feat(hall-of-fame): 명예의 전당 대폭 개선 및 장비/아이템 직렬화

- HallOfFameEntry에 finalEquipmentDetails 추가 (상세 장비 정보)
- EquipmentItem/ItemStats에 toJson/fromJson 직렬화 추가
- 명예의 전당 상세 다이얼로그 UI 대폭 개선
- Canvas 타운/워킹 애니메이션 컴포저 개선
- 캐릭터 생성 화면 UI 개선
- 게임 텍스트 다국어 지원 확장
This commit is contained in:
JiWoong Sul
2025-12-24 18:34:00 +09:00
parent d82bf05978
commit dd83923ddf
9 changed files with 730 additions and 153 deletions

View File

@@ -1284,6 +1284,12 @@ String get hofCombatStats {
return 'Combat Stats';
}
String get hofCharacterPreview {
if (isKoreanLocale) return '캐릭터 미리보기';
if (isJapaneseLocale) return 'キャラクタープレビュー';
return 'Character Preview';
}
String get buttonClose {
if (isKoreanLocale) return '닫기';
if (isJapaneseLocale) return '閉じる';

View File

@@ -1,11 +1,16 @@
import 'package:askiineverdie/src/core/animation/canvas/ascii_cell.dart';
import 'package:askiineverdie/src/core/animation/canvas/ascii_layer.dart';
import 'package:askiineverdie/src/core/animation/race_character_frames.dart';
/// Canvas용 마을/상점 애니메이션 합성기
///
/// 마을 배경 + 상점 건물 + 캐릭터
/// Phase 4: 종족별 캐릭터 프레임 지원
class CanvasTownComposer {
const CanvasTownComposer();
const CanvasTownComposer({this.raceId});
/// 종족 ID (종족별 캐릭터 프레임 선택용)
final String? raceId;
/// 프레임 상수
static const int frameWidth = 60;
@@ -67,9 +72,24 @@ class CanvasTownComposer {
}
/// 캐릭터 레이어 생성 (z=2)
/// Phase 4: 종족별 프레임 지원
AsciiLayer _createCharacterLayer(int globalTick) {
final frameIndex = globalTick % _shopIdleFrames.length;
final charFrame = _shopIdleFrames[frameIndex];
final frameIndex = globalTick % 4; // 4프레임 루프
List<String> charFrame;
// 종족별 프레임 사용 시도
if (raceId != null && raceId!.isNotEmpty) {
final raceData = RaceCharacterFrames.get(raceId!);
if (raceData != null) {
// idle 프레임 직접 사용 (마을에서는 서있는 자세)
final idleFrame = raceData.idle[frameIndex % raceData.idle.length];
charFrame = idleFrame.lines;
} else {
charFrame = _shopIdleFrames[frameIndex];
}
} else {
charFrame = _shopIdleFrames[frameIndex];
}
final cells = _spriteToCells(charFrame);

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@@ -2,12 +2,17 @@ import 'package:askiineverdie/src/core/animation/background_data.dart';
import 'package:askiineverdie/src/core/animation/background_layer.dart';
import 'package:askiineverdie/src/core/animation/canvas/ascii_cell.dart';
import 'package:askiineverdie/src/core/animation/canvas/ascii_layer.dart';
import 'package:askiineverdie/src/core/animation/race_character_frames.dart';
/// Canvas용 걷기 애니메이션 합성기
///
/// 배경 스크롤 + 걷는 캐릭터
/// Phase 4: 종족별 캐릭터 프레임 지원
class CanvasWalkingComposer {
const CanvasWalkingComposer();
const CanvasWalkingComposer({this.raceId});
/// 종족 ID (종족별 캐릭터 프레임 선택용)
final String? raceId;
/// 프레임 상수
static const int frameWidth = 60;
@@ -54,9 +59,24 @@ class CanvasWalkingComposer {
}
/// 걷는 캐릭터 레이어 생성 (z=1)
/// Phase 4: 종족별 프레임 지원
AsciiLayer _createCharacterLayer(int globalTick) {
final frameIndex = globalTick % _walkingFrames.length;
final charFrame = _walkingFrames[frameIndex];
final frameIndex = globalTick % 4; // 4프레임 루프
List<String> charFrame;
// 종족별 프레임 사용 시도
if (raceId != null && raceId!.isNotEmpty) {
final raceData = RaceCharacterFrames.get(raceId!);
if (raceData != null) {
// idle 프레임을 기반으로 걷기 애니메이션 생성
final idleFrame = raceData.idle[frameIndex % raceData.idle.length];
charFrame = _animateWalking(idleFrame.lines, frameIndex);
} else {
charFrame = _walkingFrames[frameIndex];
}
} else {
charFrame = _walkingFrames[frameIndex];
}
final cells = _spriteToCells(charFrame);
@@ -68,6 +88,22 @@ class CanvasWalkingComposer {
return AsciiLayer(cells: cells, zIndex: 1, offsetX: charX, offsetY: charY);
}
/// idle 프레임 기반 걷기 애니메이션 생성
/// 머리와 몸통은 유지, 다리만 걷는 동작으로 변경
List<String> _animateWalking(List<String> idleLines, int frameIndex) {
if (idleLines.length < 3) return idleLines;
// 머리(0)와 몸통(1)은 그대로 유지
final head = idleLines[0];
final body = idleLines[1];
// 다리 애니메이션 (4프레임) - 걷기 동작
const legFrames = [' /| ', ' |\\ ', ' /| ', ' |\\ '];
final legs = legFrames[frameIndex % legFrames.length];
return [head, body, legs];
}
/// 문자열 스프라이트를 AsciiCell 2D 배열로 변환
List<List<AsciiCell>> _spriteToCells(List<String> lines) {
return lines.map((line) {

View File

@@ -89,6 +89,41 @@ class EquipmentItem {
);
}
/// JSON으로 직렬화
Map<String, dynamic> toJson() {
return {
'name': name,
'slot': slot.name,
'level': level,
'weight': weight,
'stats': stats.toJson(),
'rarity': rarity.name,
};
}
/// JSON에서 역직렬화
factory EquipmentItem.fromJson(Map<String, dynamic> json) {
final slotName = json['slot'] as String? ?? 'weapon';
final rarityName = json['rarity'] as String? ?? 'common';
return EquipmentItem(
name: json['name'] as String? ?? '',
slot: EquipmentSlot.values.firstWhere(
(s) => s.name == slotName,
orElse: () => EquipmentSlot.weapon,
),
level: json['level'] as int? ?? 0,
weight: json['weight'] as int? ?? 0,
stats: json['stats'] != null
? ItemStats.fromJson(json['stats'] as Map<String, dynamic>)
: ItemStats.empty,
rarity: ItemRarity.values.firstWhere(
(r) => r.name == rarityName,
orElse: () => ItemRarity.common,
),
);
}
@override
String toString() => name.isEmpty ? '(empty)' : name;
}

View File

@@ -1,4 +1,5 @@
import 'package:askiineverdie/src/core/model/combat_stats.dart';
import 'package:askiineverdie/src/core/model/equipment_item.dart';
import 'package:askiineverdie/src/core/model/game_state.dart';
/// 명예의 전당 엔트리 (Phase 10: Hall of Fame Entry)
@@ -54,8 +55,8 @@ class HallOfFameEntry {
/// 최종 전투 스탯 (향후 아스키 아레나용)
final CombatStats? finalStats;
/// 최종 장비 목록 (향후 아스키 아레나용)
final Map<String, String>? finalEquipment;
/// 최종 장비 목록 (풀 스탯 포함)
final List<EquipmentItem>? finalEquipment;
/// 최종 스펠북 (스펠 이름 + 랭크)
final List<Map<String, String>>? finalSpells;
@@ -98,19 +99,7 @@ class HallOfFameEntry {
questsCompleted: state.progress.questCount,
clearedAt: DateTime.now(),
finalStats: combatStats,
finalEquipment: {
'weapon': state.equipment.weapon,
'shield': state.equipment.shield,
'helm': state.equipment.helm,
'hauberk': state.equipment.hauberk,
'brassairts': state.equipment.brassairts,
'vambraces': state.equipment.vambraces,
'gauntlets': state.equipment.gauntlets,
'gambeson': state.equipment.gambeson,
'cuisses': state.equipment.cuisses,
'greaves': state.equipment.greaves,
'sollerets': state.equipment.sollerets,
},
finalEquipment: List<EquipmentItem>.from(state.equipment.items),
finalSpells: state.spellBook.spells
.map((s) => {'name': s.name, 'rank': s.rank})
.toList(),
@@ -131,7 +120,7 @@ class HallOfFameEntry {
'questsCompleted': questsCompleted,
'clearedAt': clearedAt.toIso8601String(),
'finalStats': finalStats?.toJson(),
'finalEquipment': finalEquipment,
'finalEquipment': finalEquipment?.map((e) => e.toJson()).toList(),
'finalSpells': finalSpells,
};
}
@@ -153,7 +142,9 @@ class HallOfFameEntry {
? CombatStats.fromJson(json['finalStats'] as Map<String, dynamic>)
: null,
finalEquipment: json['finalEquipment'] != null
? Map<String, String>.from(json['finalEquipment'] as Map)
? (json['finalEquipment'] as List<dynamic>)
.map((e) => EquipmentItem.fromJson(e as Map<String, dynamic>))
.toList()
: null,
finalSpells: json['finalSpells'] != null
? (json['finalSpells'] as List<dynamic>)

View File

@@ -127,6 +127,52 @@ class ItemStats {
/// 빈 스탯 (보너스 없음)
static const empty = ItemStats();
/// JSON으로 직렬화
Map<String, dynamic> toJson() {
return {
'atk': atk,
'def': def,
'magAtk': magAtk,
'magDef': magDef,
'criRate': criRate,
'evasion': evasion,
'blockRate': blockRate,
'parryRate': parryRate,
'hpBonus': hpBonus,
'mpBonus': mpBonus,
'strBonus': strBonus,
'conBonus': conBonus,
'dexBonus': dexBonus,
'intBonus': intBonus,
'wisBonus': wisBonus,
'chaBonus': chaBonus,
'attackSpeed': attackSpeed,
};
}
/// JSON에서 역직렬화
factory ItemStats.fromJson(Map<String, dynamic> json) {
return ItemStats(
atk: json['atk'] as int? ?? 0,
def: json['def'] as int? ?? 0,
magAtk: json['magAtk'] as int? ?? 0,
magDef: json['magDef'] as int? ?? 0,
criRate: (json['criRate'] as num?)?.toDouble() ?? 0.0,
evasion: (json['evasion'] as num?)?.toDouble() ?? 0.0,
blockRate: (json['blockRate'] as num?)?.toDouble() ?? 0.0,
parryRate: (json['parryRate'] as num?)?.toDouble() ?? 0.0,
hpBonus: json['hpBonus'] as int? ?? 0,
mpBonus: json['mpBonus'] as int? ?? 0,
strBonus: json['strBonus'] as int? ?? 0,
conBonus: json['conBonus'] as int? ?? 0,
dexBonus: json['dexBonus'] as int? ?? 0,
intBonus: json['intBonus'] as int? ?? 0,
wisBonus: json['wisBonus'] as int? ?? 0,
chaBonus: json['chaBonus'] as int? ?? 0,
attackSpeed: json['attackSpeed'] as int? ?? 0,
);
}
/// 두 스탯 합산
///
/// attackSpeed는 합산 대상 아님 (무기 슬롯 단일 값)

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@@ -93,8 +93,8 @@ class _AsciiAnimationCardState extends State<AsciiAnimationCard> {
// Composer 인스턴스들
CanvasBattleComposer? _battleComposer;
final _walkingComposer = const CanvasWalkingComposer();
final _townComposer = const CanvasTownComposer();
CanvasWalkingComposer? _walkingComposer;
CanvasTownComposer? _townComposer;
final _specialComposer = const CanvasSpecialComposer();
// 전투 애니메이션 상태
@@ -370,12 +370,15 @@ class _AsciiAnimationCardState extends State<AsciiAnimationCard> {
case AsciiAnimationType.town:
_animationMode = AnimationMode.town;
_townComposer = CanvasTownComposer(raceId: widget.raceId);
case AsciiAnimationType.walking:
_animationMode = AnimationMode.walking;
_walkingComposer = CanvasWalkingComposer(raceId: widget.raceId);
default:
_animationMode = AnimationMode.walking;
_walkingComposer = CanvasWalkingComposer(raceId: widget.raceId);
}
// 일시정지 상태면 타이머 시작하지 않음
@@ -445,8 +448,10 @@ class _AsciiAnimationCardState extends State<AsciiAnimationCard> {
_globalTick,
) ??
[AsciiLayer.empty()],
AnimationMode.walking => _walkingComposer.composeLayers(_globalTick),
AnimationMode.town => _townComposer.composeLayers(_globalTick),
AnimationMode.walking =>
_walkingComposer?.composeLayers(_globalTick) ?? [AsciiLayer.empty()],
AnimationMode.town =>
_townComposer?.composeLayers(_globalTick) ?? [AsciiLayer.empty()],
AnimationMode.special => _specialComposer.composeLayers(
_currentSpecialAnimation ?? AsciiAnimationType.levelUp,
_currentFrame,

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@@ -4,8 +4,13 @@ import 'package:flutter/material.dart';
import 'package:askiineverdie/data/game_text_l10n.dart' as l10n;
import 'package:askiineverdie/src/core/l10n/game_data_l10n.dart';
import 'package:askiineverdie/src/core/model/combat_stats.dart';
import 'package:askiineverdie/src/core/model/equipment_item.dart';
import 'package:askiineverdie/src/core/model/equipment_slot.dart';
import 'package:askiineverdie/src/core/model/game_state.dart';
import 'package:askiineverdie/src/core/model/hall_of_fame.dart';
import 'package:askiineverdie/src/core/model/item_stats.dart';
import 'package:askiineverdie/src/core/storage/hall_of_fame_storage.dart';
import 'package:askiineverdie/src/features/game/widgets/ascii_animation_card.dart';
/// 명예의 전당 화면 (Phase 10: Hall of Fame Screen)
class HallOfFameScreen extends StatefulWidget {
@@ -149,56 +154,160 @@ HallOfFameEntry _createDebugSampleEntry() {
id: 'debug_sample_001',
characterName: 'Debug Hero',
race: 'byte_human',
klass: 'loop_wizard',
klass: 'recursion_master',
level: 100,
totalPlayTimeMs: 10 * 60 * 60 * 1000, // 10시간
totalDeaths: 3,
monstersKilled: 1234,
questsCompleted: 42,
clearedAt: DateTime.now(),
finalEquipment: {
'weapon': '+15 Legendary Debugger',
'shield': '+10 Exception Shield',
'helm': '+8 Null Pointer Helm',
'hauberk': '+12 Thread-Safe Armor',
'brassairts': '+6 Memory Guard',
'vambraces': '+5 Stack Overflow Band',
'gauntlets': '+7 Syntax Checker Gloves',
'gambeson': '+9 Buffer Padding',
'cuisses': '+4 Runtime Protector',
'greaves': '+6 Compile Time Shin',
'sollerets': '+5 Binary Boots',
},
finalSpells: [
{'name': 'Recursive Thunder', 'rank': 'XII'},
{'name': 'Async Heal', 'rank': 'VIII'},
{'name': 'Memory Leak Curse', 'rank': 'X'},
{'name': 'Stack Overflow', 'rank': 'VI'},
{'name': 'Null Pointer Strike', 'rank': 'IX'},
{'name': 'Thread Lock', 'rank': 'VII'},
finalEquipment: [
// 무기: Universe Simulator|15, 레벨 100 → plus=85
const EquipmentItem(
name: '+85 AI-Augmented Universe Simulator',
slot: EquipmentSlot.weapon,
level: 100,
weight: 15,
rarity: ItemRarity.legendary,
stats: ItemStats(atk: 180, magAtk: 120, criRate: 0.15, attackSpeed: 600),
),
// 방패: Entropy Shield|65, 레벨 100 → plus=35
const EquipmentItem(
name: '+35 Air-gapped Entropy Shield',
slot: EquipmentSlot.shield,
level: 100,
weight: 12,
rarity: ItemRarity.legendary,
stats: ItemStats(def: 85, magDef: 60, blockRate: 0.25),
),
// 방어구: Multiverse Armor|60, 레벨 100 → plus=40
const EquipmentItem(
name: '+40 Containerized Multiverse Armor',
slot: EquipmentSlot.helm,
level: 100,
weight: 8,
rarity: ItemRarity.legendary,
stats: ItemStats(def: 45, magDef: 55, intBonus: 5),
),
// Singularity Barrier|55, 레벨 100 → plus=45
const EquipmentItem(
name: '+45 Quantum-safe Singularity Barrier',
slot: EquipmentSlot.hauberk,
level: 100,
weight: 20,
rarity: ItemRarity.legendary,
stats: ItemStats(def: 95, magDef: 40, hpBonus: 200),
),
// AI Firewall|45, 레벨 100 → plus=55
const EquipmentItem(
name: '+55 Hardened AI Firewall',
slot: EquipmentSlot.brassairts,
level: 100,
weight: 6,
rarity: ItemRarity.epic,
stats: ItemStats(def: 35, magDef: 25),
),
// Neural Network Mesh|40, 레벨 100 → plus=60
const EquipmentItem(
name: '+60 Encrypted Neural Network Mesh',
slot: EquipmentSlot.vambraces,
level: 100,
weight: 5,
rarity: ItemRarity.epic,
stats: ItemStats(def: 30, magDef: 20, dexBonus: 3),
),
// Zero-Day Aegis|30, 레벨 100 → plus=70
const EquipmentItem(
name: '+70 Patched Zero-Day Aegis',
slot: EquipmentSlot.gauntlets,
level: 100,
weight: 4,
rarity: ItemRarity.epic,
stats: ItemStats(def: 25, atk: 15, criRate: 0.05),
),
// Blockchain Platemail|35, 레벨 100 → plus=65
const EquipmentItem(
name: '+65 Certified Blockchain Platemail',
slot: EquipmentSlot.gambeson,
level: 100,
weight: 10,
rarity: ItemRarity.epic,
stats: ItemStats(def: 40, magDef: 30),
),
// Container Suit|19, 레벨 100 → plus=81
const EquipmentItem(
name: '+81 Sandboxed Container Suit',
slot: EquipmentSlot.cuisses,
level: 100,
weight: 8,
rarity: ItemRarity.epic,
stats: ItemStats(def: 35, evasion: 0.05),
),
// Virtualization Mail|20, 레벨 100 → plus=80
const EquipmentItem(
name: '+80 Patched Virtualization Mail',
slot: EquipmentSlot.greaves,
level: 100,
weight: 7,
rarity: ItemRarity.epic,
stats: ItemStats(def: 30, dexBonus: 2),
),
// Sandbox Shell|18, 레벨 100 → plus=82
const EquipmentItem(
name: '+82 Hardened Sandbox Shell',
slot: EquipmentSlot.sollerets,
level: 100,
weight: 5,
rarity: ItemRarity.epic,
stats: ItemStats(def: 20, evasion: 0.03),
),
],
// 레벨 100 캐릭터의 스펠: randomLow 분포로 낮은 인덱스 스펠이 높은 랭크
// 100번의 레벨업 = 100번 스펠 학습 기회, 초반 스펠은 여러 번 학습되어 랭크 상승
finalSpells: [
{'name': 'Garbage Collection', 'rank': 'XIV'}, // 인덱스 0 - 가장 많이 학습
{'name': 'Memory Optimization', 'rank': 'XII'}, // 인덱스 1
{'name': 'Debug Mode', 'rank': 'XI'}, // 인덱스 2
{'name': 'Breakpoint', 'rank': 'X'}, // 인덱스 3
{'name': 'Step Over', 'rank': 'IX'}, // 인덱스 4
{'name': 'Step Into', 'rank': 'VIII'}, // 인덱스 5
{'name': 'Watch Variable', 'rank': 'VII'}, // 인덱스 6
{'name': 'Hot Reload', 'rank': 'VI'}, // 인덱스 7
{'name': 'Cold Boot', 'rank': 'V'}, // 인덱스 8
{'name': 'Safe Mode', 'rank': 'IV'}, // 인덱스 9
{'name': 'Kernel Panic', 'rank': 'III'}, // 인덱스 10
{'name': 'Blue Screen', 'rank': 'II'}, // 인덱스 11
{'name': 'Stack Trace', 'rank': 'I'}, // 인덱스 12
],
// 레벨 100 기본 스탯: 시작 ~60 + 99레벨 × 2스탯 = ~258 총합
// recursion_master (마법사 계열): INT/WIS 집중 빌드
// CombatStats는 게임 공식 CombatStats.fromStats()에 따라 계산
// baseAtk = STR*2 + level + equipStats.atk = 32*2 + 100 + 195 = 359
// baseDef = CON + level/2 + equipStats.def = 38 + 50 + 440 = 528
// baseMagAtk = INT*2 + level + equipStats.magAtk = 65*2 + 100 + 120 = 350
// baseMagDef = WIS + level/2 + equipStats.magDef = 55 + 50 + 210 = 315
finalStats: const CombatStats(
str: 85,
con: 72,
dex: 68,
intelligence: 90,
wis: 65,
cha: 55,
atk: 450,
def: 280,
magAtk: 520,
magDef: 195,
criRate: 0.35,
criDamage: 2.2,
evasion: 0.18,
accuracy: 0.95,
blockRate: 0.25,
str: 32,
con: 38,
dex: 45,
intelligence: 65,
wis: 55,
cha: 23,
atk: 359,
def: 528,
magAtk: 350,
magDef: 315,
criRate: 0.32,
criDamage: 1.95,
evasion: 0.30,
accuracy: 0.89,
blockRate: 0.37,
parryRate: 0.15,
attackDelayMs: 650,
hpMax: 2500,
hpCurrent: 2500,
mpMax: 1800,
mpCurrent: 1800,
hpMax: 1850,
hpCurrent: 1850,
mpMax: 2100,
mpCurrent: 2100,
),
);
}
@@ -208,55 +317,160 @@ HallOfFameEntry _createDebugSampleEntry2() {
return HallOfFameEntry(
id: 'debug_sample_002',
characterName: 'Binary Knight',
race: 'pixel_elf',
klass: 'git_fighter',
race: 'null_elf',
klass: 'overflow_warrior',
level: 95,
totalPlayTimeMs: 8 * 60 * 60 * 1000 + 30 * 60 * 1000, // 8시간 30분
totalDeaths: 7,
monstersKilled: 2156,
questsCompleted: 38,
clearedAt: DateTime.now().subtract(const Duration(days: 3)),
finalEquipment: {
'weapon': '+12 Merge Conflict Sword',
'shield': '+14 Firewall Buckler',
'helm': '+10 SSH Helmet',
'hauberk': '+11 Docker Container Plate',
'brassairts': '+8 API Gateway Guard',
'vambraces': '+7 Cache Hit Bracers',
'gauntlets': '+9 Regex Gloves',
'gambeson': '+6 JSON Parser Vest',
'cuisses': '+8 Load Balancer Legs',
'greaves': '+7 Kubernetes Greaves',
'sollerets': '+6 Cloud Deploy Boots',
},
finalSpells: [
{'name': 'Fork Bomb', 'rank': 'X'},
{'name': 'Garbage Collection', 'rank': 'IX'},
{'name': 'Infinite Loop', 'rank': 'XI'},
{'name': 'Buffer Overflow', 'rank': 'VII'},
finalEquipment: [
// 무기: Quantum Entangler|10, 레벨 95 → plus=85
const EquipmentItem(
name: '+85 GPU-Powered Quantum Entangler',
slot: EquipmentSlot.weapon,
level: 95,
weight: 18,
rarity: ItemRarity.legendary,
stats: ItemStats(atk: 220, criRate: 0.12, parryRate: 0.08, attackSpeed: 850),
),
// 방패: Multiverse Barrier|50, 레벨 95 → plus=45
const EquipmentItem(
name: '+45 Air-gapped Multiverse Barrier',
slot: EquipmentSlot.shield,
level: 95,
weight: 16,
rarity: ItemRarity.legendary,
stats: ItemStats(def: 120, magDef: 45, blockRate: 0.35, hpBonus: 150),
),
// Multiverse Armor|60, 레벨 95 → plus=35
const EquipmentItem(
name: '+35 Certified Multiverse Armor',
slot: EquipmentSlot.helm,
level: 95,
weight: 10,
rarity: ItemRarity.legendary,
stats: ItemStats(def: 55, conBonus: 4),
),
// Quantum Shield Matrix|50, 레벨 95 → plus=45
const EquipmentItem(
name: '+45 Containerized Quantum Shield Matrix',
slot: EquipmentSlot.hauberk,
level: 95,
weight: 25,
rarity: ItemRarity.legendary,
stats: ItemStats(def: 110, hpBonus: 300, conBonus: 3),
),
// ASLR Armor|17, 레벨 95 → plus=78
const EquipmentItem(
name: '+78 Patched ASLR Armor',
slot: EquipmentSlot.brassairts,
level: 95,
weight: 8,
rarity: ItemRarity.epic,
stats: ItemStats(def: 40, strBonus: 2),
),
// Stack Protector|15, 레벨 95 → plus=80
const EquipmentItem(
name: '+80 Encrypted Stack Protector',
slot: EquipmentSlot.vambraces,
level: 95,
weight: 6,
rarity: ItemRarity.epic,
stats: ItemStats(def: 35, atk: 10),
),
// Heap Guard|16, 레벨 95 → plus=79
const EquipmentItem(
name: '+79 Hardened Heap Guard',
slot: EquipmentSlot.gauntlets,
level: 95,
weight: 5,
rarity: ItemRarity.epic,
stats: ItemStats(def: 30, atk: 25, criRate: 0.03),
),
// Memory Barrier|14, 레벨 95 → plus=81
const EquipmentItem(
name: '+81 Quantum-safe Memory Barrier',
slot: EquipmentSlot.gambeson,
level: 95,
weight: 12,
rarity: ItemRarity.epic,
stats: ItemStats(def: 45, magDef: 20),
),
// Kernel Guard|12, 레벨 95 → plus=83
const EquipmentItem(
name: '+83 Certified Kernel Guard',
slot: EquipmentSlot.cuisses,
level: 95,
weight: 10,
rarity: ItemRarity.epic,
stats: ItemStats(def: 42, strBonus: 2),
),
// Protocol Suit|10, 레벨 95 → plus=85
const EquipmentItem(
name: '+85 Sandboxed Protocol Suit',
slot: EquipmentSlot.greaves,
level: 95,
weight: 8,
rarity: ItemRarity.epic,
stats: ItemStats(def: 38, dexBonus: 2),
),
// Encryption Layer|6, 레벨 95 → plus=89
const EquipmentItem(
name: '+89 Patched Encryption Layer',
slot: EquipmentSlot.sollerets,
level: 95,
weight: 6,
rarity: ItemRarity.epic,
stats: ItemStats(def: 25, evasion: 0.02),
),
],
// 레벨 95 캐릭터의 스펠: randomLow 분포 적용
// 95번의 레벨업 기회, 전사 계열이라 WIS가 낮아 학습 가능 스펠 범위 제한
// WIS 30 + level 95 = 125 → 대부분의 스펠 접근 가능
finalSpells: [
{'name': 'Garbage Collection', 'rank': 'XIII'}, // 인덱스 0
{'name': 'Memory Optimization', 'rank': 'XI'}, // 인덱스 1
{'name': 'Debug Mode', 'rank': 'X'}, // 인덱스 2
{'name': 'Breakpoint', 'rank': 'IX'}, // 인덱스 3
{'name': 'Step Over', 'rank': 'VIII'}, // 인덱스 4
{'name': 'Step Into', 'rank': 'VII'}, // 인덱스 5
{'name': 'Watch Variable', 'rank': 'VI'}, // 인덱스 6
{'name': 'Hot Reload', 'rank': 'V'}, // 인덱스 7
{'name': 'Cold Boot', 'rank': 'IV'}, // 인덱스 8
{'name': 'Safe Mode', 'rank': 'III'}, // 인덱스 9
{'name': 'Kernel Panic', 'rank': 'II'}, // 인덱스 10
],
// 레벨 95 기본 스탯: 시작 ~60 + 94레벨 × 2스탯 = ~248 총합
// overflow_warrior (전사 계열): STR/CON 집중 빌드
// CombatStats는 게임 공식에 따라 계산
// baseAtk = STR*2 + level + equipStats.atk = 58*2 + 95 + 255 = 466
// baseDef = CON + level/2 + equipStats.def = 55 + 47 + 577 = 679
// baseMagAtk = INT*2 + level + equipStats.magAtk = 28*2 + 95 + 0 = 151
// baseMagDef = WIS + level/2 + equipStats.magDef = 30 + 47 + 65 = 142
finalStats: const CombatStats(
str: 95,
con: 88,
dex: 75,
intelligence: 60,
wis: 55,
cha: 50,
atk: 580,
def: 420,
magAtk: 280,
magDef: 165,
criRate: 0.28,
criDamage: 2.5,
evasion: 0.12,
accuracy: 0.92,
blockRate: 0.35,
parryRate: 0.22,
str: 58,
con: 55,
dex: 42,
intelligence: 28,
wis: 30,
cha: 35,
atk: 466,
def: 679,
magAtk: 151,
magDef: 142,
criRate: 0.26,
criDamage: 1.92,
evasion: 0.23,
accuracy: 0.88,
blockRate: 0.47,
parryRate: 0.28,
attackDelayMs: 800,
hpMax: 3200,
hpCurrent: 3200,
mpMax: 1200,
mpCurrent: 1200,
hpMax: 2200,
hpCurrent: 2200,
mpMax: 1100,
mpCurrent: 1100,
),
);
}
@@ -596,13 +810,20 @@ class _HallOfFameDetailDialog extends StatelessWidget {
),
],
),
content: SizedBox(
width: double.maxFinite,
content: ConstrainedBox(
constraints: const BoxConstraints(maxWidth: 400, maxHeight: 500),
child: SingleChildScrollView(
child: Column(
crossAxisAlignment: CrossAxisAlignment.start,
mainAxisSize: MainAxisSize.min,
children: [
// 캐릭터 애니메이션 섹션 (Character Animation Section)
_buildSection(
icon: Icons.movie,
title: l10n.hofCharacterPreview,
child: _buildAnimationPreview(),
),
const SizedBox(height: 16),
// 통계 섹션 (Statistics Section)
_buildSection(
icon: Icons.analytics,
@@ -676,6 +897,47 @@ class _HallOfFameDetailDialog extends StatelessWidget {
);
}
/// 캐릭터 애니메이션 미리보기 위젯
Widget _buildAnimationPreview() {
// 장비에서 무기와 방패 이름 추출
String? weaponName;
String? shieldName;
if (entry.finalEquipment != null) {
for (final item in entry.finalEquipment!) {
if (item.slot == EquipmentSlot.weapon && item.isNotEmpty) {
weaponName = item.name;
} else if (item.slot == EquipmentSlot.shield && item.isNotEmpty) {
shieldName = item.name;
}
}
}
// AsciiCanvasWidget은 60x8 그리드 사용
// 다이얼로그 내에서 적절한 크기: 360x80 (비율 7.5:1 유지)
return Center(
child: Container(
decoration: BoxDecoration(
border: Border.all(color: Colors.amber.shade300),
borderRadius: BorderRadius.circular(8),
),
child: SizedBox(
width: 360,
height: 80,
child: AsciiAnimationCard(
taskType: TaskType.kill, // 전투 애니메이션 표시
raceId: entry.race,
weaponName: weaponName,
shieldName: shieldName,
characterLevel: entry.level,
monsterLevel: entry.level, // 레벨에 맞는 몬스터 크기
monsterBaseName: 'Glitch God', // 최종 보스
),
),
),
);
}
Widget _buildStatsGrid() {
return Wrap(
spacing: 16,
@@ -806,27 +1068,29 @@ class _HallOfFameDetailDialog extends StatelessWidget {
return Container(
padding: const EdgeInsets.symmetric(horizontal: 12, vertical: 6),
decoration: BoxDecoration(
color: Colors.grey.shade100,
color: Colors.amber.shade700.withValues(alpha: 0.15),
borderRadius: BorderRadius.circular(8),
border: Border.all(color: Colors.amber.shade700.withValues(alpha: 0.3)),
),
child: Row(
mainAxisSize: MainAxisSize.min,
children: [
Icon(icon, size: 14, color: Colors.grey.shade600),
Icon(icon, size: 14, color: Colors.amber.shade600),
const SizedBox(width: 6),
Column(
crossAxisAlignment: CrossAxisAlignment.start,
children: [
Text(
value,
style: const TextStyle(
style: TextStyle(
fontWeight: FontWeight.bold,
fontSize: 13,
color: Colors.amber.shade300,
),
),
Text(
label,
style: TextStyle(fontSize: 10, color: Colors.grey.shade600),
style: TextStyle(fontSize: 10, color: Colors.amber.shade400),
),
],
),
@@ -837,56 +1101,221 @@ class _HallOfFameDetailDialog extends StatelessWidget {
Widget _buildEquipmentList(BuildContext context) {
final equipment = entry.finalEquipment!;
// 슬롯 키, 아이콘, l10n 슬롯 이름
final slots = [
('weapon', Icons.gavel, l10n.slotWeapon, 0),
('shield', Icons.shield, l10n.slotShield, 1),
('helm', Icons.sports_mma, l10n.slotHelm, 2),
('hauberk', Icons.checkroom, l10n.slotHauberk, 2),
('brassairts', Icons.front_hand, l10n.slotBrassairts, 2),
('vambraces', Icons.back_hand, l10n.slotVambraces, 2),
('gauntlets', Icons.sports_handball, l10n.slotGauntlets, 2),
('gambeson', Icons.dry_cleaning, l10n.slotGambeson, 2),
('cuisses', Icons.airline_seat_legroom_normal, l10n.slotCuisses, 2),
('greaves', Icons.snowshoeing, l10n.slotGreaves, 2),
('sollerets', Icons.do_not_step, l10n.slotSollerets, 2),
];
return Column(
children: slots.map((slot) {
final (key, icon, label, slotIndex) = slot;
final rawValue = equipment[key] ?? '';
// 장비 이름 번역 적용
final value = rawValue.isEmpty
? l10n.uiEmpty
: GameDataL10n.translateEquipString(context, rawValue, slotIndex);
children: equipment.map((item) {
if (item.isEmpty) return const SizedBox.shrink();
final slotLabel = _getSlotLabel(item.slot);
final slotIcon = _getSlotIcon(item.slot);
final slotIndex = _getSlotIndex(item.slot);
final rarityColor = _getRarityColor(item.rarity);
// 장비 이름 번역
final translatedName = GameDataL10n.translateEquipString(
context,
item.name,
slotIndex,
);
// 주요 스탯 요약
final statSummary = _buildStatSummary(item.stats, item.slot);
return Padding(
padding: const EdgeInsets.symmetric(vertical: 2),
child: Row(
children: [
Icon(icon, size: 16, color: Colors.grey.shade500),
const SizedBox(width: 8),
SizedBox(
width: 80,
child: Text(
label,
style: TextStyle(fontSize: 12, color: Colors.grey.shade600),
padding: const EdgeInsets.symmetric(vertical: 4),
child: Container(
padding: const EdgeInsets.all(8),
decoration: BoxDecoration(
color: rarityColor.withValues(alpha: 0.1),
borderRadius: BorderRadius.circular(6),
border: Border.all(color: rarityColor.withValues(alpha: 0.3)),
),
child: Column(
crossAxisAlignment: CrossAxisAlignment.start,
children: [
// 슬롯 + 이름 + 희귀도 표시
Row(
children: [
Icon(slotIcon, size: 14, color: rarityColor),
const SizedBox(width: 6),
Text(
slotLabel,
style: TextStyle(
fontSize: 10,
color: Colors.grey.shade500,
),
),
const Spacer(),
Container(
padding: const EdgeInsets.symmetric(
horizontal: 6,
vertical: 1,
),
decoration: BoxDecoration(
color: rarityColor.withValues(alpha: 0.2),
borderRadius: BorderRadius.circular(4),
),
child: Text(
_getRarityLabel(item.rarity),
style: TextStyle(
fontSize: 9,
color: rarityColor,
fontWeight: FontWeight.bold,
),
),
),
],
),
),
Expanded(
child: Text(
value,
style: const TextStyle(fontSize: 12),
overflow: TextOverflow.ellipsis,
const SizedBox(height: 4),
// 장비 이름
Text(
translatedName,
style: TextStyle(
fontSize: 12,
fontWeight: FontWeight.w600,
color: rarityColor,
),
),
),
],
// 스탯 요약
if (statSummary.isNotEmpty) ...[
const SizedBox(height: 4),
Wrap(
spacing: 6,
runSpacing: 2,
children: statSummary,
),
],
],
),
),
);
}).toList(),
);
}
String _getSlotLabel(EquipmentSlot slot) {
return switch (slot) {
EquipmentSlot.weapon => l10n.slotWeapon,
EquipmentSlot.shield => l10n.slotShield,
EquipmentSlot.helm => l10n.slotHelm,
EquipmentSlot.hauberk => l10n.slotHauberk,
EquipmentSlot.brassairts => l10n.slotBrassairts,
EquipmentSlot.vambraces => l10n.slotVambraces,
EquipmentSlot.gauntlets => l10n.slotGauntlets,
EquipmentSlot.gambeson => l10n.slotGambeson,
EquipmentSlot.cuisses => l10n.slotCuisses,
EquipmentSlot.greaves => l10n.slotGreaves,
EquipmentSlot.sollerets => l10n.slotSollerets,
};
}
IconData _getSlotIcon(EquipmentSlot slot) {
return switch (slot) {
EquipmentSlot.weapon => Icons.gavel,
EquipmentSlot.shield => Icons.shield,
EquipmentSlot.helm => Icons.sports_mma,
EquipmentSlot.hauberk => Icons.checkroom,
EquipmentSlot.brassairts => Icons.front_hand,
EquipmentSlot.vambraces => Icons.back_hand,
EquipmentSlot.gauntlets => Icons.sports_handball,
EquipmentSlot.gambeson => Icons.dry_cleaning,
EquipmentSlot.cuisses => Icons.airline_seat_legroom_normal,
EquipmentSlot.greaves => Icons.snowshoeing,
EquipmentSlot.sollerets => Icons.do_not_step,
};
}
int _getSlotIndex(EquipmentSlot slot) {
return switch (slot) {
EquipmentSlot.weapon => 0,
EquipmentSlot.shield => 1,
_ => 2,
};
}
Color _getRarityColor(ItemRarity rarity) {
return switch (rarity) {
ItemRarity.common => Colors.grey.shade600,
ItemRarity.uncommon => Colors.green.shade600,
ItemRarity.rare => Colors.blue.shade600,
ItemRarity.epic => Colors.purple.shade600,
ItemRarity.legendary => Colors.orange.shade700,
};
}
String _getRarityLabel(ItemRarity rarity) {
return switch (rarity) {
ItemRarity.common => l10n.rarityCommon,
ItemRarity.uncommon => l10n.rarityUncommon,
ItemRarity.rare => l10n.rarityRare,
ItemRarity.epic => l10n.rarityEpic,
ItemRarity.legendary => l10n.rarityLegendary,
};
}
List<Widget> _buildStatSummary(ItemStats stats, EquipmentSlot slot) {
final widgets = <Widget>[];
void addStat(String label, String value, Color color) {
widgets.add(
Text(
'$label $value',
style: TextStyle(fontSize: 10, color: color),
),
);
}
// 공격 스탯
if (stats.atk > 0) addStat(l10n.statAtk, '+${stats.atk}', Colors.red);
if (stats.magAtk > 0) {
addStat(l10n.statMAtk, '+${stats.magAtk}', Colors.blue);
}
// 방어 스탯
if (stats.def > 0) addStat(l10n.statDef, '+${stats.def}', Colors.brown);
if (stats.magDef > 0) {
addStat(l10n.statMDef, '+${stats.magDef}', Colors.indigo);
}
// 확률 스탯
if (stats.criRate > 0) {
addStat(l10n.statCri, '+${(stats.criRate * 100).toStringAsFixed(0)}%', Colors.amber);
}
if (stats.blockRate > 0) {
addStat(l10n.statBlock, '+${(stats.blockRate * 100).toStringAsFixed(0)}%', Colors.blueGrey);
}
if (stats.evasion > 0) {
addStat(l10n.statEva, '+${(stats.evasion * 100).toStringAsFixed(0)}%', Colors.teal);
}
if (stats.parryRate > 0) {
addStat(l10n.statParry, '+${(stats.parryRate * 100).toStringAsFixed(0)}%', Colors.cyan);
}
// 보너스 스탯
if (stats.hpBonus > 0) {
addStat(l10n.statHp, '+${stats.hpBonus}', Colors.red.shade400);
}
if (stats.mpBonus > 0) {
addStat(l10n.statMp, '+${stats.mpBonus}', Colors.blue.shade400);
}
// 능력치 보너스
if (stats.strBonus > 0) {
addStat(l10n.statStr, '+${stats.strBonus}', Colors.red.shade700);
}
if (stats.conBonus > 0) {
addStat(l10n.statCon, '+${stats.conBonus}', Colors.orange.shade700);
}
if (stats.dexBonus > 0) {
addStat(l10n.statDex, '+${stats.dexBonus}', Colors.green.shade700);
}
if (stats.intBonus > 0) {
addStat(l10n.statInt, '+${stats.intBonus}', Colors.blue.shade700);
}
return widgets;
}
Widget _buildSpellList(BuildContext context) {
final spells = entry.finalSpells!;
return Wrap(

View File

@@ -132,6 +132,7 @@ class _NewCharacterScreenState extends State<NewCharacterScreen> {
}
/// Re-Roll 버튼 클릭
/// 원본 NewGuy.pas RerollClick: 스탯, 종족, 클래스 모두 랜덤화
void _onReroll() {
// 현재 시드를 이력에 저장
_rollHistory.insert(0, _currentSeed);
@@ -142,7 +143,15 @@ class _NewCharacterScreenState extends State<NewCharacterScreen> {
}
// 새 시드로 굴림
_currentSeed = math.Random().nextInt(0x7FFFFFFF);
final random = math.Random();
_currentSeed = random.nextInt(0x7FFFFFFF);
// 종족/클래스도 랜덤 선택
setState(() {
_selectedRaceIndex = random.nextInt(_races.length);
_selectedKlassIndex = random.nextInt(_klasses.length);
});
_rollStats();
// 선택된 종족/직업으로 스크롤