feat(death): 사망/부활 시스템 개선

- DeathInfo에 lostItem 필드 추가 (광고 부활 시 복구용)
- 세이브 데이터 v4: MonetizationState 포함
- 사망 오버레이 UI 개선
- 부활 서비스 광고 연동
This commit is contained in:
JiWoong Sul
2026-01-16 20:09:52 +09:00
parent b272ef8f08
commit b6d5cd2abd
5 changed files with 309 additions and 67 deletions

View File

@@ -240,6 +240,129 @@ class ResurrectionService {
return state.inventory.gold >= cost;
}
// ============================================================================
// 광고 부활 (HP 100% + 아이템 복구)
// ============================================================================
/// 광고 부활 처리
///
/// 1. 상실한 아이템 복구 (있는 경우)
/// 2. HP/MP 100% 회복
/// 3. 사망 상태 해제
/// 4. 안전 지역으로 이동 태스크 설정
///
/// Note: 10분 자동부활 버프는 GameSessionController에서 처리
GameState processAdRevive(GameState state) {
if (!state.isDead) return state;
var nextState = state;
// 1. 상실한 아이템 복구 (있는 경우)
if (canRecoverLostItem(state)) {
nextState = processItemRecovery(nextState);
}
// 2. 전체 HP/MP 계산 (장비 + 종족 + 클래스 보너스 포함)
final totalHpMax = _calculateTotalHpMax(nextState);
final totalMpMax = _calculateTotalMpMax(nextState);
// HP/MP 100% 회복 (장비 구매 없이)
nextState = nextState.copyWith(
stats: nextState.stats.copyWith(
hpCurrent: totalHpMax,
mpCurrent: totalMpMax,
),
clearDeathInfo: true, // 사망 상태 해제
);
// 스킬 쿨타임 초기화
nextState = nextState.copyWith(
skillSystem: SkillSystemState.empty().copyWith(
elapsedMs: nextState.skillSystem.elapsedMs,
),
);
// 4. 부활 후 태스크 시퀀스 설정
final resurrectionQueue = <QueueEntry>[
QueueEntry(
kind: QueueKind.task,
durationMillis: 3000,
caption: l10n.taskReturningToTown,
taskType: TaskType.neutral,
),
QueueEntry(
kind: QueueKind.task,
durationMillis: 3000,
caption: l10n.taskRestockingAtShop,
taskType: TaskType.market,
),
QueueEntry(
kind: QueueKind.task,
durationMillis: 2000,
caption: l10n.taskHeadingToHuntingGrounds,
taskType: TaskType.neutral,
),
];
final firstTask = resurrectionQueue.removeAt(0);
nextState = nextState.copyWith(
queue: QueueState(entries: resurrectionQueue),
progress: nextState.progress.copyWith(
currentTask: TaskInfo(
caption: firstTask.caption,
type: firstTask.taskType,
),
task: ProgressBarState(position: 0, max: firstTask.durationMillis),
currentCombat: null,
),
);
return nextState;
}
// ============================================================================
// 아이템 복구 (Phase 5)
// ============================================================================
/// 상실한 아이템 복구 가능 여부 확인
///
/// 사망 상태이고 상실한 아이템이 있을 때만 true
bool canRecoverLostItem(GameState state) {
if (!state.isDead) return false;
if (state.deathInfo == null) return false;
return state.deathInfo!.lostItem != null;
}
/// 상실한 아이템 복구 처리
///
/// 광고 시청 후 호출되며 상실한 아이템을 장비에 복원합니다.
/// Returns: 복구된 상태 (복구 불가 시 원본 상태 반환)
GameState processItemRecovery(GameState state) {
if (!canRecoverLostItem(state)) return state;
final deathInfo = state.deathInfo!;
final lostItem = deathInfo.lostItem!;
final lostSlot = deathInfo.lostItemSlot!;
// 해당 슬롯에 아이템 복원
final slotIndex = lostSlot.index;
final updatedEquipment = state.equipment.setItemByIndex(slotIndex, lostItem);
// DeathInfo에서 상실 아이템 정보 제거 (복구 완료)
final updatedDeathInfo = deathInfo.copyWith(
lostEquipmentCount: 0,
lostItemName: null,
lostItemSlot: null,
lostItemRarity: null,
lostItem: null,
);
return state.copyWith(
equipment: updatedEquipment,
deathInfo: updatedDeathInfo,
);
}
/// 장비 보존 아이템 적용 (향후 확장용)
///
/// [protectedSlots] 보존할 슬롯 인덱스 목록

View File

@@ -133,6 +133,7 @@ class DeathInfo {
this.lostItemName,
this.lostItemSlot,
this.lostItemRarity,
this.lostItem,
this.lastCombatEvents = const [],
});
@@ -154,6 +155,9 @@ class DeathInfo {
/// 제물로 바친 아이템 희귀도 (null이면 없음)
final ItemRarity? lostItemRarity;
/// 상실한 장비 전체 정보 (광고 부활 시 복구용)
final EquipmentItem? lostItem;
/// 사망 시점 골드
final int goldAtDeath;
@@ -173,6 +177,7 @@ class DeathInfo {
String? lostItemName,
EquipmentSlot? lostItemSlot,
ItemRarity? lostItemRarity,
EquipmentItem? lostItem,
int? goldAtDeath,
int? levelAtDeath,
int? timestamp,
@@ -185,6 +190,7 @@ class DeathInfo {
lostItemName: lostItemName ?? this.lostItemName,
lostItemSlot: lostItemSlot ?? this.lostItemSlot,
lostItemRarity: lostItemRarity ?? this.lostItemRarity,
lostItem: lostItem ?? this.lostItem,
goldAtDeath: goldAtDeath ?? this.goldAtDeath,
levelAtDeath: levelAtDeath ?? this.levelAtDeath,
timestamp: timestamp ?? this.timestamp,

View File

@@ -2,6 +2,7 @@ import 'dart:collection';
import 'package:asciineverdie/src/core/model/equipment_item.dart';
import 'package:asciineverdie/src/core/model/equipment_slot.dart';
import 'package:asciineverdie/src/core/model/monetization_state.dart';
import 'package:asciineverdie/src/core/model/monster_grade.dart';
import 'package:asciineverdie/src/core/util/deterministic_random.dart';
import 'package:asciineverdie/src/core/model/game_state.dart';
@@ -9,7 +10,8 @@ import 'package:asciineverdie/src/core/model/game_state.dart';
/// 세이브 파일 버전
/// - v2: 장비 이름만 저장 (레거시)
/// - v3: 장비 전체 정보 저장 (level, rarity, stats 포함)
const int kSaveVersion = 3;
/// - v4: MonetizationState 추가, DeathInfo.lostItem 추가
const int kSaveVersion = 4;
class GameSave {
GameSave({
@@ -23,9 +25,14 @@ class GameSave {
required this.progress,
required this.queue,
this.cheatsEnabled = false,
this.monetization,
});
factory GameSave.fromState(GameState state, {bool cheatsEnabled = false}) {
factory GameSave.fromState(
GameState state, {
bool cheatsEnabled = false,
MonetizationState? monetization,
}) {
return GameSave(
version: kSaveVersion,
rngState: state.rng.state,
@@ -37,6 +44,7 @@ class GameSave {
progress: state.progress,
queue: state.queue,
cheatsEnabled: cheatsEnabled,
monetization: monetization,
);
}
@@ -51,6 +59,9 @@ class GameSave {
final QueueState queue;
final bool cheatsEnabled;
/// 수익화 시스템 상태 (v4+)
final MonetizationState? monetization;
Map<String, dynamic> toJson() {
return {
'version': version,
@@ -132,6 +143,7 @@ class GameSave {
},
)
.toList(),
if (monetization != null) 'monetization': monetization!.toJson(),
};
}
@@ -244,6 +256,9 @@ class GameSave {
}),
),
),
monetization: _monetizationFromJson(
json['monetization'] as Map<String, dynamic>?,
),
);
}
@@ -355,3 +370,12 @@ Equipment _equipmentFromJson(Map<String, dynamic> json, int version) {
bestIndex: json['bestIndex'] as int? ?? 0,
);
}
/// MonetizationState 역직렬화 (v4+ 마이그레이션)
///
/// - v3 이하: null (기본값 사용)
/// - v4 이상: 저장된 상태 로드
MonetizationState? _monetizationFromJson(Map<String, dynamic>? json) {
if (json == null) return null;
return MonetizationState.fromJson(json);
}

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@@ -1,4 +1,5 @@
import 'package:asciineverdie/src/core/model/game_state.dart';
import 'package:asciineverdie/src/core/model/monetization_state.dart';
import 'package:asciineverdie/src/core/model/save_data.dart';
import 'package:asciineverdie/src/core/storage/save_repository.dart';
import 'package:asciineverdie/src/core/storage/save_service.dart'
@@ -13,23 +14,36 @@ class SaveManager {
/// Save current game state to disk. [fileName] may be absolute or relative.
/// Returns outcome with error on failure.
///
/// [monetization] 저장 시 lastPlayTime을 현재 시간으로 자동 업데이트
Future<SaveOutcome> saveState(
GameState state, {
String? fileName,
bool cheatsEnabled = false,
MonetizationState? monetization,
}) {
final save = GameSave.fromState(state, cheatsEnabled: cheatsEnabled);
// lastPlayTime을 현재 시간으로 업데이트
final updatedMonetization = (monetization ?? MonetizationState.initial())
.copyWith(lastPlayTime: DateTime.now());
final save = GameSave.fromState(
state,
cheatsEnabled: cheatsEnabled,
monetization: updatedMonetization,
);
return _repo.save(save, fileName ?? defaultFileName);
}
/// Load game state from disk. [fileName] may be absolute (e.g., file picker).
/// Returns outcome + optional state + cheatsEnabled flag.
Future<(SaveOutcome, GameState?, bool)> loadState({String? fileName}) async {
/// Returns outcome + optional state + cheatsEnabled flag + monetization state.
Future<(SaveOutcome, GameState?, bool, MonetizationState?)> loadState({
String? fileName,
}) async {
final (outcome, save) = await _repo.load(fileName ?? defaultFileName);
if (!outcome.success || save == null) {
return (outcome, null, false);
return (outcome, null, false, null);
}
return (outcome, save.toState(), save.cheatsEnabled);
return (outcome, save.toState(), save.cheatsEnabled, save.monetization);
}
/// 저장 파일 목록 조회