refactor(engine): ProgressService 경량화

- CombatTickService, MarketService 사용으로 전환
- 중복 로직 제거로 577줄 감소
- item_stats.dart 불필요 코드 정리
This commit is contained in:
JiWoong Sul
2026-01-15 01:53:30 +09:00
parent 90c133d577
commit 92e5fbbf1a
2 changed files with 14 additions and 576 deletions

View File

@@ -1,12 +1,12 @@
import 'dart:math' as math; import 'dart:math' as math;
import 'package:asciineverdie/data/game_text_l10n.dart' as l10n; import 'package:asciineverdie/data/game_text_l10n.dart' as l10n;
import 'package:asciineverdie/data/skill_data.dart';
import 'package:asciineverdie/src/core/engine/combat_calculator.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/game_mutations.dart'; import 'package:asciineverdie/src/core/engine/game_mutations.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/potion_service.dart';
import 'package:asciineverdie/src/core/engine/reward_service.dart'; import 'package:asciineverdie/src/core/engine/reward_service.dart';
import 'package:asciineverdie/src/core/engine/shop_service.dart';
import 'package:asciineverdie/src/core/engine/skill_service.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_event.dart';
import 'package:asciineverdie/src/core/model/combat_state.dart'; import 'package:asciineverdie/src/core/model/combat_state.dart';
@@ -14,12 +14,10 @@ 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_item.dart';
import 'package:asciineverdie/src/core/model/equipment_slot.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/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_combat_stats.dart';
import 'package:asciineverdie/src/core/model/monster_grade.dart'; import 'package:asciineverdie/src/core/model/monster_grade.dart';
import 'package:asciineverdie/src/core/model/potion.dart'; import 'package:asciineverdie/src/core/model/potion.dart';
import 'package:asciineverdie/src/core/model/pq_config.dart'; import 'package:asciineverdie/src/core/model/pq_config.dart';
import 'package:asciineverdie/src/core/model/skill.dart';
import 'package:asciineverdie/src/core/util/balance_constants.dart'; import 'package:asciineverdie/src/core/util/balance_constants.dart';
import 'package:asciineverdie/src/core/util/pq_logic.dart' as pq_logic; import 'package:asciineverdie/src/core/util/pq_logic.dart' as pq_logic;
@@ -210,18 +208,19 @@ class ProgressService {
? progress.task.max ? progress.task.max
: uncapped; : uncapped;
// 킬 태스크 중 전투 진행 (스킬 자동 사용, DOT, 물약 포함) // 킬 태스크 중 전투 진행 (CombatTickService 사용)
var updatedCombat = progress.currentCombat; var updatedCombat = progress.currentCombat;
var updatedSkillSystem = nextState.skillSystem; var updatedSkillSystem = nextState.skillSystem;
var updatedPotionInventory = nextState.potionInventory; var updatedPotionInventory = nextState.potionInventory;
if (progress.currentTask.type == TaskType.kill && if (progress.currentTask.type == TaskType.kill &&
updatedCombat != null && updatedCombat != null &&
updatedCombat.isActive) { updatedCombat.isActive) {
final combatResult = _processCombatTickWithSkills( final combatTickService = CombatTickService(rng: nextState.rng);
nextState, final combatResult = combatTickService.processTick(
updatedCombat, state: nextState,
updatedSkillSystem, combat: updatedCombat,
clamped, skillSystem: updatedSkillSystem,
elapsedMs: clamped,
); );
updatedCombat = combatResult.combat; updatedCombat = combatResult.combat;
updatedSkillSystem = combatResult.skillSystem; updatedSkillSystem = combatResult.skillSystem;
@@ -353,15 +352,16 @@ class ProgressService {
} }
} }
// 시장/판매/구매 태스크 완료 시 처리 (원본 Main.pas:631-649) // 시장/판매/구매 태스크 완료 시 처리 (MarketService 사용)
final marketService = MarketService(rng: nextState.rng);
final taskType = progress.currentTask.type; final taskType = progress.currentTask.type;
if (taskType == TaskType.buying) { if (taskType == TaskType.buying) {
// 장비 구매 완료 (원본 631-634) // 장비 구매 완료 (원본 631-634)
nextState = _completeBuying(nextState); nextState = marketService.completeBuying(nextState);
progress = nextState.progress; progress = nextState.progress;
} else if (taskType == TaskType.market || taskType == TaskType.sell) { } else if (taskType == TaskType.market || taskType == TaskType.sell) {
// 시장 도착 또는 판매 완료 (원본 635-649) // 시장 도착 또는 판매 완료 (원본 635-649)
final sellResult = _processSell(nextState); final sellResult = marketService.processSell(nextState);
nextState = sellResult.state; nextState = sellResult.state;
progress = nextState.progress; progress = nextState.progress;
queue = nextState.queue; queue = nextState.queue;
@@ -524,7 +524,7 @@ class ProgressService {
oldTaskType != TaskType.buying) { oldTaskType != TaskType.buying) {
// Gold가 충분하면 장비 구매 (Common 장비 가격 기준) // Gold가 충분하면 장비 구매 (Common 장비 가격 기준)
// 실제 구매 가격과 동일한 공식 사용: level * 50 // 실제 구매 가격과 동일한 공식 사용: level * 50
final gold = _getGold(state); final gold = state.inventory.gold;
final equipPrice = state.traits.level * 50; // Common 장비 1개 가격 final equipPrice = state.traits.level * 50; // Common 장비 1개 가격
if (gold > equipPrice) { if (gold > equipPrice) {
final taskResult = pq_logic.startTask( final taskResult = pq_logic.startTask(
@@ -1096,555 +1096,6 @@ class ProgressService {
return s[0].toUpperCase() + s.substring(1); return s[0].toUpperCase() + s.substring(1);
} }
/// 인벤토리에서 Gold 수량 반환
int _getGold(GameState state) {
return state.inventory.gold;
}
/// 장비 구매 완료 처리 (개선된 로직)
///
/// 1순위: 빈 슬롯에 Common 장비 최대한 채우기
/// 2순위: 골드 남으면 물약 구매
GameState _completeBuying(GameState state) {
var nextState = state;
final level = state.traits.level;
final shopService = ShopService(rng: nextState.rng);
// 1. 빈 슬롯 목록 수집
final emptySlots = <int>[];
for (var i = 0; i < Equipment.slotCount; i++) {
if (nextState.equipment.getItemByIndex(i).isEmpty) {
emptySlots.add(i);
}
}
// 2. 골드가 허용하는 한 빈 슬롯에 Common 장비 구매
for (final slotIndex in emptySlots) {
final slot = EquipmentSlot.values[slotIndex];
final item = shopService.generateShopItem(
playerLevel: level,
slot: slot,
targetRarity: ItemRarity.common,
);
final price = shopService.calculateBuyPrice(item);
if (nextState.inventory.gold >= price) {
nextState = nextState.copyWith(
inventory: nextState.inventory.copyWith(
gold: nextState.inventory.gold - price,
),
equipment: nextState.equipment
.setItemByIndex(slotIndex, item)
.copyWith(bestIndex: slotIndex),
);
} else {
break; // 골드 부족 시 중단
}
}
// 3. 물약 자동 구매 (남은 골드의 20% 사용)
final potionService = const PotionService();
final purchaseResult = potionService.autoPurchasePotions(
playerLevel: level,
inventory: nextState.potionInventory,
gold: nextState.inventory.gold,
spendRatio: 0.20,
);
if (purchaseResult.success && purchaseResult.newInventory != null) {
nextState = nextState.copyWith(
inventory: nextState.inventory.copyWith(gold: purchaseResult.newGold),
potionInventory: purchaseResult.newInventory,
);
}
return nextState;
}
/// 판매 처리 결과
({GameState state, bool continuesSelling}) _processSell(GameState state) {
final taskType = state.progress.currentTask.type;
var items = [...state.inventory.items];
var goldAmount = state.inventory.gold;
// sell 태스크 완료 시 아이템 판매 (원본 Main.pas:636-643)
if (taskType == TaskType.sell) {
// 첫 번째 아이템 찾기 (items에는 Gold가 없음)
if (items.isNotEmpty) {
final item = items.first;
final level = state.traits.level;
// 가격 계산: 수량 * 레벨
var price = item.count * level;
// " of " 포함 시 보너스 (원본 639-640)
if (item.name.contains(' of ')) {
price =
price *
(1 + pq_logic.randomLow(state.rng, 10)) *
(1 + pq_logic.randomLow(state.rng, level));
}
// 아이템 삭제
items.removeAt(0);
// Gold 추가 (inventory.gold 필드 사용)
goldAmount += price;
}
}
// 판매할 아이템이 남아있는지 확인
final hasItemsToSell = items.isNotEmpty;
if (hasItemsToSell) {
// 다음 아이템 판매 태스크 시작
final nextItem = items.first;
final translatedName = l10n.translateItemNameL10n(nextItem.name);
final itemDesc = l10n.indefiniteL10n(translatedName, nextItem.count);
final taskResult = pq_logic.startTask(
state.progress,
l10n.taskSelling(itemDesc),
1 * 1000,
);
final progress = taskResult.progress.copyWith(
currentTask: TaskInfo(caption: taskResult.caption, type: TaskType.sell),
currentCombat: null, // 비전투 태스크이므로 전투 상태 초기화
);
return (
state: state.copyWith(
inventory: state.inventory.copyWith(gold: goldAmount, items: items),
progress: progress,
),
continuesSelling: true,
);
}
// 판매 완료 - 인벤토리 업데이트만 하고 다음 태스크로
return (
state: state.copyWith(
inventory: state.inventory.copyWith(gold: goldAmount, items: items),
),
continuesSelling: false,
);
}
/// 전투 틱 처리 (스킬 자동 사용, DOT, 물약 포함)
///
/// [state] 현재 게임 상태
/// [combat] 현재 전투 상태
/// [skillSystem] 스킬 시스템 상태
/// [elapsedMs] 경과 시간 (밀리초)
/// Returns: 업데이트된 전투 상태, 스킬 시스템 상태, 물약 인벤토리
({
CombatState combat,
SkillSystemState skillSystem,
PotionInventory? potionInventory,
})
_processCombatTickWithSkills(
GameState state,
CombatState combat,
SkillSystemState skillSystem,
int elapsedMs,
) {
if (!combat.isActive || combat.isCombatOver) {
return (combat: combat, skillSystem: skillSystem, potionInventory: null);
}
final calculator = CombatCalculator(rng: state.rng);
final skillService = SkillService(rng: state.rng);
final potionService = const PotionService();
var playerStats = combat.playerStats;
var monsterStats = combat.monsterStats;
var playerAccumulator = combat.playerAttackAccumulatorMs + elapsedMs;
var monsterAccumulator = combat.monsterAttackAccumulatorMs + elapsedMs;
var totalDamageDealt = combat.totalDamageDealt;
var totalDamageTaken = combat.totalDamageTaken;
var turnsElapsed = combat.turnsElapsed;
var updatedSkillSystem = skillSystem;
var activeDoTs = [...combat.activeDoTs];
var usedPotionTypes = {...combat.usedPotionTypes};
var activeDebuffs = [...combat.activeDebuffs];
PotionInventory? updatedPotionInventory;
// 새 전투 이벤트 수집
final newEvents = <CombatEvent>[];
final timestamp = updatedSkillSystem.elapsedMs;
// =========================================================================
// 만료된 디버프 정리
// =========================================================================
activeDebuffs = activeDebuffs
.where((debuff) => !debuff.isExpired(timestamp))
.toList();
// =========================================================================
// DOT 틱 처리
// =========================================================================
var dotDamageThisTick = 0;
final updatedDoTs = <DotEffect>[];
for (final dot in activeDoTs) {
final (updatedDot, ticksTriggered) = dot.tick(elapsedMs);
if (ticksTriggered > 0) {
final damage = dot.damagePerTick * ticksTriggered;
dotDamageThisTick += damage;
// DOT 데미지 이벤트 생성 (skillId → name 변환)
final dotSkillName =
SkillData.getSkillById(dot.skillId)?.name ?? dot.skillId;
newEvents.add(
CombatEvent.dotTick(
timestamp: timestamp,
skillName: dotSkillName,
damage: damage,
targetName: monsterStats.name,
),
);
}
// 만료되지 않은 DOT만 유지
if (updatedDot.isActive) {
updatedDoTs.add(updatedDot);
}
}
// DOT 데미지 적용
if (dotDamageThisTick > 0 && monsterStats.isAlive) {
final newMonsterHp = (monsterStats.hpCurrent - dotDamageThisTick).clamp(
0,
monsterStats.hpMax,
);
monsterStats = monsterStats.copyWith(hpCurrent: newMonsterHp);
totalDamageDealt += dotDamageThisTick;
}
activeDoTs = updatedDoTs;
// =========================================================================
// 긴급 물약 자동 사용 (HP < 30%)
// =========================================================================
final hpRatio = playerStats.hpCurrent / playerStats.hpMax;
if (hpRatio <= PotionService.emergencyHpThreshold) {
final emergencyPotion = potionService.selectEmergencyHpPotion(
currentHp: playerStats.hpCurrent,
maxHp: playerStats.hpMax,
inventory: state.potionInventory,
playerLevel: state.traits.level,
);
if (emergencyPotion != null && !usedPotionTypes.contains(PotionType.hp)) {
final result = potionService.usePotion(
potionId: emergencyPotion.id,
inventory: state.potionInventory,
currentHp: playerStats.hpCurrent,
maxHp: playerStats.hpMax,
currentMp: playerStats.mpCurrent,
maxMp: playerStats.mpMax,
);
if (result.success) {
playerStats = playerStats.copyWith(hpCurrent: result.newHp);
usedPotionTypes = {...usedPotionTypes, PotionType.hp};
updatedPotionInventory = result.newInventory;
newEvents.add(
CombatEvent.playerPotion(
timestamp: timestamp,
potionName: emergencyPotion.name,
healAmount: result.healedAmount,
isHp: true,
),
);
}
}
}
// 플레이어 공격 체크
if (playerAccumulator >= playerStats.attackDelayMs) {
// 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: playerStats,
monster: monsterStats,
skillSystem: updatedSkillSystem,
availableSkillIds: availableSkillIds,
activeDoTs: activeDoTs,
activeDebuffs: activeDebuffs,
);
if (selectedSkill != null && selectedSkill.isAttack) {
// 스킬 랭크 조회 (SkillBook 기반)
final skillRank = skillService.getSkillRankFromSkillBook(
state.skillBook,
selectedSkill.id,
);
// 랭크 스케일링 적용된 공격 스킬 사용
final skillResult = skillService.useAttackSkillWithRank(
skill: selectedSkill,
player: playerStats,
monster: monsterStats,
skillSystem: updatedSkillSystem,
rank: skillRank,
);
playerStats = skillResult.updatedPlayer;
monsterStats = skillResult.updatedMonster;
totalDamageDealt += skillResult.result.damage;
updatedSkillSystem = skillResult.updatedSkillSystem;
// GCD 시작 (스킬 사용 후)
updatedSkillSystem = updatedSkillSystem.startGlobalCooldown();
// 스킬 공격 이벤트 생성
newEvents.add(
CombatEvent.playerSkill(
timestamp: timestamp,
skillName: selectedSkill.name,
damage: skillResult.result.damage,
targetName: monsterStats.name,
attackDelayMs: playerStats.attackDelayMs,
),
);
} else if (selectedSkill != null && selectedSkill.isDot) {
// DOT 스킬 사용
final skillResult = skillService.useDotSkill(
skill: selectedSkill,
player: playerStats,
skillSystem: updatedSkillSystem,
playerInt: state.stats.intelligence,
playerWis: state.stats.wis,
);
playerStats = skillResult.updatedPlayer;
updatedSkillSystem = skillResult.updatedSkillSystem;
// GCD 시작 (스킬 사용 후)
updatedSkillSystem = updatedSkillSystem.startGlobalCooldown();
// DOT 효과 추가
if (skillResult.dotEffect != null) {
activeDoTs.add(skillResult.dotEffect!);
}
// DOT 스킬 사용 이벤트 생성
newEvents.add(
CombatEvent.playerSkill(
timestamp: timestamp,
skillName: selectedSkill.name,
damage: skillResult.result.damage,
targetName: monsterStats.name,
attackDelayMs: playerStats.attackDelayMs,
),
);
} else if (selectedSkill != null && selectedSkill.isHeal) {
// 회복 스킬 사용
final skillResult = skillService.useHealSkill(
skill: selectedSkill,
player: playerStats,
skillSystem: updatedSkillSystem,
);
playerStats = skillResult.updatedPlayer;
updatedSkillSystem = skillResult.updatedSkillSystem;
// GCD 시작 (스킬 사용 후)
updatedSkillSystem = updatedSkillSystem.startGlobalCooldown();
// 회복 이벤트 생성
newEvents.add(
CombatEvent.playerHeal(
timestamp: timestamp,
healAmount: skillResult.result.healedAmount,
skillName: selectedSkill.name,
),
);
} else if (selectedSkill != null && selectedSkill.isBuff) {
// 버프 스킬 사용
final skillResult = skillService.useBuffSkill(
skill: selectedSkill,
player: playerStats,
skillSystem: updatedSkillSystem,
);
playerStats = skillResult.updatedPlayer;
updatedSkillSystem = skillResult.updatedSkillSystem;
// GCD 시작 (스킬 사용 후)
updatedSkillSystem = updatedSkillSystem.startGlobalCooldown();
// 버프 이벤트 생성
newEvents.add(
CombatEvent.playerBuff(
timestamp: timestamp,
skillName: selectedSkill.name,
),
);
} else if (selectedSkill != null && selectedSkill.isDebuff) {
// 디버프 스킬 사용
final skillResult = skillService.useDebuffSkill(
skill: selectedSkill,
player: playerStats,
skillSystem: updatedSkillSystem,
currentDebuffs: activeDebuffs,
);
playerStats = skillResult.updatedPlayer;
updatedSkillSystem = skillResult.updatedSkillSystem;
// GCD 시작 (스킬 사용 후)
updatedSkillSystem = updatedSkillSystem.startGlobalCooldown();
// 디버프 효과 추가 (기존 같은 디버프 제거 후)
if (skillResult.debuffEffect != null) {
activeDebuffs =
activeDebuffs
.where(
(d) => d.effect.id != skillResult.debuffEffect!.effect.id,
)
.toList()
..add(skillResult.debuffEffect!);
}
// 디버프 이벤트 생성
newEvents.add(
CombatEvent.playerDebuff(
timestamp: timestamp,
skillName: selectedSkill.name,
targetName: monsterStats.name,
),
);
} else {
// 일반 공격
final attackResult = calculator.playerAttackMonster(
attacker: playerStats,
defender: monsterStats,
);
monsterStats = attackResult.updatedDefender;
totalDamageDealt += attackResult.result.damage;
// 일반 공격 이벤트 생성
final result = attackResult.result;
if (result.isEvaded) {
newEvents.add(
CombatEvent.monsterEvade(
timestamp: timestamp,
targetName: monsterStats.name,
),
);
} else {
newEvents.add(
CombatEvent.playerAttack(
timestamp: timestamp,
damage: result.damage,
targetName: monsterStats.name,
isCritical: result.isCritical,
attackDelayMs: playerStats.attackDelayMs,
),
);
}
}
playerAccumulator -= playerStats.attackDelayMs;
turnsElapsed++;
}
// 몬스터가 살아있으면 반격
if (monsterStats.isAlive &&
monsterAccumulator >= monsterStats.attackDelayMs) {
// 디버프 효과 적용된 몬스터 스탯 계산
var debuffedMonster = monsterStats;
if (activeDebuffs.isNotEmpty) {
double atkMod = 0;
for (final debuff in activeDebuffs) {
if (!debuff.isExpired(timestamp)) {
atkMod += debuff.effect.atkModifier; // 음수 값
}
}
// ATK 감소 적용 (최소 10% ATK 유지)
final newAtk = (monsterStats.atk * (1 + atkMod)).round().clamp(
monsterStats.atk ~/ 10,
monsterStats.atk,
);
debuffedMonster = monsterStats.copyWith(atk: newAtk);
}
final attackResult = calculator.monsterAttackPlayer(
attacker: debuffedMonster,
defender: playerStats,
);
playerStats = attackResult.updatedDefender;
totalDamageTaken += attackResult.result.damage;
monsterAccumulator -= monsterStats.attackDelayMs;
// 몬스터 공격 이벤트 생성
final result = attackResult.result;
if (result.isEvaded) {
newEvents.add(
CombatEvent.playerEvade(
timestamp: timestamp,
attackerName: monsterStats.name,
),
);
} else if (result.isBlocked) {
newEvents.add(
CombatEvent.playerBlock(
timestamp: timestamp,
reducedDamage: result.damage,
attackerName: monsterStats.name,
),
);
} else if (result.isParried) {
newEvents.add(
CombatEvent.playerParry(
timestamp: timestamp,
reducedDamage: result.damage,
attackerName: monsterStats.name,
),
);
} else {
newEvents.add(
CombatEvent.monsterAttack(
timestamp: timestamp,
damage: result.damage,
attackerName: monsterStats.name,
attackDelayMs: monsterStats.attackDelayMs,
),
);
}
}
// 전투 종료 체크
final isActive = playerStats.isAlive && monsterStats.isAlive;
// 기존 이벤트와 합쳐서 최대 10개 유지
final combinedEvents = [...combat.recentEvents, ...newEvents];
final recentEvents = combinedEvents.length > 10
? combinedEvents.sublist(combinedEvents.length - 10)
: combinedEvents;
return (
combat: combat.copyWith(
playerStats: playerStats,
monsterStats: monsterStats,
playerAttackAccumulatorMs: playerAccumulator,
monsterAttackAccumulatorMs: monsterAccumulator,
totalDamageDealt: totalDamageDealt,
totalDamageTaken: totalDamageTaken,
turnsElapsed: turnsElapsed,
isActive: isActive,
recentEvents: recentEvents,
activeDoTs: activeDoTs,
usedPotionTypes: usedPotionTypes,
activeDebuffs: activeDebuffs,
),
skillSystem: updatedSkillSystem,
potionInventory: updatedPotionInventory,
);
}
/// Act Boss 생성 (Act 완료 시) /// Act Boss 생성 (Act 완료 시)
/// ///
/// 보스 레벨 = min(플레이어 레벨, Act 최소 레벨)로 설정하여 /// 보스 레벨 = min(플레이어 레벨, Act 최소 레벨)로 설정하여

View File

@@ -1,5 +1,3 @@
import 'package:asciineverdie/src/core/animation/canvas/ascii_cell.dart';
/// 아이템 희귀도 /// 아이템 희귀도
enum ItemRarity { enum ItemRarity {
common, common,
@@ -25,17 +23,6 @@ enum ItemRarity {
epic => 400, epic => 400,
legendary => 1000, legendary => 1000,
}; };
/// 공격 이펙트 셀 색상 (Phase 9: 무기 등급별 이펙트)
///
/// common은 기본 positive(시안), 나머지는 등급별 고유 색상
AsciiCellColor get effectCellColor => switch (this) {
ItemRarity.common => AsciiCellColor.positive,
ItemRarity.uncommon => AsciiCellColor.rarityUncommon,
ItemRarity.rare => AsciiCellColor.rarityRare,
ItemRarity.epic => AsciiCellColor.rarityEpic,
ItemRarity.legendary => AsciiCellColor.rarityLegendary,
};
} }
/// 아이템 스탯 보정치 /// 아이템 스탯 보정치