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

@@ -3,12 +3,14 @@ import 'dart:math' as math;
import 'package:flutter/material.dart';
import 'package:askiineverdie/data/class_data.dart';
import 'package:askiineverdie/data/game_text_l10n.dart' as game_l10n;
import 'package:askiineverdie/data/race_data.dart';
import 'package:askiineverdie/l10n/app_localizations.dart';
import 'package:askiineverdie/src/core/model/class_traits.dart';
import 'package:askiineverdie/src/core/model/game_state.dart';
import 'package:askiineverdie/src/core/model/race_traits.dart';
import 'package:askiineverdie/src/core/util/deterministic_random.dart';
import 'package:askiineverdie/src/core/l10n/game_data_l10n.dart';
import 'package:askiineverdie/src/core/util/pq_logic.dart';
/// 캐릭터 생성 화면 (NewGuy.pas 포팅)
@@ -396,7 +398,10 @@ class _NewCharacterScreenState extends State<NewCharacterScreen> {
child: Column(
crossAxisAlignment: CrossAxisAlignment.start,
children: [
Text(L10n.of(context).race, style: Theme.of(context).textTheme.titleMedium),
Text(
L10n.of(context).race,
style: Theme.of(context).textTheme.titleMedium,
),
const SizedBox(height: 8),
SizedBox(
height: 300,
@@ -415,7 +420,7 @@ class _NewCharacterScreenState extends State<NewCharacterScreen> {
: null,
),
title: Text(
race.name,
GameDataL10n.getRaceName(context, race.name),
style: TextStyle(
fontWeight: isSelected
? FontWeight.bold
@@ -445,7 +450,7 @@ class _NewCharacterScreenState extends State<NewCharacterScreen> {
}
final passiveDesc = race.passives.isNotEmpty
? race.passives.map((p) => p.description).join(', ')
? race.passives.map((p) => _translateRacePassive(p)).join(', ')
: '';
return Column(
@@ -460,21 +465,35 @@ class _NewCharacterScreenState extends State<NewCharacterScreen> {
Text(
passiveDesc,
style: Theme.of(context).textTheme.bodySmall?.copyWith(
color: Theme.of(context).colorScheme.primary,
),
color: Theme.of(context).colorScheme.primary,
),
),
],
);
}
/// 종족 패시브 설명 번역
String _translateRacePassive(PassiveAbility passive) {
final percent = (passive.value * 100).round();
return switch (passive.type) {
PassiveType.hpBonus => game_l10n.passiveHpBonus(percent),
PassiveType.mpBonus => game_l10n.passiveMpBonus(percent),
PassiveType.defenseBonus => game_l10n.passiveDefenseBonus(percent),
PassiveType.magicDamageBonus => game_l10n.passiveMagicBonus(percent),
PassiveType.criticalBonus => game_l10n.passiveCritBonus(percent),
PassiveType.expBonus => passive.description,
PassiveType.deathEquipmentPreserve => passive.description,
};
}
String _statName(StatType type) {
return switch (type) {
StatType.str => 'STR',
StatType.con => 'CON',
StatType.dex => 'DEX',
StatType.intelligence => 'INT',
StatType.wis => 'WIS',
StatType.cha => 'CHA',
StatType.str => game_l10n.statStr,
StatType.con => game_l10n.statCon,
StatType.dex => game_l10n.statDex,
StatType.intelligence => game_l10n.statInt,
StatType.wis => game_l10n.statWis,
StatType.cha => game_l10n.statCha,
};
}
@@ -485,7 +504,10 @@ class _NewCharacterScreenState extends State<NewCharacterScreen> {
child: Column(
crossAxisAlignment: CrossAxisAlignment.start,
children: [
Text(L10n.of(context).classTitle, style: Theme.of(context).textTheme.titleMedium),
Text(
L10n.of(context).classTitle,
style: Theme.of(context).textTheme.titleMedium,
),
const SizedBox(height: 8),
SizedBox(
height: 300,
@@ -504,7 +526,7 @@ class _NewCharacterScreenState extends State<NewCharacterScreen> {
: null,
),
title: Text(
klass.name,
GameDataL10n.getKlassName(context, klass.name),
style: TextStyle(
fontWeight: isSelected
? FontWeight.bold
@@ -534,7 +556,7 @@ class _NewCharacterScreenState extends State<NewCharacterScreen> {
}
final passiveDesc = klass.passives.isNotEmpty
? klass.passives.map((p) => p.description).join(', ')
? klass.passives.map((p) => _translateClassPassive(p)).join(', ')
: '';
return Column(
@@ -549,10 +571,28 @@ class _NewCharacterScreenState extends State<NewCharacterScreen> {
Text(
passiveDesc,
style: Theme.of(context).textTheme.bodySmall?.copyWith(
color: Theme.of(context).colorScheme.secondary,
),
color: Theme.of(context).colorScheme.secondary,
),
),
],
);
}
/// 클래스 패시브 설명 번역
String _translateClassPassive(ClassPassive passive) {
final percent = (passive.value * 100).round();
return switch (passive.type) {
ClassPassiveType.hpBonus => game_l10n.passiveHpBonus(percent),
ClassPassiveType.physicalDamageBonus =>
game_l10n.passivePhysicalBonus(percent),
ClassPassiveType.defenseBonus => game_l10n.passiveDefenseBonus(percent),
ClassPassiveType.magicDamageBonus => game_l10n.passiveMagicBonus(percent),
ClassPassiveType.evasionBonus => game_l10n.passiveEvasionBonus(percent),
ClassPassiveType.criticalBonus => game_l10n.passiveCritBonus(percent),
ClassPassiveType.postCombatHeal => game_l10n.passiveHpRegen(percent),
ClassPassiveType.healingBonus => passive.description,
ClassPassiveType.multiAttack => passive.description,
ClassPassiveType.firstStrikeBonus => passive.description,
};
}
}