refactor(core): 애니메이션 컴포저 및 저장 데이터 개선
- CanvasWalkingComposer 정리 - SaveData 모델 확장
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@@ -89,19 +89,11 @@ class CanvasWalkingComposer {
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}
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/// idle 프레임 기반 걷기 애니메이션 생성
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/// 머리와 몸통은 유지, 다리만 걷는 동작으로 변경
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/// 종족별 다리 모양을 유지 (idle 프레임이 4개라 자연스럽게 변화)
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List<String> _animateWalking(List<String> idleLines, int frameIndex) {
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if (idleLines.length < 3) return idleLines;
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// 머리(0)와 몸통(1)은 그대로 유지
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final head = idleLines[0];
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final body = idleLines[1];
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// 다리 애니메이션 (4프레임) - 걷기 동작
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const legFrames = [' /| ', ' |\\ ', ' /| ', ' |\\ '];
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final legs = legFrames[frameIndex % legFrames.length];
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return [head, body, legs];
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// idle 프레임을 그대로 사용 (종족별 다리 모양 유지)
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// frameIndex에 따라 idle[0~3] 중 하나가 선택되어 자연스럽게 애니메이션됨
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return idleLines;
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}
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/// 문자열 스프라이트를 AsciiCell 2D 배열로 변환
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@@ -1,9 +1,15 @@
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import 'dart:collection';
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import 'package:asciineverdie/src/core/model/equipment_item.dart';
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import 'package:asciineverdie/src/core/model/equipment_slot.dart';
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import 'package:asciineverdie/src/core/model/monster_grade.dart';
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import 'package:asciineverdie/src/core/util/deterministic_random.dart';
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import 'package:asciineverdie/src/core/model/game_state.dart';
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const int kSaveVersion = 2;
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/// 세이브 파일 버전
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/// - v2: 장비 이름만 저장 (레거시)
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/// - v3: 장비 전체 정보 저장 (level, rarity, stats 포함)
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const int kSaveVersion = 3;
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class GameSave {
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GameSave({
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@@ -79,17 +85,7 @@ class GameSave {
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.toList(),
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},
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'equipment': {
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'weapon': equipment.weapon,
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'shield': equipment.shield,
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'helm': equipment.helm,
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'hauberk': equipment.hauberk,
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'brassairts': equipment.brassairts,
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'vambraces': equipment.vambraces,
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'gauntlets': equipment.gauntlets,
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'gambeson': equipment.gambeson,
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'cuisses': equipment.cuisses,
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'greaves': equipment.greaves,
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'sollerets': equipment.sollerets,
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'items': equipment.items.map((e) => e.toJson()).toList(),
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'bestIndex': equipment.bestIndex,
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},
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'skills': skillBook.skills
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@@ -106,6 +102,8 @@ class GameSave {
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'type': progress.currentTask.type.name,
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'monsterBaseName': progress.currentTask.monsterBaseName,
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'monsterPart': progress.currentTask.monsterPart,
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'monsterLevel': progress.currentTask.monsterLevel,
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'monsterGrade': progress.currentTask.monsterGrade?.name,
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},
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'plotStages': progress.plotStageCount,
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'questCount': progress.questCount,
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@@ -183,20 +181,7 @@ class GameSave {
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)
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.toList(),
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),
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equipment: Equipment.fromStrings(
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weapon: equipmentJson['weapon'] as String? ?? 'Keyboard',
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shield: equipmentJson['shield'] as String? ?? '',
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helm: equipmentJson['helm'] as String? ?? '',
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hauberk: equipmentJson['hauberk'] as String? ?? '',
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brassairts: equipmentJson['brassairts'] as String? ?? '',
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vambraces: equipmentJson['vambraces'] as String? ?? '',
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gauntlets: equipmentJson['gauntlets'] as String? ?? '',
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gambeson: equipmentJson['gambeson'] as String? ?? '',
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cuisses: equipmentJson['cuisses'] as String? ?? '',
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greaves: equipmentJson['greaves'] as String? ?? '',
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sollerets: equipmentJson['sollerets'] as String? ?? '',
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bestIndex: equipmentJson['bestIndex'] as int? ?? 0,
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),
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equipment: _equipmentFromJson(equipmentJson, json['version'] as int? ?? 2),
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skillBook: SkillBook(
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skills: skillsJson
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.map(
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@@ -289,11 +274,23 @@ TaskInfo _taskInfoFromJson(Map<String, dynamic> json) {
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(t) => t.name == typeName,
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orElse: () => TaskType.neutral,
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);
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// monsterGrade 파싱
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final gradeName = json['monsterGrade'] as String?;
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final monsterGrade = gradeName != null
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? MonsterGrade.values.firstWhere(
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(g) => g.name == gradeName,
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orElse: () => MonsterGrade.normal,
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)
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: null;
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return TaskInfo(
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caption: json['caption'] as String? ?? '',
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type: type,
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monsterBaseName: json['monsterBaseName'] as String?,
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monsterPart: json['monsterPart'] as String?,
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monsterLevel: json['monsterLevel'] as int?,
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monsterGrade: monsterGrade,
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);
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}
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@@ -315,3 +312,46 @@ QuestMonsterInfo? _questMonsterFromJson(Map<String, dynamic>? json) {
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monsterIndex: json['index'] as int? ?? -1,
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);
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}
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/// 장비 데이터 역직렬화 (버전별 분기 처리)
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///
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/// - v2 이하: 레거시 문자열 기반 (이름만 저장)
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/// - v3 이상: 전체 EquipmentItem 정보 저장
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Equipment _equipmentFromJson(Map<String, dynamic> json, int version) {
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// v3 이상: 새로운 형식 (items 배열)
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if (version >= 3 && json['items'] != null) {
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final itemsList = json['items'] as List<dynamic>;
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final items = <EquipmentItem>[];
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for (var i = 0; i < Equipment.slotCount; i++) {
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if (i < itemsList.length) {
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final itemJson = itemsList[i] as Map<String, dynamic>;
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items.add(EquipmentItem.fromJson(itemJson));
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} else {
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// 누락된 슬롯은 빈 아이템으로 채움
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items.add(EquipmentItem.empty(EquipmentSlot.values[i]));
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}
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}
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return Equipment(
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items: items,
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bestIndex: json['bestIndex'] as int? ?? 0,
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);
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}
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// v2 이하: 레거시 형식 (문자열 기반)
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return Equipment.fromStrings(
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weapon: json['weapon'] as String? ?? 'Keyboard',
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shield: json['shield'] as String? ?? '',
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helm: json['helm'] as String? ?? '',
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hauberk: json['hauberk'] as String? ?? '',
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brassairts: json['brassairts'] as String? ?? '',
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vambraces: json['vambraces'] as String? ?? '',
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gauntlets: json['gauntlets'] as String? ?? '',
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gambeson: json['gambeson'] as String? ?? '',
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cuisses: json['cuisses'] as String? ?? '',
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greaves: json['greaves'] as String? ?? '',
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sollerets: json['sollerets'] as String? ?? '',
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bestIndex: json['bestIndex'] as int? ?? 0,
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);
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}
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