test: 테스트 파일 추가 및 리팩토링 반영
- combat_calculator_test, skill_service_test, stat_calculator_test 추가 - mock_factories.dart 헬퍼 추가 - progress_loop_test, game_session_controller_test 서비스 분리 반영
This commit is contained in:
337
test/core/engine/combat_calculator_test.dart
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337
test/core/engine/combat_calculator_test.dart
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import 'package:asciineverdie/src/core/engine/combat_calculator.dart';
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import 'package:asciineverdie/src/core/model/combat_stats.dart';
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import 'package:asciineverdie/src/core/model/monster_combat_stats.dart';
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import 'package:asciineverdie/src/core/util/deterministic_random.dart';
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import 'package:flutter_test/flutter_test.dart';
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void main() {
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group('CombatCalculator', () {
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group('playerAttackMonster', () {
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test('데미지 = (ATK * variation) - (DEF * 0.4)', () {
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// 고정 시드로 예측 가능한 결과
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final rng = DeterministicRandom( 42);
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final calculator = CombatCalculator(rng: rng);
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final player = CombatStats.empty().copyWith(
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atk: 100,
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accuracy: 1.0, // 100% 명중
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criRate: 0.0, // 크리티컬 없음
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criDamage: 1.5,
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);
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final monster = MonsterCombatStats(
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name: 'Test Monster',
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level: 1,
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atk: 10,
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def: 50, // DEF 50 → 50 * 0.4 = 20 감소
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hpMax: 100,
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hpCurrent: 100,
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criRate: 0.05,
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criDamage: 1.5,
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evasion: 0.0, // 회피 없음
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accuracy: 0.8,
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attackDelayMs: 1000,
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expReward: 100,
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);
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final result = calculator.playerAttackMonster(
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attacker: player,
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defender: monster,
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);
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// ATK 100 * (0.8~1.2) - DEF 50 * 0.4 = 80~120 - 20 = 60~100
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expect(result.result.damage, greaterThanOrEqualTo(1));
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expect(result.result.isHit, isTrue);
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expect(result.result.isEvaded, isFalse);
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expect(result.updatedDefender.hpCurrent, lessThan(monster.hpCurrent));
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});
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test('크리티컬 발동 시 데미지 배율 적용', () {
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// 크리티컬이 항상 발동하도록 criRate = 1.0
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final rng = DeterministicRandom( 123);
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final calculator = CombatCalculator(rng: rng);
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final player = CombatStats.empty().copyWith(
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atk: 100,
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accuracy: 1.0, // 100% 명중
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criRate: 1.0, // 100% 크리티컬
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criDamage: 2.0, // 2배 데미지
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);
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final monster = MonsterCombatStats(
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name: 'Test Monster',
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level: 1,
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atk: 10,
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def: 0, // DEF 0
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hpMax: 500,
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hpCurrent: 500,
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criRate: 0.05,
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criDamage: 1.5,
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evasion: 0.0, // 회피 없음
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accuracy: 0.8,
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attackDelayMs: 1000,
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expReward: 100,
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);
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final result = calculator.playerAttackMonster(
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attacker: player,
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defender: monster,
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);
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// 크리티컬 시 데미지가 2배 적용
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expect(result.result.isCritical, isTrue);
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// ATK 100 * (0.8~1.2) * 2.0 = 160~240
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expect(result.result.damage, greaterThanOrEqualTo(160));
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});
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test('회피 발동 시 0 데미지', () {
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final rng = DeterministicRandom( 42);
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final calculator = CombatCalculator(rng: rng);
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final player = CombatStats.empty().copyWith(
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atk: 100,
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accuracy: 0.0, // 0% 명중 → 항상 회피
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criRate: 0.0,
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criDamage: 1.5,
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);
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final monster = MonsterCombatStats(
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name: 'Test Monster',
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level: 1,
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atk: 10,
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def: 0,
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hpMax: 100,
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hpCurrent: 100,
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criRate: 0.05,
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criDamage: 1.5,
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evasion: 1.0, // 100% 회피
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accuracy: 0.8,
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attackDelayMs: 1000,
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expReward: 100,
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);
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final result = calculator.playerAttackMonster(
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attacker: player,
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defender: monster,
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);
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// 회피 시 데미지 0
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expect(result.result.damage, equals(0));
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expect(result.result.isHit, isFalse);
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expect(result.result.isEvaded, isTrue);
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expect(result.updatedDefender.hpCurrent, equals(monster.hpCurrent));
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});
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});
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group('monsterAttackPlayer', () {
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test('블록 발동 시 70% 감소', () {
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// 블록이 발동하는 시드 찾기
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// blockRate = 1.0으로 항상 블록
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final rng = DeterministicRandom( 99);
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final calculator = CombatCalculator(rng: rng);
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final monster = MonsterCombatStats(
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name: 'Test Monster',
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level: 1,
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atk: 100,
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def: 0,
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hpMax: 100,
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hpCurrent: 100,
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criRate: 0.0, // 크리티컬 없음
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criDamage: 1.5,
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evasion: 0.0,
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accuracy: 1.0, // 100% 명중
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attackDelayMs: 1000,
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expReward: 100,
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);
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final player = CombatStats.empty().copyWith(
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hpMax: 500,
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hpCurrent: 500,
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def: 0,
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evasion: 0.0,
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blockRate: 1.0, // 100% 블록
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parryRate: 0.0,
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);
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final result = calculator.monsterAttackPlayer(
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attacker: monster,
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defender: player,
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);
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// 블록 시 데미지 30% (70% 감소)
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// ATK 100 * (0.8~1.2) * 0.3 = 24~36
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expect(result.result.isBlocked, isTrue);
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expect(result.result.damage, lessThanOrEqualTo(40));
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});
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test('패리 발동 시 50% 감소', () {
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final rng = DeterministicRandom( 77);
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final calculator = CombatCalculator(rng: rng);
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final monster = MonsterCombatStats(
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name: 'Test Monster',
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level: 1,
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atk: 100,
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def: 0,
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hpMax: 100,
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hpCurrent: 100,
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criRate: 0.0,
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criDamage: 1.5,
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evasion: 0.0,
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accuracy: 1.0,
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attackDelayMs: 1000,
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expReward: 100,
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);
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final player = CombatStats.empty().copyWith(
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hpMax: 500,
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hpCurrent: 500,
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def: 0,
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evasion: 0.0,
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blockRate: 0.0, // 블록 없음
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parryRate: 1.0, // 100% 패리
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);
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final result = calculator.monsterAttackPlayer(
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attacker: monster,
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defender: player,
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);
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// 패리 시 데미지 50%
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// ATK 100 * (0.8~1.2) * 0.5 = 40~60
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expect(result.result.isParried, isTrue);
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expect(result.result.damage, lessThanOrEqualTo(65));
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});
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});
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group('estimateCombatDurationMs', () {
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test('범위 2000~30000ms 내 반환', () {
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final rng = DeterministicRandom( 42);
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final calculator = CombatCalculator(rng: rng);
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final player = CombatStats.empty().copyWith(
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atk: 50,
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accuracy: 0.9,
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attackDelayMs: 1000,
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);
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final monster = MonsterCombatStats(
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name: 'Test Monster',
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level: 1,
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atk: 10,
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def: 10,
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hpMax: 100,
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hpCurrent: 100,
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criRate: 0.05,
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criDamage: 1.5,
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evasion: 0.0,
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accuracy: 0.8,
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attackDelayMs: 1000,
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expReward: 100,
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);
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final duration = calculator.estimateCombatDurationMs(
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player: player,
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monster: monster,
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);
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expect(duration, greaterThanOrEqualTo(2000));
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expect(duration, lessThanOrEqualTo(30000));
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});
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test('고레벨 몬스터는 더 긴 전투 시간', () {
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final rng = DeterministicRandom( 42);
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final calculator = CombatCalculator(rng: rng);
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final player = CombatStats.empty().copyWith(
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atk: 50,
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accuracy: 0.9,
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attackDelayMs: 1000,
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);
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final weakMonster = MonsterCombatStats(
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name: 'Weak Monster',
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level: 1,
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atk: 10,
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def: 5,
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hpMax: 50,
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hpCurrent: 50,
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criRate: 0.05,
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criDamage: 1.5,
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evasion: 0.0,
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accuracy: 0.8,
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attackDelayMs: 1000,
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expReward: 50,
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);
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final strongMonster = MonsterCombatStats(
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name: 'Strong Monster',
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level: 10,
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atk: 50,
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def: 20,
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hpMax: 500,
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hpCurrent: 500,
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criRate: 0.05,
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criDamage: 1.5,
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evasion: 0.0,
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accuracy: 0.8,
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attackDelayMs: 1000,
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expReward: 200,
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);
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final weakDuration = calculator.estimateCombatDurationMs(
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player: player,
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monster: weakMonster,
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);
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final strongDuration = calculator.estimateCombatDurationMs(
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player: player,
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monster: strongMonster,
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);
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// 강한 몬스터가 더 긴 전투 시간
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expect(strongDuration, greaterThan(weakDuration));
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});
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});
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group('evaluateDifficulty', () {
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test('범위 0.0~1.0 내 반환', () {
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final rng = DeterministicRandom( 42);
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final calculator = CombatCalculator(rng: rng);
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final player = CombatStats.empty().copyWith(
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hpMax: 100,
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hpCurrent: 100,
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atk: 50,
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def: 20,
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accuracy: 0.9,
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attackDelayMs: 1000,
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);
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final monster = MonsterCombatStats(
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name: 'Test Monster',
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level: 1,
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atk: 30,
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def: 10,
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hpMax: 80,
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hpCurrent: 80,
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criRate: 0.05,
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criDamage: 1.5,
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evasion: 0.0,
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accuracy: 0.8,
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attackDelayMs: 1000,
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expReward: 100,
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);
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final difficulty = calculator.evaluateDifficulty(
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player: player,
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monster: monster,
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);
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expect(difficulty, greaterThanOrEqualTo(0.0));
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expect(difficulty, lessThanOrEqualTo(1.0));
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});
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});
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});
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}
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@@ -1,63 +1,18 @@
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import 'package:asciineverdie/src/core/engine/game_mutations.dart';
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import 'package:asciineverdie/src/core/engine/progress_loop.dart';
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import 'package:asciineverdie/src/core/engine/progress_service.dart';
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import 'package:asciineverdie/src/core/engine/reward_service.dart';
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import 'package:asciineverdie/src/core/model/combat_state.dart';
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import 'package:asciineverdie/src/core/model/combat_stats.dart';
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import 'package:asciineverdie/src/core/model/game_state.dart';
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import 'package:asciineverdie/src/core/model/monster_combat_stats.dart';
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import 'package:asciineverdie/src/core/model/pq_config.dart';
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import 'package:asciineverdie/src/core/storage/save_manager.dart';
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import 'package:asciineverdie/src/core/storage/save_repository.dart';
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import 'package:asciineverdie/src/core/storage/save_service.dart';
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import 'package:asciineverdie/src/core/util/balance_constants.dart';
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import 'package:flutter_test/flutter_test.dart';
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class _FakeSaveManager implements SaveManager {
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final List<GameState> savedStates = [];
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@override
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Future<SaveOutcome> saveState(
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GameState state, {
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String? fileName,
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bool cheatsEnabled = false,
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}) async {
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savedStates.add(state);
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return const SaveOutcome.success();
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}
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@override
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Future<(SaveOutcome, GameState?, bool)> loadState({String? fileName}) async {
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return (const SaveOutcome.success(), null, false);
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}
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@override
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Future<List<SaveFileInfo>> listSaves() async => [];
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@override
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Future<SaveOutcome> deleteSave({String? fileName}) async {
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return const SaveOutcome.success();
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}
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@override
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Future<bool> saveExists({String? fileName}) async => false;
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}
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import '../../helpers/mock_factories.dart';
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void main() {
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late ProgressService service;
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setUp(() {
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const config = PqConfig();
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final mutations = GameMutations(config);
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service = ProgressService(
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config: config,
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mutations: mutations,
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rewards: RewardService(mutations, config),
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);
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});
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late final service = MockFactories.createProgressService();
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test('autosaves on level-up and stop when configured', () async {
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final saveManager = _FakeSaveManager();
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final saveManager = FakeSaveManager();
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// 레벨 1에서 레벨업에 필요한 경험치
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final requiredExp = ExpConstants.requiredExp(1);
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679
test/core/engine/skill_service_test.dart
Normal file
679
test/core/engine/skill_service_test.dart
Normal file
@@ -0,0 +1,679 @@
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import 'package:asciineverdie/data/skill_data.dart';
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import 'package:asciineverdie/src/core/engine/skill_service.dart';
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import 'package:asciineverdie/src/core/model/combat_stats.dart';
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import 'package:asciineverdie/src/core/model/game_state.dart';
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import 'package:asciineverdie/src/core/model/monster_combat_stats.dart';
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import 'package:asciineverdie/src/core/model/skill.dart';
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import 'package:asciineverdie/src/core/util/deterministic_random.dart';
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import 'package:flutter_test/flutter_test.dart';
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void main() {
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group('SkillService', () {
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group('canUseSkill', () {
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test('GCD 활성화 시 onGlobalCooldown 반환', () {
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final rng = DeterministicRandom(42);
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final service = SkillService(rng: rng);
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const skill = SkillData.stackTrace;
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final skillSystem = SkillSystemState.empty().copyWith(
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elapsedMs: 1000,
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globalCooldownEndMs: 2500, // GCD 활성화 중
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);
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final result = service.canUseSkill(
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skill: skill,
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currentMp: 100,
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skillSystem: skillSystem,
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);
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expect(result, equals(SkillFailReason.onGlobalCooldown));
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});
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test('MP 부족 시 notEnoughMp 반환', () {
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final rng = DeterministicRandom(42);
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final service = SkillService(rng: rng);
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const skill = SkillData.stackTrace; // MP 10 필요
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final skillSystem = SkillSystemState.empty().copyWith(elapsedMs: 5000);
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final result = service.canUseSkill(
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skill: skill,
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currentMp: 5, // MP 부족
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skillSystem: skillSystem,
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);
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expect(result, equals(SkillFailReason.notEnoughMp));
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});
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test('쿨타임 중 onCooldown 반환', () {
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final rng = DeterministicRandom(42);
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final service = SkillService(rng: rng);
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const skill = SkillData.stackTrace; // 쿨타임 3000ms
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final skillSystem = SkillSystemState.empty().copyWith(
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elapsedMs: 2000,
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skillStates: [
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const SkillState(
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skillId: 'stack_trace',
|
||||
lastUsedMs: 1000, // 1초 전 사용
|
||||
rank: 1,
|
||||
),
|
||||
],
|
||||
);
|
||||
|
||||
final result = service.canUseSkill(
|
||||
skill: skill,
|
||||
currentMp: 100,
|
||||
skillSystem: skillSystem,
|
||||
);
|
||||
|
||||
expect(result, equals(SkillFailReason.onCooldown));
|
||||
});
|
||||
|
||||
test('모든 조건 충족 시 null 반환', () {
|
||||
final rng = DeterministicRandom(42);
|
||||
final service = SkillService(rng: rng);
|
||||
|
||||
const skill = SkillData.stackTrace;
|
||||
final skillSystem = SkillSystemState.empty().copyWith(elapsedMs: 5000);
|
||||
|
||||
final result = service.canUseSkill(
|
||||
skill: skill,
|
||||
currentMp: 100,
|
||||
skillSystem: skillSystem,
|
||||
);
|
||||
|
||||
expect(result, isNull);
|
||||
});
|
||||
});
|
||||
|
||||
group('useAttackSkill', () {
|
||||
test('기본 공격 데미지 계산', () {
|
||||
final rng = DeterministicRandom(42);
|
||||
final service = SkillService(rng: rng);
|
||||
|
||||
const skill = SkillData.stackTrace; // 2.0x 배율
|
||||
final player = CombatStats.empty().copyWith(
|
||||
atk: 100,
|
||||
mpCurrent: 50,
|
||||
mpMax: 100,
|
||||
);
|
||||
final monster = MonsterCombatStats(
|
||||
name: 'Test Monster',
|
||||
level: 1,
|
||||
atk: 10,
|
||||
def: 50, // DEF 50 → 50 * 0.3 = 15 감소
|
||||
hpMax: 500,
|
||||
hpCurrent: 500,
|
||||
criRate: 0.05,
|
||||
criDamage: 1.5,
|
||||
evasion: 0.0,
|
||||
accuracy: 0.8,
|
||||
attackDelayMs: 1000,
|
||||
expReward: 100,
|
||||
);
|
||||
final skillSystem = SkillSystemState.empty().copyWith(elapsedMs: 5000);
|
||||
|
||||
final result = service.useAttackSkill(
|
||||
skill: skill,
|
||||
player: player,
|
||||
monster: monster,
|
||||
skillSystem: skillSystem,
|
||||
);
|
||||
|
||||
// ATK 100 * 2.0 - DEF 50 * 0.3 = 200 - 15 = 185
|
||||
expect(result.result.success, isTrue);
|
||||
expect(result.result.damage, equals(185));
|
||||
expect(result.updatedPlayer.mpCurrent, equals(40)); // 50 - 10
|
||||
expect(result.updatedMonster.hpCurrent, equals(315)); // 500 - 185
|
||||
});
|
||||
|
||||
test('버프 적용 시 데미지 증가', () {
|
||||
final rng = DeterministicRandom(42);
|
||||
final service = SkillService(rng: rng);
|
||||
|
||||
const skill = SkillData.stackTrace;
|
||||
final player = CombatStats.empty().copyWith(
|
||||
atk: 100,
|
||||
mpCurrent: 50,
|
||||
mpMax: 100,
|
||||
);
|
||||
final monster = MonsterCombatStats(
|
||||
name: 'Test Monster',
|
||||
level: 1,
|
||||
atk: 10,
|
||||
def: 0,
|
||||
hpMax: 500,
|
||||
hpCurrent: 500,
|
||||
criRate: 0.05,
|
||||
criDamage: 1.5,
|
||||
evasion: 0.0,
|
||||
accuracy: 0.8,
|
||||
attackDelayMs: 1000,
|
||||
expReward: 100,
|
||||
);
|
||||
final skillSystem = SkillSystemState.empty().copyWith(
|
||||
elapsedMs: 5000,
|
||||
activeBuffs: [
|
||||
const ActiveBuff(
|
||||
effect: BuffEffect(
|
||||
id: 'test_buff',
|
||||
name: 'Test Buff',
|
||||
durationMs: 10000,
|
||||
atkModifier: 0.5, // +50% ATK
|
||||
),
|
||||
startedMs: 4000,
|
||||
sourceSkillId: 'test',
|
||||
),
|
||||
],
|
||||
);
|
||||
|
||||
final result = service.useAttackSkill(
|
||||
skill: skill,
|
||||
player: player,
|
||||
monster: monster,
|
||||
skillSystem: skillSystem,
|
||||
);
|
||||
|
||||
// ATK 100 * 2.0 * 1.5 = 300
|
||||
expect(result.result.damage, equals(300));
|
||||
});
|
||||
});
|
||||
|
||||
group('useAttackSkillWithRank', () {
|
||||
test('랭크 1 데미지 (기본 배율)', () {
|
||||
final rng = DeterministicRandom(42);
|
||||
final service = SkillService(rng: rng);
|
||||
|
||||
const skill = SkillData.stackTrace;
|
||||
final player = CombatStats.empty().copyWith(
|
||||
atk: 100,
|
||||
mpCurrent: 50,
|
||||
mpMax: 100,
|
||||
);
|
||||
final monster = MonsterCombatStats(
|
||||
name: 'Test Monster',
|
||||
level: 1,
|
||||
atk: 10,
|
||||
def: 0,
|
||||
hpMax: 500,
|
||||
hpCurrent: 500,
|
||||
criRate: 0.05,
|
||||
criDamage: 1.5,
|
||||
evasion: 0.0,
|
||||
accuracy: 0.8,
|
||||
attackDelayMs: 1000,
|
||||
expReward: 100,
|
||||
);
|
||||
final skillSystem = SkillSystemState.empty().copyWith(elapsedMs: 5000);
|
||||
|
||||
final result = service.useAttackSkillWithRank(
|
||||
skill: skill,
|
||||
player: player,
|
||||
monster: monster,
|
||||
skillSystem: skillSystem,
|
||||
rank: 1,
|
||||
);
|
||||
|
||||
// 랭크 1: 1.0x → ATK 100 * 2.0 * 1.0 = 200
|
||||
expect(result.result.damage, equals(200));
|
||||
expect(result.updatedPlayer.mpCurrent, equals(40)); // MP 10 소모
|
||||
});
|
||||
|
||||
test('랭크 5 데미지 스케일링', () {
|
||||
final rng = DeterministicRandom(42);
|
||||
final service = SkillService(rng: rng);
|
||||
|
||||
const skill = SkillData.stackTrace;
|
||||
final player = CombatStats.empty().copyWith(
|
||||
atk: 100,
|
||||
mpCurrent: 50,
|
||||
mpMax: 100,
|
||||
);
|
||||
final monster = MonsterCombatStats(
|
||||
name: 'Test Monster',
|
||||
level: 1,
|
||||
atk: 10,
|
||||
def: 0,
|
||||
hpMax: 500,
|
||||
hpCurrent: 500,
|
||||
criRate: 0.05,
|
||||
criDamage: 1.5,
|
||||
evasion: 0.0,
|
||||
accuracy: 0.8,
|
||||
attackDelayMs: 1000,
|
||||
expReward: 100,
|
||||
);
|
||||
final skillSystem = SkillSystemState.empty().copyWith(elapsedMs: 5000);
|
||||
|
||||
final result = service.useAttackSkillWithRank(
|
||||
skill: skill,
|
||||
player: player,
|
||||
monster: monster,
|
||||
skillSystem: skillSystem,
|
||||
rank: 5,
|
||||
);
|
||||
|
||||
// 랭크 5: 1.6x (1.0 + 4 * 0.15)
|
||||
// ATK 100 * 2.0 * 1.6 = 320
|
||||
expect(result.result.damage, equals(320));
|
||||
|
||||
// MP 비용: 10 * (1.0 - 4 * 0.03) = 10 * 0.88 = 9 (반올림)
|
||||
expect(result.updatedPlayer.mpCurrent, equals(41)); // 50 - 9
|
||||
});
|
||||
});
|
||||
|
||||
group('useHealSkill', () {
|
||||
test('고정 회복량', () {
|
||||
final rng = DeterministicRandom(42);
|
||||
final service = SkillService(rng: rng);
|
||||
|
||||
const skill = SkillData.hotReload; // healAmount: 30
|
||||
final player = CombatStats.empty().copyWith(
|
||||
hpMax: 200,
|
||||
hpCurrent: 100,
|
||||
mpMax: 100,
|
||||
mpCurrent: 50,
|
||||
);
|
||||
final skillSystem = SkillSystemState.empty().copyWith(elapsedMs: 5000);
|
||||
|
||||
final result = service.useHealSkill(
|
||||
skill: skill,
|
||||
player: player,
|
||||
skillSystem: skillSystem,
|
||||
);
|
||||
|
||||
expect(result.result.success, isTrue);
|
||||
expect(result.result.healedAmount, equals(30));
|
||||
expect(result.updatedPlayer.hpCurrent, equals(130)); // 100 + 30
|
||||
expect(result.updatedPlayer.mpCurrent, equals(35)); // 50 - 15
|
||||
});
|
||||
|
||||
test('퍼센트 회복량', () {
|
||||
final rng = DeterministicRandom(42);
|
||||
final service = SkillService(rng: rng);
|
||||
|
||||
const skill = SkillData.garbageCollection; // healPercent: 0.3
|
||||
final player = CombatStats.empty().copyWith(
|
||||
hpMax: 200,
|
||||
hpCurrent: 100,
|
||||
mpMax: 100,
|
||||
mpCurrent: 50,
|
||||
);
|
||||
final skillSystem = SkillSystemState.empty().copyWith(elapsedMs: 5000);
|
||||
|
||||
final result = service.useHealSkill(
|
||||
skill: skill,
|
||||
player: player,
|
||||
skillSystem: skillSystem,
|
||||
);
|
||||
|
||||
// healPercent 0.3 * hpMax 200 = 60
|
||||
expect(result.result.healedAmount, equals(60));
|
||||
expect(result.updatedPlayer.hpCurrent, equals(160)); // 100 + 60
|
||||
});
|
||||
|
||||
test('HP 캡 적용', () {
|
||||
final rng = DeterministicRandom(42);
|
||||
final service = SkillService(rng: rng);
|
||||
|
||||
const skill = SkillData.snapshotRestore; // healPercent: 0.5
|
||||
final player = CombatStats.empty().copyWith(
|
||||
hpMax: 200,
|
||||
hpCurrent: 180, // 거의 만피
|
||||
mpMax: 100,
|
||||
mpCurrent: 80,
|
||||
);
|
||||
final skillSystem = SkillSystemState.empty().copyWith(elapsedMs: 5000);
|
||||
|
||||
final result = service.useHealSkill(
|
||||
skill: skill,
|
||||
player: player,
|
||||
skillSystem: skillSystem,
|
||||
);
|
||||
|
||||
// healPercent 0.5 * hpMax 200 = 100
|
||||
// 하지만 hpMax 캡으로 200까지만
|
||||
expect(result.updatedPlayer.hpCurrent, equals(200));
|
||||
});
|
||||
});
|
||||
|
||||
group('useDotSkill', () {
|
||||
test('DOT 효과 생성', () {
|
||||
final rng = DeterministicRandom(42);
|
||||
final service = SkillService(rng: rng);
|
||||
|
||||
const skill = SkillData.memoryDump;
|
||||
// baseDotDamage: 10, baseDotDurationMs: 6000, baseDotTickMs: 1000
|
||||
final player = CombatStats.empty().copyWith(
|
||||
mpMax: 100,
|
||||
mpCurrent: 50,
|
||||
);
|
||||
final skillSystem = SkillSystemState.empty().copyWith(elapsedMs: 5000);
|
||||
|
||||
final result = service.useDotSkill(
|
||||
skill: skill,
|
||||
player: player,
|
||||
skillSystem: skillSystem,
|
||||
playerInt: 10, // 기본
|
||||
playerWis: 10, // 기본
|
||||
);
|
||||
|
||||
expect(result.result.success, isTrue);
|
||||
expect(result.dotEffect, isNotNull);
|
||||
expect(result.dotEffect!.baseDamage, equals(10));
|
||||
expect(result.dotEffect!.damagePerTick, equals(10)); // INT 10 → 1.0x
|
||||
expect(result.dotEffect!.tickIntervalMs, equals(1000)); // WIS 10 → 1.0x
|
||||
expect(result.dotEffect!.totalDurationMs, equals(6000));
|
||||
|
||||
// 예상 총 데미지: 6틱 × 10 = 60
|
||||
expect(result.result.damage, equals(60));
|
||||
});
|
||||
|
||||
test('INT 보정 적용 (데미지 증가)', () {
|
||||
final rng = DeterministicRandom(42);
|
||||
final service = SkillService(rng: rng);
|
||||
|
||||
const skill = SkillData.memoryDump;
|
||||
final player = CombatStats.empty().copyWith(
|
||||
mpMax: 100,
|
||||
mpCurrent: 50,
|
||||
);
|
||||
final skillSystem = SkillSystemState.empty().copyWith(elapsedMs: 5000);
|
||||
|
||||
final result = service.useDotSkill(
|
||||
skill: skill,
|
||||
player: player,
|
||||
skillSystem: skillSystem,
|
||||
playerInt: 20, // INT +10 → +30% 데미지
|
||||
playerWis: 10,
|
||||
);
|
||||
|
||||
// INT 20: 1.0 + (20-10) * 0.03 = 1.3x
|
||||
// baseDotDamage 10 * 1.3 = 13
|
||||
expect(result.dotEffect!.damagePerTick, equals(13));
|
||||
});
|
||||
|
||||
test('WIS 보정 적용 (틱 간격 감소)', () {
|
||||
final rng = DeterministicRandom(42);
|
||||
final service = SkillService(rng: rng);
|
||||
|
||||
const skill = SkillData.memoryDump;
|
||||
final player = CombatStats.empty().copyWith(
|
||||
mpMax: 100,
|
||||
mpCurrent: 50,
|
||||
);
|
||||
final skillSystem = SkillSystemState.empty().copyWith(elapsedMs: 5000);
|
||||
|
||||
final result = service.useDotSkill(
|
||||
skill: skill,
|
||||
player: player,
|
||||
skillSystem: skillSystem,
|
||||
playerInt: 10,
|
||||
playerWis: 20, // WIS +10 → 틱 간격 감소
|
||||
);
|
||||
|
||||
// WIS 20: 1.0 + (20-10) * 0.02 = 1.2x
|
||||
// baseDotTickMs 1000 / 1.2 = 833ms
|
||||
expect(result.dotEffect!.tickIntervalMs, equals(833));
|
||||
});
|
||||
});
|
||||
|
||||
group('calculateMpRegen', () {
|
||||
test('비전투 중 MP 회복 (50ms당 1)', () {
|
||||
final rng = DeterministicRandom(42);
|
||||
final service = SkillService(rng: rng);
|
||||
|
||||
final result = service.calculateMpRegen(
|
||||
elapsedMs: 1000, // 1초
|
||||
isInCombat: false,
|
||||
wis: 10,
|
||||
);
|
||||
|
||||
// 1000ms / 50ms = 20
|
||||
expect(result, equals(20));
|
||||
});
|
||||
|
||||
test('전투 중 MP 회복 (WIS 기반)', () {
|
||||
final rng = DeterministicRandom(42);
|
||||
final service = SkillService(rng: rng);
|
||||
|
||||
final result = service.calculateMpRegen(
|
||||
elapsedMs: 1000, // 1초
|
||||
isInCombat: true,
|
||||
wis: 10,
|
||||
);
|
||||
|
||||
// 전투 중: 500ms당 (1 + WIS/20)
|
||||
// WIS 10: 1 + 10/20 = 1 (정수 연산)
|
||||
// 1000ms / 500ms = 2틱
|
||||
// 2틱 * 1 = 2
|
||||
expect(result, equals(2));
|
||||
});
|
||||
|
||||
test('높은 WIS 전투 중 MP 회복', () {
|
||||
final rng = DeterministicRandom(42);
|
||||
final service = SkillService(rng: rng);
|
||||
|
||||
final result = service.calculateMpRegen(
|
||||
elapsedMs: 1000,
|
||||
isInCombat: true,
|
||||
wis: 40,
|
||||
);
|
||||
|
||||
// WIS 40: 1 + 40/20 = 3
|
||||
// 2틱 * 3 = 6
|
||||
expect(result, equals(6));
|
||||
});
|
||||
});
|
||||
|
||||
group('selectAutoSkill', () {
|
||||
test('MP 부족 시 null 반환 (일반 공격)', () {
|
||||
final rng = DeterministicRandom(42);
|
||||
final service = SkillService(rng: rng);
|
||||
|
||||
final player = CombatStats.empty().copyWith(
|
||||
hpMax: 100,
|
||||
hpCurrent: 100,
|
||||
mpMax: 100,
|
||||
mpCurrent: 10, // 10% MP
|
||||
);
|
||||
final monster = MonsterCombatStats(
|
||||
name: 'Test Monster',
|
||||
level: 1,
|
||||
atk: 10,
|
||||
def: 10,
|
||||
hpMax: 100,
|
||||
hpCurrent: 100,
|
||||
criRate: 0.05,
|
||||
criDamage: 1.5,
|
||||
evasion: 0.0,
|
||||
accuracy: 0.8,
|
||||
attackDelayMs: 1000,
|
||||
expReward: 100,
|
||||
);
|
||||
final skillSystem = SkillSystemState.empty().copyWith(elapsedMs: 5000);
|
||||
|
||||
final result = service.selectAutoSkill(
|
||||
player: player,
|
||||
monster: monster,
|
||||
skillSystem: skillSystem,
|
||||
availableSkillIds: ['stack_trace', 'garbage_collection'],
|
||||
);
|
||||
|
||||
expect(result, isNull);
|
||||
});
|
||||
|
||||
test('HP 30% 미만 시 회복 스킬 우선', () {
|
||||
// 시드 조정하여 일반 공격 확률을 넘어가도록
|
||||
final rng = DeterministicRandom(999);
|
||||
final service = SkillService(rng: rng);
|
||||
|
||||
final player = CombatStats.empty().copyWith(
|
||||
hpMax: 100,
|
||||
hpCurrent: 20, // 20% HP
|
||||
mpMax: 100,
|
||||
mpCurrent: 80,
|
||||
);
|
||||
final monster = MonsterCombatStats(
|
||||
name: 'Test Monster',
|
||||
level: 1,
|
||||
atk: 10,
|
||||
def: 10,
|
||||
hpMax: 100,
|
||||
hpCurrent: 100,
|
||||
criRate: 0.05,
|
||||
criDamage: 1.5,
|
||||
evasion: 0.0,
|
||||
accuracy: 0.8,
|
||||
attackDelayMs: 1000,
|
||||
expReward: 100,
|
||||
);
|
||||
final skillSystem = SkillSystemState.empty().copyWith(elapsedMs: 5000);
|
||||
|
||||
final result = service.selectAutoSkill(
|
||||
player: player,
|
||||
monster: monster,
|
||||
skillSystem: skillSystem,
|
||||
availableSkillIds: ['stack_trace', 'garbage_collection'],
|
||||
);
|
||||
|
||||
// HP < 30%이면 회복 스킬 반환 (garbage_collection)
|
||||
expect(result?.type, equals(SkillType.heal));
|
||||
});
|
||||
});
|
||||
|
||||
group('useBuffSkill', () {
|
||||
test('버프 적용', () {
|
||||
final rng = DeterministicRandom(42);
|
||||
final service = SkillService(rng: rng);
|
||||
|
||||
const skill = SkillData.debugMode; // ATK +25% 버프
|
||||
final player = CombatStats.empty().copyWith(
|
||||
mpMax: 100,
|
||||
mpCurrent: 50,
|
||||
);
|
||||
final skillSystem = SkillSystemState.empty().copyWith(elapsedMs: 5000);
|
||||
|
||||
final result = service.useBuffSkill(
|
||||
skill: skill,
|
||||
player: player,
|
||||
skillSystem: skillSystem,
|
||||
);
|
||||
|
||||
expect(result.result.success, isTrue);
|
||||
expect(result.result.appliedBuff, isNotNull);
|
||||
expect(
|
||||
result.result.appliedBuff!.effect.atkModifier,
|
||||
equals(0.25),
|
||||
);
|
||||
expect(result.updatedSkillSystem.activeBuffs.length, equals(1));
|
||||
expect(result.updatedPlayer.mpCurrent, equals(30)); // 50 - 20
|
||||
});
|
||||
|
||||
test('중복 버프 제거 후 새 버프 적용', () {
|
||||
final rng = DeterministicRandom(42);
|
||||
final service = SkillService(rng: rng);
|
||||
|
||||
const skill = SkillData.debugMode;
|
||||
final player = CombatStats.empty().copyWith(
|
||||
mpMax: 100,
|
||||
mpCurrent: 50,
|
||||
);
|
||||
final existingBuff = const ActiveBuff(
|
||||
effect: BuffEffect(
|
||||
id: 'debug_mode_buff',
|
||||
name: 'Debug Mode',
|
||||
durationMs: 10000,
|
||||
atkModifier: 0.25,
|
||||
),
|
||||
startedMs: 1000,
|
||||
sourceSkillId: 'debug_mode',
|
||||
);
|
||||
final skillSystem = SkillSystemState.empty().copyWith(
|
||||
elapsedMs: 5000,
|
||||
activeBuffs: [existingBuff],
|
||||
);
|
||||
|
||||
final result = service.useBuffSkill(
|
||||
skill: skill,
|
||||
player: player,
|
||||
skillSystem: skillSystem,
|
||||
);
|
||||
|
||||
// 기존 버프 제거 후 새 버프 추가 → 총 1개
|
||||
expect(result.updatedSkillSystem.activeBuffs.length, equals(1));
|
||||
expect(
|
||||
result.updatedSkillSystem.activeBuffs.first.startedMs,
|
||||
equals(5000), // 새 버프
|
||||
);
|
||||
});
|
||||
});
|
||||
|
||||
group('cleanupExpiredBuffs', () {
|
||||
test('만료된 버프 제거', () {
|
||||
final rng = DeterministicRandom(42);
|
||||
final service = SkillService(rng: rng);
|
||||
|
||||
final skillSystem = SkillSystemState.empty().copyWith(
|
||||
elapsedMs: 20000,
|
||||
activeBuffs: [
|
||||
const ActiveBuff(
|
||||
effect: BuffEffect(
|
||||
id: 'buff1',
|
||||
name: 'Active Buff',
|
||||
durationMs: 15000, // 아직 활성
|
||||
),
|
||||
startedMs: 10000,
|
||||
sourceSkillId: 'test1',
|
||||
),
|
||||
const ActiveBuff(
|
||||
effect: BuffEffect(
|
||||
id: 'buff2',
|
||||
name: 'Expired Buff',
|
||||
durationMs: 5000, // 만료됨 (시작 5000 + 지속 5000 = 10000 < 20000)
|
||||
),
|
||||
startedMs: 5000,
|
||||
sourceSkillId: 'test2',
|
||||
),
|
||||
],
|
||||
);
|
||||
|
||||
final result = service.cleanupExpiredBuffs(skillSystem);
|
||||
|
||||
expect(result.activeBuffs.length, equals(1));
|
||||
expect(result.activeBuffs.first.effect.id, equals('buff1'));
|
||||
});
|
||||
});
|
||||
|
||||
group('getRankMultiplier', () {
|
||||
test('랭크별 배율 계산', () {
|
||||
expect(getRankMultiplier(1), equals(1.0));
|
||||
expect(getRankMultiplier(2), closeTo(1.15, 0.001));
|
||||
expect(getRankMultiplier(3), closeTo(1.30, 0.001));
|
||||
expect(getRankMultiplier(5), closeTo(1.60, 0.001));
|
||||
expect(getRankMultiplier(10), closeTo(2.35, 0.001));
|
||||
});
|
||||
});
|
||||
|
||||
group('getRankCooldownMultiplier', () {
|
||||
test('랭크별 쿨타임 감소율', () {
|
||||
expect(getRankCooldownMultiplier(1), equals(1.0));
|
||||
expect(getRankCooldownMultiplier(2), closeTo(0.95, 0.001));
|
||||
expect(getRankCooldownMultiplier(5), closeTo(0.80, 0.001));
|
||||
// 최대 50% 감소
|
||||
expect(getRankCooldownMultiplier(20), closeTo(0.5, 0.001));
|
||||
});
|
||||
});
|
||||
|
||||
group('getRankMpMultiplier', () {
|
||||
test('랭크별 MP 비용 감소율', () {
|
||||
expect(getRankMpMultiplier(1), equals(1.0));
|
||||
expect(getRankMpMultiplier(2), closeTo(0.97, 0.001));
|
||||
expect(getRankMpMultiplier(5), closeTo(0.88, 0.001));
|
||||
// 최대 30% 감소
|
||||
expect(getRankMpMultiplier(20), closeTo(0.7, 0.001));
|
||||
});
|
||||
});
|
||||
});
|
||||
}
|
||||
356
test/core/engine/stat_calculator_test.dart
Normal file
356
test/core/engine/stat_calculator_test.dart
Normal file
@@ -0,0 +1,356 @@
|
||||
import 'package:asciineverdie/src/core/engine/stat_calculator.dart';
|
||||
import 'package:asciineverdie/src/core/model/class_traits.dart';
|
||||
import 'package:asciineverdie/src/core/model/combat_stats.dart';
|
||||
import 'package:asciineverdie/src/core/model/game_state.dart';
|
||||
import 'package:asciineverdie/src/core/model/race_traits.dart';
|
||||
import 'package:flutter_test/flutter_test.dart';
|
||||
|
||||
void main() {
|
||||
const calculator = StatCalculator();
|
||||
|
||||
group('StatCalculator', () {
|
||||
group('applyModifiers', () {
|
||||
test('종족 스탯 보정 적용', () {
|
||||
final baseStats = const Stats(
|
||||
str: 10,
|
||||
con: 10,
|
||||
dex: 10,
|
||||
intelligence: 10,
|
||||
wis: 10,
|
||||
cha: 10,
|
||||
hpMax: 100,
|
||||
mpMax: 50,
|
||||
);
|
||||
|
||||
// +2 STR, -1 INT 종족
|
||||
final race = RaceTraits(
|
||||
raceId: 'test_race',
|
||||
name: 'Test Race',
|
||||
statModifiers: const {
|
||||
StatType.str: 2,
|
||||
StatType.intelligence: -1,
|
||||
},
|
||||
);
|
||||
|
||||
// 보정 없는 클래스
|
||||
const klass = ClassTraits(
|
||||
classId: 'test_class',
|
||||
name: 'Test Class',
|
||||
statModifiers: {},
|
||||
);
|
||||
|
||||
final result = calculator.applyModifiers(
|
||||
baseStats: baseStats,
|
||||
race: race,
|
||||
klass: klass,
|
||||
);
|
||||
|
||||
expect(result.str, equals(12)); // 10 + 2
|
||||
expect(result.intelligence, equals(9)); // 10 - 1
|
||||
expect(result.con, equals(10)); // 변화 없음
|
||||
});
|
||||
|
||||
test('클래스 스탯 보정 적용', () {
|
||||
final baseStats = const Stats(
|
||||
str: 10,
|
||||
con: 10,
|
||||
dex: 10,
|
||||
intelligence: 10,
|
||||
wis: 10,
|
||||
cha: 10,
|
||||
hpMax: 100,
|
||||
mpMax: 50,
|
||||
);
|
||||
|
||||
// 보정 없는 종족
|
||||
const race = RaceTraits(
|
||||
raceId: 'test_race',
|
||||
name: 'Test Race',
|
||||
statModifiers: {},
|
||||
);
|
||||
|
||||
// +3 CON, +1 DEX 클래스
|
||||
const klass = ClassTraits(
|
||||
classId: 'test_class',
|
||||
name: 'Test Class',
|
||||
statModifiers: {
|
||||
StatType.con: 3,
|
||||
StatType.dex: 1,
|
||||
},
|
||||
);
|
||||
|
||||
final result = calculator.applyModifiers(
|
||||
baseStats: baseStats,
|
||||
race: race,
|
||||
klass: klass,
|
||||
);
|
||||
|
||||
expect(result.con, equals(13)); // 10 + 3
|
||||
expect(result.dex, equals(11)); // 10 + 1
|
||||
});
|
||||
|
||||
test('HP 보너스 패시브 적용 (종족)', () {
|
||||
final baseStats = const Stats(
|
||||
str: 10,
|
||||
con: 10,
|
||||
dex: 10,
|
||||
intelligence: 10,
|
||||
wis: 10,
|
||||
cha: 10,
|
||||
hpMax: 100,
|
||||
mpMax: 50,
|
||||
);
|
||||
|
||||
// +20% HP 종족
|
||||
final race = RaceTraits(
|
||||
raceId: 'test_race',
|
||||
name: 'Test Race',
|
||||
statModifiers: const {},
|
||||
passives: const [
|
||||
PassiveAbility(type: PassiveType.hpBonus, value: 0.2),
|
||||
],
|
||||
);
|
||||
|
||||
const klass = ClassTraits(
|
||||
classId: 'test_class',
|
||||
name: 'Test Class',
|
||||
statModifiers: {},
|
||||
);
|
||||
|
||||
final result = calculator.applyModifiers(
|
||||
baseStats: baseStats,
|
||||
race: race,
|
||||
klass: klass,
|
||||
);
|
||||
|
||||
expect(result.hpMax, equals(120)); // 100 * 1.2
|
||||
});
|
||||
|
||||
test('MP 보너스 패시브 적용 (종족)', () {
|
||||
final baseStats = const Stats(
|
||||
str: 10,
|
||||
con: 10,
|
||||
dex: 10,
|
||||
intelligence: 10,
|
||||
wis: 10,
|
||||
cha: 10,
|
||||
hpMax: 100,
|
||||
mpMax: 50,
|
||||
);
|
||||
|
||||
// +20% MP 종족
|
||||
final race = RaceTraits(
|
||||
raceId: 'test_race',
|
||||
name: 'Test Race',
|
||||
statModifiers: const {},
|
||||
passives: const [
|
||||
PassiveAbility(type: PassiveType.mpBonus, value: 0.2),
|
||||
],
|
||||
);
|
||||
|
||||
const klass = ClassTraits(
|
||||
classId: 'test_class',
|
||||
name: 'Test Class',
|
||||
statModifiers: {},
|
||||
);
|
||||
|
||||
final result = calculator.applyModifiers(
|
||||
baseStats: baseStats,
|
||||
race: race,
|
||||
klass: klass,
|
||||
);
|
||||
|
||||
expect(result.mpMax, equals(60)); // 50 * 1.2
|
||||
});
|
||||
});
|
||||
|
||||
group('applyPassives', () {
|
||||
test('크리티컬 보너스 패시브 적용', () {
|
||||
final combatStats = CombatStats.empty().copyWith(
|
||||
atk: 50,
|
||||
def: 20,
|
||||
criRate: 0.1,
|
||||
);
|
||||
|
||||
// +5% 크리티컬 종족
|
||||
final race = RaceTraits(
|
||||
raceId: 'test_race',
|
||||
name: 'Test Race',
|
||||
statModifiers: const {},
|
||||
passives: const [
|
||||
PassiveAbility(type: PassiveType.criticalBonus, value: 0.05),
|
||||
],
|
||||
);
|
||||
|
||||
const klass = ClassTraits(
|
||||
classId: 'test_class',
|
||||
name: 'Test Class',
|
||||
statModifiers: {},
|
||||
);
|
||||
|
||||
final result = calculator.applyPassives(
|
||||
combatStats: combatStats,
|
||||
race: race,
|
||||
klass: klass,
|
||||
);
|
||||
|
||||
expect(result.criRate, closeTo(0.15, 0.001)); // 0.1 + 0.05
|
||||
});
|
||||
|
||||
test('크리티컬 확률 캡 (0.8) 적용', () {
|
||||
final combatStats = CombatStats.empty().copyWith(
|
||||
atk: 50,
|
||||
def: 20,
|
||||
criRate: 0.7,
|
||||
);
|
||||
|
||||
// +20% 크리티컬 종족 (합계 0.9 → 캡 0.8)
|
||||
final race = RaceTraits(
|
||||
raceId: 'test_race',
|
||||
name: 'Test Race',
|
||||
statModifiers: const {},
|
||||
passives: const [
|
||||
PassiveAbility(type: PassiveType.criticalBonus, value: 0.2),
|
||||
],
|
||||
);
|
||||
|
||||
const klass = ClassTraits(
|
||||
classId: 'test_class',
|
||||
name: 'Test Class',
|
||||
statModifiers: {},
|
||||
);
|
||||
|
||||
final result = calculator.applyPassives(
|
||||
combatStats: combatStats,
|
||||
race: race,
|
||||
klass: klass,
|
||||
);
|
||||
|
||||
expect(result.criRate, equals(0.8)); // 캡 적용
|
||||
});
|
||||
|
||||
test('회피율 캡 (0.6) 적용', () {
|
||||
final combatStats = CombatStats.empty().copyWith(
|
||||
atk: 50,
|
||||
def: 20,
|
||||
evasion: 0.5,
|
||||
);
|
||||
|
||||
const race = RaceTraits(
|
||||
raceId: 'test_race',
|
||||
name: 'Test Race',
|
||||
statModifiers: {},
|
||||
);
|
||||
|
||||
// +15% 회피 클래스 (합계 0.65 → 캡 0.6)
|
||||
const klass = ClassTraits(
|
||||
classId: 'test_class',
|
||||
name: 'Test Class',
|
||||
statModifiers: {},
|
||||
passives: [
|
||||
ClassPassive(
|
||||
type: ClassPassiveType.evasionBonus,
|
||||
value: 0.15,
|
||||
),
|
||||
],
|
||||
);
|
||||
|
||||
final result = calculator.applyPassives(
|
||||
combatStats: combatStats,
|
||||
race: race,
|
||||
klass: klass,
|
||||
);
|
||||
|
||||
expect(result.evasion, equals(0.6)); // 캡 적용
|
||||
});
|
||||
|
||||
test('물리 공격력 보너스 적용', () {
|
||||
final combatStats = CombatStats.empty().copyWith(
|
||||
atk: 100,
|
||||
def: 20,
|
||||
);
|
||||
|
||||
const race = RaceTraits(
|
||||
raceId: 'test_race',
|
||||
name: 'Test Race',
|
||||
statModifiers: {},
|
||||
);
|
||||
|
||||
// +20% 물리 공격 클래스
|
||||
const klass = ClassTraits(
|
||||
classId: 'test_class',
|
||||
name: 'Test Class',
|
||||
statModifiers: {},
|
||||
passives: [
|
||||
ClassPassive(
|
||||
type: ClassPassiveType.physicalDamageBonus,
|
||||
value: 0.2,
|
||||
),
|
||||
],
|
||||
);
|
||||
|
||||
final result = calculator.applyPassives(
|
||||
combatStats: combatStats,
|
||||
race: race,
|
||||
klass: klass,
|
||||
);
|
||||
|
||||
expect(result.atk, equals(120)); // 100 * 1.2
|
||||
});
|
||||
});
|
||||
|
||||
group('calculateExpMultiplier', () {
|
||||
test('경험치 배율 반환', () {
|
||||
final race = RaceTraits(
|
||||
raceId: 'test_race',
|
||||
name: 'Test Race',
|
||||
statModifiers: const {},
|
||||
expMultiplier: 1.10, // +10%
|
||||
);
|
||||
|
||||
final result = calculator.calculateExpMultiplier(race);
|
||||
|
||||
expect(result, equals(1.10));
|
||||
});
|
||||
});
|
||||
|
||||
group('calculatePostCombatHeal', () {
|
||||
test('전투 후 회복량 계산', () {
|
||||
// +5% 전투 후 회복 클래스
|
||||
const klass = ClassTraits(
|
||||
classId: 'test_class',
|
||||
name: 'Test Class',
|
||||
statModifiers: {},
|
||||
passives: [
|
||||
ClassPassive(
|
||||
type: ClassPassiveType.postCombatHeal,
|
||||
value: 0.05,
|
||||
),
|
||||
],
|
||||
);
|
||||
|
||||
final result = calculator.calculatePostCombatHeal(
|
||||
klass: klass,
|
||||
maxHp: 200,
|
||||
);
|
||||
|
||||
expect(result, equals(10)); // 200 * 0.05
|
||||
});
|
||||
|
||||
test('패시브 없으면 0 반환', () {
|
||||
const klass = ClassTraits(
|
||||
classId: 'test_class',
|
||||
name: 'Test Class',
|
||||
statModifiers: {},
|
||||
);
|
||||
|
||||
final result = calculator.calculatePostCombatHeal(
|
||||
klass: klass,
|
||||
maxHp: 200,
|
||||
);
|
||||
|
||||
expect(result, equals(0));
|
||||
});
|
||||
});
|
||||
});
|
||||
}
|
||||
Reference in New Issue
Block a user