refactor(model): SpellBook을 SkillBook으로 리네이밍
- 게임 컨셉에 맞게 주문서 → 스킬북 용어 통일 - 관련 모든 참조 일괄 변경
This commit is contained in:
@@ -29,16 +29,16 @@ class ArenaService {
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// 스킬 시스템 헬퍼
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// ============================================================================
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/// HallOfFameEntry의 finalSpells에서 Skill 목록 추출
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/// HallOfFameEntry의 finalSkills에서 Skill 목록 추출
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List<Skill> _getSkillsFromEntry(HallOfFameEntry entry) {
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final spells = entry.finalSpells;
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if (spells == null || spells.isEmpty) return [];
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final skillData = entry.finalSkills;
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if (skillData == null || skillData.isEmpty) return [];
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final skills = <Skill>[];
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for (final spell in spells) {
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final spellName = spell['name'];
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if (spellName != null) {
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final skill = SkillData.getSkillBySpellName(spellName);
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for (final data in skillData) {
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final skillName = data['name'];
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if (skillName != null) {
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final skill = SkillData.getSkillBySpellName(skillName);
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if (skill != null) {
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skills.add(skill);
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}
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@@ -49,17 +49,17 @@ class GameMutations {
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final name = parts[0];
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final rank = parts.length > 1 ? parts[1] : 'I';
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final spells = [...state.spellBook.spells];
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final index = spells.indexWhere((s) => s.name == name);
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final skills = [...state.skillBook.skills];
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final index = skills.indexWhere((s) => s.name == name);
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if (index >= 0) {
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spells[index] = spells[index].copyWith(rank: rank);
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skills[index] = skills[index].copyWith(rank: rank);
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} else {
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spells.add(SpellEntry(name: name, rank: rank));
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skills.add(SkillEntry(name: name, rank: rank));
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}
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return state.copyWith(
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rng: state.rng,
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spellBook: state.spellBook.copyWith(spells: spells),
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skillBook: state.skillBook.copyWith(skills: skills),
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);
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}
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@@ -1240,11 +1240,11 @@ class ProgressService {
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// 플레이어 공격 체크
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if (playerAccumulator >= playerStats.attackDelayMs) {
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// SpellBook에서 사용 가능한 스킬 ID 목록 조회
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var availableSkillIds = skillService.getAvailableSkillIdsFromSpellBook(
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state.spellBook,
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// SkillBook에서 사용 가능한 스킬 ID 목록 조회
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var availableSkillIds = skillService.getAvailableSkillIdsFromSkillBook(
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state.skillBook,
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);
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// SpellBook에 스킬이 없으면 기본 스킬 사용
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// SkillBook에 스킬이 없으면 기본 스킬 사용
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if (availableSkillIds.isEmpty) {
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availableSkillIds = SkillData.defaultSkillIds;
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}
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@@ -1259,9 +1259,9 @@ class ProgressService {
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);
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if (selectedSkill != null && selectedSkill.isAttack) {
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// 스펠 랭크 조회 (SpellBook 기반)
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final spellRank = skillService.getSkillRankFromSpellBook(
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state.spellBook,
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// 스킬 랭크 조회 (SkillBook 기반)
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final skillRank = skillService.getSkillRankFromSkillBook(
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state.skillBook,
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selectedSkill.id,
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);
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// 랭크 스케일링 적용된 공격 스킬 사용
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@@ -1270,7 +1270,7 @@ class ProgressService {
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player: playerStats,
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monster: monsterStats,
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skillSystem: updatedSkillSystem,
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rank: spellRank,
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rank: skillRank,
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);
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playerStats = skillResult.updatedPlayer;
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monsterStats = skillResult.updatedMonster;
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@@ -552,50 +552,50 @@ class SkillService {
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}
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// ============================================================================
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// SpellBook 연동
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// SkillBook 연동
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// ============================================================================
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/// SpellBook에서 사용 가능한 스킬 목록 조회
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/// SkillBook에서 사용 가능한 스킬 목록 조회
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///
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/// SpellEntry 이름을 Skill로 매핑하여 반환
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List<Skill> getAvailableSkillsFromSpellBook(SpellBook spellBook) {
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return spellBook.spells
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.map((spell) => SkillData.getSkillBySpellName(spell.name))
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/// SkillEntry 이름을 Skill로 매핑하여 반환
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List<Skill> getAvailableSkillsFromSkillBook(SkillBook skillBook) {
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return skillBook.skills
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.map((entry) => SkillData.getSkillBySpellName(entry.name))
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.whereType<Skill>()
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.toList();
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}
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/// SpellBook에서 스킬의 랭크(레벨) 조회
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/// SkillBook에서 스킬의 랭크(레벨) 조회
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///
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/// 로마숫자 랭크(I, II, III)를 정수로 변환하여 반환
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/// 스펠이 없으면 1 반환
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int getSkillRankFromSpellBook(SpellBook spellBook, String skillId) {
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/// 스킬이 없으면 1 반환
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int getSkillRankFromSkillBook(SkillBook skillBook, String skillId) {
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// skillId로 스킬 찾기
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final skill = SkillData.getSkillById(skillId);
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if (skill == null) return 1;
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// 스킬 이름으로 SpellEntry 찾기
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for (final spell in spellBook.spells) {
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if (spell.name == skill.name) {
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return romanToInt(spell.rank);
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// 스킬 이름으로 SkillEntry 찾기
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for (final entry in skillBook.skills) {
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if (entry.name == skill.name) {
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return romanToInt(entry.rank);
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}
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}
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return 1; // 기본 랭크
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}
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/// SpellBook에서 스킬 ID 목록 조회
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/// SkillBook에서 스킬 ID 목록 조회
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///
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/// 전투 시스템에서 사용 가능한 스킬 ID 목록 반환
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List<String> getAvailableSkillIdsFromSpellBook(SpellBook spellBook) {
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return getAvailableSkillsFromSpellBook(
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spellBook,
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List<String> getAvailableSkillIdsFromSkillBook(SkillBook skillBook) {
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return getAvailableSkillsFromSkillBook(
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skillBook,
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).map((skill) => skill.id).toList();
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}
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/// 랭크 스케일링이 적용된 공격 스킬 사용
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///
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/// [rank] 스펠 랭크 (SpellBook에서 조회)
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/// [rank] 스펠 랭크 (SkillBook에서 조회)
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({
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SkillUseResult result,
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CombatStats updatedPlayer,
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@@ -21,7 +21,7 @@ class GameState {
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Stats? stats,
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Inventory? inventory,
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Equipment? equipment,
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SpellBook? spellBook,
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SkillBook? skillBook,
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ProgressState? progress,
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QueueState? queue,
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SkillSystemState? skillSystem,
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@@ -32,7 +32,7 @@ class GameState {
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stats = stats ?? Stats.empty(),
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inventory = inventory ?? Inventory.empty(),
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equipment = equipment ?? Equipment.empty(),
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spellBook = spellBook ?? SpellBook.empty(),
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skillBook = skillBook ?? SkillBook.empty(),
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progress = progress ?? ProgressState.empty(),
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queue = queue ?? QueueState.empty(),
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skillSystem = skillSystem ?? SkillSystemState.empty(),
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@@ -44,7 +44,7 @@ class GameState {
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Stats? stats,
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Inventory? inventory,
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Equipment? equipment,
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SpellBook? spellBook,
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SkillBook? skillBook,
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ProgressState? progress,
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QueueState? queue,
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SkillSystemState? skillSystem,
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@@ -57,7 +57,7 @@ class GameState {
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stats: stats,
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inventory: inventory,
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equipment: equipment,
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spellBook: spellBook,
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skillBook: skillBook,
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progress: progress,
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queue: queue,
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skillSystem: skillSystem,
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@@ -71,7 +71,7 @@ class GameState {
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final Stats stats;
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final Inventory inventory;
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final Equipment equipment;
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final SpellBook spellBook;
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final SkillBook skillBook;
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final ProgressState progress;
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final QueueState queue;
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@@ -93,7 +93,7 @@ class GameState {
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Stats? stats,
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Inventory? inventory,
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Equipment? equipment,
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SpellBook? spellBook,
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SkillBook? skillBook,
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ProgressState? progress,
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QueueState? queue,
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SkillSystemState? skillSystem,
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@@ -107,7 +107,7 @@ class GameState {
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stats: stats ?? this.stats,
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inventory: inventory ?? this.inventory,
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equipment: equipment ?? this.equipment,
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spellBook: spellBook ?? this.spellBook,
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skillBook: skillBook ?? this.skillBook,
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progress: progress ?? this.progress,
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queue: queue ?? this.queue,
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skillSystem: skillSystem ?? this.skillSystem,
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@@ -660,26 +660,26 @@ class Equipment {
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}
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}
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class SpellEntry {
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const SpellEntry({required this.name, required this.rank});
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class SkillEntry {
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const SkillEntry({required this.name, required this.rank});
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final String name;
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final String rank; // e.g., Roman numerals
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SpellEntry copyWith({String? name, String? rank}) {
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return SpellEntry(name: name ?? this.name, rank: rank ?? this.rank);
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SkillEntry copyWith({String? name, String? rank}) {
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return SkillEntry(name: name ?? this.name, rank: rank ?? this.rank);
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}
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}
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class SpellBook {
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const SpellBook({required this.spells});
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class SkillBook {
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const SkillBook({required this.skills});
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final List<SpellEntry> spells;
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final List<SkillEntry> skills;
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factory SpellBook.empty() => const SpellBook(spells: []);
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factory SkillBook.empty() => const SkillBook(skills: []);
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SpellBook copyWith({List<SpellEntry>? spells}) {
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return SpellBook(spells: spells ?? this.spells);
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SkillBook copyWith({List<SkillEntry>? skills}) {
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return SkillBook(skills: skills ?? this.skills);
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}
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}
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@@ -21,7 +21,7 @@ class HallOfFameEntry {
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required this.clearedAt,
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this.finalStats,
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this.finalEquipment,
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this.finalSpells,
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this.finalSkills,
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});
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/// 고유 ID (UUID)
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@@ -61,7 +61,7 @@ class HallOfFameEntry {
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final List<EquipmentItem>? finalEquipment;
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/// 최종 스펠북 (스펠 이름 + 랭크)
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final List<Map<String, String>>? finalSpells;
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final List<Map<String, String>>? finalSkills;
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/// 플레이 시간을 Duration으로 변환
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Duration get totalPlayTime => Duration(milliseconds: totalPlayTimeMs);
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@@ -96,7 +96,7 @@ class HallOfFameEntry {
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DateTime? clearedAt,
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CombatStats? finalStats,
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List<EquipmentItem>? finalEquipment,
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List<Map<String, String>>? finalSpells,
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List<Map<String, String>>? finalSkills,
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}) {
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return HallOfFameEntry(
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id: id ?? this.id,
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@@ -111,7 +111,7 @@ class HallOfFameEntry {
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clearedAt: clearedAt ?? this.clearedAt,
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finalStats: finalStats ?? this.finalStats,
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finalEquipment: finalEquipment ?? this.finalEquipment,
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finalSpells: finalSpells ?? this.finalSpells,
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finalSkills: finalSkills ?? this.finalSkills,
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);
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}
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@@ -135,7 +135,7 @@ class HallOfFameEntry {
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clearedAt: DateTime.now(),
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finalStats: combatStats,
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finalEquipment: List<EquipmentItem>.from(state.equipment.items),
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finalSpells: state.spellBook.spells
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finalSkills: state.skillBook.skills
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.map((s) => {'name': s.name, 'rank': s.rank})
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.toList(),
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);
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@@ -156,7 +156,7 @@ class HallOfFameEntry {
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'clearedAt': clearedAt.toIso8601String(),
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'finalStats': finalStats?.toJson(),
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'finalEquipment': finalEquipment?.map((e) => e.toJson()).toList(),
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'finalSpells': finalSpells,
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'finalSkills': finalSkills,
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};
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}
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@@ -181,8 +181,8 @@ class HallOfFameEntry {
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.map((e) => EquipmentItem.fromJson(e as Map<String, dynamic>))
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.toList()
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: null,
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finalSpells: json['finalSpells'] != null
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? (json['finalSpells'] as List<dynamic>)
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finalSkills: json['finalSkills'] != null
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? (json['finalSkills'] as List<dynamic>)
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.map((s) => Map<String, String>.from(s as Map))
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.toList()
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: null,
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@@ -13,7 +13,7 @@ class GameSave {
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required this.stats,
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required this.inventory,
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required this.equipment,
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required this.spellBook,
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required this.skillBook,
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required this.progress,
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required this.queue,
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});
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@@ -26,7 +26,7 @@ class GameSave {
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stats: state.stats,
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inventory: state.inventory,
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equipment: state.equipment,
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spellBook: state.spellBook,
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skillBook: state.skillBook,
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progress: state.progress,
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queue: state.queue,
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);
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@@ -38,7 +38,7 @@ class GameSave {
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final Stats stats;
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final Inventory inventory;
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final Equipment equipment;
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final SpellBook spellBook;
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final SkillBook skillBook;
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final ProgressState progress;
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final QueueState queue;
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@@ -88,7 +88,7 @@ class GameSave {
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'sollerets': equipment.sollerets,
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'bestIndex': equipment.bestIndex,
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},
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'spells': spellBook.spells
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'skills': skillBook.skills
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.map((e) => {'name': e.name, 'rank': e.rank})
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.toList(),
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'progress': {
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@@ -140,7 +140,7 @@ class GameSave {
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final equipmentJson = json['equipment'] as Map<String, dynamic>;
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final progressJson = json['progress'] as Map<String, dynamic>;
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final queueJson = (json['queue'] as List<dynamic>? ?? []).cast<dynamic>();
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final spellsJson = (json['spells'] as List<dynamic>? ?? []).cast<dynamic>();
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final skillsJson = (json['skills'] as List<dynamic>? ?? []).cast<dynamic>();
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return GameSave(
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version: json['version'] as int? ?? kSaveVersion,
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@@ -192,10 +192,10 @@ class GameSave {
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sollerets: equipmentJson['sollerets'] as String? ?? '',
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bestIndex: equipmentJson['bestIndex'] as int? ?? 0,
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),
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spellBook: SpellBook(
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spells: spellsJson
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skillBook: SkillBook(
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skills: skillsJson
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.map(
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(e) => SpellEntry(
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(e) => SkillEntry(
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name: (e as Map<String, dynamic>)['name'] as String? ?? '',
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rank: (e)['rank'] as String? ?? 'I',
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),
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@@ -261,7 +261,7 @@ class GameSave {
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stats: stats,
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inventory: inventory,
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equipment: equipment,
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spellBook: spellBook,
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skillBook: skillBook,
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progress: progress,
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queue: queue,
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);
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