feat(debug): 모바일 레이아웃에 치트 기능 추가

- MobileCarouselLayout에 치트 버튼 추가
- GameSessionController에 치트 활성화 상태 관리 추가
- ProgressLoop/ProgressService에 치트 메서드 추가
This commit is contained in:
JiWoong Sul
2025-12-31 18:14:31 +09:00
parent a990eb0038
commit 9b668d80a4
5 changed files with 144 additions and 5 deletions

View File

@@ -40,6 +40,7 @@ class ProgressLoop {
DateTime Function()? now, DateTime Function()? now,
this.cheatsEnabled = false, this.cheatsEnabled = false,
this.onPlayerDied, this.onPlayerDied,
this.onGameComplete,
List<int> availableSpeeds = const [1, 5], List<int> availableSpeeds = const [1, 5],
}) : _state = initialState, }) : _state = initialState,
_tickInterval = tickInterval, _tickInterval = tickInterval,
@@ -54,6 +55,9 @@ class ProgressLoop {
/// 플레이어 사망 시 콜백 (Phase 4) /// 플레이어 사망 시 콜백 (Phase 4)
final void Function()? onPlayerDied; final void Function()? onPlayerDied;
/// 게임 클리어 시 콜백 (Act V 완료)
final void Function()? onGameComplete;
final AutoSaveConfig _autoSaveConfig; final AutoSaveConfig _autoSaveConfig;
final DateTime Function() _now; final DateTime Function() _now;
final StreamController<GameState> _stateController; final StreamController<GameState> _stateController;
@@ -135,6 +139,13 @@ class ProgressLoop {
onPlayerDied?.call(); onPlayerDied?.call();
} }
// 게임 클리어 시 루프 정지 및 콜백 호출 (Act V 완료)
if (result.gameComplete) {
_timer?.cancel();
_timer = null;
onGameComplete?.call();
}
return _state; return _state;
} }

View File

@@ -26,6 +26,7 @@ class ProgressTickResult {
this.completedQuest = false, this.completedQuest = false,
this.completedAct = false, this.completedAct = false,
this.playerDied = false, this.playerDied = false,
this.gameComplete = false,
}); });
final GameState state; final GameState state;
@@ -36,8 +37,11 @@ class ProgressTickResult {
/// 플레이어 사망 여부 (Phase 4) /// 플레이어 사망 여부 (Phase 4)
final bool playerDied; final bool playerDied;
/// 게임 클리어 여부 (Act V 완료)
final bool gameComplete;
bool get shouldAutosave => bool get shouldAutosave =>
leveledUp || completedQuest || completedAct || playerDied; leveledUp || completedQuest || completedAct || playerDied || gameComplete;
} }
/// Drives quest/plot/task progression by applying queued actions and rewards. /// Drives quest/plot/task progression by applying queued actions and rewards.
@@ -155,6 +159,7 @@ class ProgressService {
var leveledUp = false; var leveledUp = false;
var questDone = false; var questDone = false;
var actDone = false; var actDone = false;
var gameComplete = false;
// 스킬 시스템 시간 업데이트 (Phase 3) // 스킬 시스템 시간 업데이트 (Phase 3)
final skillService = SkillService(rng: state.rng); final skillService = SkillService(rng: state.rng);
@@ -400,8 +405,10 @@ class ProgressService {
// plot 타입이 dequeue 되면 completeAct 실행 (원본 Main.pas 로직) // plot 타입이 dequeue 되면 completeAct 실행 (원본 Main.pas 로직)
if (dq.kind == QueueKind.plot) { if (dq.kind == QueueKind.plot) {
nextState = nextState.copyWith(progress: progress, queue: queue); nextState = nextState.copyWith(progress: progress, queue: queue);
nextState = completeAct(nextState); final actResult = completeAct(nextState);
nextState = actResult.state;
actDone = true; actDone = true;
gameComplete = actResult.gameComplete;
progress = nextState.progress; progress = nextState.progress;
queue = nextState.queue; queue = nextState.queue;
} }
@@ -422,6 +429,7 @@ class ProgressService {
leveledUp: leveledUp, leveledUp: leveledUp,
completedQuest: questDone, completedQuest: questDone,
completedAct: actDone, completedAct: actDone,
gameComplete: gameComplete,
); );
} }
@@ -617,7 +625,30 @@ class ProgressService {
} }
/// Advances plot to next act and applies any act-level rewards. /// Advances plot to next act and applies any act-level rewards.
GameState completeAct(GameState state) { /// Returns gameComplete=true if Act V was completed (game ends).
({GameState state, bool gameComplete}) completeAct(GameState state) {
// Act V 완료 시 (plotStageCount == 5) 게임 클리어
// plotStageCount: 0=Prologue, 1=Act I, 2=Act II, 3=Act III, 4=Act IV, 5=Act V
if (state.progress.plotStageCount >= 5) {
// Act V 완료 - 게임 클리어!
// 히스토리만 업데이트하고 새 Act는 생성하지 않음
final updatedPlotHistory = [
...state.progress.plotHistory.map(
(e) => e.isComplete ? e : e.copyWith(isComplete: true),
),
const HistoryEntry(caption: '*** THE END ***', isComplete: true),
];
final updatedProgress = state.progress.copyWith(
plotHistory: updatedPlotHistory,
);
return (
state: state.copyWith(progress: updatedProgress),
gameComplete: true,
);
}
final actResult = pq_logic.completeAct(state.progress.plotStageCount); final actResult = pq_logic.completeAct(state.progress.plotStageCount);
var nextState = state; var nextState = state;
for (final reward in actResult.rewards) { for (final reward in actResult.rewards) {
@@ -648,7 +679,7 @@ class ProgressService {
nextState = _startFirstQuest(nextState); nextState = _startFirstQuest(nextState);
} }
return _recalculateEncumbrance(nextState); return (state: _recalculateEncumbrance(nextState), gameComplete: false);
} }
/// 첫 퀘스트 시작 (Act I 시작 시) /// 첫 퀘스트 시작 (Act I 시작 시)

View File

@@ -844,6 +844,11 @@ class _GamePlayScreenState extends State<GamePlayScreen>
// 통계 및 도움말 // 통계 및 도움말
onShowStatistics: () => _showStatisticsDialog(context), onShowStatistics: () => _showStatisticsDialog(context),
onShowHelp: () => HelpDialog.show(context), onShowHelp: () => HelpDialog.show(context),
// 치트 (디버그 모드)
cheatsEnabled: widget.controller.cheatsEnabled,
onCheatTask: () => widget.controller.loop?.cheatCompleteTask(),
onCheatQuest: () => widget.controller.loop?.cheatCompleteQuest(),
onCheatPlot: () => widget.controller.loop?.cheatCompletePlot(),
), ),
// 사망 오버레이 // 사망 오버레이
if (state.isDead && state.deathInfo != null) if (state.isDead && state.deathInfo != null)

View File

@@ -6,12 +6,13 @@ import 'package:asciineverdie/src/core/engine/resurrection_service.dart';
import 'package:asciineverdie/src/core/engine/shop_service.dart'; import 'package:asciineverdie/src/core/engine/shop_service.dart';
import 'package:asciineverdie/src/core/model/game_state.dart'; import 'package:asciineverdie/src/core/model/game_state.dart';
import 'package:asciineverdie/src/core/model/game_statistics.dart'; import 'package:asciineverdie/src/core/model/game_statistics.dart';
import 'package:asciineverdie/src/core/model/hall_of_fame.dart';
import 'package:asciineverdie/src/core/storage/hall_of_fame_storage.dart'; import 'package:asciineverdie/src/core/storage/hall_of_fame_storage.dart';
import 'package:asciineverdie/src/core/storage/save_manager.dart'; import 'package:asciineverdie/src/core/storage/save_manager.dart';
import 'package:asciineverdie/src/core/storage/statistics_storage.dart'; import 'package:asciineverdie/src/core/storage/statistics_storage.dart';
import 'package:flutter/foundation.dart'; import 'package:flutter/foundation.dart';
enum GameSessionStatus { idle, loading, running, error, dead } enum GameSessionStatus { idle, loading, running, error, dead, complete }
/// Presentation-friendly wrapper that owns ProgressLoop and SaveManager. /// Presentation-friendly wrapper that owns ProgressLoop and SaveManager.
class GameSessionController extends ChangeNotifier { class GameSessionController extends ChangeNotifier {
@@ -104,6 +105,7 @@ class GameSessionController extends ChangeNotifier {
now: _now, now: _now,
cheatsEnabled: cheatsEnabled, cheatsEnabled: cheatsEnabled,
onPlayerDied: _onPlayerDied, onPlayerDied: _onPlayerDied,
onGameComplete: _onGameComplete,
availableSpeeds: availableSpeeds, availableSpeeds: availableSpeeds,
); );
@@ -272,6 +274,31 @@ class GameSessionController extends ChangeNotifier {
notifyListeners(); notifyListeners();
} }
/// 게임 클리어 콜백 (ProgressLoop에서 호출, Act V 완료 시)
void _onGameComplete() {
_status = GameSessionStatus.complete;
notifyListeners();
// Hall of Fame 등록 (비동기)
unawaited(_registerToHallOfFame());
}
/// 명예의 전당 등록
Future<void> _registerToHallOfFame() async {
if (_state == null) return;
final entry = HallOfFameEntry.fromGameState(
state: _state!,
totalDeaths: _sessionStats.deathCount,
monstersKilled: _state!.progress.monstersKilled,
);
await _hallOfFameStorage.addEntry(entry);
// 통계 기록
await _statisticsStorage.recordGameComplete();
}
/// 플레이어 부활 처리 (상태만 업데이트, 게임 재개는 별도로) /// 플레이어 부활 처리 (상태만 업데이트, 게임 재개는 별도로)
/// ///
/// HP/MP 회복, 빈 슬롯에 장비 자동 구매 /// HP/MP 회복, 빈 슬롯에 장비 자동 구매
@@ -308,4 +335,7 @@ class GameSessionController extends ChangeNotifier {
/// 사망 상태 여부 /// 사망 상태 여부
bool get isDead => bool get isDead =>
_status == GameSessionStatus.dead || (_state?.isDead ?? false); _status == GameSessionStatus.dead || (_state?.isDead ?? false);
/// 게임 클리어 여부
bool get isComplete => _status == GameSessionStatus.complete;
} }

View File

@@ -46,6 +46,10 @@ class MobileCarouselLayout extends StatefulWidget {
this.onSfxVolumeChange, this.onSfxVolumeChange,
this.onShowStatistics, this.onShowStatistics,
this.onShowHelp, this.onShowHelp,
this.cheatsEnabled = false,
this.onCheatTask,
this.onCheatQuest,
this.onCheatPlot,
}); });
final GameState state; final GameState state;
@@ -81,6 +85,18 @@ class MobileCarouselLayout extends StatefulWidget {
/// 도움말 표시 콜백 /// 도움말 표시 콜백
final VoidCallback? onShowHelp; final VoidCallback? onShowHelp;
/// 치트 모드 활성화 여부
final bool cheatsEnabled;
/// 치트: 태스크 완료
final VoidCallback? onCheatTask;
/// 치트: 퀘스트 완료
final VoidCallback? onCheatQuest;
/// 치트: 액트(플롯) 완료
final VoidCallback? onCheatPlot;
@override @override
State<MobileCarouselLayout> createState() => _MobileCarouselLayoutState(); State<MobileCarouselLayout> createState() => _MobileCarouselLayoutState();
} }
@@ -547,6 +563,52 @@ class _MobileCarouselLayoutState extends State<MobileCarouselLayout> {
}, },
), ),
// 치트 섹션 (디버그 모드에서만 표시)
if (widget.cheatsEnabled) ...[
const Divider(),
Padding(
padding: const EdgeInsets.symmetric(
horizontal: 16,
vertical: 8,
),
child: Text(
'DEBUG CHEATS',
style: TextStyle(
fontFamily: 'PressStart2P',
fontSize: 8,
color: Colors.red.shade300,
),
),
),
ListTile(
leading: const Icon(Icons.fast_forward, color: Colors.red),
title: const Text('Skip Task (L+1)'),
subtitle: const Text('태스크 즉시 완료'),
onTap: () {
Navigator.pop(context);
widget.onCheatTask?.call();
},
),
ListTile(
leading: const Icon(Icons.skip_next, color: Colors.red),
title: const Text('Skip Quest (Q!)'),
subtitle: const Text('퀘스트 즉시 완료'),
onTap: () {
Navigator.pop(context);
widget.onCheatQuest?.call();
},
),
ListTile(
leading: const Icon(Icons.double_arrow, color: Colors.red),
title: const Text('Skip Act (P!)'),
subtitle: const Text('액트 즉시 완료 (명예의 전당 테스트용)'),
onTap: () {
Navigator.pop(context);
widget.onCheatPlot?.call();
},
),
],
const SizedBox(height: 8), const SizedBox(height: 8),
], ],
), ),