feat(story): Phase 9 스토리/엔딩 시스템 구현

- story_data.dart: 5개 Act 스토리 텍스트 및 ASCII 아트
- story_service.dart: Act 전환/보스 조우/엔딩 이벤트 관리
- cinematic_view.dart: 풀스크린 시네마틱 UI (페이드, 스킵)
- game_play_screen.dart: 레벨 기반 Act 전환 시 시네마틱 재생
This commit is contained in:
JiWoong Sul
2025-12-17 18:38:08 +09:00
parent 8cbef3475b
commit abcb89d334
4 changed files with 902 additions and 0 deletions

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import 'dart:async';
import 'package:askiineverdie/data/story_data.dart';
/// 스토리 이벤트 타입 (Story Event Type)
enum StoryEventType {
actStart, // Act 시작
actComplete, // Act 완료
bossEncounter, // 보스 조우
bossDefeat, // 보스 처치
ending, // 엔딩
}
/// 스토리 이벤트 (Story Event)
class StoryEvent {
const StoryEvent({
required this.type,
required this.act,
this.data,
});
final StoryEventType type;
final StoryAct act;
final Map<String, dynamic>? data;
}
/// 스토리 서비스 (Phase 9: Story Progression Management)
///
/// Act 전환, 시네마틱 트리거, 보스 조우 관리
class StoryService {
StoryService();
final _eventController = StreamController<StoryEvent>.broadcast();
/// 스토리 이벤트 스트림 (Story Event Stream)
Stream<StoryEvent> get events => _eventController.stream;
// 현재 Act 추적
StoryAct _currentAct = StoryAct.prologue;
bool _hasSeenPrologue = false;
final Set<StoryAct> _completedActs = {};
/// 현재 Act (Current Act)
StoryAct get currentAct => _currentAct;
/// 프롤로그 시청 여부
bool get hasSeenPrologue => _hasSeenPrologue;
/// 완료된 Act 목록
Set<StoryAct> get completedActs => Set.unmodifiable(_completedActs);
/// 레벨 변화 감지 및 Act 전환 처리 (Process Level Change)
///
/// 레벨업 시 호출하여 Act 전환 이벤트 트리거
StoryEvent? processLevelChange(int oldLevel, int newLevel) {
final oldAct = getActForLevel(oldLevel);
final newAct = getActForLevel(newLevel);
// 새 게임 시작 (프롤로그)
if (oldLevel == 0 && newLevel == 1 && !_hasSeenPrologue) {
_hasSeenPrologue = true;
_currentAct = StoryAct.prologue;
final event = StoryEvent(
type: StoryEventType.actStart,
act: StoryAct.prologue,
);
_eventController.add(event);
return event;
}
// Act 전환 감지
if (newAct != oldAct && newAct != _currentAct) {
// 이전 Act 완료 처리
if (_currentAct != StoryAct.prologue) {
_completedActs.add(_currentAct);
_eventController.add(StoryEvent(
type: StoryEventType.actComplete,
act: _currentAct,
));
}
// 새 Act 시작
_currentAct = newAct;
final event = StoryEvent(
type: StoryEventType.actStart,
act: newAct,
);
_eventController.add(event);
return event;
}
return null;
}
/// 보스 조우 처리 (Process Boss Encounter)
void processBossEncounter(String monsterName) {
// BOSS: 접두사가 있는 몬스터인지 확인
if (!monsterName.startsWith('BOSS:')) return;
final event = StoryEvent(
type: StoryEventType.bossEncounter,
act: _currentAct,
data: {'bossName': monsterName},
);
_eventController.add(event);
}
/// 보스 처치 처리 (Process Boss Defeat)
void processBossDefeat(String monsterName) {
if (!monsterName.startsWith('BOSS:')) return;
final event = StoryEvent(
type: StoryEventType.bossDefeat,
act: _currentAct,
data: {'bossName': monsterName},
);
_eventController.add(event);
// 최종 보스 처치 시 엔딩
if (monsterName.contains('Primordial Glitch')) {
_triggerEnding();
}
}
/// 엔딩 트리거 (Trigger Ending)
void _triggerEnding() {
_completedActs.add(StoryAct.act5);
_currentAct = StoryAct.ending;
_eventController.add(StoryEvent(
type: StoryEventType.ending,
act: StoryAct.ending,
));
}
/// 시네마틱 데이터 가져오기 (Get Cinematic Data)
List<CinematicStep> getCinematicSteps(StoryAct act) {
return cinematicData[act] ?? [];
}
/// Act 제목 가져오기 (Get Act Title)
String getActTitle(StoryAct act) {
return actTitles[act] ?? 'Unknown';
}
/// Act 보스 이름 가져오기 (Get Act Boss Name)
String? getActBossName(StoryAct act) {
return actBossNames[act];
}
/// 저장 데이터로 상태 복원 (Restore State from Save)
void restoreState({
required StoryAct currentAct,
required bool hasSeenPrologue,
required Set<StoryAct> completedActs,
}) {
_currentAct = currentAct;
_hasSeenPrologue = hasSeenPrologue;
_completedActs
..clear()
..addAll(completedActs);
}
/// 현재 상태를 저장 데이터로 변환 (Convert to Save Data)
Map<String, dynamic> toSaveData() {
return {
'currentAct': _currentAct.index,
'hasSeenPrologue': _hasSeenPrologue,
'completedActs': _completedActs.map((a) => a.index).toList(),
};
}
/// 저장 데이터에서 복원 (Restore from Save Data)
void fromSaveData(Map<String, dynamic> data) {
_currentAct = StoryAct.values[data['currentAct'] as int? ?? 0];
_hasSeenPrologue = data['hasSeenPrologue'] as bool? ?? false;
final completedIndices = data['completedActs'] as List<dynamic>? ?? [];
_completedActs
..clear()
..addAll(completedIndices.map((i) => StoryAct.values[i as int]));
}
/// 서비스 정리 (Dispose)
void dispose() {
_eventController.close();
}
}