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