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:
JiWoong Sul
2026-01-15 01:53:51 +09:00
parent c33c1ff470
commit a41984d998
7 changed files with 1576 additions and 138 deletions

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import 'package:asciineverdie/src/core/engine/combat_calculator.dart';
import 'package:asciineverdie/src/core/model/combat_stats.dart';
import 'package:asciineverdie/src/core/model/monster_combat_stats.dart';
import 'package:asciineverdie/src/core/util/deterministic_random.dart';
import 'package:flutter_test/flutter_test.dart';
void main() {
group('CombatCalculator', () {
group('playerAttackMonster', () {
test('데미지 = (ATK * variation) - (DEF * 0.4)', () {
// 고정 시드로 예측 가능한 결과
final rng = DeterministicRandom( 42);
final calculator = CombatCalculator(rng: rng);
final player = CombatStats.empty().copyWith(
atk: 100,
accuracy: 1.0, // 100% 명중
criRate: 0.0, // 크리티컬 없음
criDamage: 1.5,
);
final monster = MonsterCombatStats(
name: 'Test Monster',
level: 1,
atk: 10,
def: 50, // DEF 50 → 50 * 0.4 = 20 감소
hpMax: 100,
hpCurrent: 100,
criRate: 0.05,
criDamage: 1.5,
evasion: 0.0, // 회피 없음
accuracy: 0.8,
attackDelayMs: 1000,
expReward: 100,
);
final result = calculator.playerAttackMonster(
attacker: player,
defender: monster,
);
// ATK 100 * (0.8~1.2) - DEF 50 * 0.4 = 80~120 - 20 = 60~100
expect(result.result.damage, greaterThanOrEqualTo(1));
expect(result.result.isHit, isTrue);
expect(result.result.isEvaded, isFalse);
expect(result.updatedDefender.hpCurrent, lessThan(monster.hpCurrent));
});
test('크리티컬 발동 시 데미지 배율 적용', () {
// 크리티컬이 항상 발동하도록 criRate = 1.0
final rng = DeterministicRandom( 123);
final calculator = CombatCalculator(rng: rng);
final player = CombatStats.empty().copyWith(
atk: 100,
accuracy: 1.0, // 100% 명중
criRate: 1.0, // 100% 크리티컬
criDamage: 2.0, // 2배 데미지
);
final monster = MonsterCombatStats(
name: 'Test Monster',
level: 1,
atk: 10,
def: 0, // DEF 0
hpMax: 500,
hpCurrent: 500,
criRate: 0.05,
criDamage: 1.5,
evasion: 0.0, // 회피 없음
accuracy: 0.8,
attackDelayMs: 1000,
expReward: 100,
);
final result = calculator.playerAttackMonster(
attacker: player,
defender: monster,
);
// 크리티컬 시 데미지가 2배 적용
expect(result.result.isCritical, isTrue);
// ATK 100 * (0.8~1.2) * 2.0 = 160~240
expect(result.result.damage, greaterThanOrEqualTo(160));
});
test('회피 발동 시 0 데미지', () {
final rng = DeterministicRandom( 42);
final calculator = CombatCalculator(rng: rng);
final player = CombatStats.empty().copyWith(
atk: 100,
accuracy: 0.0, // 0% 명중 → 항상 회피
criRate: 0.0,
criDamage: 1.5,
);
final monster = MonsterCombatStats(
name: 'Test Monster',
level: 1,
atk: 10,
def: 0,
hpMax: 100,
hpCurrent: 100,
criRate: 0.05,
criDamage: 1.5,
evasion: 1.0, // 100% 회피
accuracy: 0.8,
attackDelayMs: 1000,
expReward: 100,
);
final result = calculator.playerAttackMonster(
attacker: player,
defender: monster,
);
// 회피 시 데미지 0
expect(result.result.damage, equals(0));
expect(result.result.isHit, isFalse);
expect(result.result.isEvaded, isTrue);
expect(result.updatedDefender.hpCurrent, equals(monster.hpCurrent));
});
});
group('monsterAttackPlayer', () {
test('블록 발동 시 70% 감소', () {
// 블록이 발동하는 시드 찾기
// blockRate = 1.0으로 항상 블록
final rng = DeterministicRandom( 99);
final calculator = CombatCalculator(rng: rng);
final monster = MonsterCombatStats(
name: 'Test Monster',
level: 1,
atk: 100,
def: 0,
hpMax: 100,
hpCurrent: 100,
criRate: 0.0, // 크리티컬 없음
criDamage: 1.5,
evasion: 0.0,
accuracy: 1.0, // 100% 명중
attackDelayMs: 1000,
expReward: 100,
);
final player = CombatStats.empty().copyWith(
hpMax: 500,
hpCurrent: 500,
def: 0,
evasion: 0.0,
blockRate: 1.0, // 100% 블록
parryRate: 0.0,
);
final result = calculator.monsterAttackPlayer(
attacker: monster,
defender: player,
);
// 블록 시 데미지 30% (70% 감소)
// ATK 100 * (0.8~1.2) * 0.3 = 24~36
expect(result.result.isBlocked, isTrue);
expect(result.result.damage, lessThanOrEqualTo(40));
});
test('패리 발동 시 50% 감소', () {
final rng = DeterministicRandom( 77);
final calculator = CombatCalculator(rng: rng);
final monster = MonsterCombatStats(
name: 'Test Monster',
level: 1,
atk: 100,
def: 0,
hpMax: 100,
hpCurrent: 100,
criRate: 0.0,
criDamage: 1.5,
evasion: 0.0,
accuracy: 1.0,
attackDelayMs: 1000,
expReward: 100,
);
final player = CombatStats.empty().copyWith(
hpMax: 500,
hpCurrent: 500,
def: 0,
evasion: 0.0,
blockRate: 0.0, // 블록 없음
parryRate: 1.0, // 100% 패리
);
final result = calculator.monsterAttackPlayer(
attacker: monster,
defender: player,
);
// 패리 시 데미지 50%
// ATK 100 * (0.8~1.2) * 0.5 = 40~60
expect(result.result.isParried, isTrue);
expect(result.result.damage, lessThanOrEqualTo(65));
});
});
group('estimateCombatDurationMs', () {
test('범위 2000~30000ms 내 반환', () {
final rng = DeterministicRandom( 42);
final calculator = CombatCalculator(rng: rng);
final player = CombatStats.empty().copyWith(
atk: 50,
accuracy: 0.9,
attackDelayMs: 1000,
);
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 duration = calculator.estimateCombatDurationMs(
player: player,
monster: monster,
);
expect(duration, greaterThanOrEqualTo(2000));
expect(duration, lessThanOrEqualTo(30000));
});
test('고레벨 몬스터는 더 긴 전투 시간', () {
final rng = DeterministicRandom( 42);
final calculator = CombatCalculator(rng: rng);
final player = CombatStats.empty().copyWith(
atk: 50,
accuracy: 0.9,
attackDelayMs: 1000,
);
final weakMonster = MonsterCombatStats(
name: 'Weak Monster',
level: 1,
atk: 10,
def: 5,
hpMax: 50,
hpCurrent: 50,
criRate: 0.05,
criDamage: 1.5,
evasion: 0.0,
accuracy: 0.8,
attackDelayMs: 1000,
expReward: 50,
);
final strongMonster = MonsterCombatStats(
name: 'Strong Monster',
level: 10,
atk: 50,
def: 20,
hpMax: 500,
hpCurrent: 500,
criRate: 0.05,
criDamage: 1.5,
evasion: 0.0,
accuracy: 0.8,
attackDelayMs: 1000,
expReward: 200,
);
final weakDuration = calculator.estimateCombatDurationMs(
player: player,
monster: weakMonster,
);
final strongDuration = calculator.estimateCombatDurationMs(
player: player,
monster: strongMonster,
);
// 강한 몬스터가 더 긴 전투 시간
expect(strongDuration, greaterThan(weakDuration));
});
});
group('evaluateDifficulty', () {
test('범위 0.0~1.0 내 반환', () {
final rng = DeterministicRandom( 42);
final calculator = CombatCalculator(rng: rng);
final player = CombatStats.empty().copyWith(
hpMax: 100,
hpCurrent: 100,
atk: 50,
def: 20,
accuracy: 0.9,
attackDelayMs: 1000,
);
final monster = MonsterCombatStats(
name: 'Test Monster',
level: 1,
atk: 30,
def: 10,
hpMax: 80,
hpCurrent: 80,
criRate: 0.05,
criDamage: 1.5,
evasion: 0.0,
accuracy: 0.8,
attackDelayMs: 1000,
expReward: 100,
);
final difficulty = calculator.evaluateDifficulty(
player: player,
monster: monster,
);
expect(difficulty, greaterThanOrEqualTo(0.0));
expect(difficulty, lessThanOrEqualTo(1.0));
});
});
});
}

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import 'package:asciineverdie/src/core/engine/game_mutations.dart';
import 'package:asciineverdie/src/core/engine/progress_loop.dart';
import 'package:asciineverdie/src/core/engine/progress_service.dart';
import 'package:asciineverdie/src/core/engine/reward_service.dart';
import 'package:asciineverdie/src/core/model/combat_state.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/monster_combat_stats.dart';
import 'package:asciineverdie/src/core/model/pq_config.dart';
import 'package:asciineverdie/src/core/storage/save_manager.dart';
import 'package:asciineverdie/src/core/storage/save_repository.dart';
import 'package:asciineverdie/src/core/storage/save_service.dart';
import 'package:asciineverdie/src/core/util/balance_constants.dart';
import 'package:flutter_test/flutter_test.dart';
class _FakeSaveManager implements SaveManager {
final List<GameState> savedStates = [];
@override
Future<SaveOutcome> saveState(
GameState state, {
String? fileName,
bool cheatsEnabled = false,
}) async {
savedStates.add(state);
return const SaveOutcome.success();
}
@override
Future<(SaveOutcome, GameState?, bool)> loadState({String? fileName}) async {
return (const SaveOutcome.success(), null, false);
}
@override
Future<List<SaveFileInfo>> listSaves() async => [];
@override
Future<SaveOutcome> deleteSave({String? fileName}) async {
return const SaveOutcome.success();
}
@override
Future<bool> saveExists({String? fileName}) async => false;
}
import '../../helpers/mock_factories.dart';
void main() {
late ProgressService service;
setUp(() {
const config = PqConfig();
final mutations = GameMutations(config);
service = ProgressService(
config: config,
mutations: mutations,
rewards: RewardService(mutations, config),
);
});
late final service = MockFactories.createProgressService();
test('autosaves on level-up and stop when configured', () async {
final saveManager = _FakeSaveManager();
final saveManager = FakeSaveManager();
// 레벨 1에서 레벨업에 필요한 경험치
final requiredExp = ExpConstants.requiredExp(1);

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import 'package:asciineverdie/data/skill_data.dart';
import 'package:asciineverdie/src/core/engine/skill_service.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/monster_combat_stats.dart';
import 'package:asciineverdie/src/core/model/skill.dart';
import 'package:asciineverdie/src/core/util/deterministic_random.dart';
import 'package:flutter_test/flutter_test.dart';
void main() {
group('SkillService', () {
group('canUseSkill', () {
test('GCD 활성화 시 onGlobalCooldown 반환', () {
final rng = DeterministicRandom(42);
final service = SkillService(rng: rng);
const skill = SkillData.stackTrace;
final skillSystem = SkillSystemState.empty().copyWith(
elapsedMs: 1000,
globalCooldownEndMs: 2500, // GCD 활성화 중
);
final result = service.canUseSkill(
skill: skill,
currentMp: 100,
skillSystem: skillSystem,
);
expect(result, equals(SkillFailReason.onGlobalCooldown));
});
test('MP 부족 시 notEnoughMp 반환', () {
final rng = DeterministicRandom(42);
final service = SkillService(rng: rng);
const skill = SkillData.stackTrace; // MP 10 필요
final skillSystem = SkillSystemState.empty().copyWith(elapsedMs: 5000);
final result = service.canUseSkill(
skill: skill,
currentMp: 5, // MP 부족
skillSystem: skillSystem,
);
expect(result, equals(SkillFailReason.notEnoughMp));
});
test('쿨타임 중 onCooldown 반환', () {
final rng = DeterministicRandom(42);
final service = SkillService(rng: rng);
const skill = SkillData.stackTrace; // 쿨타임 3000ms
final skillSystem = SkillSystemState.empty().copyWith(
elapsedMs: 2000,
skillStates: [
const SkillState(
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));
});
});
});
}

View 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));
});
});
});
}

View File

@@ -1,17 +1,12 @@
import 'package:asciineverdie/l10n/app_localizations.dart';
import 'package:asciineverdie/src/core/engine/game_mutations.dart';
import 'package:asciineverdie/src/core/engine/progress_service.dart';
import 'package:asciineverdie/src/core/engine/reward_service.dart';
import 'package:asciineverdie/src/core/model/game_state.dart';
import 'package:asciineverdie/src/core/model/pq_config.dart';
import 'package:asciineverdie/src/core/storage/save_manager.dart';
import 'package:asciineverdie/src/core/storage/save_repository.dart';
import 'package:asciineverdie/src/core/storage/save_service.dart';
import 'package:asciineverdie/src/features/game/game_play_screen.dart';
import 'package:asciineverdie/src/features/game/game_session_controller.dart';
import 'package:flutter/material.dart';
import 'package:flutter_test/flutter_test.dart';
import '../helpers/mock_factories.dart';
/// 테스트용 MaterialApp 래퍼 (localization 포함)
Widget _buildTestApp(Widget child) {
return MaterialApp(
@@ -21,33 +16,6 @@ Widget _buildTestApp(Widget child) {
);
}
class _FakeSaveManager implements SaveManager {
@override
Future<SaveOutcome> saveState(
GameState state, {
String? fileName,
bool cheatsEnabled = false,
}) async {
return const SaveOutcome.success();
}
@override
Future<(SaveOutcome, GameState?, bool)> loadState({String? fileName}) async {
return (const SaveOutcome.success(), null, false);
}
@override
Future<List<SaveFileInfo>> listSaves() async => [];
@override
Future<SaveOutcome> deleteSave({String? fileName}) async {
return const SaveOutcome.success();
}
@override
Future<bool> saveExists({String? fileName}) async => false;
}
GameState _createTestState() {
return GameState.withSeed(
seed: 42,
@@ -83,15 +51,9 @@ GameState _createTestState() {
}
GameSessionController _createController() {
const config = PqConfig();
final mutations = GameMutations(config);
return GameSessionController(
progressService: ProgressService(
config: config,
mutations: mutations,
rewards: RewardService(mutations, config),
),
saveManager: _FakeSaveManager(),
progressService: MockFactories.createProgressService(),
saveManager: FakeSaveManager(),
tickInterval: const Duration(seconds: 10), // 느린 틱
);
}

View File

@@ -1,58 +1,12 @@
import 'package:asciineverdie/src/core/engine/game_mutations.dart';
import 'package:asciineverdie/src/core/engine/progress_service.dart';
import 'package:asciineverdie/src/core/engine/reward_service.dart';
import 'package:asciineverdie/src/core/model/game_state.dart';
import 'package:asciineverdie/src/core/model/pq_config.dart';
import 'package:asciineverdie/src/core/storage/save_manager.dart';
import 'package:asciineverdie/src/core/storage/save_repository.dart';
import 'package:asciineverdie/src/core/storage/save_service.dart';
import 'package:asciineverdie/src/features/game/game_session_controller.dart';
import 'package:fake_async/fake_async.dart';
import 'package:flutter_test/flutter_test.dart';
class FakeSaveManager implements SaveManager {
final List<GameState> savedStates = [];
(SaveOutcome, GameState?, bool) Function(String?)? onLoad;
SaveOutcome saveOutcome = const SaveOutcome.success();
@override
Future<SaveOutcome> saveState(
GameState state, {
String? fileName,
bool cheatsEnabled = false,
}) async {
savedStates.add(state);
return saveOutcome;
}
@override
Future<(SaveOutcome, GameState?, bool)> loadState({String? fileName}) async {
if (onLoad != null) {
return onLoad!(fileName);
}
return (const SaveOutcome.success(), null, false);
}
@override
Future<List<SaveFileInfo>> listSaves() async => [];
@override
Future<SaveOutcome> deleteSave({String? fileName}) async {
return const SaveOutcome.success();
}
@override
Future<bool> saveExists({String? fileName}) async => false;
}
import '../helpers/mock_factories.dart';
void main() {
const config = PqConfig();
final mutations = GameMutations(config);
final progressService = ProgressService(
config: config,
mutations: mutations,
rewards: RewardService(mutations, config),
);
final progressService = MockFactories.createProgressService();
GameSessionController buildController(
FakeAsync async,

View File

@@ -0,0 +1,195 @@
import 'package:asciineverdie/src/core/engine/game_mutations.dart';
import 'package:asciineverdie/src/core/engine/progress_service.dart';
import 'package:asciineverdie/src/core/engine/reward_service.dart';
import 'package:asciineverdie/src/core/model/combat_state.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/monster_combat_stats.dart';
import 'package:asciineverdie/src/core/model/pq_config.dart';
import 'package:asciineverdie/src/core/storage/save_manager.dart';
import 'package:asciineverdie/src/core/storage/save_repository.dart';
import 'package:asciineverdie/src/core/storage/save_service.dart';
import 'package:asciineverdie/src/core/util/balance_constants.dart';
export 'package:asciineverdie/src/core/storage/save_repository.dart'
show SaveOutcome;
export 'package:asciineverdie/src/core/storage/save_service.dart'
show SaveFileInfo;
/// 테스트용 Fake SaveManager
///
/// 여러 테스트 파일에서 중복되던 Mock을 통합
class FakeSaveManager implements SaveManager {
final List<GameState> savedStates = [];
/// 커스텀 로드 동작 설정
(SaveOutcome, GameState?, bool) Function(String?)? onLoad;
/// 저장 결과 설정 (기본: 성공)
SaveOutcome saveOutcome = const SaveOutcome.success();
@override
Future<SaveOutcome> saveState(
GameState state, {
String? fileName,
bool cheatsEnabled = false,
}) async {
savedStates.add(state);
return saveOutcome;
}
@override
Future<(SaveOutcome, GameState?, bool)> loadState({String? fileName}) async {
if (onLoad != null) {
return onLoad!(fileName);
}
return (const SaveOutcome.success(), null, false);
}
@override
Future<List<SaveFileInfo>> listSaves() async => [];
@override
Future<SaveOutcome> deleteSave({String? fileName}) async {
return const SaveOutcome.success();
}
@override
Future<bool> saveExists({String? fileName}) async => false;
}
/// 테스트용 팩토리 클래스
///
/// 테스트에서 자주 사용되는 객체 생성을 중앙화
class MockFactories {
MockFactories._();
/// 기본 PqConfig 생성
static const PqConfig config = PqConfig();
/// GameMutations 생성
static GameMutations createMutations([PqConfig? cfg]) {
return GameMutations(cfg ?? config);
}
/// ProgressService 생성
static ProgressService createProgressService([PqConfig? cfg]) {
final c = cfg ?? config;
final mutations = GameMutations(c);
return ProgressService(
config: c,
mutations: mutations,
rewards: RewardService(mutations, c),
);
}
/// 기본 GameState 생성
///
/// [seed]: 결정론적 랜덤 시드
/// [level]: 캐릭터 레벨
static GameState createGameState({
int seed = 42,
int level = 1,
}) {
return GameState.withSeed(seed: seed);
}
/// 테스트용 CombatState 생성
static CombatState createCombat({
int playerHpMax = 100,
int playerHpCurrent = 100,
int monsterHpMax = 50,
int monsterHpCurrent = 50,
int monsterLevel = 1,
String monsterName = 'Test Monster',
}) {
final playerStats = CombatStats.empty().copyWith(
hpMax: playerHpMax,
hpCurrent: playerHpCurrent,
mpMax: 50,
mpCurrent: 50,
atk: 20,
def: 10,
attackDelayMs: 1000,
);
final monsterStats = MonsterCombatStats(
name: monsterName,
level: monsterLevel,
atk: 10,
def: 5,
hpMax: monsterHpMax,
hpCurrent: monsterHpCurrent,
criRate: 0.05,
criDamage: 1.5,
evasion: 0.0,
accuracy: 0.8,
attackDelayMs: 1000,
expReward: 100,
);
return CombatState(
playerStats: playerStats,
monsterStats: monsterStats,
playerAttackAccumulatorMs: 0,
monsterAttackAccumulatorMs: 0,
totalDamageDealt: 0,
totalDamageTaken: 0,
turnsElapsed: 0,
isActive: true,
);
}
/// 테스트용 MonsterCombatStats 생성
static MonsterCombatStats createMonsterStats({
String name = 'Test Monster',
int level = 1,
int atk = 10,
int def = 5,
int hpMax = 100,
int? hpCurrent,
double criRate = 0.05,
double criDamage = 1.5,
double evasion = 0.0,
double accuracy = 0.8,
int attackDelayMs = 1000,
int expReward = 100,
}) {
return MonsterCombatStats(
name: name,
level: level,
atk: atk,
def: def,
hpMax: hpMax,
hpCurrent: hpCurrent ?? hpMax,
criRate: criRate,
criDamage: criDamage,
evasion: evasion,
accuracy: accuracy,
attackDelayMs: attackDelayMs,
expReward: expReward,
);
}
/// 밸런스 상수 기반 몬스터 스탯 생성
static MonsterCombatStats createBalancedMonsterStats({
required int level,
MonsterType type = MonsterType.normal,
}) {
final base = MonsterBaseStats.generate(level, type);
return MonsterCombatStats(
name: 'Balanced Monster Lv$level',
level: level,
atk: base.atk,
def: base.def,
hpMax: base.hp,
hpCurrent: base.hp,
criRate: 0.05,
criDamage: 1.5,
evasion: 0.0,
accuracy: 0.8,
attackDelayMs: 1000,
expReward: base.exp,
);
}
}