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:
@@ -40,6 +40,7 @@ class ProgressLoop {
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DateTime Function()? now,
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this.cheatsEnabled = false,
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this.onPlayerDied,
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this.onGameComplete,
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List<int> availableSpeeds = const [1, 5],
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}) : _state = initialState,
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_tickInterval = tickInterval,
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@@ -54,6 +55,9 @@ class ProgressLoop {
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/// 플레이어 사망 시 콜백 (Phase 4)
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final void Function()? onPlayerDied;
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/// 게임 클리어 시 콜백 (Act V 완료)
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final void Function()? onGameComplete;
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final AutoSaveConfig _autoSaveConfig;
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final DateTime Function() _now;
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final StreamController<GameState> _stateController;
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@@ -135,6 +139,13 @@ class ProgressLoop {
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onPlayerDied?.call();
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}
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// 게임 클리어 시 루프 정지 및 콜백 호출 (Act V 완료)
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if (result.gameComplete) {
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_timer?.cancel();
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_timer = null;
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onGameComplete?.call();
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}
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return _state;
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}
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@@ -26,6 +26,7 @@ class ProgressTickResult {
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this.completedQuest = false,
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this.completedAct = false,
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this.playerDied = false,
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this.gameComplete = false,
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});
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final GameState state;
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@@ -36,8 +37,11 @@ class ProgressTickResult {
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/// 플레이어 사망 여부 (Phase 4)
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final bool playerDied;
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/// 게임 클리어 여부 (Act V 완료)
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final bool gameComplete;
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bool get shouldAutosave =>
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leveledUp || completedQuest || completedAct || playerDied;
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leveledUp || completedQuest || completedAct || playerDied || gameComplete;
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}
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/// Drives quest/plot/task progression by applying queued actions and rewards.
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@@ -155,6 +159,7 @@ class ProgressService {
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var leveledUp = false;
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var questDone = false;
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var actDone = false;
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var gameComplete = false;
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// 스킬 시스템 시간 업데이트 (Phase 3)
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final skillService = SkillService(rng: state.rng);
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@@ -400,8 +405,10 @@ class ProgressService {
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// plot 타입이 dequeue 되면 completeAct 실행 (원본 Main.pas 로직)
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if (dq.kind == QueueKind.plot) {
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nextState = nextState.copyWith(progress: progress, queue: queue);
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nextState = completeAct(nextState);
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final actResult = completeAct(nextState);
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nextState = actResult.state;
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actDone = true;
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gameComplete = actResult.gameComplete;
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progress = nextState.progress;
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queue = nextState.queue;
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}
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@@ -422,6 +429,7 @@ class ProgressService {
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leveledUp: leveledUp,
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completedQuest: questDone,
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completedAct: actDone,
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gameComplete: gameComplete,
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);
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}
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@@ -617,7 +625,30 @@ class ProgressService {
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}
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/// Advances plot to next act and applies any act-level rewards.
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GameState completeAct(GameState state) {
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/// Returns gameComplete=true if Act V was completed (game ends).
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({GameState state, bool gameComplete}) completeAct(GameState state) {
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// Act V 완료 시 (plotStageCount == 5) 게임 클리어
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// plotStageCount: 0=Prologue, 1=Act I, 2=Act II, 3=Act III, 4=Act IV, 5=Act V
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if (state.progress.plotStageCount >= 5) {
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// Act V 완료 - 게임 클리어!
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// 히스토리만 업데이트하고 새 Act는 생성하지 않음
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final updatedPlotHistory = [
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...state.progress.plotHistory.map(
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(e) => e.isComplete ? e : e.copyWith(isComplete: true),
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),
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const HistoryEntry(caption: '*** THE END ***', isComplete: true),
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];
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final updatedProgress = state.progress.copyWith(
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plotHistory: updatedPlotHistory,
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);
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return (
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state: state.copyWith(progress: updatedProgress),
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gameComplete: true,
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);
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}
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final actResult = pq_logic.completeAct(state.progress.plotStageCount);
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var nextState = state;
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for (final reward in actResult.rewards) {
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@@ -648,7 +679,7 @@ class ProgressService {
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nextState = _startFirstQuest(nextState);
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}
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return _recalculateEncumbrance(nextState);
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return (state: _recalculateEncumbrance(nextState), gameComplete: false);
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}
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/// 첫 퀘스트 시작 (Act I 시작 시)
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@@ -844,6 +844,11 @@ class _GamePlayScreenState extends State<GamePlayScreen>
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// 통계 및 도움말
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onShowStatistics: () => _showStatisticsDialog(context),
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onShowHelp: () => HelpDialog.show(context),
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// 치트 (디버그 모드)
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cheatsEnabled: widget.controller.cheatsEnabled,
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onCheatTask: () => widget.controller.loop?.cheatCompleteTask(),
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onCheatQuest: () => widget.controller.loop?.cheatCompleteQuest(),
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onCheatPlot: () => widget.controller.loop?.cheatCompletePlot(),
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),
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// 사망 오버레이
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if (state.isDead && state.deathInfo != null)
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@@ -6,12 +6,13 @@ import 'package:asciineverdie/src/core/engine/resurrection_service.dart';
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import 'package:asciineverdie/src/core/engine/shop_service.dart';
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import 'package:asciineverdie/src/core/model/game_state.dart';
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import 'package:asciineverdie/src/core/model/game_statistics.dart';
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import 'package:asciineverdie/src/core/model/hall_of_fame.dart';
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import 'package:asciineverdie/src/core/storage/hall_of_fame_storage.dart';
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import 'package:asciineverdie/src/core/storage/save_manager.dart';
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import 'package:asciineverdie/src/core/storage/statistics_storage.dart';
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import 'package:flutter/foundation.dart';
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enum GameSessionStatus { idle, loading, running, error, dead }
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enum GameSessionStatus { idle, loading, running, error, dead, complete }
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/// Presentation-friendly wrapper that owns ProgressLoop and SaveManager.
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class GameSessionController extends ChangeNotifier {
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@@ -104,6 +105,7 @@ class GameSessionController extends ChangeNotifier {
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now: _now,
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cheatsEnabled: cheatsEnabled,
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onPlayerDied: _onPlayerDied,
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onGameComplete: _onGameComplete,
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availableSpeeds: availableSpeeds,
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);
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@@ -272,6 +274,31 @@ class GameSessionController extends ChangeNotifier {
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notifyListeners();
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}
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/// 게임 클리어 콜백 (ProgressLoop에서 호출, Act V 완료 시)
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void _onGameComplete() {
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_status = GameSessionStatus.complete;
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notifyListeners();
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// Hall of Fame 등록 (비동기)
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unawaited(_registerToHallOfFame());
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}
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/// 명예의 전당 등록
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Future<void> _registerToHallOfFame() async {
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if (_state == null) return;
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final entry = HallOfFameEntry.fromGameState(
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state: _state!,
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totalDeaths: _sessionStats.deathCount,
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monstersKilled: _state!.progress.monstersKilled,
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);
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await _hallOfFameStorage.addEntry(entry);
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// 통계 기록
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await _statisticsStorage.recordGameComplete();
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}
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/// 플레이어 부활 처리 (상태만 업데이트, 게임 재개는 별도로)
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///
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/// HP/MP 회복, 빈 슬롯에 장비 자동 구매
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@@ -308,4 +335,7 @@ class GameSessionController extends ChangeNotifier {
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/// 사망 상태 여부
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bool get isDead =>
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_status == GameSessionStatus.dead || (_state?.isDead ?? false);
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/// 게임 클리어 여부
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bool get isComplete => _status == GameSessionStatus.complete;
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}
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@@ -46,6 +46,10 @@ class MobileCarouselLayout extends StatefulWidget {
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this.onSfxVolumeChange,
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this.onShowStatistics,
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this.onShowHelp,
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this.cheatsEnabled = false,
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this.onCheatTask,
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this.onCheatQuest,
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this.onCheatPlot,
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});
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final GameState state;
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@@ -81,6 +85,18 @@ class MobileCarouselLayout extends StatefulWidget {
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/// 도움말 표시 콜백
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final VoidCallback? onShowHelp;
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/// 치트 모드 활성화 여부
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final bool cheatsEnabled;
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/// 치트: 태스크 완료
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final VoidCallback? onCheatTask;
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/// 치트: 퀘스트 완료
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final VoidCallback? onCheatQuest;
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/// 치트: 액트(플롯) 완료
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final VoidCallback? onCheatPlot;
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@override
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State<MobileCarouselLayout> createState() => _MobileCarouselLayoutState();
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}
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@@ -547,6 +563,52 @@ class _MobileCarouselLayoutState extends State<MobileCarouselLayout> {
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},
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),
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// 치트 섹션 (디버그 모드에서만 표시)
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if (widget.cheatsEnabled) ...[
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const Divider(),
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Padding(
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padding: const EdgeInsets.symmetric(
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horizontal: 16,
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vertical: 8,
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),
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child: Text(
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'DEBUG CHEATS',
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style: TextStyle(
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fontFamily: 'PressStart2P',
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fontSize: 8,
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color: Colors.red.shade300,
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),
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),
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),
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ListTile(
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leading: const Icon(Icons.fast_forward, color: Colors.red),
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title: const Text('Skip Task (L+1)'),
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subtitle: const Text('태스크 즉시 완료'),
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onTap: () {
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Navigator.pop(context);
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widget.onCheatTask?.call();
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},
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),
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ListTile(
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leading: const Icon(Icons.skip_next, color: Colors.red),
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title: const Text('Skip Quest (Q!)'),
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subtitle: const Text('퀘스트 즉시 완료'),
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onTap: () {
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Navigator.pop(context);
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widget.onCheatQuest?.call();
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},
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),
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ListTile(
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leading: const Icon(Icons.double_arrow, color: Colors.red),
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title: const Text('Skip Act (P!)'),
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subtitle: const Text('액트 즉시 완료 (명예의 전당 테스트용)'),
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onTap: () {
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Navigator.pop(context);
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widget.onCheatPlot?.call();
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},
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),
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],
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const SizedBox(height: 8),
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],
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),
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