refactor(arena): 아레나 서비스 로직 개선

- 전투 로직 리팩토링
- 상태 관리 개선
This commit is contained in:
JiWoong Sul
2026-01-06 19:19:00 +09:00
parent f18f3ceaee
commit a2d62f1f4f

View File

@@ -2,7 +2,6 @@ import 'package:asciineverdie/data/skill_data.dart';
import 'package:asciineverdie/src/core/engine/combat_calculator.dart';
import 'package:asciineverdie/src/core/engine/skill_service.dart';
import 'package:asciineverdie/src/core/model/arena_match.dart';
import 'package:asciineverdie/src/core/model/combat_stats.dart';
import 'package:asciineverdie/src/core/model/equipment_item.dart';
import 'package:asciineverdie/src/core/model/equipment_slot.dart';
import 'package:asciineverdie/src/core/model/game_state.dart';
@@ -47,64 +46,38 @@ class ArenaService {
return skills;
}
/// AI 스킬 선택 (우선순위: 회복 > 버프 > 공격)
Skill? _selectBestSkill({
required List<Skill> skills,
required CombatStats stats,
required SkillSystemState skillSystem,
required MonsterCombatStats? target,
}) {
if (skills.isEmpty) return null;
/// 스킬 ID 목록 추출 (HallOfFameEntry에서)
List<String> _getSkillIdsFromEntry(HallOfFameEntry entry) {
return _getSkillsFromEntry(entry).map((s) => s.id).toList();
}
final currentMp = stats.mpCurrent;
final hpRatio = stats.hpCurrent / stats.hpMax;
/// 스킬 랭크 조회 (HallOfFameEntry의 finalSkills에서)
int _getSkillRankFromEntry(HallOfFameEntry entry, String skillId) {
final skill = SkillData.getSkillById(skillId);
if (skill == null) return 1;
// HP가 낮으면 회복 스킬 우선
if (hpRatio < 0.4) {
for (final skill in skills) {
if (skill.type == SkillType.heal &&
_skillService.canUseSkill(
skill: skill,
currentMp: currentMp,
skillSystem: skillSystem,
) ==
null) {
return skill;
}
final skillData = entry.finalSkills;
if (skillData == null || skillData.isEmpty) return 1;
for (final data in skillData) {
if (data['name'] == skill.name) {
final rankStr = data['rank'] ?? 'I';
return _romanToInt(rankStr);
}
}
return 1;
}
// 버프가 없으면 버프 스킬
if (skillSystem.activeBuffs.isEmpty) {
for (final skill in skills) {
if (skill.type == SkillType.buff &&
_skillService.canUseSkill(
skill: skill,
currentMp: currentMp,
skillSystem: skillSystem,
) ==
null) {
return skill;
}
}
}
// MP가 충분하면 공격 스킬
if (currentMp >= 30) {
for (final skill in skills) {
if (skill.type == SkillType.attack &&
_skillService.canUseSkill(
skill: skill,
currentMp: currentMp,
skillSystem: skillSystem,
) ==
null) {
return skill;
}
}
}
return null; // 스킬 사용 안 함 (기본 공격)
/// 로마 숫자 → 정수 변환
int _romanToInt(String roman) {
return switch (roman) {
'I' => 1,
'II' => 2,
'III' => 3,
'IV' => 4,
'V' => 5,
_ => 1,
};
}
// ============================================================================
@@ -223,8 +196,40 @@ class ArenaService {
);
}
/// 시뮬레이션 결과를 기반으로 전투 결과 생성
///
/// [match] 대전 정보
/// [challengerHp] 도전자 최종 HP
/// [opponentHp] 상대 최종 HP
/// [turns] 총 턴 수
/// Returns: 대전 결과 (승패, 장비 교환 후 캐릭터)
ArenaMatchResult createResultFromSimulation({
required ArenaMatch match,
required int challengerHp,
required int opponentHp,
required int turns,
}) {
// 도전자 HP가 0보다 크면 승리
final isVictory = challengerHp > 0 && opponentHp <= 0;
// 장비 교환
final (updatedChallenger, updatedOpponent) = _exchangeEquipment(
match: match,
isVictory: isVictory,
);
return ArenaMatchResult(
match: match,
isVictory: isVictory,
turns: turns,
updatedChallenger: updatedChallenger,
updatedOpponent: updatedOpponent,
);
}
/// 전투 시뮬레이션 (애니메이션용 스트림)
///
/// progress_service._processCombatTickWithSkills()와 동일한 로직 사용
/// [match] 대전 정보
/// Returns: 턴별 전투 상황 스트림
Stream<ArenaCombatTurn> simulateCombat(ArenaMatch match) async* {
@@ -237,30 +242,48 @@ class ArenaService {
return;
}
// 스킬 목록 로드
final challengerSkills = _getSkillsFromEntry(match.challenger);
final opponentSkills = _getSkillsFromEntry(match.opponent);
// 스킬 ID 목록 로드 (SkillBook과 동일한 방식)
var challengerSkillIds = _getSkillIdsFromEntry(match.challenger);
var opponentSkillIds = _getSkillIdsFromEntry(match.opponent);
// 스킬이 없으면 기본 스킬 사용
if (challengerSkillIds.isEmpty) {
challengerSkillIds = SkillData.defaultSkillIds;
}
if (opponentSkillIds.isEmpty) {
opponentSkillIds = SkillData.defaultSkillIds;
}
// 스킬 시스템 상태 초기화
var challengerSkillSystem = SkillSystemState.empty();
var opponentSkillSystem = SkillSystemState.empty();
// DOT 및 디버프 추적 (일반 전투와 동일)
var challengerDoTs = <DotEffect>[];
var opponentDoTs = <DotEffect>[];
var challengerDebuffs = <ActiveBuff>[];
var opponentDebuffs = <ActiveBuff>[];
var playerCombatStats = challengerStats.copyWith(
hpCurrent: challengerStats.hpMax,
mpCurrent: challengerStats.mpMax,
);
// 상대도 CombatStats로 관리 (스킬 사용 위해)
var opponentCombatStats = opponentStats.copyWith(
hpCurrent: opponentStats.hpMax,
mpCurrent: opponentStats.mpMax,
);
var opponentMonsterStats = MonsterCombatStats.fromCombatStats(
opponentStats,
opponentCombatStats,
match.opponent.characterName,
);
var challengerMonsterStats = MonsterCombatStats.fromCombatStats(
playerCombatStats,
match.challenger.characterName,
);
int playerAccum = 0;
int opponentAccum = 0;
int elapsedMs = 0;
@@ -301,47 +324,164 @@ class ArenaService {
int? challengerHealAmount;
int? opponentHealAmount;
// 도전자 턴
// =========================================================================
// DOT 틱 처리 (도전자 → 상대에게 적용된 DOT)
// =========================================================================
var dotDamageToOpponent = 0;
final updatedChallengerDoTs = <DotEffect>[];
for (final dot in challengerDoTs) {
final (updatedDot, ticksTriggered) = dot.tick(tickMs);
if (ticksTriggered > 0) {
dotDamageToOpponent += dot.damagePerTick * ticksTriggered;
}
if (updatedDot.isActive) {
updatedChallengerDoTs.add(updatedDot);
}
}
challengerDoTs = updatedChallengerDoTs;
if (dotDamageToOpponent > 0 && opponentCombatStats.hpCurrent > 0) {
opponentCombatStats = opponentCombatStats.copyWith(
hpCurrent: (opponentCombatStats.hpCurrent - dotDamageToOpponent)
.clamp(0, opponentCombatStats.hpMax),
);
}
// DOT 틱 처리 (상대 → 도전자에게 적용된 DOT)
var dotDamageToChallenger = 0;
final updatedOpponentDoTs = <DotEffect>[];
for (final dot in opponentDoTs) {
final (updatedDot, ticksTriggered) = dot.tick(tickMs);
if (ticksTriggered > 0) {
dotDamageToChallenger += dot.damagePerTick * ticksTriggered;
}
if (updatedDot.isActive) {
updatedOpponentDoTs.add(updatedDot);
}
}
opponentDoTs = updatedOpponentDoTs;
if (dotDamageToChallenger > 0 && playerCombatStats.isAlive) {
playerCombatStats = playerCombatStats.copyWith(
hpCurrent: (playerCombatStats.hpCurrent - dotDamageToChallenger)
.clamp(0, playerCombatStats.hpMax),
);
}
// =========================================================================
// 만료된 디버프 정리
// =========================================================================
challengerDebuffs = challengerDebuffs
.where((ActiveBuff d) => !d.isExpired(elapsedMs))
.toList();
opponentDebuffs = opponentDebuffs
.where((ActiveBuff d) => !d.isExpired(elapsedMs))
.toList();
// =========================================================================
// 도전자 턴 (selectAutoSkill 사용 - 일반 전투와 동일)
// =========================================================================
if (playerAccum >= playerCombatStats.attackDelayMs) {
playerAccum = 0;
// 스킬 선택
final skill = _selectBestSkill(
skills: challengerSkills,
stats: playerCombatStats,
skillSystem: challengerSkillSystem,
target: opponentMonsterStats,
// 상대 몬스터 스탯 동기화
opponentMonsterStats = MonsterCombatStats.fromCombatStats(
opponentCombatStats,
match.opponent.characterName,
);
if (skill != null) {
// 스킬 사용
final skillResult = _useSkill(
skill: skill,
attacker: playerCombatStats,
defender: opponentCombatStats,
// 스킬 자동 선택 (progress_service와 동일한 로직)
final selectedSkill = _skillService.selectAutoSkill(
player: playerCombatStats,
monster: opponentMonsterStats,
skillSystem: challengerSkillSystem,
availableSkillIds: challengerSkillIds,
activeDoTs: challengerDoTs,
activeDebuffs: opponentDebuffs,
);
if (selectedSkill != null && selectedSkill.isAttack) {
// 스킬 랭크 조회 및 적용
final skillRank = _getSkillRankFromEntry(
match.challenger,
selectedSkill.id,
);
final skillResult = _skillService.useAttackSkillWithRank(
skill: selectedSkill,
player: playerCombatStats,
monster: opponentMonsterStats,
skillSystem: challengerSkillSystem,
rank: skillRank,
);
playerCombatStats = skillResult.updatedPlayer;
opponentCombatStats = opponentCombatStats.copyWith(
hpCurrent: skillResult.updatedMonster.hpCurrent,
);
challengerSkillSystem = skillResult.updatedSkillSystem;
challengerSkillUsed = selectedSkill.name;
challengerDamage = skillResult.result.damage;
} else if (selectedSkill != null && selectedSkill.isDot) {
// DOT 스킬 사용
final skillResult = _skillService.useDotSkill(
skill: selectedSkill,
player: playerCombatStats,
skillSystem: challengerSkillSystem,
playerInt: playerCombatStats.atk ~/ 10,
playerWis: playerCombatStats.def ~/ 10,
);
playerCombatStats = skillResult.updatedPlayer;
challengerSkillSystem = skillResult.updatedSkillSystem;
if (skillResult.dotEffect != null) {
challengerDoTs.add(skillResult.dotEffect!);
}
challengerSkillUsed = selectedSkill.name;
} else if (selectedSkill != null && selectedSkill.isHeal) {
// 회복 스킬 사용
final skillResult = _skillService.useHealSkill(
skill: selectedSkill,
player: playerCombatStats,
skillSystem: challengerSkillSystem,
);
playerCombatStats = skillResult.updatedAttacker;
opponentCombatStats = skillResult.updatedDefender;
playerCombatStats = skillResult.updatedPlayer;
challengerSkillSystem = skillResult.updatedSkillSystem;
challengerSkillUsed = skill.name;
challengerDamage = skillResult.damage;
challengerHealAmount = skillResult.healAmount;
isChallengerCritical = skillResult.isCritical;
} else {
// 기본 공격
// 상대 몬스터 스탯 동기화
opponentMonsterStats = MonsterCombatStats.fromCombatStats(
opponentCombatStats,
match.opponent.characterName,
challengerSkillUsed = selectedSkill.name;
challengerHealAmount = skillResult.result.healedAmount;
} else if (selectedSkill != null && selectedSkill.isBuff) {
// 버프 스킬 사용
final skillResult = _skillService.useBuffSkill(
skill: selectedSkill,
player: playerCombatStats,
skillSystem: challengerSkillSystem,
);
playerCombatStats = skillResult.updatedPlayer;
challengerSkillSystem = skillResult.updatedSkillSystem;
challengerSkillUsed = selectedSkill.name;
} else if (selectedSkill != null && selectedSkill.isDebuff) {
// 디버프 스킬 사용
final skillResult = _skillService.useDebuffSkill(
skill: selectedSkill,
player: playerCombatStats,
skillSystem: challengerSkillSystem,
currentDebuffs: opponentDebuffs,
);
playerCombatStats = skillResult.updatedPlayer;
challengerSkillSystem = skillResult.updatedSkillSystem;
final debuffEffect = skillResult.debuffEffect;
if (debuffEffect != null) {
opponentDebuffs = opponentDebuffs
.where((ActiveBuff d) => d.effect.id != debuffEffect.effect.id)
.toList()
..add(debuffEffect);
}
challengerSkillUsed = selectedSkill.name;
} else {
// 일반 공격
final result = calculator.playerAttackMonster(
attacker: playerCombatStats,
defender: opponentMonsterStats,
);
opponentMonsterStats = result.updatedDefender;
opponentCombatStats = opponentCombatStats.copyWith(
hpCurrent: opponentMonsterStats.hpCurrent,
hpCurrent: result.updatedDefender.hpCurrent,
);
if (result.result.isHit) {
@@ -353,38 +493,121 @@ class ArenaService {
}
}
// 상대 턴
// =========================================================================
// 상대 턴 (selectAutoSkill 사용 - 일반 전투와 동일)
// =========================================================================
if (opponentCombatStats.hpCurrent > 0 &&
opponentAccum >= opponentCombatStats.attackDelayMs) {
opponentAccum = 0;
// 상대 스킬 선택
final skill = _selectBestSkill(
skills: opponentSkills,
stats: opponentCombatStats,
skillSystem: opponentSkillSystem,
target: null,
// 도전자 몬스터 스탯 동기화
challengerMonsterStats = MonsterCombatStats.fromCombatStats(
playerCombatStats,
match.challenger.characterName,
);
if (skill != null) {
// 스킬 사용
final skillResult = _useSkill(
skill: skill,
attacker: opponentCombatStats,
defender: playerCombatStats,
// 스킬 자동 선택 (progress_service와 동일한 로직)
final selectedSkill = _skillService.selectAutoSkill(
player: opponentCombatStats,
monster: challengerMonsterStats,
skillSystem: opponentSkillSystem,
availableSkillIds: opponentSkillIds,
activeDoTs: opponentDoTs,
activeDebuffs: challengerDebuffs,
);
if (selectedSkill != null && selectedSkill.isAttack) {
// 스킬 랭크 조회 및 적용
final skillRank = _getSkillRankFromEntry(
match.opponent,
selectedSkill.id,
);
final skillResult = _skillService.useAttackSkillWithRank(
skill: selectedSkill,
player: opponentCombatStats,
monster: challengerMonsterStats,
skillSystem: opponentSkillSystem,
rank: skillRank,
);
opponentCombatStats = skillResult.updatedPlayer;
playerCombatStats = playerCombatStats.copyWith(
hpCurrent: skillResult.updatedMonster.hpCurrent,
);
opponentSkillSystem = skillResult.updatedSkillSystem;
opponentSkillUsed = selectedSkill.name;
opponentDamage = skillResult.result.damage;
} else if (selectedSkill != null && selectedSkill.isDot) {
// DOT 스킬 사용
final skillResult = _skillService.useDotSkill(
skill: selectedSkill,
player: opponentCombatStats,
skillSystem: opponentSkillSystem,
playerInt: opponentCombatStats.atk ~/ 10,
playerWis: opponentCombatStats.def ~/ 10,
);
opponentCombatStats = skillResult.updatedPlayer;
opponentSkillSystem = skillResult.updatedSkillSystem;
if (skillResult.dotEffect != null) {
opponentDoTs.add(skillResult.dotEffect!);
}
opponentSkillUsed = selectedSkill.name;
} else if (selectedSkill != null && selectedSkill.isHeal) {
// 회복 스킬 사용
final skillResult = _skillService.useHealSkill(
skill: selectedSkill,
player: opponentCombatStats,
skillSystem: opponentSkillSystem,
);
opponentCombatStats = skillResult.updatedAttacker;
playerCombatStats = skillResult.updatedDefender;
opponentCombatStats = skillResult.updatedPlayer;
opponentSkillSystem = skillResult.updatedSkillSystem;
opponentSkillUsed = skill.name;
opponentDamage = skillResult.damage;
opponentHealAmount = skillResult.healAmount;
isOpponentCritical = skillResult.isCritical;
opponentSkillUsed = selectedSkill.name;
opponentHealAmount = skillResult.result.healedAmount;
} else if (selectedSkill != null && selectedSkill.isBuff) {
// 버프 스킬 사용
final skillResult = _skillService.useBuffSkill(
skill: selectedSkill,
player: opponentCombatStats,
skillSystem: opponentSkillSystem,
);
opponentCombatStats = skillResult.updatedPlayer;
opponentSkillSystem = skillResult.updatedSkillSystem;
opponentSkillUsed = selectedSkill.name;
} else if (selectedSkill != null && selectedSkill.isDebuff) {
// 디버프 스킬 사용
final skillResult = _skillService.useDebuffSkill(
skill: selectedSkill,
player: opponentCombatStats,
skillSystem: opponentSkillSystem,
currentDebuffs: challengerDebuffs,
);
opponentCombatStats = skillResult.updatedPlayer;
opponentSkillSystem = skillResult.updatedSkillSystem;
final debuffEffect = skillResult.debuffEffect;
if (debuffEffect != null) {
challengerDebuffs = challengerDebuffs
.where((ActiveBuff d) => d.effect.id != debuffEffect.effect.id)
.toList()
..add(debuffEffect);
}
opponentSkillUsed = selectedSkill.name;
} else {
// 기본 공격 (몬스터 형태로)
// 일반 공격 (디버프 효과 적용)
var debuffedOpponent = opponentCombatStats;
if (challengerDebuffs.isNotEmpty) {
double atkMod = 0;
for (final debuff in challengerDebuffs) {
if (!debuff.isExpired(elapsedMs)) {
atkMod += debuff.effect.atkModifier;
}
}
final newAtk = (opponentCombatStats.atk * (1 + atkMod))
.round()
.clamp(opponentCombatStats.atk ~/ 10, opponentCombatStats.atk);
debuffedOpponent = opponentCombatStats.copyWith(atk: newAtk);
}
opponentMonsterStats = MonsterCombatStats.fromCombatStats(
opponentCombatStats,
debuffedOpponent,
match.opponent.characterName,
);
final result = calculator.monsterAttackPlayer(
@@ -444,84 +667,6 @@ class ArenaService {
if (turns > 1000) break;
}
}
/// 스킬 사용 (내부 헬퍼)
({
CombatStats updatedAttacker,
CombatStats updatedDefender,
SkillSystemState updatedSkillSystem,
int? damage,
int? healAmount,
bool isCritical,
}) _useSkill({
required Skill skill,
required CombatStats attacker,
required CombatStats defender,
required SkillSystemState skillSystem,
}) {
int? damage;
int? healAmount;
var updatedAttacker = attacker;
var updatedDefender = defender;
var updatedSkillSystem = skillSystem;
switch (skill.type) {
case SkillType.attack:
final monsterStats = MonsterCombatStats.fromCombatStats(defender, '');
final result = _skillService.useAttackSkill(
skill: skill,
player: attacker,
monster: monsterStats,
skillSystem: skillSystem,
);
updatedAttacker = result.updatedPlayer;
updatedDefender = defender.copyWith(
hpCurrent: result.updatedMonster.hpCurrent,
);
updatedSkillSystem = result.updatedSkillSystem;
damage = result.result.damage;
case SkillType.heal:
final result = _skillService.useHealSkill(
skill: skill,
player: attacker,
skillSystem: skillSystem,
);
updatedAttacker = result.updatedPlayer;
updatedSkillSystem = result.updatedSkillSystem;
healAmount = result.result.healedAmount;
case SkillType.buff:
final result = _skillService.useBuffSkill(
skill: skill,
player: attacker,
skillSystem: skillSystem,
);
updatedAttacker = result.updatedPlayer;
updatedSkillSystem = result.updatedSkillSystem;
case SkillType.debuff:
// 디버프 스킬 사용
final debuffResult = _skillService.useDebuffSkill(
skill: skill,
player: attacker,
skillSystem: skillSystem,
currentDebuffs: [],
);
updatedAttacker = debuffResult.updatedPlayer;
updatedSkillSystem = debuffResult.updatedSkillSystem;
}
return (
updatedAttacker: updatedAttacker,
updatedDefender: updatedDefender,
updatedSkillSystem: updatedSkillSystem,
damage: damage,
healAmount: healAmount,
isCritical: false, // 스킬 크리티컬은 별도 처리 필요
);
}
// ============================================================================
// 장비 교환
// ============================================================================