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

@@ -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)