feat(game): 게임 시스템 전면 개편 및 다국어 지원 확장

## 스킬 시스템 개선
- skill_data.dart: 스킬 데이터 구조 전면 개편 (+1176 라인)
- skill_service.dart: 스킬 발동 로직 확장 및 버프 시스템 연동
- skill.dart: 스킬 모델 개선, 쿨다운/효과 타입 추가

## Canvas 애니메이션 리팩토링
- battle_composer.dart 삭제 (레거시 위젯 기반 렌더러)
- monster_colors.dart 삭제 (AsciiCell 색상 시스템으로 통합)
- canvas_battle_composer.dart: z-index 정렬 (몬스터 z=1, 캐릭터 z=2, 이펙트 z=3)
- ascii_cell.dart, ascii_layer.dart: 코드 정리

## UI/UX 개선
- hp_mp_bar.dart: l10n 적용, 몬스터 HP 바 컴팩트화
- death_overlay.dart: 사망 화면 개선
- equipment_stats_panel.dart: 장비 스탯 표시 확장
- active_buff_panel.dart: 버프 패널 개선
- notification_overlay.dart: 알림 시스템 개선

## 다국어 지원 확장
- game_text_l10n.dart: 게임 텍스트 통합 (+758 라인)
- 한국어/일본어/영어/중국어 번역 업데이트
- ARB 파일 동기화

## 게임 로직 개선
- progress_service.dart: 진행 로직 리팩토링
- combat_calculator.dart: 전투 계산 로직 개선
- stat_calculator.dart: 스탯 계산 시스템 개선
- story_service.dart: 스토리 진행 로직 개선

## 기타
- theme_preferences.dart 삭제 (미사용)
- 테스트 파일 업데이트
- class_data.dart: 클래스 데이터 정리
This commit is contained in:
JiWoong Sul
2025-12-22 19:00:58 +09:00
parent f606fca063
commit 99f5b74802
63 changed files with 3403 additions and 2740 deletions

View File

@@ -1,815 +0,0 @@
// BattleComposer - 전투 프레임 실시간 합성
// Stone Story RPG 스타일 참고 - 8줄 캐릭터/몬스터, 60자 폭
// ASCII Patrol 스타일 패럴렉스 배경
import 'package:askiineverdie/src/core/animation/ascii_animation_data.dart';
import 'package:askiineverdie/src/core/animation/background_data.dart';
import 'package:askiineverdie/src/core/animation/background_layer.dart';
import 'package:askiineverdie/src/core/animation/character_frames.dart';
import 'package:askiineverdie/src/core/animation/monster_size.dart';
import 'package:askiineverdie/src/core/animation/weapon_category.dart';
import 'package:askiineverdie/src/core/animation/weapon_effects.dart';
/// 전투 프레임 합성기
class BattleComposer {
const BattleComposer({
required this.weaponCategory,
required this.hasShield,
required this.monsterCategory,
required this.monsterSize,
});
final WeaponCategory weaponCategory;
final bool hasShield;
final MonsterCategory monsterCategory;
final MonsterSize monsterSize;
/// 전체 프레임 폭 (문자 수)
static const int frameWidth = 60;
/// 프레임 높이 (줄 수)
static const int frameHeight = 8;
/// 영역 분할
static const int characterWidth = 18;
static const int effectWidth = 24;
static const int monsterWidth = 18;
/// 전투 프레임 생성 (배경 없음)
String composeFrame(BattlePhase phase, int subFrame, String? monsterBaseName) {
// 캐릭터 프레임
var charFrame = getCharacterFrame(phase, subFrame);
if (hasShield) {
charFrame = charFrame.withShield();
}
// 몬스터 프레임 (애니메이션 포함)
final monsterFrames =
_getAnimatedMonsterFrames(monsterCategory, monsterSize, phase);
final monsterFrame = monsterFrames[subFrame % monsterFrames.length];
// 무기 이펙트 (단일 라인)
final effect = getWeaponEffect(weaponCategory);
final effectLine = _getEffectLine(effect, phase, subFrame);
// 프레임 합성
return _compose(charFrame.lines, monsterFrame, effectLine, phase);
}
/// 전투 프레임 생성 (배경 포함, ASCII Patrol 스타일)
String composeFrameWithBackground(
BattlePhase phase,
int subFrame,
String? monsterBaseName,
EnvironmentType environment,
int globalTick,
) {
// 1. 8x60 캔버스 생성 (공백으로 초기화)
final canvas =
List.generate(frameHeight, (_) => List.filled(frameWidth, ' '));
// 2. 배경 레이어 그리기 (뒤에서 앞으로)
final layers = getBackgroundLayers(environment);
for (final layer in layers) {
_drawBackgroundLayer(canvas, layer, globalTick);
}
// 3. 캐릭터 프레임 (페이즈에 따라 X 위치 변경 - 근접 전투)
var charFrame = getCharacterFrame(phase, subFrame);
if (hasShield) {
charFrame = charFrame.withShield();
}
final normalizedChar = _normalizeSprite(charFrame.lines, characterWidth);
// 바닥 레이어(Y=7) 위에 서있도록 -1
final charY = frameHeight - normalizedChar.length - 1;
// 페이즈별 캐릭터 X 위치 (몬스터에게 접근)
final charX = switch (phase) {
BattlePhase.idle => 0,
BattlePhase.prepare => 12,
BattlePhase.attack => 24,
BattlePhase.hit => 28,
BattlePhase.recover => 8,
};
_overlaySpriteWithSpaces(canvas, normalizedChar, charX, charY);
// 4. 몬스터 프레임 (정규화하여 오른쪽 정렬)
// idle 프레임 기준 너비로 정렬하여 hit/alert 시 위치 이동 방지
final monsterRefWidth = _getMonsterReferenceWidth(monsterCategory, monsterSize);
final monsterFrames =
_getAnimatedMonsterFrames(monsterCategory, monsterSize, phase);
final monsterFrame = monsterFrames[subFrame % monsterFrames.length];
final normalizedMonster = _normalizeSpriteRight(
monsterFrame,
monsterWidth,
referenceWidth: monsterRefWidth,
);
final monsterX = frameWidth - monsterWidth;
// 바닥 레이어(Y=7) 위에 서있도록 -1
final monsterY = frameHeight - normalizedMonster.length - 1;
// 몬스터는 경계 내 완전 렌더링 (내부 공백에 배경이 비치지 않도록)
_overlaySpriteWithBounds(canvas, normalizedMonster, monsterX, monsterY);
// 5. 멀티라인 이펙트 오버레이 (공격/히트 페이즈)
if (phase == BattlePhase.attack || phase == BattlePhase.hit) {
final effect = getWeaponEffect(weaponCategory);
final effectLines = _getEffectLines(effect, phase, subFrame);
if (effectLines.isNotEmpty) {
// 이펙트 Y 위치: 캐릭터 머리 높이 (1번째 줄) 기준 - 수정됨
final effectY = charY;
// 이펙트 X 위치: 캐릭터 오른쪽에 붙여서 표시
final effectX = charX + 6;
for (var i = 0; i < effectLines.length; i++) {
final y = effectY + i;
if (y >= 0 && y < frameHeight && effectLines[i].isNotEmpty) {
_overlayText(canvas, effectLines[i], effectX, y);
}
}
}
}
// 6. 문자열로 변환
return canvas.map((row) => row.join()).join('\n');
}
/// 스프라이트를 지정 폭으로 정규화 (왼쪽 정렬)
List<String> _normalizeSprite(List<String> sprite, int width) {
return sprite.map((line) => line.padRight(width).substring(0, width)).toList();
}
/// 스프라이트를 지정 폭으로 정규화 (오른쪽 정렬, 전체 스프라이트 기준)
///
/// 모든 줄을 동일한 기준점에서 오른쪽 정렬하여
/// 머리와 몸통이 분리되지 않도록 함
///
/// [referenceWidth] 지정 시 해당 너비를 기준으로 정렬 (idle/hit 프레임 일관성용)
List<String> _normalizeSpriteRight(
List<String> sprite,
int width, {
int? referenceWidth,
}) {
// 1. 각 줄의 실제 너비(오른쪽 공백 제외) 계산
final trimmedLines = sprite.map((line) => line.trimRight()).toList();
// 2. 기준 너비 결정 (referenceWidth 있으면 사용, 없으면 현재 스프라이트 기준)
int maxLineWidth;
if (referenceWidth != null) {
maxLineWidth = referenceWidth;
} else {
maxLineWidth = 0;
for (final line in trimmedLines) {
if (line.length > maxLineWidth) {
maxLineWidth = line.length;
}
}
}
// 3. 전체 스프라이트를 오른쪽 정렬 (width 기준)
// 모든 줄에 동일한 왼쪽 패딩 적용
final leftPadding = width - maxLineWidth;
final paddingStr = leftPadding > 0 ? ' ' * leftPadding : '';
return trimmedLines.map((line) {
// 각 줄을 왼쪽에 공통 패딩 추가 후 width로 자르기
final paddedLine = paddingStr + line;
if (paddedLine.length > width) {
return paddedLine.substring(paddedLine.length - width);
}
return paddedLine.padRight(width);
}).toList();
}
/// 몬스터 스프라이트의 기준 너비 계산 (idle 프레임 기준)
int _getMonsterReferenceWidth(MonsterCategory category, MonsterSize size) {
final idleFrames = _getMonsterIdleFrames(category, size);
int maxWidth = 0;
for (final frame in idleFrames) {
for (final line in frame) {
final trimmedLength = line.trimRight().length;
if (trimmedLength > maxWidth) {
maxWidth = trimmedLength;
}
}
}
return maxWidth;
}
/// 스프라이트를 캔버스에 오버레이 (공백은 투명 처리)
void _overlaySpriteWithSpaces(
List<List<String>> canvas,
List<String> sprite,
int startX,
int startY,
) {
for (var i = 0; i < sprite.length; i++) {
final y = startY + i;
if (y < 0 || y >= frameHeight) continue;
final line = sprite[i];
for (var j = 0; j < line.length; j++) {
final x = startX + j;
if (x < 0 || x >= frameWidth) continue;
final char = line[j];
// 공백이 아닌 문자만 덮어쓰기 (투명 배경 효과)
if (char != ' ') {
canvas[y][x] = char;
}
}
}
}
/// 스프라이트를 캔버스에 오버레이 (라인별 경계 내 완전 렌더링)
///
/// 각 라인에서 첫 번째와 마지막 비공백 문자 사이의 모든 문자를 그림.
/// 내부 공백도 그려져서 스크롤링 배경이 비치지 않음.
void _overlaySpriteWithBounds(
List<List<String>> canvas,
List<String> sprite,
int startX,
int startY,
) {
for (var i = 0; i < sprite.length; i++) {
final y = startY + i;
if (y < 0 || y >= frameHeight) continue;
final line = sprite[i];
// 각 라인에서 첫/마지막 비공백 문자 위치 찾기
int firstNonSpace = -1;
int lastNonSpace = -1;
for (var j = 0; j < line.length; j++) {
if (line[j] != ' ') {
if (firstNonSpace == -1) firstNonSpace = j;
lastNonSpace = j;
}
}
if (firstNonSpace == -1) continue; // 빈 라인
// 경계 내 모든 문자 그리기 (공백 포함)
for (var j = firstNonSpace; j <= lastNonSpace; j++) {
final x = startX + j;
if (x < 0 || x >= frameWidth) continue;
canvas[y][x] = line[j];
}
}
}
/// 배경 레이어를 캔버스에 그리기
void _drawBackgroundLayer(
List<List<String>> canvas,
BackgroundLayer layer,
int globalTick,
) {
for (var i = 0; i < layer.lines.length; i++) {
final y = layer.yStart + i;
if (y >= frameHeight) break;
final pattern = layer.lines[i];
if (pattern.isEmpty) continue;
// 스크롤 오프셋 계산
final offset = (globalTick * layer.scrollSpeed).toInt() % pattern.length;
// 패턴을 스크롤하며 그리기
for (var x = 0; x < frameWidth; x++) {
final patternIdx = (x + offset) % pattern.length;
final char = pattern[patternIdx];
if (char != ' ') {
canvas[y][x] = char;
}
}
}
}
/// 텍스트를 캔버스에 오버레이
void _overlayText(
List<List<String>> canvas,
String text,
int startX,
int y,
) {
if (y < 0 || y >= frameHeight) return;
for (var i = 0; i < text.length; i++) {
final x = startX + i;
if (x < 0 || x >= frameWidth) continue;
final char = text[i];
if (char != ' ') {
canvas[y][x] = char;
}
}
}
/// 멀티라인 이펙트 프레임 반환
List<String> _getEffectLines(
WeaponEffect effect, BattlePhase phase, int subFrame) {
final frames = switch (phase) {
BattlePhase.idle => <List<String>>[],
BattlePhase.prepare => effect.prepareFrames,
BattlePhase.attack => effect.attackFrames,
BattlePhase.hit => effect.hitFrames,
BattlePhase.recover => <List<String>>[],
};
if (frames.isEmpty) return [];
return frames[subFrame % frames.length];
}
/// 단일 라인 이펙트 (하위 호환용)
String _getEffectLine(WeaponEffect effect, BattlePhase phase, int subFrame) {
final lines = _getEffectLines(effect, phase, subFrame);
if (lines.isEmpty) return '';
// 멀티라인 중 중간 라인 반환 (메인 이펙트)
final midIndex = lines.length ~/ 2;
return lines.length > midIndex ? lines[midIndex] : lines.first;
}
String _compose(
List<String> charLines,
List<String> monsterLines,
String effectLine,
BattlePhase phase,
) {
final result = <String>[];
// 캐릭터와 몬스터를 하단 정렬 (8줄 기준)
final charOffset = frameHeight - charLines.length;
final monsterOffset = frameHeight - monsterLines.length;
// 이펙트 Y 위치: 캐릭터 body/arm 줄 (charOffset + 1)
final effectRow = charOffset + 1;
for (var i = 0; i < frameHeight; i++) {
// 캐릭터 파트 (왼쪽 18자)
final charIdx = i - charOffset;
final charPart =
(charIdx >= 0 && charIdx < charLines.length ? charLines[charIdx] : '')
.padRight(characterWidth);
// 이펙트 파트 (중앙 24자) - 캐릭터 팔 높이에 표시
String effectPart = '';
if (i == effectRow &&
(phase == BattlePhase.attack || phase == BattlePhase.hit)) {
effectPart = effectLine;
}
effectPart = effectPart.padRight(effectWidth);
// 몬스터 파트 (오른쪽 18자)
final monsterIdx = i - monsterOffset;
final monsterPart = (monsterIdx >= 0 && monsterIdx < monsterLines.length
? monsterLines[monsterIdx]
: '')
.padLeft(monsterWidth);
result.add('$charPart$effectPart$monsterPart');
}
return result.join('\n');
}
}
// ============================================================================
// 몬스터 애니메이션 프레임
// ============================================================================
/// 몬스터 애니메이션 프레임 반환 (페이즈별 다른 동작)
List<List<String>> _getAnimatedMonsterFrames(
MonsterCategory category,
MonsterSize size,
BattlePhase phase,
) {
// 피격 상태
if (phase == BattlePhase.hit) {
return _getMonsterHitFrames(category, size);
}
// 경계 상태 (prepare, attack)
if (phase == BattlePhase.prepare || phase == BattlePhase.attack) {
return _getMonsterAlertFrames(category, size);
}
// 일반 상태 (idle, recover)
return _getMonsterIdleFrames(category, size);
}
/// 일반 상태 몬스터 프레임
List<List<String>> _getMonsterIdleFrames(MonsterCategory category, MonsterSize size) {
return switch (size) {
MonsterSize.tiny => _tinyIdleFrames(category),
MonsterSize.small => _smallIdleFrames(category),
MonsterSize.medium => _mediumIdleFrames(category),
MonsterSize.large => _largeIdleFrames(category),
_ => _hugeIdleFrames(category), // huge 이상은 같은 프레임 사용
};
}
/// 피격 상태 몬스터 프레임
List<List<String>> _getMonsterHitFrames(MonsterCategory category, MonsterSize size) {
return switch (size) {
MonsterSize.tiny => _tinyHitFrames(category),
MonsterSize.small => _smallHitFrames(category),
MonsterSize.medium => _mediumHitFrames(category),
MonsterSize.large => _largeHitFrames(category),
_ => _hugeHitFrames(category),
};
}
/// 경계 상태 몬스터 프레임 (prepare/attack 시)
List<List<String>> _getMonsterAlertFrames(MonsterCategory category, MonsterSize size) {
return switch (size) {
MonsterSize.tiny => _tinyAlertFrames(category),
MonsterSize.small => _smallAlertFrames(category),
MonsterSize.medium => _mediumAlertFrames(category),
MonsterSize.large => _largeAlertFrames(category),
_ => _hugeAlertFrames(category),
};
}
// ============================================================================
// Tiny 몬스터 (2줄, 8줄 캔버스 하단 정렬)
// ============================================================================
List<List<String>> _tinyIdleFrames(MonsterCategory category) {
return switch (category) {
MonsterCategory.bug => [
[r'*', r'/\'],
[r'o', r'\/'],
],
MonsterCategory.malware => [
[r'><', r'\/'],
[r'<>', r'/\'],
],
MonsterCategory.network => [
[r'o', r'|'],
[r'O', r'|'],
],
MonsterCategory.system => [
[r'+', r'|'],
[r'x', r'|'],
],
MonsterCategory.crypto => [
[r'~<', r'>>'],
[r'<~', r'<<'],
],
MonsterCategory.ai => [
[r'()', r''],
[r'{}', r''],
],
MonsterCategory.boss => [
[r'^v', r'\/'],
[r'v^', r'/\'],
],
};
}
List<List<String>> _tinyHitFrames(MonsterCategory category) {
return [
[r'*!', r'><'],
[r'!*', r'<>'],
];
}
List<List<String>> _tinyAlertFrames(MonsterCategory category) {
return switch (category) {
MonsterCategory.bug => [
[r'!!', r'/\'],
[r'OO', r'><'],
],
MonsterCategory.malware => [
[r'!!', r'\/'],
[r'@@', r'/\'],
],
MonsterCategory.network => [
[r'O!', r'|'],
[r'!O', r'X'],
],
MonsterCategory.system => [
[r'!!', r'X'],
[r'@@', r'|'],
],
MonsterCategory.crypto => [
[r'!<', r'>>'],
[r'>!', r'<<'],
],
MonsterCategory.ai => [
[r'(!)', r''],
[r'{!}', r''],
],
MonsterCategory.boss => [
[r'^!', r'><'],
[r'!^', r'<>'],
],
};
}
// ============================================================================
// Small 몬스터 (4줄)
// ============================================================================
List<List<String>> _smallIdleFrames(MonsterCategory category) {
return switch (category) {
MonsterCategory.bug => [
[r' /\_/\', r'( o.o )', r' > ^ <', r' /| |\'],
[r' /\_/\', r'( o o )', r' > v <', r' \| |/'],
],
MonsterCategory.malware => [
[r' /\/\', r' (O O)', r' / \', r' \/ \/'],
[r' \/\/\', r' (O O)', r' \ /', r' /\ /\'],
],
MonsterCategory.network => [
[r' O', r' /|\', r' / \', r' _| |_'],
[r' O', r' \|/', r' | |', r' _/ \_'],
],
MonsterCategory.system => [
[r' _+_', r' (x_x)', r' /|\', r' _/ \_'],
[r' _+_', r' (X_X)', r' \|/', r' _| |_'],
],
MonsterCategory.crypto => [
[r' __', r' <(oo)~', r' / \', r' <_ _>'],
[r' __', r' (oo)>', r' \ /', r' <_ _>'],
],
MonsterCategory.ai => [
[r' ___', r' ( )', r' ( )', r' \_/'],
[r' _', r' / \', r' { }', r' \_/'],
],
MonsterCategory.boss => [
[r' ^w^', r' (|o|)', r' /|\', r' V V'],
[r' ^W^', r' (|O|)', r' \|/', r' v v'],
],
};
}
List<List<String>> _smallHitFrames(MonsterCategory category) {
return [
[r' *!*', r' (>_<)', r' \X/', r' _/_\_'],
[r' !*!', r' (@_@)', r' /X\', r' _\_/_'],
];
}
List<List<String>> _smallAlertFrames(MonsterCategory category) {
return switch (category) {
MonsterCategory.bug => [
[r' /\_/\', r'( O!O )', r' > ! <', r' /| |\'],
[r' /\_/\', r'( !O! )', r' > ! <', r' \| |/'],
],
MonsterCategory.malware => [
[r' /\/\', r' (! !)', r' / \', r' \/ \/'],
[r' \/\/\', r' (! !)', r' \ /', r' /\ /\'],
],
MonsterCategory.network => [
[r' O!', r' /|\', r' / \', r' _| |_'],
[r' !O', r' \|/', r' | |', r' _/ \_'],
],
MonsterCategory.system => [
[r' _!_', r' (!_!)', r' /|\', r' _/ \_'],
[r' _!_', r' (!_!)', r' \|/', r' _| |_'],
],
MonsterCategory.crypto => [
[r' __', r' <(!!)~', r' / \', r' <_ _>'],
[r' __', r' (!!)>', r' \ /', r' <_ _>'],
],
MonsterCategory.ai => [
[r' ___', r' ( ! )', r' ( ! )', r' \_/'],
[r' _', r' /!\', r' { ! }', r' \_/'],
],
MonsterCategory.boss => [
[r' ^!^', r' (|!|)', r' /|\', r' V V'],
[r' ^!^', r' (|!|)', r' \|/', r' v v'],
],
};
}
// ============================================================================
// Medium 몬스터 (6줄)
// ============================================================================
List<List<String>> _mediumIdleFrames(MonsterCategory category) {
return switch (category) {
MonsterCategory.bug => [
[r' /\_/\', r' ( O.O )', r' > ^ <', r' /| |\', r' | | | |', r'_|_| |_|_'],
[r' /\_/\', r' ( O O )', r' > v <', r' \| |/', r' | | | |', r'_|_| |_|_'],
],
MonsterCategory.malware => [
[r' /\/\', r' /O O\', r' \ /', r' / \', r' \/ \/', r' _/ \_'],
[r' \/\/\', r' \O O/', r' / \', r' \ /', r' /\ /\', r' _\ /_'],
],
MonsterCategory.network => [
[r' O', r' /|\', r' / \', r' | |', r' | |', r' _| |_'],
[r' O', r' \|/', r' | |', r' | |', r' | |', r' _/ \_'],
],
MonsterCategory.system => [
[r' _+_', r' (X_X)', r' /|\', r' / | \', r' | | |', r'_/ | \_'],
[r' _x_', r' (x_x)', r' \|/', r' \ | /', r' | | |', r'_\ | /_'],
],
MonsterCategory.crypto => [
[r' __', r' <(OO)~', r' / \', r' / \', r' | |', r'<__ __>'],
[r' __', r' (OO)>', r' \ /', r' \ /', r' | |', r'<__ __>'],
],
MonsterCategory.ai => [
[r' ____', r' / \', r' ( )', r' ( )', r' \ /', r' \__/'],
[r' __', r' / \', r' / \', r' { }', r' \ /', r' \__/'],
],
MonsterCategory.boss => [
[r' ^W^', r' (|O|)', r' /|\', r' / | \', r' V V', r' _/ \_'],
[r' ^w^', r' (|o|)', r' \|/', r' \ | /', r' v v', r' _\ /_'],
],
};
}
List<List<String>> _mediumHitFrames(MonsterCategory category) {
return [
[r' *!*', r' (>.<)', r' \X/', r' / \', r' | |', r'_/_ \_\'],
[r' !*!', r' (@_@)', r' /X\', r' \ /', r' | |', r'_\_ /_/'],
];
}
List<List<String>> _mediumAlertFrames(MonsterCategory category) {
return switch (category) {
MonsterCategory.bug => [
[r' /\_/\', r' ( O!O )', r' > ! <', r' /| |\', r' | | | |', r'_|_| |_|_'],
[r' /\_/\', r' ( !O! )', r' > ! <', r' \| |/', r' | | | |', r'_|_| |_|_'],
],
MonsterCategory.malware => [
[r' /\/\', r' /! !\', r' \ /', r' / \', r' \/ \/', r' _/ \_'],
[r' \/\/\', r' \! !/', r' / \', r' \ /', r' /\ /\', r' _\ /_'],
],
MonsterCategory.network => [
[r' O!', r' /|\', r' / \', r' | |', r' | |', r' _| |_'],
[r' !O', r' \|/', r' | |', r' | |', r' | |', r' _/ \_'],
],
MonsterCategory.system => [
[r' _!_', r' (!_!)', r' /|\', r' / | \', r' | | |', r'_/ | \_'],
[r' _!_', r' (!_!)', r' \|/', r' \ | /', r' | | |', r'_\ | /_'],
],
MonsterCategory.crypto => [
[r' __', r' <(!!)~', r' / \', r' / \', r' | |', r'<__ __>'],
[r' __', r' (!!)>', r' \ /', r' \ /', r' | |', r'<__ __>'],
],
MonsterCategory.ai => [
[r' ____', r' / ! \', r' ( ! )', r' ( ! )', r' \ /', r' \__/'],
[r' __', r' / !\', r' / ! \', r' { ! }', r' \ /', r' \__/'],
],
MonsterCategory.boss => [
[r' ^!^', r' (|!|)', r' /|\', r' / | \', r' V V', r' _/ \_'],
[r' ^!^', r' (|!|)', r' \|/', r' \ | /', r' v v', r' _\ /_'],
],
};
}
// ============================================================================
// Large 몬스터 (8줄)
// ============================================================================
List<List<String>> _largeIdleFrames(MonsterCategory category) {
return switch (category) {
MonsterCategory.bug => [
[r' /\__/\', r' ( O O )', r' > ^^ <', r' /| |\', r' | | | |', r' | | | |', r'_| | | |_', r'|__|____|__|'],
[r' /\__/\', r' ( O O )', r' > vv <', r' \| |/', r' | | | |', r' | | | |', r'_| | | |_', r'|__|____|__|'],
],
MonsterCategory.malware => [
[r' /\/\/\', r' /O O\', r' \ /', r' / \', r' \/ \/', r' | \ / |', r' _| \/ |_', r'|___________|'],
[r' \/\/\/\', r' \O O/', r' / \', r' \ /', r' /\ /\', r' | / \ |', r' _| /\ |_', r'|___________|'],
],
MonsterCategory.network => [
[r' O', r' /|\', r' / \', r' | |', r' | |', r' | |', r' _| |_', r'|_________|'],
[r' O', r' \|/', r' | |', r' | |', r' | |', r' | |', r' _/ \_', r'|_________|'],
],
MonsterCategory.system => [
[r' _/+\_', r' (X___X)', r' /|||\', r' / ||| \', r' | ||| |', r' | / \ |', r' _|/ \|_', r'|_/ \_|'],
[r' _\+/_', r' (x___x)', r' \|||/', r' \ ||| /', r' | ||| |', r' | \ / |', r' _|\ /|_', r'|_\ /_|'],
],
MonsterCategory.crypto => [
[r' ___', r' <<(O O)~~', r' / || \', r' / || \', r' | || |', r' | || |', r' _| || |_', r'<___________|>'],
[r' ___', r' (O O)>>', r' \ || /', r' \ || /', r' | || |', r' | || |', r' _| || |_', r'<___________|>'],
],
MonsterCategory.ai => [
[r' _____', r' / \', r' / \', r' ( )', r' ( )', r' \ /', r' \_____/', r' \___/'],
[r' ___', r' / \', r' / \', r' { }', r' { }', r' \ /', r' \___/', r' \_/'],
],
MonsterCategory.boss => [
[r' ^W^', r' /|O|\', r' /|\', r' / | \', r' | | |', r' V | V', r' _/ | \_', r'|____|____|'],
[r' ^w^', r' \|o|/', r' \|/', r' \ | /', r' | | |', r' v | v', r' _\ | /_', r'|____|____|'],
],
};
}
List<List<String>> _largeHitFrames(MonsterCategory category) {
return [
[r' *!*!*', r' (>___<)', r' \\X//', r' / \\// \', r' | \\/ |', r' | / \ |', r' _|/ \|_', r'|___/\\___|'],
[r' !*!*!', r' (@___@)', r' //X\\', r' \ /\\/ /', r' | //\\ |', r' | \ / |', r' _|\ /|_', r'|___\\/__|'],
];
}
List<List<String>> _largeAlertFrames(MonsterCategory category) {
return switch (category) {
MonsterCategory.bug => [
[r' /\__/\', r' ( O!!O )', r' > !! <', r' /| |\', r' | | | |', r' | | | |', r'_| | | |_', r'|__|____|__|'],
[r' /\__/\', r' ( !!O! )', r' > !! <', r' \| |/', r' | | | |', r' | | | |', r'_| | | |_', r'|__|____|__|'],
],
MonsterCategory.malware => [
[r' /\/\/\', r' /! !\', r' \ /', r' / \', r' \/ \/', r' | \ / |', r' _| \/ |_', r'|___________|'],
[r' \/\/\/\', r' \! !/', r' / \', r' \ /', r' /\ /\', r' | / \ |', r' _| /\ |_', r'|___________|'],
],
MonsterCategory.network => [
[r' O!', r' /|\', r' / \', r' | |', r' | |', r' | |', r' _| |_', r'|_________|'],
[r' !O', r' \|/', r' | |', r' | |', r' | |', r' | |', r' _/ \_', r'|_________|'],
],
MonsterCategory.system => [
[r' _/!\_', r' (!___!)', r' /|||\', r' / ||| \', r' | ||| |', r' | / \ |', r' _|/ \|_', r'|_/ \_|'],
[r' _\!/_', r' (!___!)', r' \|||/', r' \ ||| /', r' | ||| |', r' | \ / |', r' _|\ /|_', r'|_\ /_|'],
],
MonsterCategory.crypto => [
[r' ___', r' <<(! !)~~', r' / || \', r' / || \', r' | || |', r' | || |', r' _| || |_', r'<___________|>'],
[r' ___', r' (! !)>>', r' \ || /', r' \ || /', r' | || |', r' | || |', r' _| || |_', r'<___________|>'],
],
MonsterCategory.ai => [
[r' _____', r' / ! \', r' / ! \', r' ( ! )', r' ( ! )', r' \ /', r' \_____/', r' \___/'],
[r' ___', r' / ! \', r' / ! \', r' { ! }', r' { ! }', r' \ /', r' \___/', r' \_/'],
],
MonsterCategory.boss => [
[r' ^!^', r' /|!|\', r' /|\', r' / | \', r' | | |', r' V | V', r' _/ | \_', r'|____|____|'],
[r' ^!^', r' \|!|/', r' \|/', r' \ | /', r' | | |', r' v | v', r' _\ | /_', r'|____|____|'],
],
};
}
// ============================================================================
// Huge+ 몬스터 (8줄, 더 넓게)
// ============================================================================
List<List<String>> _hugeIdleFrames(MonsterCategory category) {
return switch (category) {
MonsterCategory.bug => [
[r' /\____/\', r' ( O O )', r' > ^^^^ <', r' /| |\', r' | | | |', r' | | | |', r' _| | | |_', r'|___|______|___|'],
[r' /\____/\', r' ( O O )', r' > vvvv <', r' \| |/', r' | | | |', r' | | | |', r' _| | | |_', r'|___|______|___|'],
],
MonsterCategory.malware => [
[r' /\/\/\/\', r' /O O\', r' \ /', r' / \', r' \/ \/', r' | \ / |', r' _| \ / |_', r'|_______________|'],
[r' \/\/\/\/\', r' \O O/', r' / \', r' \ /', r' /\ /\', r' | / \ |', r' _| / \ |_', r'|_______________|'],
],
MonsterCategory.network => [
[r' O', r' _/|\\_', r' / | \\', r' | |', r' | |', r' | |', r' _| |_', r'|___________|'],
[r' O', r' \\_|_/', r' \\|/', r' | |', r' | |', r' | |', r' _/ \\_', r'|___________|'],
],
MonsterCategory.system => [
[r' _/+\\_', r' (X_____X)', r' /|||||\', r' / ||||| \\', r' | ||||| |', r' | / \\ |', r' _|/ \\|_', r'|_/ \\_|'],
[r' _\\+/_', r' (x_____x)', r' \\|||||/', r' \\ ||||| /', r' | ||||| |', r' | \\ / |', r' _|\\ /|_', r'|_\\ /_|'],
],
MonsterCategory.crypto => [
[r' ____', r' <<<(O O)~~~', r' / |||| \\', r' / |||| \\', r' | |||| |', r' | |||| |', r' _| |||| |_', r'<_______________|>'],
[r' ____', r' (O O)>>>', r' \\ |||| /', r' \\ |||| /', r' | |||| |', r' | |||| |', r' _| |||| |_', r'<_______________|>'],
],
MonsterCategory.ai => [
[r' ______', r' / \\', r' / \\', r' ( )', r' ( )', r' \\ /', r' \\______/', r' \\____/'],
[r' ____', r' / \\', r' / \\', r' { }', r' { }', r' \\ /', r' \\____/', r' \\__/'],
],
MonsterCategory.boss => [
[r' ^W^', r' /|O|\\ ', r' /|\\', r' / | \\', r' | | |', r' V | V', r' _/ | \\_', r'|_____|_____|'],
[r' ^w^', r' \\|o|/', r' \\|/', r' \\ | /', r' | | |', r' v | v', r' _\\ | /_', r'|_____|_____|'],
],
};
}
List<List<String>> _hugeHitFrames(MonsterCategory category) {
return [
[r' *!*!*!*', r' (>_____<)', r' \\\\X////', r' / \\\\// \\', r' | \\\\/ |', r' | / \\ |', r' _|/ \\|_', r'|____/\\\\___|'],
[r' !*!*!*!', r' (@_____@)', r' ////X\\\\', r' \\ /\\\\/ /', r' | ////\\\\ |', r' | \\ / |', r' _|\\ /|_', r'|____\\\\/___|'],
];
}
List<List<String>> _hugeAlertFrames(MonsterCategory category) {
return switch (category) {
MonsterCategory.bug => [
[r' /\____/\', r' ( ! ! )', r' > !!!! <', r' /| |\', r' | | | |', r' | | | |', r' _| | | |_', r'|___|______|___|'],
[r' /\____/\', r' ( ! ! )', r' > !!!! <', r' \| |/', r' | | | |', r' | | | |', r' _| | | |_', r'|___|______|___|'],
],
MonsterCategory.malware => [
[r' /\/\/\/\', r' /! !\', r' \ /', r' / \', r' \/ \/', r' | \ / |', r' _| \ / |_', r'|_______________|'],
[r' \/\/\/\/\', r' \! !/', r' / \', r' \ /', r' /\ /\', r' | / \ |', r' _| / \ |_', r'|_______________|'],
],
MonsterCategory.network => [
[r' O!', r' _/|\\__', r' / | \\', r' | |', r' | |', r' | |', r' _| |_', r'|___________|'],
[r' !O', r' \\_|_/', r' \\|/', r' | |', r' | |', r' | |', r' _/ \\_', r'|___________|'],
],
MonsterCategory.system => [
[r' _/!\\__', r' (!_____!)', r' /|||||\', r' / ||||| \\', r' | ||||| |', r' | / \\ |', r' _|/ \\|_', r'|_/ \\_|'],
[r' _\\!/_', r' (!_____!)', r' \\|||||/', r' \\ ||||| /', r' | ||||| |', r' | \\ / |', r' _|\\ /|_', r'|_\\ /_|'],
],
MonsterCategory.crypto => [
[r' ____', r' <<<(! !)~~~', r' / |||| \\', r' / |||| \\', r' | |||| |', r' | |||| |', r' _| |||| |_', r'<_______________|>'],
[r' ____', r' (! !)>>>', r' \\ |||| /', r' \\ |||| /', r' | |||| |', r' | |||| |', r' _| |||| |_', r'<_______________|>'],
],
MonsterCategory.ai => [
[r' ______', r' / ! \\', r' / ! \\', r' ( ! )', r' ( ! )', r' \\ /', r' \\______/', r' \\____/'],
[r' ____', r' / ! \\', r' / ! \\', r' { ! }', r' { ! }', r' \\ /', r' \\____/', r' \\__/'],
],
MonsterCategory.boss => [
[r' ^!^', r' /|!|\\ ', r' /|\\', r' / | \\', r' | | |', r' V | V', r' _/ | \\_', r'|_____|_____|'],
[r' ^!^', r' \\|!|/', r' \\|/', r' \\ | /', r' | | |', r' v | v', r' _\\ | /_', r'|_____|_____|'],
],
};
}
// 레거시 호환용 함수
List<List<String>> getMonsterFrames(MonsterCategory category, MonsterSize size) {
return _getMonsterIdleFrames(category, size);
}

View File

@@ -15,10 +15,7 @@ enum AsciiCellColor {
/// 단일 ASCII 셀 데이터
class AsciiCell {
const AsciiCell({
required this.char,
this.color = AsciiCellColor.object,
});
const AsciiCell({required this.char, this.color = AsciiCellColor.object});
/// 표시할 문자 (단일 문자)
final String char;
@@ -45,10 +42,7 @@ class AsciiCell {
/// 문자열에서 AsciiCell 생성 (자동 색상)
factory AsciiCell.fromChar(String char) {
if (char.isEmpty || char == ' ') return empty;
return AsciiCell(
char: char,
color: colorFromChar(char),
);
return AsciiCell(char: char, color: colorFromChar(char));
}
@override

View File

@@ -37,11 +37,7 @@ class AsciiLayer {
}
/// 빈 레이어 생성
factory AsciiLayer.empty({
int width = 60,
int height = 8,
int zIndex = 0,
}) {
factory AsciiLayer.empty({int width = 60, int height = 8, int zIndex = 0}) {
final cells = List.generate(
height,
(_) => List.filled(width, AsciiCell.empty),

View File

@@ -279,8 +279,7 @@ List<List<String>> _getMonsterIdleFrames(
MonsterSize.large ||
MonsterSize.huge ||
MonsterSize.giant ||
MonsterSize.titanic =>
_largeIdleFrames(category),
MonsterSize.titanic => _largeIdleFrames(category),
};
}
@@ -295,8 +294,7 @@ List<List<String>> _getMonsterHitFrames(
MonsterSize.large ||
MonsterSize.huge ||
MonsterSize.giant ||
MonsterSize.titanic =>
_largeHitFrames(category),
MonsterSize.titanic => _largeHitFrames(category),
};
}
@@ -311,8 +309,7 @@ List<List<String>> _getMonsterAlertFrames(
MonsterSize.large ||
MonsterSize.huge ||
MonsterSize.giant ||
MonsterSize.titanic =>
_largeAlertFrames(category),
MonsterSize.titanic => _largeAlertFrames(category),
};
}
@@ -483,7 +480,7 @@ List<List<String>> _mediumIdleFrames(MonsterCategory category) {
r' > ^ <',
r' /| |\',
r' | | | |',
r'_|_| |_|_'
r'_|_| |_|_',
],
[
r' /\_/\',
@@ -491,7 +488,7 @@ List<List<String>> _mediumIdleFrames(MonsterCategory category) {
r' > v <',
r' \| |/',
r' | | | |',
r'_|_| |_|_'
r'_|_| |_|_',
],
],
MonsterCategory.malware => [
@@ -501,7 +498,7 @@ List<List<String>> _mediumIdleFrames(MonsterCategory category) {
r' \ /',
r' / \',
r' \/ \/',
r' _/ \_'
r' _/ \_',
],
[
r' \/\/\',
@@ -509,7 +506,7 @@ List<List<String>> _mediumIdleFrames(MonsterCategory category) {
r' / \',
r' \ /',
r' /\ /\',
r' _\ /_'
r' _\ /_',
],
],
MonsterCategory.network => [
@@ -517,22 +514,8 @@ List<List<String>> _mediumIdleFrames(MonsterCategory category) {
[r' O', r' \|/', r' | |', r' | |', r' | |', r' _/ \_'],
],
MonsterCategory.system => [
[
r' _+_',
r' (X_X)',
r' /|\',
r' / | \',
r' | | |',
r'_/ | \_'
],
[
r' _x_',
r' (x_x)',
r' \|/',
r' \ | /',
r' | | |',
r'_\ | /_'
],
[r' _+_', r' (X_X)', r' /|\', r' / | \', r' | | |', r'_/ | \_'],
[r' _x_', r' (x_x)', r' \|/', r' \ | /', r' | | |', r'_\ | /_'],
],
MonsterCategory.crypto => [
[
@@ -541,7 +524,7 @@ List<List<String>> _mediumIdleFrames(MonsterCategory category) {
r' / \',
r' / \',
r' | |',
r'<__ __>'
r'<__ __>',
],
[
r' __',
@@ -549,12 +532,26 @@ List<List<String>> _mediumIdleFrames(MonsterCategory category) {
r' \ /',
r' \ /',
r' | |',
r'<__ __>'
r'<__ __>',
],
],
MonsterCategory.ai => [
[r' ____', r' / \', r' ( )', r' ( )', r' \ /', r' \__/'],
[r' __', r' / \', r' / \', r' { }', r' \ /', r' \__/'],
[
r' ____',
r' / \',
r' ( )',
r' ( )',
r' \ /',
r' \__/',
],
[
r' __',
r' / \',
r' / \',
r' { }',
r' \ /',
r' \__/',
],
],
MonsterCategory.boss => [
[r' ^W^', r' (|O|)', r' /|\', r' / | \', r' V V', r' _/ \_'],
@@ -579,7 +576,7 @@ List<List<String>> _mediumAlertFrames(MonsterCategory category) {
r' > ! <',
r' /| |\',
r' | | | |',
r'_|_| |_|_'
r'_|_| |_|_',
],
[
r' /\_/\',
@@ -587,7 +584,7 @@ List<List<String>> _mediumAlertFrames(MonsterCategory category) {
r' > ! <',
r' \| |/',
r' | | | |',
r'_|_| |_|_'
r'_|_| |_|_',
],
],
MonsterCategory.malware => [
@@ -597,7 +594,7 @@ List<List<String>> _mediumAlertFrames(MonsterCategory category) {
r' \ /',
r' / \',
r' \/ \/',
r' _/ \_'
r' _/ \_',
],
[
r' \/\/\',
@@ -605,7 +602,7 @@ List<List<String>> _mediumAlertFrames(MonsterCategory category) {
r' / \',
r' \ /',
r' /\ /\',
r' _\ /_'
r' _\ /_',
],
],
MonsterCategory.network => [
@@ -613,22 +610,8 @@ List<List<String>> _mediumAlertFrames(MonsterCategory category) {
[r' !O', r' \|/', r' | |', r' | |', r' | |', r' _/ \_'],
],
MonsterCategory.system => [
[
r' _!_',
r' (!_!)',
r' /|\',
r' / | \',
r' | | |',
r'_/ | \_'
],
[
r' _!_',
r' (!_!)',
r' \|/',
r' \ | /',
r' | | |',
r'_\ | /_'
],
[r' _!_', r' (!_!)', r' /|\', r' / | \', r' | | |', r'_/ | \_'],
[r' _!_', r' (!_!)', r' \|/', r' \ | /', r' | | |', r'_\ | /_'],
],
MonsterCategory.crypto => [
[
@@ -637,7 +620,7 @@ List<List<String>> _mediumAlertFrames(MonsterCategory category) {
r' / \',
r' / \',
r' | |',
r'<__ __>'
r'<__ __>',
],
[
r' __',
@@ -645,7 +628,7 @@ List<List<String>> _mediumAlertFrames(MonsterCategory category) {
r' \ /',
r' \ /',
r' | |',
r'<__ __>'
r'<__ __>',
],
],
MonsterCategory.ai => [
@@ -655,9 +638,16 @@ List<List<String>> _mediumAlertFrames(MonsterCategory category) {
r' ( ! )',
r' ( ! )',
r' \ /',
r' \__/'
r' \__/',
],
[
r' __',
r' / !\',
r' / ! \',
r' { ! }',
r' \ /',
r' \__/',
],
[r' __', r' / !\', r' / ! \', r' { ! }', r' \ /', r' \__/'],
],
MonsterCategory.boss => [
[r' ^!^', r' (|!|)', r' /|\', r' / | \', r' V V', r' _/ \_'],
@@ -681,7 +671,7 @@ List<List<String>> _largeIdleFrames(MonsterCategory category) {
r' | | | |',
r' | | | |',
r'_| | | |_',
r'|__|____|__|'
r'|__|____|__|',
],
[
r' /\__/\',
@@ -691,7 +681,7 @@ List<List<String>> _largeIdleFrames(MonsterCategory category) {
r' | | | |',
r' | | | |',
r'_| | | |_',
r'|__|____|__|'
r'|__|____|__|',
],
],
MonsterCategory.malware => [
@@ -703,7 +693,7 @@ List<List<String>> _largeIdleFrames(MonsterCategory category) {
r' / \',
r' \/ \/',
r' _/ \_',
r'/__ __\\'
r'/__ __\\',
],
[
r' \/\/\',
@@ -713,7 +703,7 @@ List<List<String>> _largeIdleFrames(MonsterCategory category) {
r' \ /',
r' /\ /\',
r' _\ /_',
r'\__ __/'
r'\__ __/',
],
],
MonsterCategory.network => [
@@ -725,7 +715,7 @@ List<List<String>> _largeIdleFrames(MonsterCategory category) {
r' | |',
r' | |',
r' _| |_',
r'|__ __|'
r'|__ __|',
],
[
r' O',
@@ -735,7 +725,7 @@ List<List<String>> _largeIdleFrames(MonsterCategory category) {
r' | |',
r' | |',
r' _/ \_',
r'/__ __\\'
r'/__ __\\',
],
],
MonsterCategory.system => [
@@ -747,7 +737,7 @@ List<List<String>> _largeIdleFrames(MonsterCategory category) {
r' | | |',
r' | | |',
r' _/ | \_',
r'|____|____|'
r'|____|____|',
],
[
r' _x_',
@@ -757,7 +747,7 @@ List<List<String>> _largeIdleFrames(MonsterCategory category) {
r' | | |',
r' | | |',
r' _\ | /_',
r'|____|____|'
r'|____|____|',
],
],
MonsterCategory.crypto => [
@@ -769,7 +759,7 @@ List<List<String>> _largeIdleFrames(MonsterCategory category) {
r' | |',
r' | |',
r' <__ __>',
r'|___ ___|'
r'|___ ___|',
],
[
r' ___',
@@ -779,7 +769,7 @@ List<List<String>> _largeIdleFrames(MonsterCategory category) {
r' | |',
r' | |',
r' <__ __>',
r'|___ ___|'
r'|___ ___|',
],
],
MonsterCategory.ai => [
@@ -791,7 +781,7 @@ List<List<String>> _largeIdleFrames(MonsterCategory category) {
r' ( )',
r' \ /',
r' \ /',
r' \_/'
r' \_/',
],
[
r' ___',
@@ -801,7 +791,7 @@ List<List<String>> _largeIdleFrames(MonsterCategory category) {
r' { }',
r' \ /',
r' \ /',
r' \_/'
r' \_/',
],
],
MonsterCategory.boss => [
@@ -813,7 +803,7 @@ List<List<String>> _largeIdleFrames(MonsterCategory category) {
r' | | |',
r' V | V',
r' _/ | \_',
r'|_____|_____|'
r'|_____|_____|',
],
[
r' ^w^',
@@ -823,7 +813,7 @@ List<List<String>> _largeIdleFrames(MonsterCategory category) {
r' | | |',
r' v | v',
r' _\ | /_',
r'|_____|_____|'
r'|_____|_____|',
],
],
};
@@ -839,7 +829,7 @@ List<List<String>> _largeHitFrames(MonsterCategory category) {
r' | | |',
r' X | X',
r' _/ | \_',
r'|_____|_____|'
r'|_____|_____|',
],
[
r' !*!',
@@ -849,7 +839,7 @@ List<List<String>> _largeHitFrames(MonsterCategory category) {
r' | | |',
r' x | x',
r' _\ | /_',
r'|_____|_____|'
r'|_____|_____|',
],
];
}
@@ -865,7 +855,7 @@ List<List<String>> _largeAlertFrames(MonsterCategory category) {
r' | | | |',
r' | | | |',
r'_| | | |_',
r'|__|____|__|'
r'|__|____|__|',
],
[
r' /\__/\',
@@ -875,7 +865,7 @@ List<List<String>> _largeAlertFrames(MonsterCategory category) {
r' | | | |',
r' | | | |',
r'_| | | |_',
r'|__|____|__|'
r'|__|____|__|',
],
],
MonsterCategory.malware => [
@@ -887,7 +877,7 @@ List<List<String>> _largeAlertFrames(MonsterCategory category) {
r' / \',
r' \/ \/',
r' _/ \_',
r'/__ __\\'
r'/__ __\\',
],
[
r' \/\/\',
@@ -897,7 +887,7 @@ List<List<String>> _largeAlertFrames(MonsterCategory category) {
r' \ /',
r' /\ /\',
r' _\ /_',
r'\__ __/'
r'\__ __/',
],
],
MonsterCategory.network => [
@@ -909,7 +899,7 @@ List<List<String>> _largeAlertFrames(MonsterCategory category) {
r' | |',
r' | |',
r' _| |_',
r'|__ __|'
r'|__ __|',
],
[
r' !O',
@@ -919,7 +909,7 @@ List<List<String>> _largeAlertFrames(MonsterCategory category) {
r' | |',
r' | |',
r' _/ \_',
r'/__ __\\'
r'/__ __\\',
],
],
MonsterCategory.system => [
@@ -931,7 +921,7 @@ List<List<String>> _largeAlertFrames(MonsterCategory category) {
r' | | |',
r' | | |',
r' _/ | \_',
r'|____|____|'
r'|____|____|',
],
[
r' _!_',
@@ -941,7 +931,7 @@ List<List<String>> _largeAlertFrames(MonsterCategory category) {
r' | | |',
r' | | |',
r' _\ | /_',
r'|____|____|'
r'|____|____|',
],
],
MonsterCategory.crypto => [
@@ -953,7 +943,7 @@ List<List<String>> _largeAlertFrames(MonsterCategory category) {
r' | |',
r' | |',
r' <__ __>',
r'|___ ___|'
r'|___ ___|',
],
[
r' ___',
@@ -963,7 +953,7 @@ List<List<String>> _largeAlertFrames(MonsterCategory category) {
r' | |',
r' | |',
r' <__ __>',
r'|___ ___|'
r'|___ ___|',
],
],
MonsterCategory.ai => [
@@ -975,7 +965,7 @@ List<List<String>> _largeAlertFrames(MonsterCategory category) {
r' ( ! )',
r' \ /',
r' \ /',
r' \_/'
r' \_/',
],
[
r' ___',
@@ -985,7 +975,7 @@ List<List<String>> _largeAlertFrames(MonsterCategory category) {
r' { ! }',
r' \ /',
r' \ /',
r' \_/'
r' \_/',
],
],
MonsterCategory.boss => [
@@ -997,7 +987,7 @@ List<List<String>> _largeAlertFrames(MonsterCategory category) {
r' | | |',
r' V | V',
r' _/ | \_',
r'|_____|_____|'
r'|_____|_____|',
],
[
r' ^!^',
@@ -1007,7 +997,7 @@ List<List<String>> _largeAlertFrames(MonsterCategory category) {
r' | | |',
r' v | v',
r' _\ | /_',
r'|_____|_____|'
r'|_____|_____|',
],
],
};

View File

@@ -20,12 +20,18 @@ class CanvasSpecialComposer {
) {
return switch (type) {
AsciiAnimationType.levelUp => _composeLevelUp(frameIndex, globalTick),
AsciiAnimationType.questComplete =>
_composeQuestComplete(frameIndex, globalTick),
AsciiAnimationType.actComplete =>
_composeActComplete(frameIndex, globalTick),
AsciiAnimationType.resurrection =>
_composeResurrection(frameIndex, globalTick),
AsciiAnimationType.questComplete => _composeQuestComplete(
frameIndex,
globalTick,
),
AsciiAnimationType.actComplete => _composeActComplete(
frameIndex,
globalTick,
),
AsciiAnimationType.resurrection => _composeResurrection(
frameIndex,
globalTick,
),
_ => [AsciiLayer.empty()],
};
}
@@ -44,7 +50,8 @@ class CanvasSpecialComposer {
final layers = <AsciiLayer>[
_createEffectBackground(globalTick, '+'),
_createCenteredSprite(
_questCompleteFrames[frameIndex % _questCompleteFrames.length]),
_questCompleteFrames[frameIndex % _questCompleteFrames.length],
),
];
return layers;
}
@@ -54,7 +61,8 @@ class CanvasSpecialComposer {
final layers = <AsciiLayer>[
_createEffectBackground(globalTick, '~'),
_createCenteredSprite(
_actCompleteFrames[frameIndex % _actCompleteFrames.length]),
_actCompleteFrames[frameIndex % _actCompleteFrames.length],
),
];
return layers;
}
@@ -64,7 +72,8 @@ class CanvasSpecialComposer {
final layers = <AsciiLayer>[
_createEffectBackground(globalTick, '.'),
_createCenteredSprite(
_resurrectionFrames[frameIndex % _resurrectionFrames.length]),
_resurrectionFrames[frameIndex % _resurrectionFrames.length],
),
];
return layers;
}
@@ -119,41 +128,11 @@ class CanvasSpecialComposer {
// ============================================================================
const _levelUpFrames = [
[
r' * ',
r' \|/ ',
r' o ',
r' /|\ ',
r' / \ ',
],
[
r' * * ',
r' \|/ ',
r' O ',
r' </|\> ',
r' / \ ',
],
[
r' * * * ',
r' \|/ ',
r' O ',
r' <\|/> ',
r' / \ ',
],
[
r' * * * * ',
r' LEVEL ',
r' UP! ',
r' \O/ ',
r' / \ ',
],
[
r'* * * * *',
r' LEVEL ',
r' UP! ',
r' \O/ ',
r' | | ',
],
[r' * ', r' \|/ ', r' o ', r' /|\ ', r' / \ '],
[r' * * ', r' \|/ ', r' O ', r' </|\> ', r' / \ '],
[r' * * * ', r' \|/ ', r' O ', r' <\|/> ', r' / \ '],
[r' * * * * ', r' LEVEL ', r' UP! ', r' \O/ ', r' / \ '],
[r'* * * * *', r' LEVEL ', r' UP! ', r' \O/ ', r' | | '],
];
// ============================================================================
@@ -161,34 +140,10 @@ const _levelUpFrames = [
// ============================================================================
const _questCompleteFrames = [
[
r' [?] ',
r' | ',
r' o ',
r' /|\ ',
r' / \ ',
],
[
r' [???] ',
r' | ',
r' o! ',
r' /|\ ',
r' / \ ',
],
[
r' [DONE] ',
r' ! ',
r' \o/ ',
r' | ',
r' / \ ',
],
[
r' +[DONE]+',
r' \!/ ',
r' \o/ ',
r' | ',
r' / \ ',
],
[r' [?] ', r' | ', r' o ', r' /|\ ', r' / \ '],
[r' [???] ', r' | ', r' o! ', r' /|\ ', r' / \ '],
[r' [DONE] ', r' ! ', r' \o/ ', r' | ', r' / \ '],
[r' +[DONE]+', r' \!/ ', r' \o/ ', r' | ', r' / \ '],
];
// ============================================================================
@@ -196,34 +151,10 @@ const _questCompleteFrames = [
// ============================================================================
const _actCompleteFrames = [
[
r'=========',
r' ACT ',
r' CLEAR ',
r' o ',
r' /|\ ',
],
[
r'~~~~~~~~~',
r' ACT ',
r' CLEAR! ',
r' \o/ ',
r' | ',
],
[
r'*~*~*~*~*',
r' ACT ',
r' CLEAR!! ',
r' \O/ ',
r' / \ ',
],
[
r'*********',
r' ACT ',
r' CLEAR!! ',
r' \O/ ',
r' | | ',
],
[r'=========', r' ACT ', r' CLEAR ', r' o ', r' /|\ '],
[r'~~~~~~~~~', r' ACT ', r' CLEAR! ', r' \o/ ', r' | '],
[r'*~*~*~*~*', r' ACT ', r' CLEAR!! ', r' \O/ ', r' / \ '],
[r'*********', r' ACT ', r' CLEAR!! ', r' \O/ ', r' | | '],
];
// ============================================================================
@@ -232,38 +163,13 @@ const _actCompleteFrames = [
const _resurrectionFrames = [
// 프레임 1: R.I.P 묘비
[
r' ___ ',
r' |RIP| ',
r' | | ',
r'__|___|__',
],
[r' ___ ', r' |RIP| ', r' | | ', r'__|___|__'],
// 프레임 2: 빛 내림
[
r' \|/ ',
r' -|R|- ',
r' | | ',
r'__|___|__',
],
[r' \|/ ', r' -|R|- ', r' | | ', r'__|___|__'],
// 프레임 3: 일어남
[
r' \o/ ',
r' --|-- ',
r' | | ',
r'__|___|__',
],
[r' \o/ ', r' --|-- ', r' | | ', r'__|___|__'],
// 프레임 4: 서있음
[
r' o ',
r' /|\ ',
r' / \ ',
r'_________',
],
[r' o ', r' /|\ ', r' / \ ', r'_________'],
// 프레임 5: 부활 완료
[
r' REVIVED ',
r' \o/ ',
r' | ',
r'___/ \___',
],
[r' REVIVED ', r' \o/ ', r' | ', r'___/ \___'],
];

View File

@@ -63,12 +63,7 @@ class CanvasTownComposer {
const shopX = 32;
final shopY = frameHeight - cells.length - 1;
return AsciiLayer(
cells: cells,
zIndex: 1,
offsetX: shopX,
offsetY: shopY,
);
return AsciiLayer(cells: cells, zIndex: 1, offsetX: shopX, offsetY: shopY);
}
/// 캐릭터 레이어 생성 (z=2)
@@ -82,12 +77,7 @@ class CanvasTownComposer {
const charX = 25;
final charY = frameHeight - cells.length - 1;
return AsciiLayer(
cells: cells,
zIndex: 2,
offsetX: charX,
offsetY: charY,
);
return AsciiLayer(cells: cells, zIndex: 2, offsetX: charX, offsetY: charY);
}
/// 문자열 스프라이트를 AsciiCell 2D 배열로 변환
@@ -104,27 +94,11 @@ class CanvasTownComposer {
const _shopIdleFrames = [
// 프레임 1: 기본
[
r' o ',
r' /|\ ',
r' / \ ',
],
[r' o ', r' /|\ ', r' / \ '],
// 프레임 2: 머리 숙임
[
r' o ',
r' /|~ ',
r' / \ ',
],
[r' o ', r' /|~ ', r' / \ '],
// 프레임 3: 물건 보기
[
r' o? ',
r' /| ',
r' / \ ',
],
[r' o? ', r' /| ', r' / \ '],
// 프레임 4: 고개 끄덕
[
r' o! ',
r' /|\ ',
r' / \ ',
],
[r' o! ', r' /|\ ', r' / \ '],
];

View File

@@ -62,26 +62,10 @@ CharacterFrame getCharacterFrame(BattlePhase phase, int subFrame) {
// 구조: [머리, 몸통+팔, 다리]
// ============================================================================
const _idleFrames = [
CharacterFrame([
r' o ',
r' /|\ ',
r' / \ ',
]),
CharacterFrame([
r' o ',
r' /|\ ',
r' | | ',
]),
CharacterFrame([
r' o ',
r' /|\ ',
r' / \ ',
]),
CharacterFrame([
r' O ',
r' /|\ ',
r' / \ ',
]),
CharacterFrame([r' o ', r' /|\ ', r' / \ ']),
CharacterFrame([r' o ', r' /|\ ', r' | | ']),
CharacterFrame([r' o ', r' /|\ ', r' / \ ']),
CharacterFrame([r' O ', r' /|\ ', r' / \ ']),
];
// ============================================================================
@@ -89,21 +73,9 @@ const _idleFrames = [
// 구조: [머리, 몸통+팔, 다리]
// ============================================================================
const _prepareFrames = [
CharacterFrame([
r' o ',
r' \|\ ',
r' / \ ',
]),
CharacterFrame([
r' o_ ',
r' \| ',
r' / \ ',
]),
CharacterFrame([
r' o/ ',
r' \| ',
r' / \ ',
]),
CharacterFrame([r' o ', r' \|\ ', r' / \ ']),
CharacterFrame([r' o_ ', r' \| ', r' / \ ']),
CharacterFrame([r' o/ ', r' \| ', r' / \ ']),
];
// ============================================================================
@@ -112,31 +84,11 @@ const _prepareFrames = [
// 수정: 공격 이펙트를 머리 줄로 통일 (1칸 위로)
// ============================================================================
const _attackFrames = [
CharacterFrame([
r' o\ ',
r' /| ',
r' / \ ',
]),
CharacterFrame([
r' o- ',
r' /| ',
r' / \ ',
]),
CharacterFrame([
r' o-- ',
r' /| ',
r' / \ ',
]),
CharacterFrame([
r' o-=>',
r' /| ',
r' / \ ',
]),
CharacterFrame([
r' o ',
r' /|\ ',
r' / \ ',
]),
CharacterFrame([r' o\ ', r' /| ', r' / \ ']),
CharacterFrame([r' o- ', r' /| ', r' / \ ']),
CharacterFrame([r' o-- ', r' /| ', r' / \ ']),
CharacterFrame([r' o-=>', r' /| ', r' / \ ']),
CharacterFrame([r' o ', r' /|\ ', r' / \ ']),
];
// ============================================================================
@@ -145,21 +97,9 @@ const _attackFrames = [
// 수정: 히트 이펙트를 머리 줄로 통일 (1칸 위로)
// ============================================================================
const _hitFrames = [
CharacterFrame([
r' o-* ',
r' /| ',
r' / \ ',
]),
CharacterFrame([
r' o=* ',
r' /| ',
r' / \ ',
]),
CharacterFrame([
r' o~* ',
r' /| ',
r' / \ ',
]),
CharacterFrame([r' o-* ', r' /| ', r' / \ ']),
CharacterFrame([r' o=* ', r' /| ', r' / \ ']),
CharacterFrame([r' o~* ', r' /| ', r' / \ ']),
];
// ============================================================================
@@ -167,19 +107,7 @@ const _hitFrames = [
// 구조: [머리, 몸통+팔, 다리]
// ============================================================================
const _recoverFrames = [
CharacterFrame([
r' o ',
r' /|\ ',
r' | ',
]),
CharacterFrame([
r' o ',
r' /|\ ',
r' / \ ',
]),
CharacterFrame([
r' o ',
r' /|\ ',
r' / \ ',
]),
CharacterFrame([r' o ', r' /|\ ', r' | ']),
CharacterFrame([r' o ', r' /|\ ', r' / \ ']),
CharacterFrame([r' o ', r' /|\ ', r' / \ ']),
];

View File

@@ -1,192 +0,0 @@
// 몬스터 카테고리별 색상 시스템
// 각 몬스터 카테고리에 따라 다른 색상 적용
import 'dart:ui';
/// 몬스터 카테고리 (ascii_animation_data.dart의 MonsterCategory와 매칭)
enum MonsterColorCategory {
beast,
insect,
humanoid,
undead,
dragon,
slime,
demon,
}
/// 몬스터 색상 정보
class MonsterColors {
const MonsterColors({
required this.normal,
required this.hit,
});
/// 일반 상태 색상
final Color normal;
/// 피격 상태 색상
final Color hit;
}
/// 카테고리별 몬스터 색상 반환
MonsterColors getMonsterColors(MonsterColorCategory category) {
return switch (category) {
MonsterColorCategory.beast => const MonsterColors(
normal: Color(0xFF00FF00), // 녹색
hit: Color(0xFFFF0000), // 빨강
),
MonsterColorCategory.insect => const MonsterColors(
normal: Color(0xFFFFFF00), // 노랑
hit: Color(0xFFFF6600), // 주황
),
MonsterColorCategory.humanoid => const MonsterColors(
normal: Color(0xFF00FFFF), // 시안
hit: Color(0xFFFF00FF), // 마젠타
),
MonsterColorCategory.undead => const MonsterColors(
normal: Color(0xFF9966FF), // 보라
hit: Color(0xFFCCCCCC), // 회색
),
MonsterColorCategory.dragon => const MonsterColors(
normal: Color(0xFFFF6600), // 주황
hit: Color(0xFFFFFF00), // 노랑
),
MonsterColorCategory.slime => const MonsterColors(
normal: Color(0xFF66FF66), // 연녹색
hit: Color(0xFF00CC00), // 진녹색
),
MonsterColorCategory.demon => const MonsterColors(
normal: Color(0xFFFF0066), // 핑크
hit: Color(0xFFFFFFFF), // 흰색
),
};
}
/// 몬스터 기본 이름에서 색상 카테고리 추론
///
/// ascii_animation_data.dart의 getMonsterCategory 결과를 변환
MonsterColorCategory getMonsterColorCategory(String? baseName) {
if (baseName == null || baseName.isEmpty) {
return MonsterColorCategory.beast;
}
final lower = baseName.toLowerCase();
// insect (곤충류)
if (_matchesAny(lower, _insectKeywords)) {
return MonsterColorCategory.insect;
}
// undead (언데드)
if (_matchesAny(lower, _undeadKeywords)) {
return MonsterColorCategory.undead;
}
// dragon (드래곤류)
if (_matchesAny(lower, _dragonKeywords)) {
return MonsterColorCategory.dragon;
}
// slime (슬라임류)
if (_matchesAny(lower, _slimeKeywords)) {
return MonsterColorCategory.slime;
}
// demon (악마류)
if (_matchesAny(lower, _demonKeywords)) {
return MonsterColorCategory.demon;
}
// humanoid (인간형)
if (_matchesAny(lower, _humanoidKeywords)) {
return MonsterColorCategory.humanoid;
}
// 기본은 beast
return MonsterColorCategory.beast;
}
bool _matchesAny(String text, List<String> keywords) {
return keywords.any((kw) => text.contains(kw));
}
const _insectKeywords = [
'bug',
'beetle',
'spider',
'ant',
'bee',
'wasp',
'moth',
'worm',
'larva',
'crawler',
'centipede',
'scorpion',
];
const _undeadKeywords = [
'zombie',
'skeleton',
'ghost',
'wraith',
'vampire',
'lich',
'specter',
'phantom',
'revenant',
'undead',
'corpse',
'bone',
];
const _dragonKeywords = [
'dragon',
'drake',
'wyrm',
'wyvern',
'serpent',
'hydra',
'basilisk',
];
const _slimeKeywords = [
'slime',
'ooze',
'blob',
'jelly',
'pudding',
'gel',
'goo',
];
const _demonKeywords = [
'demon',
'devil',
'imp',
'fiend',
'daemon',
'succubus',
'incubus',
'hell',
'infernal',
];
const _humanoidKeywords = [
'goblin',
'orc',
'troll',
'ogre',
'giant',
'bandit',
'knight',
'mage',
'wizard',
'warrior',
'guard',
'soldier',
'cultist',
'hacker',
'admin',
'user',
];

View File

@@ -65,12 +65,7 @@ bool _matchesAny(String text, List<String> keywords) {
// 카테고리별 키워드 목록
const _cosmicKeywords = [
'dyson',
'black hole',
'universe',
'singularity',
];
const _cosmicKeywords = ['dyson', 'black hole', 'universe', 'singularity'];
const _cableKeywords = [
'cable',

View File

@@ -58,7 +58,7 @@ const _bluntEffect = WeaponEffect(
[r' _/ ', r' / ', r'/ '],
[r' /__ ', r'/ ', r' '],
[r'/__ ', r' ', r' '],
[r'/__=>', r' ', r' '],
[r'/__=>', r' ', r' '],
],
hitFrames: [
[r' *BASH* ', r'/__=> ', r' '],

View File

@@ -24,7 +24,8 @@ class CombatCalculator {
/// [attacker] 공격자 (플레이어) 스탯
/// [defender] 방어자 (몬스터) 스탯
/// Returns: 공격 결과 및 업데이트된 몬스터 스탯
({AttackResult result, MonsterCombatStats updatedDefender}) playerAttackMonster({
({AttackResult result, MonsterCombatStats updatedDefender})
playerAttackMonster({
required CombatStats attacker,
required MonsterCombatStats defender,
}) {
@@ -178,7 +179,8 @@ class CombatCalculator {
}
// 전투 종료 체크
final isCombatOver = currentPlayerStats.isDead || currentMonsterStats.isDead;
final isCombatOver =
currentPlayerStats.isDead || currentMonsterStats.isDead;
final isPlayerVictory = isCombatOver && currentMonsterStats.isDead;
return CombatTurnResult(
@@ -206,7 +208,8 @@ class CombatCalculator {
// 플레이어 DPS (초당 데미지)
final playerDamagePerHit = math.max(1, player.atk - monster.def * 0.5);
final playerHitsPerSecond = 1000 / player.attackDelayMs;
final playerDps = playerDamagePerHit * playerHitsPerSecond * player.accuracy;
final playerDps =
playerDamagePerHit * playerHitsPerSecond * player.accuracy;
// 몬스터를 처치하는 데 필요한 시간 (밀리초)
final timeToKillMonster = (monster.hpMax / playerDps * 1000).round();
@@ -225,17 +228,20 @@ class CombatCalculator {
// 플레이어 예상 생존 시간
final monsterDamagePerHit = math.max(1, monster.atk - player.def * 0.5);
final monsterHitsPerSecond = 1000 / monster.attackDelayMs;
final monsterDps = monsterDamagePerHit * monsterHitsPerSecond * monster.accuracy;
final monsterDps =
monsterDamagePerHit * monsterHitsPerSecond * monster.accuracy;
final playerSurvivalTime = player.hpCurrent / monsterDps;
// 몬스터 예상 생존 시간
final playerDamagePerHit = math.max(1, player.atk - monster.def * 0.5);
final playerHitsPerSecond = 1000 / player.attackDelayMs;
final playerDps = playerDamagePerHit * playerHitsPerSecond * player.accuracy;
final playerDps =
playerDamagePerHit * playerHitsPerSecond * player.accuracy;
final monsterSurvivalTime = monster.hpCurrent / playerDps;
// 난이도 = 몬스터 생존시간 / (플레이어 생존시간 + 몬스터 생존시간)
final difficulty = monsterSurvivalTime / (playerSurvivalTime + monsterSurvivalTime);
final difficulty =
monsterSurvivalTime / (playerSurvivalTime + monsterSurvivalTime);
return difficulty.clamp(0.0, 1.0);
}

View File

@@ -45,7 +45,9 @@ class ItemService {
// 교체할 슬롯이 있으면 해당 아이템 무게 제외
if (replacingSlot != null) {
final existingItem = currentItems.where((i) => i.slot == replacingSlot).firstOrNull;
final existingItem = currentItems
.where((i) => i.slot == replacingSlot)
.firstOrNull;
if (existingItem != null) {
currentWeight -= existingItem.weight;
}
@@ -70,7 +72,8 @@ class ItemService {
if (roll < legendaryChance) return ItemRarity.legendary;
if (roll < legendaryChance + epicChance) return ItemRarity.epic;
if (roll < legendaryChance + epicChance + rareChance) return ItemRarity.rare;
if (roll < legendaryChance + epicChance + rareChance)
return ItemRarity.rare;
if (roll < legendaryChance + epicChance + rareChance + uncommonChance) {
return ItemRarity.uncommon;
}
@@ -112,7 +115,8 @@ class ItemService {
// 공속 결정 (600ms ~ 1500ms 범위)
// 희귀도가 높을수록 공속 변동 폭 증가
final speedVariance = 300 + rarity.index * 100; // Common: 300, Legendary: 700
final speedVariance =
300 + rarity.index * 100; // Common: 300, Legendary: 700
final speedOffset = rng.nextInt(speedVariance * 2) - speedVariance;
final attackSpeed = (1000 + speedOffset).clamp(600, 1500);
@@ -133,14 +137,15 @@ class ItemService {
ItemStats _generateShieldStats(int baseValue, ItemRarity rarity) {
final blockBonus = 0.05 + rarity.index * 0.02;
return ItemStats(
def: baseValue ~/ 2,
blockRate: blockBonus,
);
return ItemStats(def: baseValue ~/ 2, blockRate: blockBonus);
}
/// 방어구 스탯 생성
ItemStats _generateArmorStats(int baseValue, ItemRarity rarity, EquipmentSlot slot) {
ItemStats _generateArmorStats(
int baseValue,
ItemRarity rarity,
EquipmentSlot slot,
) {
// 슬롯별 방어력 가중치
final defMultiplier = switch (slot) {
EquipmentSlot.hauberk => 1.5, // 갑옷류 최고
@@ -161,11 +166,7 @@ class ItemService {
final hpBonus = rarity.index >= ItemRarity.rare.index ? baseValue ~/ 2 : 0;
final evasionBonus = rarity.index >= ItemRarity.epic.index ? 0.01 : 0.0;
return ItemStats(
def: def,
hpBonus: hpBonus,
evasion: evasionBonus,
);
return ItemStats(def: def, hpBonus: hpBonus, evasion: evasionBonus);
}
// ============================================================================
@@ -173,10 +174,7 @@ class ItemService {
// ============================================================================
/// 무게 계산 (레벨/슬롯 기반)
int calculateWeight({
required int level,
required EquipmentSlot slot,
}) {
int calculateWeight({required int level, required EquipmentSlot slot}) {
// 슬롯별 기본 무게
final baseWeight = switch (slot) {
EquipmentSlot.weapon => 10,
@@ -209,7 +207,11 @@ class ItemService {
ItemRarity? rarity,
}) {
final itemRarity = rarity ?? determineRarity(level);
final stats = generateItemStats(level: level, rarity: itemRarity, slot: slot);
final stats = generateItemStats(
level: level,
rarity: itemRarity,
slot: slot,
);
final weight = calculateWeight(level: level, slot: slot);
return EquipmentItem(
@@ -253,7 +255,8 @@ class ItemService {
score += stats.mpBonus;
// 능력치 보너스 (가중치 5배)
score += (stats.strBonus +
score +=
(stats.strBonus +
stats.conBonus +
stats.dexBonus +
stats.intBonus +

View File

@@ -238,12 +238,16 @@ class PotionService {
}) {
final potion = PotionData.getById(potionId);
if (potion == null) {
return PotionPurchaseResult.failed(PotionPurchaseFailReason.potionNotFound);
return PotionPurchaseResult.failed(
PotionPurchaseFailReason.potionNotFound,
);
}
final totalCost = potion.price * count;
if (gold < totalCost) {
return PotionPurchaseResult.failed(PotionPurchaseFailReason.insufficientGold);
return PotionPurchaseResult.failed(
PotionPurchaseFailReason.insufficientGold,
);
}
final newInventory = inventory.addPotion(potionId, count);
@@ -277,13 +281,17 @@ class PotionService {
final mpPotion = PotionData.getMpPotionByTier(tier);
if (hpPotion == null && mpPotion == null) {
return PotionPurchaseResult.failed(PotionPurchaseFailReason.potionNotFound);
return PotionPurchaseResult.failed(
PotionPurchaseFailReason.potionNotFound,
);
}
// 사용 가능 골드
final spendableGold = (gold * spendRatio).floor();
if (spendableGold <= 0) {
return PotionPurchaseResult.failed(PotionPurchaseFailReason.insufficientGold);
return PotionPurchaseResult.failed(
PotionPurchaseFailReason.insufficientGold,
);
}
var currentInventory = inventory;
@@ -317,7 +325,9 @@ class PotionService {
}
if (totalSpent == 0) {
return PotionPurchaseResult.failed(PotionPurchaseFailReason.insufficientGold);
return PotionPurchaseResult.failed(
PotionPurchaseFailReason.insufficientGold,
);
}
return PotionPurchaseResult(
@@ -426,10 +436,7 @@ class PotionUseResult {
/// 실패 결과 생성
factory PotionUseResult.failed(PotionUseFailReason reason) {
return PotionUseResult(
success: false,
failReason: reason,
);
return PotionUseResult(success: false, failReason: reason);
}
}
@@ -480,10 +487,7 @@ class PotionPurchaseResult {
/// 실패 결과 생성
factory PotionPurchaseResult.failed(PotionPurchaseFailReason reason) {
return PotionPurchaseResult(
success: false,
failReason: reason,
);
return PotionPurchaseResult(success: false, failReason: reason);
}
}

View File

@@ -112,7 +112,9 @@ class ProgressService {
),
plotStageCount: 1, // Prologue
questCount: 0,
plotHistory: [HistoryEntry(caption: l10n.taskPrologue, isComplete: false)],
plotHistory: [
HistoryEntry(caption: l10n.taskPrologue, isComplete: false),
],
questHistory: const [],
);
@@ -156,13 +158,17 @@ class ProgressService {
// 스킬 시스템 시간 업데이트 (Phase 3)
final skillService = SkillService(rng: state.rng);
var skillSystem = skillService.updateElapsedTime(state.skillSystem, clamped);
var skillSystem = skillService.updateElapsedTime(
state.skillSystem,
clamped,
);
// 만료된 버프 정리
skillSystem = skillService.cleanupExpiredBuffs(skillSystem);
// 비전투 시 MP 회복
final isInCombat = progress.currentTask.type == TaskType.kill &&
final isInCombat =
progress.currentTask.type == TaskType.kill &&
progress.currentCombat != null &&
progress.currentCombat!.isActive;
@@ -173,7 +179,10 @@ class ProgressService {
wis: nextState.stats.wis,
);
if (mpRegen > 0) {
final newMp = (nextState.stats.mp + mpRegen).clamp(0, nextState.stats.mpMax);
final newMp = (nextState.stats.mp + mpRegen).clamp(
0,
nextState.stats.mpMax,
);
nextState = nextState.copyWith(
stats: nextState.stats.copyWith(mpCurrent: newMp),
);
@@ -193,7 +202,9 @@ class ProgressService {
var updatedCombat = progress.currentCombat;
var updatedSkillSystem = nextState.skillSystem;
var updatedPotionInventory = nextState.potionInventory;
if (progress.currentTask.type == TaskType.kill && updatedCombat != null && updatedCombat.isActive) {
if (progress.currentTask.type == TaskType.kill &&
updatedCombat != null &&
updatedCombat.isActive) {
final combatResult = _processCombatTickWithSkills(
nextState,
updatedCombat,
@@ -480,7 +491,8 @@ class ProgressService {
final questMonster = state.progress.currentQuestMonster;
final questMonsterData = questMonster?.monsterData;
final questLevel = questMonsterData != null
? int.tryParse(questMonsterData.split('|').elementAtOrNull(1) ?? '') ?? 0
? int.tryParse(questMonsterData.split('|').elementAtOrNull(1) ?? '') ??
0
: null;
final monsterResult = pq_logic.monsterTask(
@@ -501,10 +513,9 @@ class ProgressService {
// 전투용 몬스터 레벨 조정 (밸런스)
// config의 raw 레벨이 플레이어보다 너무 높으면 전투가 불가능
// 플레이어 레벨 ±3 범위로 제한 (최소 1)
final effectiveMonsterLevel = monsterResult.level.clamp(
math.max(1, level - 3),
level + 3,
).toInt();
final effectiveMonsterLevel = monsterResult.level
.clamp(math.max(1, level - 3), level + 3)
.toInt();
final monsterCombatStats = MonsterCombatStats.fromLevel(
name: monsterResult.displayName,
@@ -907,7 +918,8 @@ class ProgressService {
if (hasItemsToSell) {
// 다음 아이템 판매 태스크 시작
final nextItem = items.first;
final itemDesc = l10n.indefiniteL10n(nextItem.name, nextItem.count);
final translatedName = l10n.translateItemNameL10n(nextItem.name);
final itemDesc = l10n.indefiniteL10n(translatedName, nextItem.count);
final taskResult = pq_logic.startTask(
state.progress,
l10n.taskSelling(itemDesc),
@@ -945,7 +957,8 @@ class ProgressService {
CombatState combat,
SkillSystemState skillSystem,
PotionInventory? potionInventory,
}) _processCombatTickWithSkills(
})
_processCombatTickWithSkills(
GameState state,
CombatState combat,
SkillSystemState skillSystem,
@@ -988,12 +1001,14 @@ class ProgressService {
dotDamageThisTick += damage;
// DOT 데미지 이벤트 생성
newEvents.add(CombatEvent.dotTick(
timestamp: timestamp,
skillName: dot.skillId,
damage: damage,
targetName: monsterStats.name,
));
newEvents.add(
CombatEvent.dotTick(
timestamp: timestamp,
skillName: dot.skillId,
damage: damage,
targetName: monsterStats.name,
),
);
}
// 만료되지 않은 DOT만 유지
@@ -1004,8 +1019,10 @@ class ProgressService {
// DOT 데미지 적용
if (dotDamageThisTick > 0 && monsterStats.isAlive) {
final newMonsterHp = (monsterStats.hpCurrent - dotDamageThisTick)
.clamp(0, monsterStats.hpMax);
final newMonsterHp = (monsterStats.hpCurrent - dotDamageThisTick).clamp(
0,
monsterStats.hpMax,
);
monsterStats = monsterStats.copyWith(hpCurrent: newMonsterHp);
totalDamageDealt += dotDamageThisTick;
}
@@ -1024,8 +1041,7 @@ class ProgressService {
playerLevel: state.traits.level,
);
if (emergencyPotion != null &&
!usedPotionTypes.contains(PotionType.hp)) {
if (emergencyPotion != null && !usedPotionTypes.contains(PotionType.hp)) {
final result = potionService.usePotion(
potionId: emergencyPotion.id,
inventory: state.potionInventory,
@@ -1040,25 +1056,27 @@ class ProgressService {
usedPotionTypes = {...usedPotionTypes, PotionType.hp};
updatedPotionInventory = result.newInventory;
newEvents.add(CombatEvent.playerPotion(
timestamp: timestamp,
potionName: emergencyPotion.name,
healAmount: result.healedAmount,
isHp: true,
));
newEvents.add(
CombatEvent.playerPotion(
timestamp: timestamp,
potionName: emergencyPotion.name,
healAmount: result.healedAmount,
isHp: true,
),
);
}
}
}
// 플레이어 공격 체크
if (playerAccumulator >= playerStats.attackDelayMs) {
// 스킬 자동 선택
final availableSkillIds = updatedSkillSystem.skillStates
.map((s) => s.skillId)
.toList();
// 기본 스킬이 없으면 기본 스킬 추가
// SpellBook에서 사용 가능한 스킬 ID 목록 조회
var availableSkillIds = skillService.getAvailableSkillIdsFromSpellBook(
state.spellBook,
);
// SpellBook에 스킬이 없으면 기본 스킬 사용
if (availableSkillIds.isEmpty) {
availableSkillIds.addAll(SkillData.defaultSkillIds);
availableSkillIds = SkillData.defaultSkillIds;
}
final selectedSkill = skillService.selectAutoSkill(
@@ -1070,12 +1088,18 @@ class ProgressService {
);
if (selectedSkill != null && selectedSkill.isAttack) {
// 공격 스킬 사용
final skillResult = skillService.useAttackSkill(
// 스펠 랭크 조회 (SpellBook 기반)
final spellRank = skillService.getSkillRankFromSpellBook(
state.spellBook,
selectedSkill.id,
);
// 랭크 스케일링 적용된 공격 스킬 사용
final skillResult = skillService.useAttackSkillWithRank(
skill: selectedSkill,
player: playerStats,
monster: monsterStats,
skillSystem: updatedSkillSystem,
rank: spellRank,
);
playerStats = skillResult.updatedPlayer;
monsterStats = skillResult.updatedMonster;
@@ -1083,12 +1107,14 @@ class ProgressService {
updatedSkillSystem = skillResult.updatedSkillSystem;
// 스킬 공격 이벤트 생성
newEvents.add(CombatEvent.playerSkill(
timestamp: timestamp,
skillName: selectedSkill.name,
damage: skillResult.result.damage,
targetName: monsterStats.name,
));
newEvents.add(
CombatEvent.playerSkill(
timestamp: timestamp,
skillName: selectedSkill.name,
damage: skillResult.result.damage,
targetName: monsterStats.name,
),
);
} else if (selectedSkill != null && selectedSkill.isDot) {
// DOT 스킬 사용
final skillResult = skillService.useDotSkill(
@@ -1107,12 +1133,14 @@ class ProgressService {
}
// DOT 스킬 사용 이벤트 생성
newEvents.add(CombatEvent.playerSkill(
timestamp: timestamp,
skillName: selectedSkill.name,
damage: skillResult.result.damage,
targetName: monsterStats.name,
));
newEvents.add(
CombatEvent.playerSkill(
timestamp: timestamp,
skillName: selectedSkill.name,
damage: skillResult.result.damage,
targetName: monsterStats.name,
),
);
} else if (selectedSkill != null && selectedSkill.isHeal) {
// 회복 스킬 사용
final skillResult = skillService.useHealSkill(
@@ -1124,11 +1152,13 @@ class ProgressService {
updatedSkillSystem = skillResult.updatedSkillSystem;
// 회복 이벤트 생성
newEvents.add(CombatEvent.playerHeal(
timestamp: timestamp,
healAmount: skillResult.result.healedAmount,
skillName: selectedSkill.name,
));
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(
@@ -1140,10 +1170,12 @@ class ProgressService {
updatedSkillSystem = skillResult.updatedSkillSystem;
// 버프 이벤트 생성
newEvents.add(CombatEvent.playerBuff(
timestamp: timestamp,
skillName: selectedSkill.name,
));
newEvents.add(
CombatEvent.playerBuff(
timestamp: timestamp,
skillName: selectedSkill.name,
),
);
} else {
// 일반 공격
final attackResult = calculator.playerAttackMonster(
@@ -1156,17 +1188,21 @@ class ProgressService {
// 일반 공격 이벤트 생성
final result = attackResult.result;
if (result.isEvaded) {
newEvents.add(CombatEvent.monsterEvade(
timestamp: timestamp,
targetName: monsterStats.name,
));
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,
));
newEvents.add(
CombatEvent.playerAttack(
timestamp: timestamp,
damage: result.damage,
targetName: monsterStats.name,
isCritical: result.isCritical,
),
);
}
}
@@ -1175,7 +1211,8 @@ class ProgressService {
}
// 몬스터가 살아있으면 반격
if (monsterStats.isAlive && monsterAccumulator >= monsterStats.attackDelayMs) {
if (monsterStats.isAlive &&
monsterAccumulator >= monsterStats.attackDelayMs) {
final attackResult = calculator.monsterAttackPlayer(
attacker: monsterStats,
defender: playerStats,
@@ -1187,28 +1224,36 @@ class ProgressService {
// 몬스터 공격 이벤트 생성
final result = attackResult.result;
if (result.isEvaded) {
newEvents.add(CombatEvent.playerEvade(
timestamp: timestamp,
attackerName: monsterStats.name,
));
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,
));
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,
));
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,
));
newEvents.add(
CombatEvent.monsterAttack(
timestamp: timestamp,
damage: result.damage,
attackerName: monsterStats.name,
),
);
}
}
@@ -1285,9 +1330,7 @@ class ProgressService {
);
// 전투 상태 초기화
final progress = state.progress.copyWith(
currentCombat: null,
);
final progress = state.progress.copyWith(currentCombat: null);
return state.copyWith(
equipment: emptyEquipment,

View File

@@ -1,6 +1,7 @@
import 'dart:math';
import 'package:askiineverdie/data/class_data.dart';
import 'package:askiineverdie/data/game_text_l10n.dart' as l10n;
import 'package:askiineverdie/data/race_data.dart';
import 'package:askiineverdie/src/core/engine/shop_service.dart';
import 'package:askiineverdie/src/core/model/class_traits.dart';
@@ -75,9 +76,7 @@ class ResurrectionService {
);
// 전투 상태 초기화
final progress = state.progress.copyWith(
currentCombat: null,
);
final progress = state.progress.copyWith(currentCombat: null);
return state.copyWith(
equipment: newEquipment,
@@ -109,9 +108,7 @@ class ResurrectionService {
// 장비 적용
var nextState = state.copyWith(
equipment: autoBuyResult.updatedEquipment,
inventory: state.inventory.copyWith(
gold: autoBuyResult.remainingGold,
),
inventory: state.inventory.copyWith(gold: autoBuyResult.remainingGold),
);
// 2. 전체 HP/MP 계산 (장비 + 종족 + 클래스 보너스 포함)
@@ -137,22 +134,22 @@ class ResurrectionService {
// 4. 부활 후 태스크 시퀀스 설정 (큐에 추가)
// 순서: 마을 귀환 → 샵 정비 → 사냥터 이동 → 전투
final resurrectionQueue = <QueueEntry>[
const QueueEntry(
QueueEntry(
kind: QueueKind.task,
durationMillis: 3000, // 3초
caption: 'Returning to town...',
caption: l10n.taskReturningToTown,
taskType: TaskType.neutral, // 걷기 애니메이션
),
const QueueEntry(
QueueEntry(
kind: QueueKind.task,
durationMillis: 3000, // 3초
caption: 'Restocking at shop...',
caption: l10n.taskRestockingAtShop,
taskType: TaskType.market, // town 애니메이션
),
const QueueEntry(
QueueEntry(
kind: QueueKind.task,
durationMillis: 2000, // 2초
caption: 'Heading to hunting grounds...',
caption: l10n.taskHeadingToHuntingGrounds,
taskType: TaskType.neutral, // 걷기 애니메이션
),
];
@@ -164,10 +161,7 @@ class ResurrectionService {
),
// 현재 태스크를 빈 상태로 설정하여 큐에서 다음 태스크를 가져오도록 함
progress: nextState.progress.copyWith(
currentTask: const TaskInfo(
caption: '',
type: TaskType.neutral,
),
currentTask: const TaskInfo(caption: '', type: TaskType.neutral),
task: const ProgressBarState(
position: 0,
max: 1, // 즉시 완료되어 큐에서 다음 태스크 가져옴

View File

@@ -126,7 +126,11 @@ class ShopService {
}
/// 슬롯과 레벨에 따른 스탯 생성
ItemStats _generateItemStats(EquipmentSlot slot, int level, ItemRarity rarity) {
ItemStats _generateItemStats(
EquipmentSlot slot,
int level,
ItemRarity rarity,
) {
final multiplier = rarity.multiplier;
final baseValue = (level * multiplier).round();
@@ -145,10 +149,7 @@ class ShopService {
magDef: baseValue ~/ 2,
intBonus: level ~/ 10,
),
EquipmentSlot.hauberk => ItemStats(
def: baseValue,
hpBonus: level * 2,
),
EquipmentSlot.hauberk => ItemStats(def: baseValue, hpBonus: level * 2),
EquipmentSlot.brassairts => ItemStats(
def: baseValue ~/ 2,
strBonus: level ~/ 15,
@@ -273,11 +274,7 @@ class ShopService {
/// 장비 판매
SellResult sellItem(EquipmentItem item, int currentGold) {
final price = calculateSellPrice(item);
return SellResult(
item: item,
price: price,
newGold: currentGold + price,
);
return SellResult(item: item, price: price, newGold: currentGold + price);
}
}

View File

@@ -4,6 +4,7 @@ import 'package:askiineverdie/src/core/model/game_state.dart';
import 'package:askiineverdie/src/core/model/monster_combat_stats.dart';
import 'package:askiineverdie/src/core/model/skill.dart';
import 'package:askiineverdie/src/core/util/deterministic_random.dart';
import 'package:askiineverdie/src/core/util/roman.dart';
/// 스킬 시스템 서비스
///
@@ -30,7 +31,8 @@ class SkillService {
// 쿨타임 체크
final skillState = skillSystem.getSkillState(skill.id);
if (skillState != null && !skillState.isReady(skillSystem.elapsedMs, skill.cooldownMs)) {
if (skillState != null &&
!skillState.isReady(skillSystem.elapsedMs, skill.cooldownMs)) {
return SkillFailReason.onCooldown;
}
@@ -49,7 +51,8 @@ class SkillService {
CombatStats updatedPlayer,
MonsterCombatStats updatedMonster,
SkillSystemState updatedSkillSystem,
}) useAttackSkill({
})
useAttackSkill({
required Skill skill,
required CombatStats player,
required MonsterCombatStats monster,
@@ -66,7 +69,9 @@ class SkillService {
final effectiveMonsterDef = monster.def * (1 - skill.targetDefReduction);
// 최종 데미지 계산 (방어력 감산)
final finalDamage = (buffedDamage - effectiveMonsterDef * 0.5).round().clamp(1, 9999);
final finalDamage = (buffedDamage - effectiveMonsterDef * 0.5)
.round()
.clamp(1, 9999);
// 몬스터에 데미지 적용
var updatedMonster = monster.applyDamage(finalDamage);
@@ -79,17 +84,15 @@ class SkillService {
}
// MP 소모
updatedPlayer = updatedPlayer.withMp(updatedPlayer.mpCurrent - skill.mpCost);
updatedPlayer = updatedPlayer.withMp(
updatedPlayer.mpCurrent - skill.mpCost,
);
// 스킬 상태 업데이트 (쿨타임 시작)
final updatedSkillSystem = _updateSkillCooldown(skillSystem, skill.id);
return (
result: SkillUseResult(
skill: skill,
success: true,
damage: finalDamage,
),
result: SkillUseResult(skill: skill, success: true, damage: finalDamage),
updatedPlayer: updatedPlayer,
updatedMonster: updatedMonster,
updatedSkillSystem: updatedSkillSystem,
@@ -101,7 +104,8 @@ class SkillService {
SkillUseResult result,
CombatStats updatedPlayer,
SkillSystemState updatedSkillSystem,
}) useHealSkill({
})
useHealSkill({
required Skill skill,
required CombatStats player,
required SkillSystemState skillSystem,
@@ -116,7 +120,9 @@ class SkillService {
var updatedPlayer = player.applyHeal(healAmount);
// MP 소모
updatedPlayer = updatedPlayer.withMp(updatedPlayer.mpCurrent - skill.mpCost);
updatedPlayer = updatedPlayer.withMp(
updatedPlayer.mpCurrent - skill.mpCost,
);
// 스킬 상태 업데이트
final updatedSkillSystem = _updateSkillCooldown(skillSystem, skill.id);
@@ -137,7 +143,8 @@ class SkillService {
SkillUseResult result,
CombatStats updatedPlayer,
SkillSystemState updatedSkillSystem,
}) useBuffSkill({
})
useBuffSkill({
required Skill skill,
required CombatStats player,
required SkillSystemState skillSystem,
@@ -158,10 +165,11 @@ class SkillService {
);
// 기존 같은 버프 제거 후 새 버프 추가
final updatedBuffs = skillSystem.activeBuffs
.where((b) => b.effect.id != skill.buff!.id)
.toList()
..add(newBuff);
final updatedBuffs =
skillSystem.activeBuffs
.where((b) => b.effect.id != skill.buff!.id)
.toList()
..add(newBuff);
// MP 소모
var updatedPlayer = player.withMp(player.mpCurrent - skill.mpCost);
@@ -171,11 +179,7 @@ class SkillService {
updatedSkillSystem = updatedSkillSystem.copyWith(activeBuffs: updatedBuffs);
return (
result: SkillUseResult(
skill: skill,
success: true,
appliedBuff: newBuff,
),
result: SkillUseResult(skill: skill, success: true, appliedBuff: newBuff),
updatedPlayer: updatedPlayer,
updatedSkillSystem: updatedSkillSystem,
);
@@ -190,7 +194,8 @@ class SkillService {
CombatStats updatedPlayer,
SkillSystemState updatedSkillSystem,
DotEffect? dotEffect,
}) useDotSkill({
})
useDotSkill({
required Skill skill,
required CombatStats player,
required SkillSystemState skillSystem,
@@ -265,12 +270,15 @@ class SkillService {
final availableSkills = availableSkillIds
.map((id) => SkillData.getSkillById(id))
.whereType<Skill>()
.where((skill) => canUseSkill(
skill: skill,
currentMp: currentMp,
skillSystem: skillSystem,
) ==
null)
.where(
(skill) =>
canUseSkill(
skill: skill,
currentMp: currentMp,
skillSystem: skillSystem,
) ==
null,
)
.toList();
if (availableSkills.isEmpty) return null;
@@ -311,9 +319,11 @@ class SkillService {
// 예상 총 데미지 기준 정렬
dotSkills.sort((a, b) {
final aTotal = (a.baseDotDamage ?? 0) *
final aTotal =
(a.baseDotDamage ?? 0) *
((a.baseDotDurationMs ?? 0) ~/ (a.baseDotTickMs ?? 1000));
final bTotal = (b.baseDotDamage ?? 0) *
final bTotal =
(b.baseDotDamage ?? 0) *
((b.baseDotDurationMs ?? 0) ~/ (b.baseDotTickMs ?? 1000));
return bTotal.compareTo(aTotal);
});
@@ -344,7 +354,9 @@ class SkillService {
final attackSkills = skills.where((s) => s.isAttack).toList();
if (attackSkills.isEmpty) return null;
attackSkills.sort((a, b) => b.damageMultiplier.compareTo(a.damageMultiplier));
attackSkills.sort(
(a, b) => b.damageMultiplier.compareTo(a.damageMultiplier),
);
return attackSkills.first;
}
@@ -399,7 +411,10 @@ class SkillService {
// ============================================================================
/// 스킬 쿨타임 업데이트
SkillSystemState _updateSkillCooldown(SkillSystemState state, String skillId) {
SkillSystemState _updateSkillCooldown(
SkillSystemState state,
String skillId,
) {
final skillStates = List<SkillState>.from(state.skillStates);
// 기존 상태 찾기
@@ -412,11 +427,9 @@ class SkillService {
);
} else {
// 새 상태 추가
skillStates.add(SkillState(
skillId: skillId,
lastUsedMs: state.elapsedMs,
rank: 1,
));
skillStates.add(
SkillState(skillId: skillId, lastUsedMs: state.elapsedMs, rank: 1),
);
}
return state.copyWith(skillStates: skillStates);
@@ -426,4 +439,142 @@ class SkillService {
SkillSystemState updateElapsedTime(SkillSystemState state, int deltaMs) {
return state.copyWith(elapsedMs: state.elapsedMs + deltaMs);
}
// ============================================================================
// SpellBook 연동
// ============================================================================
/// SpellBook에서 사용 가능한 스킬 목록 조회
///
/// SpellEntry 이름을 Skill로 매핑하여 반환
List<Skill> getAvailableSkillsFromSpellBook(SpellBook spellBook) {
return spellBook.spells
.map((spell) => SkillData.getSkillBySpellName(spell.name))
.whereType<Skill>()
.toList();
}
/// SpellBook에서 스킬의 랭크(레벨) 조회
///
/// 로마숫자 랭크(I, II, III)를 정수로 변환하여 반환
/// 스펠이 없으면 1 반환
int getSkillRankFromSpellBook(SpellBook spellBook, String skillId) {
// skillId로 스킬 찾기
final skill = SkillData.getSkillById(skillId);
if (skill == null) return 1;
// 스킬 이름으로 SpellEntry 찾기
for (final spell in spellBook.spells) {
if (spell.name == skill.name) {
return romanToInt(spell.rank);
}
}
return 1; // 기본 랭크
}
/// SpellBook에서 스킬 ID 목록 조회
///
/// 전투 시스템에서 사용 가능한 스킬 ID 목록 반환
List<String> getAvailableSkillIdsFromSpellBook(SpellBook spellBook) {
return getAvailableSkillsFromSpellBook(
spellBook,
).map((skill) => skill.id).toList();
}
/// 랭크 스케일링이 적용된 공격 스킬 사용
///
/// [rank] 스펠 랭크 (SpellBook에서 조회)
({
SkillUseResult result,
CombatStats updatedPlayer,
MonsterCombatStats updatedMonster,
SkillSystemState updatedSkillSystem,
})
useAttackSkillWithRank({
required Skill skill,
required CombatStats player,
required MonsterCombatStats monster,
required SkillSystemState skillSystem,
required int rank,
}) {
// 랭크 스케일링 적용
final rankMult = getRankMultiplier(rank);
final mpMult = getRankMpMultiplier(rank);
// 실제 MP 비용 계산
final actualMpCost = (skill.mpCost * mpMult).round();
// 기본 데미지 계산 (랭크 배율 적용)
final baseDamage = player.atk * skill.damageMultiplier * rankMult;
// 버프 효과 적용
final buffMods = skillSystem.totalBuffModifiers;
final buffedDamage = baseDamage * (1 + buffMods.atkMod);
// 적 방어력 감소 적용
final effectiveMonsterDef = monster.def * (1 - skill.targetDefReduction);
// 최종 데미지 계산 (방어력 감산)
final finalDamage = (buffedDamage - effectiveMonsterDef * 0.5)
.round()
.clamp(1, 9999);
// 몬스터에 데미지 적용
var updatedMonster = monster.applyDamage(finalDamage);
// 자해 데미지 적용
var updatedPlayer = player;
if (skill.selfDamagePercent > 0) {
final selfDamage = (player.hpMax * skill.selfDamagePercent).round();
updatedPlayer = player.applyDamage(selfDamage);
}
// MP 소모 (랭크 스케일링 적용)
updatedPlayer = updatedPlayer.withMp(
updatedPlayer.mpCurrent - actualMpCost,
);
// 스킬 상태 업데이트 (쿨타임 시작, 랭크 저장)
// 쿨타임 스케일링은 isReady 체크 시 적용됨
final updatedSkillSystem = _updateSkillCooldownWithRank(
skillSystem,
skill.id,
rank,
);
return (
result: SkillUseResult(skill: skill, success: true, damage: finalDamage),
updatedPlayer: updatedPlayer,
updatedMonster: updatedMonster,
updatedSkillSystem: updatedSkillSystem,
);
}
/// 랭크 정보를 포함한 스킬 쿨타임 업데이트
SkillSystemState _updateSkillCooldownWithRank(
SkillSystemState state,
String skillId,
int rank,
) {
final skillStates = List<SkillState>.from(state.skillStates);
// 기존 상태 찾기
final existingIndex = skillStates.indexWhere((s) => s.skillId == skillId);
if (existingIndex >= 0) {
// 기존 상태 업데이트
skillStates[existingIndex] = skillStates[existingIndex].copyWith(
lastUsedMs: state.elapsedMs,
rank: rank,
);
} else {
// 새 상태 추가
skillStates.add(
SkillState(skillId: skillId, lastUsedMs: state.elapsedMs, rank: rank),
);
}
return state.copyWith(skillStates: skillStates);
}
}

View File

@@ -23,7 +23,8 @@ class StatCalculator {
var str = baseStats.str + race.getModifier(StatType.str);
var con = baseStats.con + race.getModifier(StatType.con);
var dex = baseStats.dex + race.getModifier(StatType.dex);
var intel = baseStats.intelligence + race.getModifier(StatType.intelligence);
var intel =
baseStats.intelligence + race.getModifier(StatType.intelligence);
var wis = baseStats.wis + race.getModifier(StatType.wis);
var cha = baseStats.cha + race.getModifier(StatType.cha);
@@ -108,31 +109,41 @@ class StatCalculator {
// 클래스 패시브 적용
// 물리 공격력 보너스 (Bug Hunter: +20%)
final classPhysicalBonus = klass.getPassiveValue(ClassPassiveType.physicalDamageBonus);
final classPhysicalBonus = klass.getPassiveValue(
ClassPassiveType.physicalDamageBonus,
);
if (classPhysicalBonus > 0) {
atk = (atk * (1 + classPhysicalBonus)).round();
}
// 방어력 보너스 (Debugger Paladin: +15%)
final classDefenseBonus = klass.getPassiveValue(ClassPassiveType.defenseBonus);
final classDefenseBonus = klass.getPassiveValue(
ClassPassiveType.defenseBonus,
);
if (classDefenseBonus > 0) {
def = (def * (1 + classDefenseBonus)).round();
}
// 마법 데미지 보너스 (Compiler Mage: +25%)
final classMagicBonus = klass.getPassiveValue(ClassPassiveType.magicDamageBonus);
final classMagicBonus = klass.getPassiveValue(
ClassPassiveType.magicDamageBonus,
);
if (classMagicBonus > 0) {
magAtk = (magAtk * (1 + classMagicBonus)).round();
}
// 회피율 보너스 (Refactor Monk: +15%)
final classEvasionBonus = klass.getPassiveValue(ClassPassiveType.evasionBonus);
final classEvasionBonus = klass.getPassiveValue(
ClassPassiveType.evasionBonus,
);
if (classEvasionBonus > 0) {
evasion = (evasion + classEvasionBonus).clamp(0.0, 0.6);
}
// 크리티컬 보너스 (Pointer Assassin: +20%)
final classCritBonus = klass.getPassiveValue(ClassPassiveType.criticalBonus);
final classCritBonus = klass.getPassiveValue(
ClassPassiveType.criticalBonus,
);
if (classCritBonus > 0) {
criRate = (criRate + classCritBonus).clamp(0.0, 0.8);
}

View File

@@ -13,11 +13,7 @@ enum StoryEventType {
/// 스토리 이벤트 (Story Event)
class StoryEvent {
const StoryEvent({
required this.type,
required this.act,
this.data,
});
const StoryEvent({required this.type, required this.act, this.data});
final StoryEventType type;
final StoryAct act;
@@ -73,18 +69,14 @@ class StoryService {
// 이전 Act 완료 처리
if (_currentAct != StoryAct.prologue) {
_completedActs.add(_currentAct);
_eventController.add(StoryEvent(
type: StoryEventType.actComplete,
act: _currentAct,
));
_eventController.add(
StoryEvent(type: StoryEventType.actComplete, act: _currentAct),
);
}
// 새 Act 시작
_currentAct = newAct;
final event = StoryEvent(
type: StoryEventType.actStart,
act: newAct,
);
final event = StoryEvent(type: StoryEventType.actStart, act: newAct);
_eventController.add(event);
return event;
}
@@ -126,10 +118,9 @@ class StoryService {
void _triggerEnding() {
_completedActs.add(StoryAct.act5);
_currentAct = StoryAct.ending;
_eventController.add(StoryEvent(
type: StoryEventType.ending,
act: StoryAct.ending,
));
_eventController.add(
StoryEvent(type: StoryEventType.ending, act: StoryAct.ending),
);
}
/// 시네마틱 데이터 가져오기 (Get Cinematic Data)

View File

@@ -1,14 +1,19 @@
import 'package:askiineverdie/data/game_text_l10n.dart' as l10n;
import 'package:askiineverdie/data/game_translations_ko.dart';
import 'package:askiineverdie/src/core/util/pq_logic.dart';
import 'package:flutter/widgets.dart';
/// 게임 데이터 번역을 위한 헬퍼 클래스
/// 현재 로케일에 따라 게임 데이터의 번역을 제공합니다.
///
/// 글로벌 로케일 시스템(game_text_l10n.dart)을 사용하여 일관성 보장
class GameDataL10n {
GameDataL10n._();
/// 현재 로케일이 한국어인지 확인
/// 현재 로케일이 한국어인지 확인 (글로벌 로케일 사용)
static bool _isKorean(BuildContext context) {
// 글로벌 로케일 우선, 폴백으로 context 로케일 사용
if (l10n.isKoreanLocale) return true;
final locale = Localizations.localeOf(context);
return locale.languageCode == 'ko';
}
@@ -307,17 +312,19 @@ class GameDataL10n {
for (final entry in baseMap.entries) {
if (remaining.endsWith(entry.key)) {
baseTranslated = entry.value;
modifierPart = remaining.substring(
0,
remaining.length - entry.key.length,
).trim();
modifierPart = remaining
.substring(0, remaining.length - entry.key.length)
.trim();
break;
}
}
// 3. 수식어 번역
final isWeapon = slotIndex == 0;
final modWords = modifierPart.split(' ').where((s) => s.isNotEmpty).toList();
final modWords = modifierPart
.split(' ')
.where((s) => s.isNotEmpty)
.toList();
final translatedMods = modWords.map((mod) {
if (isWeapon) {
return offenseAttribTranslationsKo[mod] ??
@@ -423,19 +430,20 @@ class GameDataL10n {
// 드롭 아이템 앞 부분이 몬스터 이름
String monsterPart;
if (itemString.endsWith(dropItemProperCase)) {
monsterPart =
itemString.substring(0, itemString.length - dropItemProperCase.length).trim();
monsterPart = itemString
.substring(0, itemString.length - dropItemProperCase.length)
.trim();
} else {
monsterPart =
itemString.substring(0, itemString.length - dropItem.length).trim();
monsterPart = itemString
.substring(0, itemString.length - dropItem.length)
.trim();
}
if (monsterPart.isEmpty) continue;
// 몬스터 이름 번역 (소문자를 원래 형태로 변환하여 찾기)
final monsterNameKey = _toTitleCase(monsterPart);
final monsterKo =
monsterTranslationsKo[monsterNameKey] ?? monsterPart;
final monsterKo = monsterTranslationsKo[monsterNameKey] ?? monsterPart;
final dropKo = entry.value;
return '$monsterKo의 $dropKo';
@@ -452,9 +460,12 @@ class GameDataL10n {
/// 각 단어의 첫 글자를 대문자로 (Title Case)
static String _toTitleCase(String s) {
return s.split(' ').map((word) {
if (word.isEmpty) return word;
return word[0].toUpperCase() + word.substring(1);
}).join(' ');
return s
.split(' ')
.map((word) {
if (word.isEmpty) return word;
return word[0].toUpperCase() + word.substring(1);
})
.join(' ');
}
}

View File

@@ -233,7 +233,8 @@ class CombatStats {
final effectiveStr = stats.str + equipStats.strBonus + raceStr + classStr;
final effectiveCon = stats.con + equipStats.conBonus + raceCon + classCon;
final effectiveDex = stats.dex + equipStats.dexBonus + raceDex + classDex;
final effectiveInt = stats.intelligence + equipStats.intBonus + raceInt + classInt;
final effectiveInt =
stats.intelligence + equipStats.intBonus + raceInt + classInt;
final effectiveWis = stats.wis + equipStats.wisBonus + raceWis + classWis;
final effectiveCha = stats.cha + equipStats.chaBonus + raceCha + classCha;
@@ -276,7 +277,10 @@ class CombatStats {
final weaponSpeed = weaponItem.stats.attackSpeed;
final baseAttackSpeed = weaponSpeed > 0 ? weaponSpeed : 1000;
final speedModifier = 1.0 + (effectiveDex - 10) * 0.02;
final attackDelayMs = (baseAttackSpeed / speedModifier).round().clamp(300, 2000);
final attackDelayMs = (baseAttackSpeed / speedModifier).round().clamp(
300,
2000,
);
// HP/MP: 기본 + 장비 보너스
var totalHpMax = stats.hpMax + equipStats.hpBonus;
@@ -299,7 +303,8 @@ class CombatStats {
}
// 마법 데미지 보너스 (Null Elf: +15%)
final raceMagicBonus = race?.getPassiveValue(PassiveType.magicDamageBonus) ?? 0.0;
final raceMagicBonus =
race?.getPassiveValue(PassiveType.magicDamageBonus) ?? 0.0;
if (raceMagicBonus > 0) {
baseMagAtk = (baseMagAtk * (1 + raceMagicBonus)).round();
}
@@ -311,7 +316,8 @@ class CombatStats {
}
// 크리티컬 보너스 (Stack Goblin: +5%)
final raceCritBonus = race?.getPassiveValue(PassiveType.criticalBonus) ?? 0.0;
final raceCritBonus =
race?.getPassiveValue(PassiveType.criticalBonus) ?? 0.0;
criRate += raceCritBonus;
// ========================================================================
@@ -319,35 +325,41 @@ class CombatStats {
// ========================================================================
// HP 보너스 (Garbage Collector: +30%)
final classHpBonus = klass?.getPassiveValue(ClassPassiveType.hpBonus) ?? 0.0;
final classHpBonus =
klass?.getPassiveValue(ClassPassiveType.hpBonus) ?? 0.0;
if (classHpBonus > 0) {
totalHpMax = (totalHpMax * (1 + classHpBonus)).round();
}
// 물리 공격력 보너스 (Bug Hunter: +20%)
final classPhysBonus = klass?.getPassiveValue(ClassPassiveType.physicalDamageBonus) ?? 0.0;
final classPhysBonus =
klass?.getPassiveValue(ClassPassiveType.physicalDamageBonus) ?? 0.0;
if (classPhysBonus > 0) {
baseAtk = (baseAtk * (1 + classPhysBonus)).round();
}
// 방어력 보너스 (Debugger Paladin: +15%)
final classDefBonus = klass?.getPassiveValue(ClassPassiveType.defenseBonus) ?? 0.0;
final classDefBonus =
klass?.getPassiveValue(ClassPassiveType.defenseBonus) ?? 0.0;
if (classDefBonus > 0) {
baseDef = (baseDef * (1 + classDefBonus)).round();
}
// 마법 데미지 보너스 (Compiler Mage: +25%)
final classMagBonus = klass?.getPassiveValue(ClassPassiveType.magicDamageBonus) ?? 0.0;
final classMagBonus =
klass?.getPassiveValue(ClassPassiveType.magicDamageBonus) ?? 0.0;
if (classMagBonus > 0) {
baseMagAtk = (baseMagAtk * (1 + classMagBonus)).round();
}
// 회피율 보너스 (Refactor Monk: +15%)
final classEvasionBonus = klass?.getPassiveValue(ClassPassiveType.evasionBonus) ?? 0.0;
final classEvasionBonus =
klass?.getPassiveValue(ClassPassiveType.evasionBonus) ?? 0.0;
evasion += classEvasionBonus;
// 크리티컬 보너스 (Pointer Assassin: +20%)
final classCritBonus = klass?.getPassiveValue(ClassPassiveType.criticalBonus) ?? 0.0;
final classCritBonus =
klass?.getPassiveValue(ClassPassiveType.criticalBonus) ?? 0.0;
criRate += classCritBonus;
// 최종 클램핑

View File

@@ -209,11 +209,8 @@ class SkillSystemState {
/// 게임 진행 경과 시간 (밀리초, 스킬 쿨타임 계산용)
final int elapsedMs;
factory SkillSystemState.empty() => const SkillSystemState(
skillStates: [],
activeBuffs: [],
elapsedMs: 0,
);
factory SkillSystemState.empty() =>
const SkillSystemState(skillStates: [], activeBuffs: [], elapsedMs: 0);
/// 특정 스킬 상태 가져오기
SkillState? getSkillState(String skillId) {
@@ -224,7 +221,8 @@ class SkillSystemState {
}
/// 버프 효과 합산 (동일 버프는 중복 적용 안 됨)
({double atkMod, double defMod, double criMod, double evasionMod}) get totalBuffModifiers {
({double atkMod, double defMod, double criMod, double evasionMod})
get totalBuffModifiers {
double atkMod = 0;
double defMod = 0;
double criMod = 0;
@@ -243,7 +241,12 @@ class SkillSystemState {
}
}
return (atkMod: atkMod, defMod: defMod, criMod: criMod, evasionMod: evasionMod);
return (
atkMod: atkMod,
defMod: defMod,
criMod: criMod,
evasionMod: evasionMod,
);
}
SkillSystemState copyWith({
@@ -477,10 +480,8 @@ class Inventory {
/// Phase 2에서 EquipmentItem 기반으로 확장됨.
/// 기존 문자열 API(weapon, shield 등)는 호환성을 위해 유지.
class Equipment {
Equipment({
required this.items,
required this.bestIndex,
}) : assert(items.length == slotCount, 'Equipment must have $slotCount items');
Equipment({required this.items, required this.bestIndex})
: assert(items.length == slotCount, 'Equipment must have $slotCount items');
/// 장비 아이템 목록 (11개 슬롯)
final List<EquipmentItem> items;
@@ -525,10 +526,7 @@ class Equipment {
/// 모든 장비 스탯 합산
ItemStats get totalStats {
return items.fold(
ItemStats.empty,
(sum, item) => sum + item.stats,
);
return items.fold(ItemStats.empty, (sum, item) => sum + item.stats);
}
/// 모든 장비 무게 합산
@@ -647,10 +645,7 @@ class Equipment {
return Equipment(items: newItems, bestIndex: bestIndex);
}
Equipment copyWith({
List<EquipmentItem>? items,
int? bestIndex,
}) {
Equipment copyWith({List<EquipmentItem>? items, int? bestIndex}) {
return Equipment(
items: items ?? List<EquipmentItem>.from(this.items),
bestIndex: bestIndex ?? this.bestIndex,

View File

@@ -175,9 +175,7 @@ class HallOfFame {
/// JSON으로 직렬화
Map<String, dynamic> toJson() {
return {
'entries': entries.map((e) => e.toJson()).toList(),
};
return {'entries': entries.map((e) => e.toJson()).toList()};
}
/// JSON에서 역직렬화

View File

@@ -88,10 +88,7 @@ class PotionInventory {
PotionInventory addPotion(String potionId, [int count = 1]) {
final newPotions = Map<String, int>.from(potions);
newPotions[potionId] = (newPotions[potionId] ?? 0) + count;
return PotionInventory(
potions: newPotions,
usedInBattle: usedInBattle,
);
return PotionInventory(potions: newPotions, usedInBattle: usedInBattle);
}
/// 물약 사용 (수량 감소)
@@ -107,18 +104,12 @@ class PotionInventory {
final newUsed = Set<PotionType>.from(usedInBattle)..add(type);
return PotionInventory(
potions: newPotions,
usedInBattle: newUsed,
);
return PotionInventory(potions: newPotions, usedInBattle: newUsed);
}
/// 전투 종료 시 사용 기록 초기화
PotionInventory resetBattleUsage() {
return PotionInventory(
potions: potions,
usedInBattle: const {},
);
return PotionInventory(potions: potions, usedInBattle: const {});
}
/// 빈 인벤토리

View File

@@ -1,12 +1,5 @@
/// 스탯 타입 열거형 (stat type)
enum StatType {
str,
con,
dex,
intelligence,
wis,
cha,
}
enum StatType { str, con, dex, intelligence, wis, cha }
/// 패시브 능력 타입 (passive ability type)
enum PassiveType {

View File

@@ -1,3 +1,28 @@
// ============================================================================
// 랭크 스케일링 (Rank Scaling)
// ============================================================================
/// 스펠 랭크에 따른 스킬 배율 계산
///
/// 랭크 1: 1.0x, 랭크 2: 1.15x, 랭크 3: 1.30x, ...
double getRankMultiplier(int rank) => 1.0 + (rank - 1) * 0.15;
/// 랭크에 따른 쿨타임 감소율 계산
///
/// 랭크당 5% 감소 (최대 50% 감소)
double getRankCooldownMultiplier(int rank) =>
(1.0 - (rank - 1) * 0.05).clamp(0.5, 1.0);
/// 랭크에 따른 MP 비용 감소율 계산
///
/// 랭크당 3% 감소 (최대 30% 감소)
double getRankMpMultiplier(int rank) =>
(1.0 - (rank - 1) * 0.03).clamp(0.7, 1.0);
// ============================================================================
// 스킬 타입 (Skill Types)
// ============================================================================
/// 스킬 타입
enum SkillType {
/// 공격 스킬
@@ -103,6 +128,9 @@ class Skill {
this.baseDotDamage,
this.baseDotDurationMs,
this.baseDotTickMs,
this.hitCount = 1,
this.lifestealPercent = 0.0,
this.mpHealAmount = 0,
});
/// 스킬 ID
@@ -156,6 +184,15 @@ class Skill {
/// DOT 기본 틱 간격 (밀리초, 스킬 레벨로 결정)
final int? baseDotTickMs;
/// 다중 타격 횟수 (기본 1)
final int hitCount;
/// HP 흡수율 (0.0 ~ 1.0, 데미지의 N% 회복)
final double lifestealPercent;
/// MP 회복량 (MP 회복 스킬용)
final int mpHealAmount;
/// 공격 스킬 여부
bool get isAttack => type == SkillType.attack;
@@ -207,11 +244,7 @@ class SkillState {
return cooldownMs - elapsed;
}
SkillState copyWith({
String? skillId,
int? lastUsedMs,
int? rank,
}) {
SkillState copyWith({String? skillId, int? lastUsedMs, int? rank}) {
return SkillState(
skillId: skillId ?? this.skillId,
lastUsedMs: lastUsedMs ?? this.lastUsedMs,
@@ -302,11 +335,7 @@ class SkillUseResult {
/// 실패 결과 생성
factory SkillUseResult.failed(Skill skill, SkillFailReason reason) {
return SkillUseResult(
skill: skill,
success: false,
failReason: reason,
);
return SkillUseResult(skill: skill, success: false, failReason: reason);
}
}
@@ -384,7 +413,11 @@ class DotEffect {
/// [skill] DOT 스킬
/// [playerInt] 플레이어 INT (틱당 데미지 보정)
/// [playerWis] 플레이어 WIS (틱 간격 보정)
factory DotEffect.fromSkill(Skill skill, {int playerInt = 10, int playerWis = 10}) {
factory DotEffect.fromSkill(
Skill skill, {
int playerInt = 10,
int playerWis = 10,
}) {
assert(skill.isDot, 'DOT 스킬만 DotEffect 생성 가능');
assert(skill.baseDotDamage != null, 'baseDotDamage 필수');
assert(skill.baseDotDurationMs != null, 'baseDotDurationMs 필수');
@@ -396,7 +429,9 @@ class DotEffect {
// WIS → 틱 간격 보정 (WIS 10 기준, ±2%/포인트, 빨라짐)
final wisMod = 1.0 + (playerWis - 10) * 0.02;
final actualTickMs = (skill.baseDotTickMs! / wisMod).clamp(200, 2000).round();
final actualTickMs = (skill.baseDotTickMs! / wisMod)
.clamp(200, 2000)
.round();
return DotEffect(
skillId: skill.id,

View File

@@ -56,24 +56,28 @@ class NotificationService {
/// 레벨업 알림 (Level Up Notification)
void showLevelUp(int newLevel) {
show(GameNotification(
type: NotificationType.levelUp,
title: 'LEVEL UP!',
subtitle: 'Level $newLevel',
data: {'level': newLevel},
duration: const Duration(seconds: 2),
));
show(
GameNotification(
type: NotificationType.levelUp,
title: 'LEVEL UP!',
subtitle: 'Level $newLevel',
data: {'level': newLevel},
duration: const Duration(seconds: 2),
),
);
}
/// 퀘스트 완료 알림
void showQuestComplete(String questName) {
show(GameNotification(
type: NotificationType.questComplete,
title: 'QUEST COMPLETE!',
subtitle: questName,
data: {'quest': questName},
duration: const Duration(seconds: 2),
));
show(
GameNotification(
type: NotificationType.questComplete,
title: 'QUEST COMPLETE!',
subtitle: questName,
data: {'quest': questName},
duration: const Duration(seconds: 2),
),
);
}
/// 막 완료 알림 (Act Complete)
@@ -82,44 +86,52 @@ class NotificationService {
final title = actNumber == 0
? 'PROLOGUE COMPLETE!'
: 'ACT $actNumber COMPLETE!';
show(GameNotification(
type: NotificationType.actComplete,
title: title,
duration: const Duration(seconds: 3),
));
show(
GameNotification(
type: NotificationType.actComplete,
title: title,
duration: const Duration(seconds: 3),
),
);
}
/// 새 주문 알림
void showNewSpell(String spellName) {
show(GameNotification(
type: NotificationType.newSpell,
title: 'NEW SPELL!',
subtitle: spellName,
data: {'spell': spellName},
duration: const Duration(seconds: 2),
));
show(
GameNotification(
type: NotificationType.newSpell,
title: 'NEW SPELL!',
subtitle: spellName,
data: {'spell': spellName},
duration: const Duration(seconds: 2),
),
);
}
/// 새 장비 알림
void showNewEquipment(String equipmentName, String slot) {
show(GameNotification(
type: NotificationType.newEquipment,
title: 'NEW EQUIPMENT!',
subtitle: equipmentName,
data: {'equipment': equipmentName, 'slot': slot},
duration: const Duration(seconds: 2),
));
show(
GameNotification(
type: NotificationType.newEquipment,
title: 'NEW EQUIPMENT!',
subtitle: equipmentName,
data: {'equipment': equipmentName, 'slot': slot},
duration: const Duration(seconds: 2),
),
);
}
/// 보스 처치 알림
void showBossDefeat(String bossName) {
show(GameNotification(
type: NotificationType.bossDefeat,
title: 'BOSS DEFEATED!',
subtitle: bossName,
data: {'boss': bossName},
duration: const Duration(seconds: 3),
));
show(
GameNotification(
type: NotificationType.bossDefeat,
title: 'BOSS DEFEATED!',
subtitle: bossName,
data: {'boss': bossName},
duration: const Duration(seconds: 3),
),
);
}
/// 큐 처리 (Process Queue)

View File

@@ -1,24 +0,0 @@
import 'package:shared_preferences/shared_preferences.dart';
import 'package:askiineverdie/src/core/animation/ascii_animation_data.dart';
/// 테마 설정 저장/로드 서비스
class ThemePreferences {
static const _keyColorTheme = 'ascii_color_theme';
/// 테마 설정 저장
static Future<void> saveColorTheme(AsciiColorTheme theme) async {
final prefs = await SharedPreferences.getInstance();
await prefs.setInt(_keyColorTheme, theme.index);
}
/// 테마 설정 로드 (기본값: green)
static Future<AsciiColorTheme> loadColorTheme() async {
final prefs = await SharedPreferences.getInstance();
final index = prefs.getInt(_keyColorTheme);
if (index == null || index < 0 || index >= AsciiColorTheme.values.length) {
return AsciiColorTheme.green;
}
return AsciiColorTheme.values[index];
}
}

View File

@@ -42,12 +42,7 @@ class EquipResult {
/// 아이템 생성 결과 (구조화된 데이터로 l10n 지원)
class ItemResult {
const ItemResult({
this.attrib,
this.special,
this.itemOf,
this.boringItem,
});
const ItemResult({this.attrib, this.special, this.itemOf, this.boringItem});
/// 아이템 속성 (예: "Golden")
final String? attrib;
@@ -592,7 +587,8 @@ MonsterTaskResult monsterTask(
}
if (!definite) {
name = indefinite(name, qty);
// l10n 지원: 한국어/일본어에서는 관사 불필요
name = l10n.indefiniteL10n(name, qty);
}
return MonsterTaskResult(
@@ -638,10 +634,13 @@ class QuestResult {
final String caption;
final RewardKind reward;
/// 몬스터 전체 데이터 (예: "Rat|5|tail") - 원본 fQuest.Caption
final String? monsterName;
/// 몬스터 레벨 (파싱된 값)
final int? monsterLevel;
/// 몬스터 인덱스 (config.monsters에서의 위치) - 원본 fQuest.Tag
final int? monsterIndex;
}
@@ -694,10 +693,7 @@ QuestResult completeQuest(PqConfig config, DeterministicRandom rng, int level) {
case 2:
final itemEn = boringItem(config, rng);
final item = l10n.translateBoringItem(itemEn);
return QuestResult(
caption: l10n.questTransfer(item),
reward: reward,
);
return QuestResult(caption: l10n.questTransfer(item), reward: reward);
case 3:
final itemEn = boringItem(config, rng);
final item = l10n.translateBoringItem(itemEn);