feat(game): 포션 시스템 및 UI 패널 추가

- 포션 시스템 구현 (PotionService, Potion 모델)
- 포션 인벤토리 패널 위젯
- 활성 버프 패널 위젯
- 장비 스탯 패널 위젯
- 스킬 시스템 확장
- 일본어 번역 추가
- 전투 이벤트/상태 모델 개선
This commit is contained in:
JiWoong Sul
2025-12-21 23:53:27 +09:00
parent eb71d2a199
commit 7cd8be88df
25 changed files with 5174 additions and 261 deletions

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import 'package:flutter/material.dart';
import 'package:askiineverdie/src/core/engine/item_service.dart';
import 'package:askiineverdie/src/core/model/equipment_item.dart';
import 'package:askiineverdie/src/core/model/equipment_slot.dart';
import 'package:askiineverdie/src/core/model/game_state.dart';
import 'package:askiineverdie/src/core/model/item_stats.dart';
/// 장비 스탯 표시 패널
///
/// 각 장비 슬롯의 아이템과 스탯을 확장 가능한 형태로 표시.
/// 접힌 상태: 슬롯명 + 아이템명
/// 펼친 상태: 전체 스탯 및 점수
class EquipmentStatsPanel extends StatelessWidget {
const EquipmentStatsPanel({
super.key,
required this.equipment,
this.initiallyExpanded = false,
});
final Equipment equipment;
final bool initiallyExpanded;
@override
Widget build(BuildContext context) {
final totalScore = _calculateTotalScore();
final equippedCount = equipment.items.where((e) => e.isNotEmpty).length;
return ListView.builder(
// +1 for header
itemCount: equipment.items.length + 1,
padding: const EdgeInsets.all(4),
itemBuilder: (context, index) {
// 첫 번째 아이템은 총합 헤더
if (index == 0) {
return _TotalScoreHeader(
totalScore: totalScore,
equippedCount: equippedCount,
totalSlots: equipment.items.length,
);
}
final item = equipment.items[index - 1];
return _EquipmentSlotTile(
item: item,
initiallyExpanded: initiallyExpanded,
);
},
);
}
/// 모든 장비의 점수 합산
int _calculateTotalScore() {
var total = 0;
for (final item in equipment.items) {
if (item.isNotEmpty) {
total += ItemService.calculateEquipmentScore(item);
}
}
return total;
}
}
/// 개별 장비 슬롯 타일
class _EquipmentSlotTile extends StatelessWidget {
const _EquipmentSlotTile({
required this.item,
this.initiallyExpanded = false,
});
final EquipmentItem item;
final bool initiallyExpanded;
@override
Widget build(BuildContext context) {
if (item.isEmpty) {
return _EmptySlotTile(slot: item.slot);
}
final score = ItemService.calculateEquipmentScore(item);
final rarityColor = _getRarityColor(item.rarity);
return ExpansionTile(
initiallyExpanded: initiallyExpanded,
tilePadding: const EdgeInsets.symmetric(horizontal: 8),
childrenPadding: const EdgeInsets.only(left: 16, right: 8, bottom: 8),
dense: true,
title: Row(
children: [
_SlotIcon(slot: item.slot),
const SizedBox(width: 4),
Expanded(
child: Text(
item.name,
style: TextStyle(
fontSize: 11,
color: rarityColor,
fontWeight: FontWeight.w500,
),
overflow: TextOverflow.ellipsis,
),
),
_ScoreBadge(score: score),
],
),
children: [
_StatsGrid(stats: item.stats, slot: item.slot),
const SizedBox(height: 4),
_ItemMetaRow(item: item),
],
);
}
Color _getRarityColor(ItemRarity rarity) {
return switch (rarity) {
ItemRarity.common => Colors.grey,
ItemRarity.uncommon => Colors.green,
ItemRarity.rare => Colors.blue,
ItemRarity.epic => Colors.purple,
ItemRarity.legendary => Colors.orange,
};
}
}
/// 빈 슬롯 타일
class _EmptySlotTile extends StatelessWidget {
const _EmptySlotTile({required this.slot});
final EquipmentSlot slot;
@override
Widget build(BuildContext context) {
return ListTile(
dense: true,
contentPadding: const EdgeInsets.symmetric(horizontal: 8),
leading: _SlotIcon(slot: slot, isEmpty: true),
title: Text(
'[${_getSlotName(slot)}] (empty)',
style: TextStyle(
fontSize: 11,
color: Colors.grey.shade600,
fontStyle: FontStyle.italic,
),
),
);
}
}
/// 슬롯 아이콘
class _SlotIcon extends StatelessWidget {
const _SlotIcon({required this.slot, this.isEmpty = false});
final EquipmentSlot slot;
final bool isEmpty;
@override
Widget build(BuildContext context) {
final icon = switch (slot) {
EquipmentSlot.weapon => Icons.gavel,
EquipmentSlot.shield => Icons.shield,
EquipmentSlot.helm => Icons.sports_martial_arts,
EquipmentSlot.hauberk => Icons.checkroom,
EquipmentSlot.brassairts => Icons.back_hand,
EquipmentSlot.vambraces => Icons.front_hand,
EquipmentSlot.gauntlets => Icons.pan_tool,
EquipmentSlot.gambeson => Icons.dry_cleaning,
EquipmentSlot.cuisses => Icons.airline_seat_legroom_normal,
EquipmentSlot.greaves => Icons.snowshoeing,
EquipmentSlot.sollerets => Icons.do_not_step,
};
return Icon(
icon,
size: 16,
color: isEmpty ? Colors.grey.shade400 : Colors.grey.shade700,
);
}
}
/// 점수 배지
class _ScoreBadge extends StatelessWidget {
const _ScoreBadge({required this.score});
final int score;
@override
Widget build(BuildContext context) {
return Container(
padding: const EdgeInsets.symmetric(horizontal: 6, vertical: 2),
decoration: BoxDecoration(
color: Colors.blueGrey.shade100,
borderRadius: BorderRadius.circular(8),
),
child: Text(
'$score',
style: TextStyle(
fontSize: 10,
fontWeight: FontWeight.bold,
color: Colors.blueGrey.shade700,
),
),
);
}
}
/// 장비 점수 총합 헤더
class _TotalScoreHeader extends StatelessWidget {
const _TotalScoreHeader({
required this.totalScore,
required this.equippedCount,
required this.totalSlots,
});
final int totalScore;
final int equippedCount;
final int totalSlots;
@override
Widget build(BuildContext context) {
return Container(
margin: const EdgeInsets.only(bottom: 8),
padding: const EdgeInsets.symmetric(horizontal: 12, vertical: 8),
decoration: BoxDecoration(
gradient: LinearGradient(
colors: [
Colors.blueGrey.shade700,
Colors.blueGrey.shade600,
],
),
borderRadius: BorderRadius.circular(8),
boxShadow: [
BoxShadow(
color: Colors.black.withValues(alpha: 0.2),
blurRadius: 4,
offset: const Offset(0, 2),
),
],
),
child: Row(
children: [
// 장비 아이콘
const Icon(
Icons.shield,
size: 20,
color: Colors.white70,
),
const SizedBox(width: 8),
// 총합 점수
Expanded(
child: Column(
crossAxisAlignment: CrossAxisAlignment.start,
children: [
const Text(
'Equipment Score',
style: TextStyle(
fontSize: 10,
color: Colors.white70,
),
),
Text(
'$totalScore',
style: const TextStyle(
fontSize: 18,
fontWeight: FontWeight.bold,
color: Colors.white,
),
),
],
),
),
// 장착 현황
Container(
padding: const EdgeInsets.symmetric(horizontal: 8, vertical: 4),
decoration: BoxDecoration(
color: Colors.white.withValues(alpha: 0.2),
borderRadius: BorderRadius.circular(12),
),
child: Text(
'$equippedCount / $totalSlots',
style: const TextStyle(
fontSize: 11,
fontWeight: FontWeight.w500,
color: Colors.white,
),
),
),
],
),
);
}
}
/// 스탯 그리드
class _StatsGrid extends StatelessWidget {
const _StatsGrid({required this.stats, required this.slot});
final ItemStats stats;
final EquipmentSlot slot;
@override
Widget build(BuildContext context) {
final entries = <_StatEntry>[];
// 공격 스탯
if (stats.atk > 0) entries.add(_StatEntry('ATK', '+${stats.atk}'));
if (stats.magAtk > 0) entries.add(_StatEntry('MATK', '+${stats.magAtk}'));
if (stats.criRate > 0) {
entries.add(_StatEntry('CRI', '${(stats.criRate * 100).toStringAsFixed(1)}%'));
}
if (stats.parryRate > 0) {
entries.add(_StatEntry('PARRY', '${(stats.parryRate * 100).toStringAsFixed(1)}%'));
}
// 방어 스탯
if (stats.def > 0) entries.add(_StatEntry('DEF', '+${stats.def}'));
if (stats.magDef > 0) entries.add(_StatEntry('MDEF', '+${stats.magDef}'));
if (stats.blockRate > 0) {
entries.add(_StatEntry('BLOCK', '${(stats.blockRate * 100).toStringAsFixed(1)}%'));
}
if (stats.evasion > 0) {
entries.add(_StatEntry('EVA', '${(stats.evasion * 100).toStringAsFixed(1)}%'));
}
// 자원 스탯
if (stats.hpBonus > 0) entries.add(_StatEntry('HP', '+${stats.hpBonus}'));
if (stats.mpBonus > 0) entries.add(_StatEntry('MP', '+${stats.mpBonus}'));
// 능력치 보너스
if (stats.strBonus > 0) entries.add(_StatEntry('STR', '+${stats.strBonus}'));
if (stats.conBonus > 0) entries.add(_StatEntry('CON', '+${stats.conBonus}'));
if (stats.dexBonus > 0) entries.add(_StatEntry('DEX', '+${stats.dexBonus}'));
if (stats.intBonus > 0) entries.add(_StatEntry('INT', '+${stats.intBonus}'));
if (stats.wisBonus > 0) entries.add(_StatEntry('WIS', '+${stats.wisBonus}'));
if (stats.chaBonus > 0) entries.add(_StatEntry('CHA', '+${stats.chaBonus}'));
// 무기 공속
if (slot == EquipmentSlot.weapon && stats.attackSpeed > 0) {
entries.add(_StatEntry('SPEED', '${stats.attackSpeed}ms'));
}
if (entries.isEmpty) {
return const Text(
'No bonus stats',
style: TextStyle(fontSize: 10, color: Colors.grey),
);
}
return Wrap(
spacing: 8,
runSpacing: 4,
children: entries.map((e) => _StatChip(entry: e)).toList(),
);
}
}
/// 스탯 엔트리
class _StatEntry {
const _StatEntry(this.label, this.value);
final String label;
final String value;
}
/// 스탯 칩
class _StatChip extends StatelessWidget {
const _StatChip({required this.entry});
final _StatEntry entry;
@override
Widget build(BuildContext context) {
return Container(
padding: const EdgeInsets.symmetric(horizontal: 4, vertical: 2),
decoration: BoxDecoration(
color: Colors.grey.shade200,
borderRadius: BorderRadius.circular(4),
),
child: Row(
mainAxisSize: MainAxisSize.min,
children: [
Text(
'${entry.label}: ',
style: TextStyle(fontSize: 9, color: Colors.grey.shade600),
),
Text(
entry.value,
style: const TextStyle(fontSize: 9, fontWeight: FontWeight.bold),
),
],
),
);
}
}
/// 아이템 메타 정보 행
class _ItemMetaRow extends StatelessWidget {
const _ItemMetaRow({required this.item});
final EquipmentItem item;
@override
Widget build(BuildContext context) {
final rarityName = item.rarity.name.toUpperCase();
return Row(
children: [
Text(
'Lv.${item.level}',
style: const TextStyle(fontSize: 9, color: Colors.grey),
),
const SizedBox(width: 8),
Text(
rarityName,
style: TextStyle(
fontSize: 9,
color: _getRarityColor(item.rarity),
fontWeight: FontWeight.bold,
),
),
const SizedBox(width: 8),
Text(
'Wt.${item.weight}',
style: const TextStyle(fontSize: 9, color: Colors.grey),
),
],
);
}
Color _getRarityColor(ItemRarity rarity) {
return switch (rarity) {
ItemRarity.common => Colors.grey,
ItemRarity.uncommon => Colors.green,
ItemRarity.rare => Colors.blue,
ItemRarity.epic => Colors.purple,
ItemRarity.legendary => Colors.orange,
};
}
}
/// 슬롯 이름 반환
String _getSlotName(EquipmentSlot slot) {
return switch (slot) {
EquipmentSlot.weapon => 'Weapon',
EquipmentSlot.shield => 'Shield',
EquipmentSlot.helm => 'Helm',
EquipmentSlot.hauberk => 'Hauberk',
EquipmentSlot.brassairts => 'Brassairts',
EquipmentSlot.vambraces => 'Vambraces',
EquipmentSlot.gauntlets => 'Gauntlets',
EquipmentSlot.gambeson => 'Gambeson',
EquipmentSlot.cuisses => 'Cuisses',
EquipmentSlot.greaves => 'Greaves',
EquipmentSlot.sollerets => 'Sollerets',
};
}