(id))
.whereType<Skill>()
.where(
(skill) =>
final selector = SkillAutoSelector(rng: rng);
return selector.selectAutoSkill(
player: player,
monster: monster,
skillSystem: skillSystem,
availableSkillIds: availableSkillIds,
canUse: (skill) =>
canUseSkill(
skill: skill,
currentMp: currentMp,
currentMp: player.mpCurrent,
skillSystem: skillSystem,
) ==
null,
)
.toList();
if (availableSkills.isEmpty) return null;
// HP < 30% → 회복 스킬 최우선 (생존)
if (hpRatio < 0.3) {
final healSkill = _findBestHealSkill(availableSkills, currentMp);
if (healSkill != null) return healSkill;
}
// 70% 확률로 일반 공격 (스킬은 특별한 상황에서만)
final useNormalAttack = rng.nextInt(100) < 70;
if (useNormalAttack) return null;
// === 아래부터 30% 확률로 스킬 사용 ===
// 버프: HP > 80% & MP > 60% (매우 안전할 때만)
// 활성 버프가 있으면 건너뜀 (중복 방지)
if (hpRatio > 0.8 && mpRatio > 0.6) {
final hasActiveBuff = skillSystem.activeBuffs.isNotEmpty;
if (!hasActiveBuff) {
final buffSkill = _findBestBuffSkill(availableSkills, currentMp);
if (buffSkill != null) return buffSkill;
}
}
// 디버프: 몬스터 HP > 80% & 활성 디버프 없음 (전투 초반)
if (monster.hpRatio > 0.8 && activeDebuffs.isEmpty) {
final debuffSkill = _findBestDebuffSkill(availableSkills, currentMp);
if (debuffSkill != null) return debuffSkill;
}
// DOT: 몬스터 HP > 60% & 활성 DOT 없음 (장기전 유리)
if (monster.hpRatio > 0.6 && activeDoTs.isEmpty) {
final dotSkill = _findBestDotSkill(availableSkills, currentMp);
if (dotSkill != null) return dotSkill;
}
// 보스전 판단 (몬스터 레벨 20 이상 & HP 50% 이상)
final isBossFight = monster.level >= 20 && monster.hpRatio > 0.5;
if (isBossFight) {
// 가장 강력한 공격 스킬
return _findStrongestAttackSkill(availableSkills);
}
// 일반 전투 → MP 효율 좋은 공격 스킬
return _findEfficientAttackSkill(availableSkills);
}
/// 가장 좋은 DOT 스킬 찾기
///
/// 예상 총 데미지 (틱 × 데미지) 기준으로 선택
Skill? _findBestDotSkill(List<Skill> skills, int currentMp) {
final dotSkills = skills
.where((s) => s.isDot && s.mpCost <= currentMp)
.toList();
if (dotSkills.isEmpty) return null;
// 예상 총 데미지 기준 정렬
dotSkills.sort((a, b) {
final aTotal =
(a.baseDotDamage ?? 0) *
((a.baseDotDurationMs ?? 0) ~/ (a.baseDotTickMs ?? 1000));
final bTotal =
(b.baseDotDamage ?? 0) *
((b.baseDotDurationMs ?? 0) ~/ (b.baseDotTickMs ?? 1000));
return bTotal.compareTo(aTotal);
});
return dotSkills.first;
}
/// 가장 좋은 회복 스킬 찾기
Skill? _findBestHealSkill(List<Skill> skills, int currentMp) {
final healSkills = skills
.where((s) => s.isHeal && s.mpCost <= currentMp)
.toList();
if (healSkills.isEmpty) return null;
// 회복량 기준 정렬 (% 회복 > 고정 회복)
healSkills.sort((a, b) {
final aValue = a.healPercent * 100 + a.healAmount;
final bValue = b.healPercent * 100 + b.healAmount;
return bValue.compareTo(aValue);
});
return healSkills.first;
}
/// 가장 강력한 공격 스킬 찾기
Skill? _findStrongestAttackSkill(List<Skill> skills) {
final attackSkills = skills.where((s) => s.isAttack).toList();
if (attackSkills.isEmpty) return null;
attackSkills.sort(
(a, b) => b.damageMultiplier.compareTo(a.damageMultiplier),
activeDoTs: activeDoTs,
activeDebuffs: activeDebuffs,
);
return attackSkills.first;
}
/// MP 효율 좋은 공격 스킬 찾기
Skill? _findEfficientAttackSkill(List<Skill> skills) {
final attackSkills = skills.where((s) => s.isAttack).toList();
if (attackSkills.isEmpty) return null;
attackSkills.sort((a, b) => b.mpEfficiency.compareTo(a.mpEfficiency));
return attackSkills.first;
}
/// 가장 좋은 버프 스킬 찾기
///
/// ATK 증가 버프 우선, 그 다음 복합 버프
Skill? _findBestBuffSkill(List<Skill> skills, int currentMp) {
final buffSkills = skills
.where((s) => s.isBuff && s.mpCost <= currentMp && s.buff != null)
.toList();
if (buffSkills.isEmpty) return null;
// ATK 증가량 기준 정렬
buffSkills.sort((a, b) {
final aValue =
(a.buff?.atkModifier ?? 0) +
(a.buff?.defModifier ?? 0) * 0.5 +
(a.buff?.criRateModifier ?? 0) * 0.3;
final bValue =
(b.buff?.atkModifier ?? 0) +
(b.buff?.defModifier ?? 0) * 0.5 +
(b.buff?.criRateModifier ?? 0) * 0.3;
return bValue.compareTo(aValue);
});
return buffSkills.first;
}
/// 가장 좋은 디버프 스킬 찾기
///
/// 적 ATK 감소 디버프 우선
Skill? _findBestDebuffSkill(List<Skill> skills, int currentMp) {
final debuffSkills = skills
.where((s) => s.isDebuff && s.mpCost <= currentMp && s.buff != null)
.toList();
if (debuffSkills.isEmpty) return null;
// 디버프 효과 크기 기준 정렬 (음수 값이므로 절대값으로 비교)
debuffSkills.sort((a, b) {
final aValue =
(a.buff?.atkModifier ?? 0).abs() +
(a.buff?.defModifier ?? 0).abs() * 0.5;
final bValue =
(b.buff?.atkModifier ?? 0).abs() +
(b.buff?.defModifier ?? 0).abs() * 0.5;
return bValue.compareTo(aValue);
});
return debuffSkills.first;
}
// ============================================================================

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import 'dart:math' as math;
import 'package:asciineverdie/data/game_text_l10n.dart' as l10n;
import 'package:asciineverdie/src/shared/animation/monster_size.dart';
import 'package:asciineverdie/src/core/engine/act_progression_service.dart';
import 'package:asciineverdie/src/core/engine/combat_calculator.dart';
import 'package:asciineverdie/src/core/model/combat_state.dart';
import 'package:asciineverdie/src/core/model/combat_stats.dart';
import 'package:asciineverdie/src/core/model/game_state.dart';
import 'package:asciineverdie/src/core/model/monster_combat_stats.dart';
import 'package:asciineverdie/src/core/model/monster_grade.dart';
import 'package:asciineverdie/src/core/model/pq_config.dart';
import 'package:asciineverdie/src/core/util/balance_constants.dart';
import 'package:asciineverdie/src/core/util/pq_logic.dart' as pq_logic;
/// 태스크 생성 서비스
///
/// ProgressService에서 분리된 다음 태스크 생성 로직 담당:
/// - 시장 이동, 전환 태스크, 보스 리트라이, 몬스터 전투 생성
class TaskGenerator {
const TaskGenerator({required this.config});
final PqConfig config;
/// 큐가 비어있을 때 다음 태스크 생성 (원본 Dequeue 667-684줄)
({ProgressState progress, QueueState queue}) generateNextTask(
GameState state,
) {
var progress = state.progress;
final queue = state.queue;
final oldTaskType = progress.currentTask.type;
// 1. Encumbrance 초과 시 시장 이동
if (_shouldGoToMarket(progress)) {
return _createMarketTask(progress, queue);
}
// 2. 전환 태스크 (buying/heading)
if (_needsTransitionTask(oldTaskType)) {
return _createTransitionTask(state, progress, queue);
}
// 3. Act Boss 리트라이
if (state.progress.pendingActCompletion) {
return _createActBossRetryTask(state, progress, queue);
}
// 4. 최종 보스 전투
if (state.progress.finalBossState == FinalBossState.fighting &&
!state.progress.isInBossLevelingMode) {
if (state.progress.bossLevelingEndTime != null) {
progress = progress.copyWith(clearBossLevelingEndTime: true);
}
final actProgressionService = ActProgressionService(config: config);
return actProgressionService.startFinalBossFight(state, progress, queue);
}
// 5. 일반 몬스터 전투
return _createMonsterTask(state, progress, queue);
}
/// 시장 이동 조건 확인
bool _shouldGoToMarket(ProgressState progress) {
return progress.encumbrance.position >= progress.encumbrance.max &&
progress.encumbrance.max > 0;
}
/// 전환 태스크 필요 여부 확인
bool _needsTransitionTask(TaskType oldTaskType) {
return oldTaskType != TaskType.kill &&
oldTaskType != TaskType.neutral &&
oldTaskType != TaskType.buying;
}
/// 시장 이동 태스크 생성
({ProgressState progress, QueueState queue}) _createMarketTask(
ProgressState progress,
QueueState queue,
) {
final taskResult = pq_logic.startTask(
progress,
l10n.taskHeadingToMarket(),
4 * 1000,
);
final updatedProgress = taskResult.progress.copyWith(
currentTask: TaskInfo(caption: taskResult.caption, type: TaskType.market),
currentCombat: null,
);
return (progress: updatedProgress, queue: queue);
}
/// 전환 태스크 생성 (buying 또는 heading)
({ProgressState progress, QueueState queue}) _createTransitionTask(
GameState state,
ProgressState progress,
QueueState queue,
) {
final gold = state.inventory.gold;
final equipPrice = state.traits.level * 50;
// Gold 충분 시 장비 구매
if (gold > equipPrice) {
final taskResult = pq_logic.startTask(
progress,
l10n.taskUpgradingHardware(),
5 * 1000,
);
final updatedProgress = taskResult.progress.copyWith(
currentTask: TaskInfo(
caption: taskResult.caption,
type: TaskType.buying,
),
currentCombat: null,
);
return (progress: updatedProgress, queue: queue);
}
// Gold 부족 시 전장 이동
final taskResult = pq_logic.startTask(
progress,
l10n.taskEnteringDebugZone(),
4 * 1000,
);
final updatedProgress = taskResult.progress.copyWith(
currentTask: TaskInfo(
caption: taskResult.caption,
type: TaskType.neutral,
),
currentCombat: null,
);
return (progress: updatedProgress, queue: queue);
}
/// Act Boss 재도전 태스크 생성
({ProgressState progress, QueueState queue}) _createActBossRetryTask(
GameState state,
ProgressState progress,
QueueState queue,
) {
final actProgressionService = ActProgressionService(config: config);
final actBoss = actProgressionService.createActBoss(state);
final combatCalculator = CombatCalculator(rng: state.rng);
final durationMillis = combatCalculator.estimateCombatDurationMs(
player: actBoss.playerStats,
monster: actBoss.monsterStats,
);
final taskResult = pq_logic.startTask(
progress,
l10n.taskDebugging(actBoss.monsterStats.name),
durationMillis,
);
final updatedProgress = taskResult.progress.copyWith(
currentTask: TaskInfo(
caption: taskResult.caption,
type: TaskType.kill,
monsterBaseName: actBoss.monsterStats.name,
monsterPart: '*',
monsterLevel: actBoss.monsterStats.level,
monsterGrade: MonsterGrade.boss,
monsterSize: getBossSizeForAct(state.progress.plotStageCount),
),
currentCombat: actBoss,
);
return (progress: updatedProgress, queue: queue);
}
/// 일반 몬스터 전투 태스크 생성
({ProgressState progress, QueueState queue}) _createMonsterTask(
GameState state,
ProgressState progress,
QueueState queue,
) {
final level = state.traits.level;
// 퀘스트 몬스터 데이터 확인
final questMonster = state.progress.currentQuestMonster;
final questMonsterData = questMonster?.monsterData;
final questLevel = questMonsterData != null
? int.tryParse(questMonsterData.split('|').elementAtOrNull(1) ?? '') ??
0
: null;
// 몬스터 생성
final monsterResult = pq_logic.monsterTask(
config,
state.rng,
level,
questMonsterData,
questLevel,
);
// 몬스터 레벨 조정 (밸런스)
final actMinLevel = ActMonsterLevel.forPlotStage(
state.progress.plotStageCount,
);
final baseLevel = math.max(level, actMinLevel);
final effectiveMonsterLevel = monsterResult.level
.clamp(math.max(1, baseLevel - 3), baseLevel + 3)
.toInt();
// 전투 스탯 생성
final playerCombatStats = CombatStats.fromStats(
stats: state.stats,
equipment: state.equipment,
level: level,
monsterLevel: effectiveMonsterLevel,
);
final monsterCombatStats = MonsterCombatStats.fromLevel(
name: monsterResult.displayName,
level: effectiveMonsterLevel,
speedType: MonsterCombatStats.inferSpeedType(monsterResult.baseName),
plotStageCount: state.progress.plotStageCount,
);
// 전투 상태 및 지속시간
final combatState = CombatState.start(
playerStats: playerCombatStats,
monsterStats: monsterCombatStats,
);
final combatCalculator = CombatCalculator(rng: state.rng);
final durationMillis = combatCalculator.estimateCombatDurationMs(
player: playerCombatStats,
monster: monsterCombatStats,
);
final taskResult = pq_logic.startTask(
progress,
l10n.taskDebugging(monsterResult.displayName),
durationMillis,
);
// 몬스터 사이즈 결정
final monsterSize = getMonsterSizeForAct(
plotStageCount: state.progress.plotStageCount,
grade: monsterResult.grade,
rng: state.rng,
);
final updatedProgress = taskResult.progress.copyWith(
currentTask: TaskInfo(
caption: taskResult.caption,
type: TaskType.kill,
monsterBaseName: monsterResult.baseName,
monsterPart: monsterResult.part,
monsterLevel: effectiveMonsterLevel,
monsterGrade: monsterResult.grade,
monsterSize: monsterSize,
),
currentCombat: combatState,
);
return (progress: updatedProgress, queue: queue);
}
}