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

@@ -1,5 +1,7 @@
import 'package:flutter/material.dart';
import 'package:askiineverdie/data/game_text_l10n.dart' as l10n;
import 'package:askiineverdie/src/core/l10n/game_data_l10n.dart';
import 'package:askiineverdie/src/core/model/combat_event.dart';
import 'package:askiineverdie/src/core/model/game_state.dart';
@@ -109,7 +111,7 @@ class DeathOverlay extends StatelessWidget {
),
const SizedBox(height: 16),
Text(
'YOU DIED',
l10n.deathYouDied,
style: TextStyle(
fontSize: 32,
fontWeight: FontWeight.bold,
@@ -133,7 +135,7 @@ class DeathOverlay extends StatelessWidget {
),
const SizedBox(height: 4),
Text(
'Level ${deathInfo.levelAtDeath} ${traits.klass}',
'Level ${deathInfo.levelAtDeath} ${GameDataL10n.getKlassName(context, traits.klass)}',
style: theme.textTheme.bodyLarge?.copyWith(
color: theme.colorScheme.onSurfaceVariant,
),
@@ -174,9 +176,9 @@ class DeathOverlay extends StatelessWidget {
String _getDeathCauseText() {
return switch (deathInfo.cause) {
DeathCause.monster => 'Killed by ${deathInfo.killerName}',
DeathCause.selfDamage => 'Self-inflicted damage',
DeathCause.environment => 'Environmental hazard',
DeathCause.monster => l10n.deathKilledBy(deathInfo.killerName),
DeathCause.selfDamage => l10n.deathSelfInflicted,
DeathCause.environment => l10n.deathEnvironmentalHazard,
};
}
@@ -210,7 +212,7 @@ class DeathOverlay extends StatelessWidget {
crossAxisAlignment: CrossAxisAlignment.start,
children: [
Text(
'Sacrificed to Resurrect',
l10n.deathSacrificedToResurrect,
style: theme.textTheme.labelSmall?.copyWith(
color: theme.colorScheme.onSurfaceVariant,
),
@@ -234,8 +236,8 @@ class DeathOverlay extends StatelessWidget {
_buildInfoRow(
context,
icon: Icons.check_circle_outline,
label: 'Equipment',
value: 'No sacrifice needed',
label: l10n.deathEquipment,
value: l10n.deathNoSacrificeNeeded,
isNegative: false,
),
const SizedBox(height: 8),
@@ -243,7 +245,7 @@ class DeathOverlay extends StatelessWidget {
_buildInfoRow(
context,
icon: Icons.monetization_on_outlined,
label: 'Gold Remaining',
label: l10n.deathGoldRemaining,
value: _formatGold(deathInfo.goldAtDeath),
isNegative: false,
),
@@ -306,7 +308,7 @@ class DeathOverlay extends StatelessWidget {
child: FilledButton.icon(
onPressed: onResurrect,
icon: const Icon(Icons.replay),
label: const Text('Resurrect'),
label: Text(l10n.deathResurrect),
style: FilledButton.styleFrom(
backgroundColor: theme.colorScheme.primary,
padding: const EdgeInsets.symmetric(vertical: 16),
@@ -324,7 +326,7 @@ class DeathOverlay extends StatelessWidget {
crossAxisAlignment: CrossAxisAlignment.start,
children: [
Text(
'Combat Log',
l10n.deathCombatLog,
style: theme.textTheme.labelMedium?.copyWith(
color: theme.colorScheme.onSurfaceVariant,
fontWeight: FontWeight.bold,
@@ -378,69 +380,70 @@ class DeathOverlay extends StatelessWidget {
/// 전투 이벤트를 아이콘, 색상, 메시지로 포맷
(IconData, Color, String) _formatCombatEvent(CombatEvent event) {
final target = event.targetName ?? '';
return switch (event.type) {
CombatEventType.playerAttack => (
event.isCritical ? Icons.flash_on : Icons.local_fire_department,
event.isCritical ? Colors.yellow.shade300 : Colors.green.shade300,
event.isCritical
? 'CRITICAL! ${event.damage} damage to ${event.targetName}'
: 'Hit ${event.targetName} for ${event.damage} damage',
),
event.isCritical ? Icons.flash_on : Icons.local_fire_department,
event.isCritical ? Colors.yellow.shade300 : Colors.green.shade300,
event.isCritical
? l10n.combatCritical(event.damage, target)
: l10n.combatYouHit(target, event.damage),
),
CombatEventType.monsterAttack => (
Icons.dangerous,
Colors.red.shade300,
'${event.targetName} hits you for ${event.damage} damage',
),
Icons.dangerous,
Colors.red.shade300,
l10n.combatMonsterHitsYou(target, event.damage),
),
CombatEventType.playerEvade => (
Icons.directions_run,
Colors.cyan.shade300,
'Evaded attack from ${event.targetName}',
),
Icons.directions_run,
Colors.cyan.shade300,
l10n.combatEvadedAttackFrom(target),
),
CombatEventType.monsterEvade => (
Icons.directions_run,
Colors.orange.shade300,
'${event.targetName} evaded your attack',
),
Icons.directions_run,
Colors.orange.shade300,
l10n.combatMonsterEvaded(target),
),
CombatEventType.playerBlock => (
Icons.shield,
Colors.blueGrey.shade300,
'Blocked ${event.targetName}\'s attack (${event.damage} reduced)',
),
Icons.shield,
Colors.blueGrey.shade300,
l10n.combatBlockedAttack(target, event.damage),
),
CombatEventType.playerParry => (
Icons.sports_kabaddi,
Colors.teal.shade300,
'Parried ${event.targetName}\'s attack (${event.damage} reduced)',
),
Icons.sports_kabaddi,
Colors.teal.shade300,
l10n.combatParriedAttack(target, event.damage),
),
CombatEventType.playerSkill => (
Icons.auto_fix_high,
Colors.purple.shade300,
'${event.skillName} deals ${event.damage} damage',
),
Icons.auto_fix_high,
Colors.purple.shade300,
l10n.combatSkillDamage(event.skillName ?? '', event.damage),
),
CombatEventType.playerHeal => (
Icons.healing,
Colors.green.shade300,
'Healed for ${event.healAmount} HP',
),
Icons.healing,
Colors.green.shade300,
l10n.combatHealedFor(event.healAmount),
),
CombatEventType.playerBuff => (
Icons.trending_up,
Colors.lightBlue.shade300,
'${event.skillName} activated',
),
Icons.trending_up,
Colors.lightBlue.shade300,
l10n.combatBuffActivated(event.skillName ?? ''),
),
CombatEventType.dotTick => (
Icons.whatshot,
Colors.deepOrange.shade300,
'${event.skillName} ticks for ${event.damage} damage',
),
Icons.whatshot,
Colors.deepOrange.shade300,
l10n.combatDotTick(event.skillName ?? '', event.damage),
),
CombatEventType.playerPotion => (
Icons.local_drink,
Colors.lightGreen.shade300,
'${event.skillName}: +${event.healAmount} ${event.targetName}',
),
Icons.local_drink,
Colors.lightGreen.shade300,
l10n.combatPotionUsed(event.skillName ?? '', event.healAmount, target),
),
CombatEventType.potionDrop => (
Icons.card_giftcard,
Colors.lime.shade300,
'Dropped: ${event.skillName}',
),
Icons.card_giftcard,
Colors.lime.shade300,
l10n.combatPotionDrop(event.skillName ?? ''),
),
};
}
}