style: dart format 적용
- 전체 Dart 소스 및 테스트 파일 포매팅 통일 - trailing comma, 줄바꿈, 인덴트 정리
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@@ -193,7 +193,11 @@ class ProgressService {
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}
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// 5. 시장/판매/구매 태스크 완료 처리
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final marketResult = _handleMarketTaskCompletion(nextState, progress, queue);
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final marketResult = _handleMarketTaskCompletion(
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nextState,
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progress,
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queue,
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);
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if (marketResult.earlyReturn != null) return marketResult.earlyReturn!;
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nextState = marketResult.state;
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progress = marketResult.progress;
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@@ -209,7 +213,11 @@ class ProgressService {
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// 7. 퀘스트 진행 처리
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final questResult = _handleQuestProgress(
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nextState, progress, queue, gain, incrementSeconds,
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nextState,
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progress,
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queue,
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gain,
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incrementSeconds,
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);
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nextState = questResult.state;
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progress = questResult.progress;
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@@ -217,9 +225,7 @@ class ProgressService {
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questDone = questResult.completed;
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// 8. 플롯 진행 및 Act Boss 소환 처리
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progress = _handlePlotProgress(
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nextState, progress, gain, incrementSeconds,
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);
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progress = _handlePlotProgress(nextState, progress, gain, incrementSeconds);
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// 9. 다음 태스크 디큐/생성
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final dequeueResult = _handleTaskDequeue(nextState, progress, queue);
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@@ -341,7 +347,8 @@ class ProgressService {
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ProgressState progress,
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QueueState queue,
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ProgressTickResult? earlyReturn,
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}) _handleKillTaskCompletion(
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})
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_handleKillTaskCompletion(
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GameState state,
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ProgressState progress,
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QueueState queue,
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@@ -358,8 +365,9 @@ class ProgressService {
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final klass = ClassData.findById(nextState.traits.classId);
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if (klass != null) {
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final postCombatHealRate =
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klass.getPassiveValue(ClassPassiveType.postCombatHeal);
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final postCombatHealRate = klass.getPassiveValue(
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ClassPassiveType.postCombatHeal,
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);
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if (postCombatHealRate > 0) {
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healAmount += (maxHp * postCombatHealRate).round();
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}
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@@ -446,7 +454,8 @@ class ProgressService {
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ProgressState progress,
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QueueState queue,
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ProgressTickResult? earlyReturn,
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}) _handleMarketTaskCompletion(
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})
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_handleMarketTaskCompletion(
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GameState state,
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ProgressState progress,
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QueueState queue,
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@@ -520,12 +529,8 @@ class ProgressService {
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}
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/// 퀘스트 진행 처리
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({
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GameState state,
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ProgressState progress,
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QueueState queue,
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bool completed,
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}) _handleQuestProgress(
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({GameState state, ProgressState progress, QueueState queue, bool completed})
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_handleQuestProgress(
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GameState state,
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ProgressState progress,
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QueueState queue,
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@@ -603,7 +608,8 @@ class ProgressService {
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QueueState queue,
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bool actDone,
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bool gameComplete,
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}) _handleTaskDequeue(
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})
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_handleTaskDequeue(
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GameState state,
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ProgressState progress,
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QueueState queue,
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@@ -705,10 +711,7 @@ class ProgressService {
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4 * 1000,
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);
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final updatedProgress = taskResult.progress.copyWith(
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currentTask: TaskInfo(
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caption: taskResult.caption,
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type: TaskType.market,
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),
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currentTask: TaskInfo(caption: taskResult.caption, type: TaskType.market),
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currentCombat: null,
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);
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return (progress: updatedProgress, queue: queue);
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@@ -1171,8 +1174,10 @@ class ProgressService {
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final shouldLoseEquipment = roll < lossChancePercent;
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// ignore: avoid_print
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print('[Death] Lv$level lossChance=$lossChancePercent% roll=$roll '
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'shouldLose=$shouldLoseEquipment');
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print(
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'[Death] Lv$level lossChance=$lossChancePercent% roll=$roll '
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'shouldLose=$shouldLoseEquipment',
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);
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if (shouldLoseEquipment) {
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// 무기(슬롯 0)를 제외한 장착된 장비 중 1개를 제물로 삭제
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