refactor(arena): arena_battle_screen 759줄 → 155줄 분할

- arena_battle_controller.dart: 전투 로직 (스트림, 턴, 로그)
- arena_battle_area.dart: 전투 영역 위젯
- arena_turn_indicator.dart: 경과 시간 위젯
- arena_combat_event_icons.dart: 전투 이벤트 아이콘 위젯
This commit is contained in:
JiWoong Sul
2026-03-30 20:40:55 +09:00
parent 5d38bac79e
commit 9be0dd3e4f
5 changed files with 787 additions and 643 deletions

View File

@@ -0,0 +1,403 @@
import 'dart:async';
import 'package:asciineverdie/src/core/engine/arena_service.dart';
import 'package:asciineverdie/src/core/model/arena_match.dart';
import 'package:asciineverdie/src/core/model/combat_event.dart';
import 'package:asciineverdie/src/features/game/widgets/combat_log.dart';
/// 아레나 전투 상태 (Arena Battle State)
///
/// 컨트롤러가 관리하는 전투 상태 스냅샷
class ArenaBattleState {
ArenaBattleState({
required this.currentTurn,
required this.challengerHp,
required this.challengerHpMax,
required this.challengerMp,
required this.challengerMpMax,
required this.opponentHp,
required this.opponentHpMax,
required this.opponentMp,
required this.opponentMpMax,
required this.battleLog,
required this.isFinished,
this.result,
this.latestCombatEvent,
this.currentEventIcon,
this.currentSkillName,
this.challengerHpChange = 0,
this.opponentHpChange = 0,
this.battleStartTime,
});
final int currentTurn;
final int challengerHp;
final int challengerHpMax;
final int challengerMp;
final int challengerMpMax;
final int opponentHp;
final int opponentHpMax;
final int opponentMp;
final int opponentMpMax;
final List<CombatLogEntry> battleLog;
final bool isFinished;
final ArenaMatchResult? result;
final CombatEvent? latestCombatEvent;
final CombatEventType? currentEventIcon;
final String? currentSkillName;
final int challengerHpChange;
final int opponentHpChange;
final DateTime? battleStartTime;
}
/// 아레나 전투 컨트롤러 (Arena Battle Controller)
///
/// 전투 시뮬레이션 스트림 구독, 턴 처리, 로그 생성을 담당
class ArenaBattleController {
ArenaBattleController({required this.match});
final ArenaMatch match;
final ArenaService _arenaService = ArenaService();
// 상태 (State)
int _currentTurn = 0;
DateTime? _battleStartTime;
late int _challengerHp;
late int _challengerHpMax;
late int _challengerMp;
late int _challengerMpMax;
late int _opponentHp;
late int _opponentHpMax;
late int _opponentMp;
late int _opponentMpMax;
final List<CombatLogEntry> _battleLog = [];
ArenaMatchResult? _result;
CombatEvent? _latestCombatEvent;
CombatEventType? _currentEventIcon;
String? _currentSkillName;
int _challengerHpChange = 0;
int _opponentHpChange = 0;
bool _isFinished = false;
StreamSubscription<ArenaCombatTurn>? _combatSubscription;
Timer? _eventIconTimer;
/// 상태 변경 콜백 (setState 대체)
void Function()? onStateChanged;
/// HP 변화 콜백 (애니메이션 트리거용)
/// challenger: true = 도전자, false = 상대
void Function(bool challenger)? onHpChanged;
/// 현재 상태 스냅샷
ArenaBattleState get state => ArenaBattleState(
currentTurn: _currentTurn,
challengerHp: _challengerHp,
challengerHpMax: _challengerHpMax,
challengerMp: _challengerMp,
challengerMpMax: _challengerMpMax,
opponentHp: _opponentHp,
opponentHpMax: _opponentHpMax,
opponentMp: _opponentMp,
opponentMpMax: _opponentMpMax,
battleLog: _battleLog,
isFinished: _isFinished,
result: _result,
latestCombatEvent: _latestCombatEvent,
currentEventIcon: _currentEventIcon,
currentSkillName: _currentSkillName,
challengerHpChange: _challengerHpChange,
opponentHpChange: _opponentHpChange,
battleStartTime: _battleStartTime,
);
/// HP/MP 초기화
void initialize() {
_challengerHpMax = match.challenger.finalStats?.hpMax ?? 100;
_challengerHp = _challengerHpMax;
_challengerMpMax = match.challenger.finalStats?.mpMax ?? 50;
_challengerMp = _challengerMpMax;
_opponentHpMax = match.opponent.finalStats?.hpMax ?? 100;
_opponentHp = _opponentHpMax;
_opponentMpMax = match.opponent.finalStats?.mpMax ?? 50;
_opponentMp = _opponentMpMax;
}
/// 전투 시작
void startBattle() {
_battleStartTime = DateTime.now();
_combatSubscription = _arenaService
.simulateCombat(match)
.listen(_processTurn, onDone: _endBattle);
}
/// 턴 처리 (Turn Processing)
void _processTurn(ArenaCombatTurn turn) {
final oldChallengerHp = _challengerHp;
final oldOpponentHp = _opponentHp;
_currentTurn++;
_challengerHp = turn.challengerHp;
_opponentHp = turn.opponentHp;
_challengerMp = turn.challengerMp ?? _challengerMp;
_opponentMp = turn.opponentMp ?? _opponentMp;
// 도전자 HP 변화 감지
if (oldChallengerHp != _challengerHp) {
_challengerHpChange = _challengerHp - oldChallengerHp;
onHpChanged?.call(true);
}
// 상대 HP 변화 감지
if (oldOpponentHp != _opponentHp) {
_opponentHpChange = _opponentHp - oldOpponentHp;
onHpChanged?.call(false);
}
// 전투 로그 생성
_addTurnLogs(turn);
// 전투 이벤트 생성 (테두리 이펙트용)
_latestCombatEvent = _createCombatEvent(turn);
// 전투 이벤트 아이콘 표시
_showEventIcon(turn);
onStateChanged?.call();
}
/// 턴 로그 생성 (Turn Log Generation)
void _addTurnLogs(ArenaCombatTurn turn) {
final challengerName = match.challenger.characterName;
final opponentName = match.opponent.characterName;
// 도전자 스킬 사용 로그
if (turn.challengerSkillUsed != null) {
_battleLog.add(
CombatLogEntry(
message: '$challengerName uses ${turn.challengerSkillUsed}!',
timestamp: DateTime.now(),
type: CombatLogType.skill,
),
);
}
// 도전자 회복 로그
if (turn.challengerHealAmount != null && turn.challengerHealAmount! > 0) {
_battleLog.add(
CombatLogEntry(
message: '$challengerName heals ${turn.challengerHealAmount} HP!',
timestamp: DateTime.now(),
type: CombatLogType.heal,
),
);
}
// 도전자 데미지 로그
if (turn.challengerDamage != null) {
final type = turn.isChallengerCritical
? CombatLogType.critical
: CombatLogType.damage;
final critText = turn.isChallengerCritical ? ' CRITICAL!' : '';
final skillText = turn.challengerSkillUsed != null ? '' : '';
_battleLog.add(
CombatLogEntry(
message:
'$challengerName deals ${turn.challengerDamage}'
'$critText$skillText',
timestamp: DateTime.now(),
type: type,
),
);
}
// 상대 회피/블록 이벤트
if (turn.isOpponentEvaded) {
_battleLog.add(
CombatLogEntry(
message: '$opponentName evaded!',
timestamp: DateTime.now(),
type: CombatLogType.evade,
),
);
}
if (turn.isOpponentBlocked) {
_battleLog.add(
CombatLogEntry(
message: '$opponentName blocked!',
timestamp: DateTime.now(),
type: CombatLogType.block,
),
);
}
// 상대 스킬 사용 로그
if (turn.opponentSkillUsed != null) {
_battleLog.add(
CombatLogEntry(
message: '$opponentName uses ${turn.opponentSkillUsed}!',
timestamp: DateTime.now(),
type: CombatLogType.skill,
),
);
}
// 상대 회복 로그
if (turn.opponentHealAmount != null && turn.opponentHealAmount! > 0) {
_battleLog.add(
CombatLogEntry(
message: '$opponentName heals ${turn.opponentHealAmount} HP!',
timestamp: DateTime.now(),
type: CombatLogType.heal,
),
);
}
// 상대 데미지 로그
if (turn.opponentDamage != null) {
final type = turn.isOpponentCritical
? CombatLogType.critical
: CombatLogType.monsterAttack;
final critText = turn.isOpponentCritical ? ' CRITICAL!' : '';
_battleLog.add(
CombatLogEntry(
message: '$opponentName deals ${turn.opponentDamage}$critText',
timestamp: DateTime.now(),
type: type,
),
);
}
// 도전자 회피/블록 이벤트
if (turn.isChallengerEvaded) {
_battleLog.add(
CombatLogEntry(
message: '$challengerName evaded!',
timestamp: DateTime.now(),
type: CombatLogType.evade,
),
);
}
if (turn.isChallengerBlocked) {
_battleLog.add(
CombatLogEntry(
message: '$challengerName blocked!',
timestamp: DateTime.now(),
type: CombatLogType.block,
),
);
}
}
/// 전투 이벤트 아이콘 표시 (일정 시간 후 사라짐)
void _showEventIcon(ArenaCombatTurn turn) {
_eventIconTimer?.cancel();
_currentSkillName = turn.challengerSkillUsed ?? turn.opponentSkillUsed;
// 이벤트 타입 결정 (우선순위: 스킬 > 크리티컬 > 블록 > 회피 > 일반공격)
CombatEventType? eventType;
if (_currentSkillName != null) {
eventType = CombatEventType.playerSkill;
} else if (turn.isChallengerCritical || turn.isOpponentCritical) {
eventType = CombatEventType.playerAttack;
} else if (turn.isChallengerBlocked || turn.isOpponentBlocked) {
eventType = CombatEventType.playerBlock;
} else if (turn.isChallengerEvaded || turn.isOpponentEvaded) {
eventType = CombatEventType.playerEvade;
} else if (turn.challengerDamage != null || turn.opponentDamage != null) {
eventType = CombatEventType.playerAttack;
}
_currentEventIcon = eventType;
// 800ms 후 아이콘 숨김
_eventIconTimer = Timer(const Duration(milliseconds: 800), () {
_currentEventIcon = null;
_currentSkillName = null;
onStateChanged?.call();
});
}
/// ArenaCombatTurn에서 CombatEvent 생성 (테두리 이펙트용)
CombatEvent? _createCombatEvent(ArenaCombatTurn turn) {
final timestamp = DateTime.now().millisecondsSinceEpoch;
final challengerName = match.challenger.characterName;
final opponentName = match.opponent.characterName;
// 도전자 스킬 사용 (보라색 테두리)
if (turn.challengerSkillUsed != null && turn.challengerDamage != null) {
return CombatEvent.playerSkill(
timestamp: timestamp,
skillName: turn.challengerSkillUsed!,
damage: turn.challengerDamage!,
targetName: opponentName,
isCritical: turn.isChallengerCritical,
);
}
// 도전자 공격 이벤트
if (turn.challengerDamage != null) {
return CombatEvent.playerAttack(
timestamp: timestamp,
damage: turn.challengerDamage!,
targetName: opponentName,
isCritical: turn.isChallengerCritical,
);
}
// 도전자 회복 이벤트
if (turn.challengerHealAmount != null && turn.challengerSkillUsed != null) {
return CombatEvent.playerHeal(
timestamp: timestamp,
healAmount: turn.challengerHealAmount!,
skillName: turn.challengerSkillUsed,
);
}
// 도전자 방어 이벤트 (회피/블록)
if (turn.isChallengerEvaded) {
return CombatEvent.playerEvade(
timestamp: timestamp,
attackerName: opponentName,
);
}
if (turn.isChallengerBlocked) {
return CombatEvent.playerBlock(
timestamp: timestamp,
reducedDamage: turn.opponentDamage ?? 0,
attackerName: opponentName,
);
}
// 상대 공격 이벤트
if (turn.opponentDamage != null) {
return CombatEvent.monsterAttack(
timestamp: timestamp,
damage: turn.opponentDamage!,
attackerName: challengerName,
);
}
return null;
}
/// 전투 종료 처리
void _endBattle() {
_result = _arenaService.createResultFromSimulation(
match: match,
challengerHp: _challengerHp,
opponentHp: _opponentHp,
turns: _currentTurn,
);
_isFinished = true;
onStateChanged?.call();
}
/// 리소스 해제
void dispose() {
_combatSubscription?.cancel();
_eventIconTimer?.cancel();
}
}