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4 Commits
525e231c06
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7e1936b34f
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7e1936b34f | ||
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9599a33a8f | ||
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b0913a24ff |
@@ -17,31 +17,34 @@ class SkillData {
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name: 'Stack Trace',
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type: SkillType.attack,
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tier: 1,
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mpCost: 50,
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damageType: DamageType.physical,
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mpCost: 30, // T1 기본
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cooldownMs: 3000,
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power: 15,
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damageMultiplier: 2.0,
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);
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/// Core Dump - 중급 공격
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/// Core Dump - 중급 마법 공격 (메모리 덤프)
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static const coreDump = Skill(
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id: 'core_dump',
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name: 'Core Dump',
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type: SkillType.attack,
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tier: 3,
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mpCost: 180,
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damageType: DamageType.magical,
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mpCost: 135, // T3 × 1.5 (mult 3.0)
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cooldownMs: 12000,
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power: 30,
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damageMultiplier: 3.0,
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);
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/// Memory Dump - DOT 공격
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/// Memory Dump - DOT 마법 공격
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static const memoryDump = Skill(
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id: 'memory_dump',
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name: 'Memory Dump',
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type: SkillType.attack,
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tier: 3,
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mpCost: 130,
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damageType: DamageType.magical,
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mpCost: 110, // T3 DOT (6틱 × 10dmg)
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cooldownMs: 15000,
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power: 0,
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element: SkillElement.memory,
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@@ -51,63 +54,68 @@ class SkillData {
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baseDotTickMs: 1000,
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);
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/// Kernel Panic - 최강 공격 (자해 데미지)
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/// Kernel Panic - 최강 마법 공격 (자해 데미지)
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static const kernelPanic = Skill(
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id: 'kernel_panic',
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name: 'Kernel Panic',
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type: SkillType.attack,
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tier: 5,
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mpCost: 400,
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damageType: DamageType.magical,
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mpCost: 300, // T5 × 2.0 (mult 4.0, 자해 보상)
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cooldownMs: 45000,
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power: 60,
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damageMultiplier: 4.0,
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selfDamagePercent: 0.1,
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);
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/// Blue Screen - 강력 공격 (긴 쿨타임)
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/// Blue Screen - 강력 마법 공격 (긴 쿨타임)
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static const blueScreen = Skill(
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id: 'blue_screen',
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name: 'Blue Screen',
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type: SkillType.attack,
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tier: 4,
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mpCost: 300,
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damageType: DamageType.magical,
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mpCost: 210, // T4 × 1.75 (mult 3.5)
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cooldownMs: 30000,
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power: 50,
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damageMultiplier: 3.5,
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);
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/// Inject Code - 방어 무시 공격
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/// Inject Code - 방어 무시 마법 공격
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static const injectCode = Skill(
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id: 'inject_code',
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name: 'Inject Code',
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type: SkillType.attack,
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tier: 4,
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mpCost: 200,
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damageType: DamageType.magical,
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mpCost: 190, // T4 × 1.25 × 방감 1.25
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cooldownMs: 18000,
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power: 35,
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damageMultiplier: 2.5,
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targetDefReduction: 0.5,
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);
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/// Spawn Shell - 3연타 공격
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/// Spawn Shell - 3연타 물리 공격
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static const spawnShell = Skill(
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id: 'spawn_shell',
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name: 'Spawn Shell',
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type: SkillType.attack,
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tier: 3,
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mpCost: 150,
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damageType: DamageType.physical,
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mpCost: 120, // T3 × 3타 보정 1.3
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cooldownMs: 10000,
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power: 12,
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damageMultiplier: 2.0,
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hitCount: 3,
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);
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/// Thread Pool - 5연타 공격
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/// Thread Pool - 5연타 물리 공격
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static const threadPool = Skill(
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id: 'thread_pool',
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name: 'Thread Pool',
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type: SkillType.attack,
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tier: 4,
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damageType: DamageType.physical,
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mpCost: 230,
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cooldownMs: 15000,
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power: 10,
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@@ -115,12 +123,13 @@ class SkillData {
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hitCount: 5,
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);
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/// Exfiltrate Data - HP 흡수 공격
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/// Exfiltrate Data - HP 흡수 하이브리드 공격
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static const exfiltrateData = Skill(
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id: 'exfiltrate_data',
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name: 'Exfiltrate Data',
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type: SkillType.attack,
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tier: 4,
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damageType: DamageType.hybrid,
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mpCost: 180,
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cooldownMs: 12000,
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power: 25,
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@@ -128,12 +137,13 @@ class SkillData {
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lifestealPercent: 0.3,
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);
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/// Fuzzing - 랜덤 데미지 공격
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/// Fuzzing - 랜덤 데미지 하이브리드 공격
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static const fuzzing = Skill(
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id: 'fuzzing',
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name: 'Fuzzing',
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type: SkillType.attack,
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tier: 2,
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damageType: DamageType.hybrid,
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mpCost: 100,
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cooldownMs: 8000,
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power: 20,
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@@ -141,12 +151,13 @@ class SkillData {
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element: SkillElement.chaos,
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);
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/// Chaos Monkey - 랜덤 효과 공격
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/// Chaos Monkey - 랜덤 효과 하이브리드 공격
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static const chaosMonkey = Skill(
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id: 'chaos_monkey',
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name: 'Chaos Monkey',
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type: SkillType.attack,
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tier: 5,
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damageType: DamageType.hybrid,
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mpCost: 250,
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cooldownMs: 25000,
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power: 40,
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@@ -154,12 +165,13 @@ class SkillData {
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element: SkillElement.chaos,
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);
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/// Saga Pattern - 3회 연속 공격
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/// Saga Pattern - 3회 연속 물리 공격
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static const sagaPattern = Skill(
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id: 'saga_pattern',
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name: 'Saga Pattern',
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type: SkillType.attack,
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tier: 4,
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damageType: DamageType.physical,
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mpCost: 280,
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cooldownMs: 20000,
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power: 18,
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@@ -167,12 +179,13 @@ class SkillData {
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hitCount: 3,
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);
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/// Event Store - 차지 공격 (DOT로 표현)
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/// Event Store - 차지 마법 공격 (DOT로 표현)
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static const eventStore = Skill(
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id: 'event_store',
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name: 'Event Store',
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type: SkillType.attack,
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tier: 4,
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damageType: DamageType.magical,
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mpCost: 200,
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cooldownMs: 18000,
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power: 0,
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@@ -183,24 +196,26 @@ class SkillData {
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baseDotTickMs: 3000,
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);
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/// Auto Scale - HP비례 공격
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/// Auto Scale - HP비례 하이브리드 공격
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static const autoScale = Skill(
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id: 'auto_scale',
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name: 'Auto Scale',
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type: SkillType.attack,
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tier: 4,
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damageType: DamageType.hybrid,
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mpCost: 230,
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cooldownMs: 20000,
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power: 30,
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damageMultiplier: 2.5,
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);
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/// Disassemble - 방어감소+공격
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/// Disassemble - 방어감소 + 물리 공격
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static const disassemble = Skill(
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id: 'disassemble',
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name: 'Disassemble',
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type: SkillType.attack,
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tier: 3,
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damageType: DamageType.physical,
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mpCost: 150,
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cooldownMs: 12000,
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power: 22,
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@@ -208,36 +223,39 @@ class SkillData {
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targetDefReduction: 0.3,
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);
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/// Decompile - 약점 공격 (높은 크리)
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/// Decompile - 약점 물리 공격 (높은 크리)
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static const decompile = Skill(
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id: 'decompile',
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name: 'Decompile',
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type: SkillType.attack,
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tier: 2,
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damageType: DamageType.physical,
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mpCost: 130,
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cooldownMs: 10000,
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power: 20,
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damageMultiplier: 2.2,
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);
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/// Canary Release - 테스트 공격
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/// Canary Release - 테스트 물리 공격
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static const canaryRelease = Skill(
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id: 'canary_release',
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name: 'Canary Release',
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type: SkillType.attack,
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tier: 1,
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mpCost: 80,
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damageType: DamageType.physical,
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mpCost: 35, // T1 기본
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cooldownMs: 6000,
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power: 12,
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damageMultiplier: 2.0,
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);
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/// A/B Test - 이중 공격
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/// A/B Test - 이중 물리 공격
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static const abTest = Skill(
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id: 'ab_test',
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name: 'A/B Test',
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type: SkillType.attack,
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tier: 2,
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damageType: DamageType.physical,
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mpCost: 180,
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cooldownMs: 12000,
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power: 15,
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@@ -245,12 +263,13 @@ class SkillData {
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hitCount: 2,
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);
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/// Pivot Network - 네트워크 공격
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/// Pivot Network - 네트워크 마법 공격
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static const pivotNetwork = Skill(
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id: 'pivot_network',
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name: 'Pivot Network',
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type: SkillType.attack,
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tier: 3,
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damageType: DamageType.magical,
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mpCost: 150,
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cooldownMs: 10000,
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power: 25,
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@@ -258,24 +277,26 @@ class SkillData {
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element: SkillElement.network,
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);
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/// Async Await - 딜레이 공격
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/// Async Await - 딜레이 마법 공격
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static const asyncAwait = Skill(
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id: 'async_await',
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name: 'Async Await',
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type: SkillType.attack,
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tier: 4,
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damageType: DamageType.magical,
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mpCost: 180,
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cooldownMs: 14000,
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power: 35,
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damageMultiplier: 3.0,
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);
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/// Event Source - DOT 공격
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/// Event Source - DOT 마법 공격
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static const eventSource = Skill(
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id: 'event_source',
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name: 'Event Source',
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type: SkillType.attack,
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tier: 3,
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damageType: DamageType.magical,
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mpCost: 150,
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cooldownMs: 12000,
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power: 0,
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@@ -286,12 +307,13 @@ class SkillData {
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baseDotTickMs: 800,
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);
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/// CQRS Split - 분리 공격
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/// CQRS Split - 분리 물리 공격
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static const cqrsSplit = Skill(
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id: 'cqrs_split',
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name: 'CQRS Split',
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type: SkillType.attack,
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tier: 4,
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damageType: DamageType.physical,
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mpCost: 200,
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cooldownMs: 15000,
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power: 20,
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@@ -464,190 +486,190 @@ class SkillData {
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name: 'Debug Mode',
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type: SkillType.buff,
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tier: 3,
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mpCost: 100,
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mpCost: 140, // 100 → 140
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cooldownMs: 20000,
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power: 0,
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buff: BuffEffect(
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id: 'debug_mode_buff',
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name: 'Debug Mode',
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durationMs: 10000,
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atkModifier: 0.25,
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durationMs: 8000, // 10초 → 8초
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atkModifier: 0.15, // 25% → 15%
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),
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);
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/// Safe Mode - DEF +30%
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/// Safe Mode - DEF 증가
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static const safeMode = Skill(
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id: 'safe_mode',
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name: 'Safe Mode',
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type: SkillType.buff,
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tier: 3,
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mpCost: 130,
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mpCost: 160, // 130 → 160
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cooldownMs: 25000,
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power: 0,
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buff: BuffEffect(
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id: 'safe_mode_buff',
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name: 'Safe Mode',
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durationMs: 10000,
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defModifier: 0.3,
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durationMs: 8000, // 10초 → 8초
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defModifier: 0.18, // 30% → 18%
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),
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);
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/// Memory Optimization - 전스탯 +10%
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/// Memory Optimization - 전스탯 증가
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static const memoryOptimization = Skill(
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id: 'memory_optimization',
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name: 'Memory Optimization',
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type: SkillType.buff,
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tier: 3,
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mpCost: 150,
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mpCost: 180, // 150 → 180
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cooldownMs: 30000,
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power: 0,
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buff: BuffEffect(
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id: 'memory_optimization_buff',
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name: 'Optimized',
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durationMs: 15000,
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atkModifier: 0.1,
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defModifier: 0.1,
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criRateModifier: 0.05,
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evasionModifier: 0.05,
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durationMs: 12000, // 15초 → 12초
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atkModifier: 0.07, // 10% → 7%
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defModifier: 0.07, // 10% → 7%
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criRateModifier: 0.03, // 5% → 3%
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evasionModifier: 0.03, // 5% → 3%
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),
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);
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/// Breakpoint - 다음 공격 크리티컬
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/// Breakpoint - 크리율 증가 (하이브리드 밸런스)
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static const breakpoint = Skill(
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id: 'breakpoint',
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name: 'Breakpoint',
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type: SkillType.buff,
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tier: 2,
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mpCost: 80,
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mpCost: 120, // 70 → 120
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cooldownMs: 12000,
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power: 0,
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buff: BuffEffect(
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id: 'breakpoint_buff',
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name: 'Breakpoint',
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durationMs: 5000,
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criRateModifier: 0.5,
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criRateModifier: 0.20, // 35% → 20%
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),
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);
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/// Watch Variable - 회피율 +20%
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/// Watch Variable - 회피율 증가
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static const watchVariable = Skill(
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id: 'watch_variable',
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name: 'Watch Variable',
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type: SkillType.buff,
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tier: 2,
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mpCost: 90,
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mpCost: 120, // 90 → 120
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cooldownMs: 15000,
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power: 0,
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buff: BuffEffect(
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id: 'watch_variable_buff',
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name: 'Watching',
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durationMs: 8000,
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evasionModifier: 0.2,
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durationMs: 6000, // 8초 → 6초
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evasionModifier: 0.12, // 20% → 12%
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),
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);
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/// Step Into - 공격속도 +30% (ATK 버프로 표현)
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/// Step Into - 공격속도 증가 (ATK 버프로 표현)
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static const stepInto = Skill(
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id: 'step_into',
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name: 'Step Into',
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type: SkillType.buff,
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tier: 1,
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mpCost: 80,
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mpCost: 100, // 80 → 100
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cooldownMs: 12000,
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power: 0,
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buff: BuffEffect(
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id: 'step_into_buff',
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name: 'Step Into',
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durationMs: 6000,
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atkModifier: 0.2,
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atkModifier: 0.12, // 20% → 12%
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),
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);
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/// Profile Run - 크리율 +30%
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/// Profile Run - 크리율 증가
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static const profileRun = Skill(
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id: 'profile_run',
|
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name: 'Profile Run',
|
||||
type: SkillType.buff,
|
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tier: 3,
|
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mpCost: 100,
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mpCost: 150, // 100 → 150
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cooldownMs: 18000,
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power: 0,
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buff: BuffEffect(
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id: 'profile_run_buff',
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name: 'Profiling',
|
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durationMs: 8000,
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criRateModifier: 0.3,
|
||||
durationMs: 6000, // 8초 → 6초
|
||||
criRateModifier: 0.18, // 30% → 18%
|
||||
),
|
||||
);
|
||||
|
||||
/// Benchmark - 데미지 +40%
|
||||
/// Benchmark - 데미지 증가
|
||||
static const benchmark = Skill(
|
||||
id: 'benchmark',
|
||||
name: 'Benchmark',
|
||||
type: SkillType.buff,
|
||||
tier: 4,
|
||||
mpCost: 130,
|
||||
mpCost: 180, // 130 → 180
|
||||
cooldownMs: 20000,
|
||||
power: 0,
|
||||
buff: BuffEffect(
|
||||
id: 'benchmark_buff',
|
||||
name: 'Benchmarking',
|
||||
durationMs: 5000,
|
||||
atkModifier: 0.4,
|
||||
atkModifier: 0.25, // 40% → 25%
|
||||
),
|
||||
);
|
||||
|
||||
/// Elevate Privilege - 전스탯 +20%
|
||||
/// Elevate Privilege - 전스탯 증가 (하이브리드 밸런스)
|
||||
static const elevatePrivilege = Skill(
|
||||
id: 'elevate_privilege',
|
||||
name: 'Elevate Privilege',
|
||||
type: SkillType.buff,
|
||||
tier: 5,
|
||||
mpCost: 200,
|
||||
mpCost: 280, // 220 → 280
|
||||
cooldownMs: 35000,
|
||||
power: 0,
|
||||
buff: BuffEffect(
|
||||
id: 'elevate_privilege_buff',
|
||||
name: 'Elevated',
|
||||
durationMs: 8000,
|
||||
atkModifier: 0.2,
|
||||
defModifier: 0.2,
|
||||
criRateModifier: 0.1,
|
||||
evasionModifier: 0.1,
|
||||
durationMs: 6000, // 8초 → 6초
|
||||
atkModifier: 0.08, // 12% → 8%
|
||||
defModifier: 0.08, // 12% → 8%
|
||||
criRateModifier: 0.04, // 6% → 4%
|
||||
evasionModifier: 0.04, // 6% → 4%
|
||||
),
|
||||
);
|
||||
|
||||
/// Scale Up - ATK +50%
|
||||
/// Scale Up - ATK 증가 (하이브리드 밸런스)
|
||||
static const scaleUp = Skill(
|
||||
id: 'scale_up',
|
||||
name: 'Scale Up',
|
||||
type: SkillType.buff,
|
||||
tier: 5,
|
||||
mpCost: 180,
|
||||
mpCost: 280, // 220 → 280
|
||||
cooldownMs: 30000,
|
||||
power: 0,
|
||||
buff: BuffEffect(
|
||||
id: 'scale_up_buff',
|
||||
name: 'Scaled Up',
|
||||
durationMs: 6000,
|
||||
atkModifier: 0.5,
|
||||
durationMs: 5000, // 6초 → 5초
|
||||
atkModifier: 0.20, // 30% → 20%
|
||||
),
|
||||
);
|
||||
|
||||
/// Failover - 치명타 방지 (DEF 증가로 표현)
|
||||
/// Failover - DEF 증가 (하이브리드 밸런스)
|
||||
static const failover = Skill(
|
||||
id: 'failover',
|
||||
name: 'Failover',
|
||||
type: SkillType.buff,
|
||||
tier: 5,
|
||||
mpCost: 150,
|
||||
mpCost: 350, // 300 → 350
|
||||
cooldownMs: 45000,
|
||||
power: 0,
|
||||
buff: BuffEffect(
|
||||
id: 'failover_buff',
|
||||
name: 'Failover Ready',
|
||||
durationMs: 30000,
|
||||
defModifier: 0.4,
|
||||
durationMs: 15000, // 20초 → 15초
|
||||
defModifier: 0.18, // 25% → 18%
|
||||
),
|
||||
);
|
||||
|
||||
@@ -657,14 +679,14 @@ class SkillData {
|
||||
name: 'Containerize',
|
||||
type: SkillType.buff,
|
||||
tier: 3,
|
||||
mpCost: 130,
|
||||
mpCost: 170, // 130 → 170
|
||||
cooldownMs: 20000,
|
||||
power: 0,
|
||||
buff: BuffEffect(
|
||||
id: 'containerize_buff',
|
||||
name: 'Containerized',
|
||||
durationMs: 12000,
|
||||
defModifier: 0.35,
|
||||
durationMs: 10000, // 12초 → 10초
|
||||
defModifier: 0.20, // 35% → 20%
|
||||
),
|
||||
);
|
||||
|
||||
@@ -674,16 +696,16 @@ class SkillData {
|
||||
name: 'Orchestrate',
|
||||
type: SkillType.buff,
|
||||
tier: 4,
|
||||
mpCost: 230,
|
||||
mpCost: 260, // 230 → 260
|
||||
cooldownMs: 40000,
|
||||
power: 0,
|
||||
buff: BuffEffect(
|
||||
id: 'orchestrate_buff',
|
||||
name: 'Orchestrated',
|
||||
durationMs: 10000,
|
||||
atkModifier: 0.15,
|
||||
defModifier: 0.15,
|
||||
criRateModifier: 0.1,
|
||||
durationMs: 8000, // 10초 → 8초
|
||||
atkModifier: 0.10, // 15% → 10%
|
||||
defModifier: 0.10, // 15% → 10%
|
||||
criRateModifier: 0.06, // 10% → 6%
|
||||
),
|
||||
);
|
||||
|
||||
@@ -693,14 +715,14 @@ class SkillData {
|
||||
name: 'Promise Resolve',
|
||||
type: SkillType.buff,
|
||||
tier: 2,
|
||||
mpCost: 100,
|
||||
mpCost: 130, // 100 → 130
|
||||
cooldownMs: 15000,
|
||||
power: 0,
|
||||
buff: BuffEffect(
|
||||
id: 'promise_resolve_buff',
|
||||
name: 'Resolved',
|
||||
durationMs: 8000,
|
||||
atkModifier: 0.25,
|
||||
durationMs: 6000, // 8초 → 6초
|
||||
atkModifier: 0.15, // 25% → 15%
|
||||
),
|
||||
);
|
||||
|
||||
@@ -710,32 +732,32 @@ class SkillData {
|
||||
name: 'Feature Toggle',
|
||||
type: SkillType.buff,
|
||||
tier: 1,
|
||||
mpCost: 80,
|
||||
mpCost: 110, // 80 → 110
|
||||
cooldownMs: 10000,
|
||||
power: 0,
|
||||
buff: BuffEffect(
|
||||
id: 'feature_toggle_buff',
|
||||
name: 'Toggled',
|
||||
durationMs: 12000,
|
||||
atkModifier: 0.15,
|
||||
defModifier: 0.15,
|
||||
durationMs: 10000, // 12초 → 10초
|
||||
atkModifier: 0.10, // 15% → 10%
|
||||
defModifier: 0.10, // 15% → 10%
|
||||
),
|
||||
);
|
||||
|
||||
/// Dark Launch - 은신 (회피+100% → 50%로 조정)
|
||||
/// Dark Launch - 은신 (하이브리드 밸런스)
|
||||
static const darkLaunch = Skill(
|
||||
id: 'dark_launch',
|
||||
name: 'Dark Launch',
|
||||
type: SkillType.buff,
|
||||
tier: 4,
|
||||
mpCost: 180,
|
||||
mpCost: 180, // 150 → 180
|
||||
cooldownMs: 30000,
|
||||
power: 0,
|
||||
buff: BuffEffect(
|
||||
id: 'dark_launch_buff',
|
||||
name: 'Hidden',
|
||||
durationMs: 3000,
|
||||
evasionModifier: 0.5,
|
||||
evasionModifier: 0.20, // 30% → 20%
|
||||
),
|
||||
);
|
||||
|
||||
@@ -745,14 +767,14 @@ class SkillData {
|
||||
name: 'Static Analysis',
|
||||
type: SkillType.buff,
|
||||
tier: 1,
|
||||
mpCost: 80,
|
||||
mpCost: 100, // 80 → 100
|
||||
cooldownMs: 12000,
|
||||
power: 0,
|
||||
buff: BuffEffect(
|
||||
id: 'static_analysis_buff',
|
||||
name: 'Analyzed',
|
||||
durationMs: 10000,
|
||||
criRateModifier: 0.15,
|
||||
durationMs: 8000, // 10초 → 8초
|
||||
criRateModifier: 0.10, // 15% → 10%
|
||||
),
|
||||
);
|
||||
|
||||
@@ -762,15 +784,15 @@ class SkillData {
|
||||
name: 'Dynamic Analysis',
|
||||
type: SkillType.buff,
|
||||
tier: 4,
|
||||
mpCost: 130,
|
||||
mpCost: 170, // 130 → 170
|
||||
cooldownMs: 18000,
|
||||
power: 0,
|
||||
buff: BuffEffect(
|
||||
id: 'dynamic_analysis_buff',
|
||||
name: 'Dynamic',
|
||||
durationMs: 8000,
|
||||
criRateModifier: 0.15,
|
||||
evasionModifier: 0.15,
|
||||
durationMs: 6000, // 8초 → 6초
|
||||
criRateModifier: 0.10, // 15% → 10%
|
||||
evasionModifier: 0.10, // 15% → 10%
|
||||
),
|
||||
);
|
||||
|
||||
@@ -780,14 +802,14 @@ class SkillData {
|
||||
name: 'Reverse Engineer',
|
||||
type: SkillType.buff,
|
||||
tier: 4,
|
||||
mpCost: 150,
|
||||
mpCost: 190, // 150 → 190
|
||||
cooldownMs: 25000,
|
||||
power: 0,
|
||||
buff: BuffEffect(
|
||||
id: 'reverse_engineer_buff',
|
||||
name: 'Reversed',
|
||||
durationMs: 10000,
|
||||
atkModifier: 0.3,
|
||||
durationMs: 8000, // 10초 → 8초
|
||||
atkModifier: 0.18, // 30% → 18%
|
||||
),
|
||||
);
|
||||
|
||||
@@ -797,14 +819,14 @@ class SkillData {
|
||||
name: 'Cover Tracks',
|
||||
type: SkillType.buff,
|
||||
tier: 2,
|
||||
mpCost: 100,
|
||||
mpCost: 130, // 100 → 130
|
||||
cooldownMs: 15000,
|
||||
power: 0,
|
||||
buff: BuffEffect(
|
||||
id: 'cover_tracks_buff',
|
||||
name: 'Covered',
|
||||
durationMs: 5000,
|
||||
evasionModifier: 0.25,
|
||||
evasionModifier: 0.15, // 25% → 15%
|
||||
),
|
||||
);
|
||||
|
||||
@@ -814,14 +836,14 @@ class SkillData {
|
||||
name: 'Deploy',
|
||||
type: SkillType.buff,
|
||||
tier: 4,
|
||||
mpCost: 180,
|
||||
mpCost: 220, // 180 → 220
|
||||
cooldownMs: 30000,
|
||||
power: 0,
|
||||
buff: BuffEffect(
|
||||
id: 'deploy_buff',
|
||||
name: 'Deployed',
|
||||
durationMs: 12000,
|
||||
atkModifier: 0.35,
|
||||
durationMs: 10000, // 12초 → 10초
|
||||
atkModifier: 0.22, // 35% → 22%
|
||||
),
|
||||
);
|
||||
|
||||
@@ -831,14 +853,14 @@ class SkillData {
|
||||
name: 'Retry Logic',
|
||||
type: SkillType.buff,
|
||||
tier: 2,
|
||||
mpCost: 100,
|
||||
mpCost: 130, // 100 → 130
|
||||
cooldownMs: 15000,
|
||||
power: 0,
|
||||
buff: BuffEffect(
|
||||
id: 'retry_logic_buff',
|
||||
name: 'Retrying',
|
||||
durationMs: 10000,
|
||||
criRateModifier: 0.2,
|
||||
durationMs: 8000, // 10초 → 8초
|
||||
criRateModifier: 0.12, // 20% → 12%
|
||||
),
|
||||
);
|
||||
|
||||
@@ -848,15 +870,15 @@ class SkillData {
|
||||
name: 'State Machine',
|
||||
type: SkillType.buff,
|
||||
tier: 2,
|
||||
mpCost: 150,
|
||||
mpCost: 170, // 150 → 170
|
||||
cooldownMs: 25000,
|
||||
power: 0,
|
||||
buff: BuffEffect(
|
||||
id: 'state_machine_buff',
|
||||
name: 'State Active',
|
||||
durationMs: 15000,
|
||||
atkModifier: 0.1,
|
||||
defModifier: 0.1,
|
||||
durationMs: 12000, // 15초 → 12초
|
||||
atkModifier: 0.08, // 10% → 8%
|
||||
defModifier: 0.08, // 10% → 8%
|
||||
),
|
||||
);
|
||||
|
||||
|
||||
@@ -187,6 +187,7 @@ class ActProgressionService {
|
||||
level: bossLevel,
|
||||
atk: (bossStats.atk * 1.5).round(), // Boss 보정 (1.5배)
|
||||
def: (bossStats.def * 1.5).round(),
|
||||
magDef: (bossStats.def * 1.8).round(), // 보스 마법 방어 (물리 대비 1.2배)
|
||||
hpMax: (bossStats.hp * 2.0).round(), // HP는 2.0배 (보스다운 전투 시간)
|
||||
hpCurrent: (bossStats.hp * 2.0).round(),
|
||||
criRate: 0.05,
|
||||
|
||||
@@ -106,6 +106,8 @@ class ItemService {
|
||||
/// - 느린 무기 (1500ms): atk × 1.4
|
||||
/// - 기본 무기 (1000ms): atk × 1.0
|
||||
/// - 빠른 무기 (600ms): atk × 0.7
|
||||
///
|
||||
/// 마법 무기 확률: 30% (magAtk 부여)
|
||||
ItemStats _generateWeaponStats(int baseValue, ItemRarity rarity) {
|
||||
final criBonus = rarity.index >= ItemRarity.rare.index
|
||||
? 0.02 + rarity.index * 0.01
|
||||
@@ -115,39 +117,76 @@ class ItemService {
|
||||
: 0.0;
|
||||
|
||||
// 공속 결정 (600ms ~ 1500ms 범위)
|
||||
// 희귀도가 높을수록 공속 변동 폭 증가
|
||||
final speedVariance =
|
||||
300 + rarity.index * 100; // Common: 300, Legendary: 700
|
||||
final speedVariance = 300 + rarity.index * 100;
|
||||
final speedOffset = rng.nextInt(speedVariance * 2) - speedVariance;
|
||||
final attackSpeed = (1000 + speedOffset).clamp(600, 1500);
|
||||
|
||||
// 공속-데미지 역비례 계산
|
||||
// 기준: 1000ms = 1.0x, 600ms = 0.7x, 1500ms = 1.4x
|
||||
final speedMultiplier = 0.3 + (attackSpeed / 1000) * 0.7;
|
||||
final adjustedAtk = (baseValue * speedMultiplier).round();
|
||||
|
||||
// 마법 무기 여부 (30% 확률)
|
||||
final isMagicWeapon = rng.nextInt(100) < 30;
|
||||
final magAtk = isMagicWeapon ? (adjustedAtk * 0.8).round() : 0;
|
||||
|
||||
// 능력치 보너스 (Rare 이상)
|
||||
final strBonus = rarity.index >= ItemRarity.rare.index && !isMagicWeapon
|
||||
? rarity.index
|
||||
: 0;
|
||||
final intBonus = rarity.index >= ItemRarity.rare.index && isMagicWeapon
|
||||
? rarity.index
|
||||
: 0;
|
||||
|
||||
return ItemStats(
|
||||
atk: adjustedAtk,
|
||||
magAtk: magAtk,
|
||||
criRate: criBonus,
|
||||
parryRate: parryBonus,
|
||||
attackSpeed: attackSpeed,
|
||||
strBonus: strBonus,
|
||||
intBonus: intBonus,
|
||||
);
|
||||
}
|
||||
|
||||
/// 방패 스탯 생성
|
||||
///
|
||||
/// DEF 배율 조정 (v2): 방패 DEF를 0.15배로 축소
|
||||
/// 마법 방어(magDef), CON 보너스 추가
|
||||
ItemStats _generateShieldStats(int baseValue, ItemRarity rarity) {
|
||||
final blockBonus = 0.05 + rarity.index * 0.02;
|
||||
final def = (baseValue * 0.15).round();
|
||||
|
||||
return ItemStats(def: def, blockRate: blockBonus);
|
||||
// 마법 방어 (50% 확률)
|
||||
final hasMagDef = rng.nextInt(100) < 50;
|
||||
final magDef = hasMagDef ? (def * 0.7).round() : 0;
|
||||
|
||||
// HP 보너스 (Uncommon 이상)
|
||||
final hpBonus =
|
||||
rarity.index >= ItemRarity.uncommon.index ? baseValue ~/ 3 : 0;
|
||||
|
||||
// CON 보너스 (Rare 이상)
|
||||
final conBonus = rarity.index >= ItemRarity.rare.index ? rarity.index : 0;
|
||||
|
||||
return ItemStats(
|
||||
def: def,
|
||||
magDef: magDef,
|
||||
blockRate: blockBonus,
|
||||
hpBonus: hpBonus,
|
||||
conBonus: conBonus,
|
||||
);
|
||||
}
|
||||
|
||||
/// 방어구 스탯 생성
|
||||
///
|
||||
/// DEF 배율 조정 (v2): 9개 방어구 합산 DEF ≈ 무기 ATK × 1.6
|
||||
/// 기존 배율(합계 8.0)에서 대폭 축소하여 일반 공격 데미지 정상화
|
||||
/// 슬롯별 특화 보너스 추가:
|
||||
/// - 투구(helm): INT, WIS 보너스
|
||||
/// - 갑옷(hauberk): HP, CON 보너스
|
||||
/// - 상완갑/전완갑(brassairts, vambraces): STR, DEX 보너스
|
||||
/// - 건틀릿(gauntlets): STR, 크리티컬 보너스
|
||||
/// - 갬비슨(gambeson): HP, MP 보너스
|
||||
/// - 허벅지갑/정강이갑(cuisses, greaves): CON, 회피 보너스
|
||||
/// - 철제부츠(sollerets): DEX, 회피 보너스
|
||||
ItemStats _generateArmorStats(
|
||||
int baseValue,
|
||||
ItemRarity rarity,
|
||||
@@ -155,7 +194,7 @@ class ItemService {
|
||||
) {
|
||||
// 슬롯별 방어력 가중치 (총합 ~1.6으로 축소)
|
||||
final defMultiplier = switch (slot) {
|
||||
EquipmentSlot.hauberk => 0.30, // 갑옷류 최고
|
||||
EquipmentSlot.hauberk => 0.30,
|
||||
EquipmentSlot.helm => 0.25,
|
||||
EquipmentSlot.gambeson => 0.20,
|
||||
EquipmentSlot.cuisses => 0.18,
|
||||
@@ -169,11 +208,88 @@ class ItemService {
|
||||
|
||||
final def = (baseValue * defMultiplier).round();
|
||||
|
||||
// 희귀도에 따른 추가 보너스
|
||||
final hpBonus = rarity.index >= ItemRarity.rare.index ? baseValue ~/ 2 : 0;
|
||||
final evasionBonus = rarity.index >= ItemRarity.epic.index ? 0.01 : 0.0;
|
||||
// 슬롯별 특화 보너스 계산
|
||||
return switch (slot) {
|
||||
// 투구: 지능/지혜 보너스, 마법 방어
|
||||
EquipmentSlot.helm => ItemStats(
|
||||
def: def,
|
||||
magDef: rarity.index >= ItemRarity.uncommon.index ? def ~/ 2 : 0,
|
||||
hpBonus: rarity.index >= ItemRarity.rare.index ? baseValue ~/ 3 : 0,
|
||||
intBonus: rarity.index >= ItemRarity.epic.index ? rarity.index : 0,
|
||||
wisBonus: rarity.index >= ItemRarity.rare.index ? rarity.index - 1 : 0,
|
||||
),
|
||||
|
||||
return ItemStats(def: def, hpBonus: hpBonus, evasion: evasionBonus);
|
||||
// 갑옷: HP, CON 보너스 (주력 방어구)
|
||||
EquipmentSlot.hauberk => ItemStats(
|
||||
def: def,
|
||||
hpBonus: rarity.index >= ItemRarity.uncommon.index ? baseValue : 0,
|
||||
conBonus: rarity.index >= ItemRarity.rare.index ? rarity.index : 0,
|
||||
strBonus: rarity.index >= ItemRarity.epic.index ? rarity.index - 1 : 0,
|
||||
),
|
||||
|
||||
// 상완갑: STR 보너스
|
||||
EquipmentSlot.brassairts => ItemStats(
|
||||
def: def,
|
||||
hpBonus: rarity.index >= ItemRarity.rare.index ? baseValue ~/ 4 : 0,
|
||||
strBonus: rarity.index >= ItemRarity.uncommon.index ? rarity.index : 0,
|
||||
),
|
||||
|
||||
// 전완갑: DEX 보너스
|
||||
EquipmentSlot.vambraces => ItemStats(
|
||||
def: def,
|
||||
hpBonus: rarity.index >= ItemRarity.rare.index ? baseValue ~/ 4 : 0,
|
||||
dexBonus: rarity.index >= ItemRarity.uncommon.index ? rarity.index : 0,
|
||||
),
|
||||
|
||||
// 건틀릿: STR, 크리티컬 보너스
|
||||
EquipmentSlot.gauntlets => ItemStats(
|
||||
def: def,
|
||||
criRate: rarity.index >= ItemRarity.rare.index
|
||||
? 0.01 + rarity.index * 0.005
|
||||
: 0.0,
|
||||
strBonus: rarity.index >= ItemRarity.uncommon.index ? rarity.index : 0,
|
||||
),
|
||||
|
||||
// 갬비슨: HP, MP 보너스
|
||||
EquipmentSlot.gambeson => ItemStats(
|
||||
def: def,
|
||||
hpBonus: rarity.index >= ItemRarity.uncommon.index ? baseValue ~/ 2 : 0,
|
||||
mpBonus: rarity.index >= ItemRarity.uncommon.index ? baseValue ~/ 3 : 0,
|
||||
wisBonus: rarity.index >= ItemRarity.epic.index ? rarity.index - 1 : 0,
|
||||
),
|
||||
|
||||
// 허벅지갑: CON, 회피 보너스
|
||||
EquipmentSlot.cuisses => ItemStats(
|
||||
def: def,
|
||||
hpBonus: rarity.index >= ItemRarity.rare.index ? baseValue ~/ 3 : 0,
|
||||
conBonus: rarity.index >= ItemRarity.uncommon.index ? rarity.index : 0,
|
||||
evasion: rarity.index >= ItemRarity.epic.index ? 0.01 : 0.0,
|
||||
),
|
||||
|
||||
// 정강이갑: CON, 회피 보너스
|
||||
EquipmentSlot.greaves => ItemStats(
|
||||
def: def,
|
||||
hpBonus: rarity.index >= ItemRarity.rare.index ? baseValue ~/ 3 : 0,
|
||||
conBonus:
|
||||
rarity.index >= ItemRarity.rare.index ? rarity.index - 1 : 0,
|
||||
evasion: rarity.index >= ItemRarity.epic.index ? 0.01 : 0.0,
|
||||
),
|
||||
|
||||
// 철제부츠: DEX, 회피 보너스
|
||||
EquipmentSlot.sollerets => ItemStats(
|
||||
def: def,
|
||||
dexBonus: rarity.index >= ItemRarity.uncommon.index ? rarity.index : 0,
|
||||
evasion: rarity.index >= ItemRarity.rare.index
|
||||
? 0.01 + rarity.index * 0.005
|
||||
: 0.0,
|
||||
),
|
||||
|
||||
// 기본 (무기, 방패는 여기 안옴)
|
||||
_ => ItemStats(
|
||||
def: def,
|
||||
hpBonus: rarity.index >= ItemRarity.rare.index ? baseValue ~/ 2 : 0,
|
||||
),
|
||||
};
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
|
||||
@@ -970,6 +970,8 @@ class ProgressService {
|
||||
// 보스전 사망이 아닐 경우에만 장비 손실
|
||||
var newEquipment = state.equipment;
|
||||
var lostCount = 0;
|
||||
String? lostItemName;
|
||||
EquipmentSlot? lostItemSlot;
|
||||
|
||||
if (!isBossDeath) {
|
||||
// 무기(슬롯 0)를 제외한 장착된 장비 중 1개를 제물로 삭제
|
||||
@@ -987,12 +989,16 @@ class ProgressService {
|
||||
equippedNonWeaponSlots[state.rng.nextInt(
|
||||
equippedNonWeaponSlots.length,
|
||||
)];
|
||||
final slot = EquipmentSlot.values[sacrificeIndex];
|
||||
|
||||
// 제물로 바칠 아이템 정보 저장
|
||||
final lostItem = state.equipment.getItemByIndex(sacrificeIndex);
|
||||
lostItemName = lostItem.name;
|
||||
lostItemSlot = EquipmentSlot.values[sacrificeIndex];
|
||||
|
||||
// 해당 슬롯을 빈 장비로 교체
|
||||
newEquipment = newEquipment.setItemByIndex(
|
||||
sacrificeIndex,
|
||||
EquipmentItem.empty(slot),
|
||||
EquipmentItem.empty(lostItemSlot),
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -1002,6 +1008,8 @@ class ProgressService {
|
||||
cause: cause,
|
||||
killerName: killerName,
|
||||
lostEquipmentCount: lostCount,
|
||||
lostItemName: lostItemName,
|
||||
lostItemSlot: lostItemSlot,
|
||||
goldAtDeath: state.inventory.gold,
|
||||
levelAtDeath: state.traits.level,
|
||||
timestamp: state.skillSystem.elapsedMs,
|
||||
|
||||
@@ -63,15 +63,22 @@ class SkillService {
|
||||
required MonsterCombatStats monster,
|
||||
required SkillSystemState skillSystem,
|
||||
}) {
|
||||
// 데미지 타입에 따른 공격력/방어력 선택
|
||||
final (attackStat, defenseStat) = _getStatsByDamageType(
|
||||
skill.damageType,
|
||||
player,
|
||||
monster,
|
||||
);
|
||||
|
||||
// 기본 데미지 계산
|
||||
final baseDamage = player.atk * skill.damageMultiplier;
|
||||
final baseDamage = attackStat * skill.damageMultiplier;
|
||||
|
||||
// 버프 효과 적용
|
||||
final buffMods = skillSystem.totalBuffModifiers;
|
||||
final buffedDamage = baseDamage * (1 + buffMods.atkMod);
|
||||
|
||||
// 적 방어력 감소 적용
|
||||
final effectiveMonsterDef = monster.def * (1 - skill.targetDefReduction);
|
||||
final effectiveMonsterDef = defenseStat * (1 - skill.targetDefReduction);
|
||||
|
||||
// 최종 데미지 계산 (방어력 감산 0.3)
|
||||
final finalDamage = (buffedDamage - effectiveMonsterDef * 0.3)
|
||||
@@ -636,15 +643,22 @@ class SkillService {
|
||||
// 실제 MP 비용 계산
|
||||
final actualMpCost = (skill.mpCost * mpMult).round();
|
||||
|
||||
// 데미지 타입에 따른 공격력/방어력 선택
|
||||
final (attackStat, defenseStat) = _getStatsByDamageType(
|
||||
skill.damageType,
|
||||
player,
|
||||
monster,
|
||||
);
|
||||
|
||||
// 기본 데미지 계산 (랭크 배율 적용)
|
||||
final baseDamage = player.atk * skill.damageMultiplier * rankMult;
|
||||
final baseDamage = attackStat * skill.damageMultiplier * rankMult;
|
||||
|
||||
// 버프 효과 적용
|
||||
final buffMods = skillSystem.totalBuffModifiers;
|
||||
final buffedDamage = baseDamage * (1 + buffMods.atkMod);
|
||||
|
||||
// 적 방어력 감소 적용
|
||||
final effectiveMonsterDef = monster.def * (1 - skill.targetDefReduction);
|
||||
final effectiveMonsterDef = defenseStat * (1 - skill.targetDefReduction);
|
||||
|
||||
// 최종 데미지 계산 (방어력 감산 0.3)
|
||||
final finalDamage = (buffedDamage - effectiveMonsterDef * 0.3)
|
||||
@@ -708,4 +722,32 @@ class SkillService {
|
||||
|
||||
return state.copyWith(skillStates: skillStates);
|
||||
}
|
||||
|
||||
// ============================================================================
|
||||
// 데미지 타입 헬퍼
|
||||
// ============================================================================
|
||||
|
||||
/// 데미지 타입에 따른 공격력/방어력 스탯 반환
|
||||
///
|
||||
/// [damageType] 스킬의 데미지 타입
|
||||
/// [player] 플레이어 전투 스탯
|
||||
/// [monster] 몬스터 전투 스탯
|
||||
/// Returns: (공격력, 방어력) 튜플
|
||||
(double, double) _getStatsByDamageType(
|
||||
DamageType damageType,
|
||||
CombatStats player,
|
||||
MonsterCombatStats monster,
|
||||
) {
|
||||
return switch (damageType) {
|
||||
DamageType.physical => (player.atk.toDouble(), monster.def.toDouble()),
|
||||
DamageType.magical => (
|
||||
player.magAtk.toDouble(),
|
||||
monster.magDef.toDouble(),
|
||||
),
|
||||
DamageType.hybrid => (
|
||||
(player.atk + player.magAtk) / 2,
|
||||
(monster.def + monster.magDef) / 2,
|
||||
),
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
@@ -131,6 +131,7 @@ class DeathInfo {
|
||||
required this.levelAtDeath,
|
||||
required this.timestamp,
|
||||
this.lostItemName,
|
||||
this.lostItemSlot,
|
||||
this.lastCombatEvents = const [],
|
||||
});
|
||||
|
||||
@@ -146,6 +147,9 @@ class DeathInfo {
|
||||
/// 제물로 바친 아이템 이름 (null이면 없음)
|
||||
final String? lostItemName;
|
||||
|
||||
/// 제물로 바친 아이템 슬롯 (null이면 없음)
|
||||
final EquipmentSlot? lostItemSlot;
|
||||
|
||||
/// 사망 시점 골드
|
||||
final int goldAtDeath;
|
||||
|
||||
@@ -163,6 +167,7 @@ class DeathInfo {
|
||||
String? killerName,
|
||||
int? lostEquipmentCount,
|
||||
String? lostItemName,
|
||||
EquipmentSlot? lostItemSlot,
|
||||
int? goldAtDeath,
|
||||
int? levelAtDeath,
|
||||
int? timestamp,
|
||||
@@ -173,6 +178,7 @@ class DeathInfo {
|
||||
killerName: killerName ?? this.killerName,
|
||||
lostEquipmentCount: lostEquipmentCount ?? this.lostEquipmentCount,
|
||||
lostItemName: lostItemName ?? this.lostItemName,
|
||||
lostItemSlot: lostItemSlot ?? this.lostItemSlot,
|
||||
goldAtDeath: goldAtDeath ?? this.goldAtDeath,
|
||||
levelAtDeath: levelAtDeath ?? this.levelAtDeath,
|
||||
timestamp: timestamp ?? this.timestamp,
|
||||
|
||||
@@ -22,6 +22,7 @@ class MonsterCombatStats {
|
||||
required this.level,
|
||||
required this.atk,
|
||||
required this.def,
|
||||
required this.magDef,
|
||||
required this.hpMax,
|
||||
required this.hpCurrent,
|
||||
required this.criRate,
|
||||
@@ -41,9 +42,12 @@ class MonsterCombatStats {
|
||||
/// 공격력
|
||||
final int atk;
|
||||
|
||||
/// 방어력
|
||||
/// 물리 방어력
|
||||
final int def;
|
||||
|
||||
/// 마법 방어력
|
||||
final int magDef;
|
||||
|
||||
/// 최대 HP
|
||||
final int hpMax;
|
||||
|
||||
@@ -96,6 +100,7 @@ class MonsterCombatStats {
|
||||
int? level,
|
||||
int? atk,
|
||||
int? def,
|
||||
int? magDef,
|
||||
int? hpMax,
|
||||
int? hpCurrent,
|
||||
double? criRate,
|
||||
@@ -110,6 +115,7 @@ class MonsterCombatStats {
|
||||
level: level ?? this.level,
|
||||
atk: atk ?? this.atk,
|
||||
def: def ?? this.def,
|
||||
magDef: magDef ?? this.magDef,
|
||||
hpMax: hpMax ?? this.hpMax,
|
||||
hpCurrent: hpCurrent ?? this.hpCurrent,
|
||||
criRate: criRate ?? this.criRate,
|
||||
@@ -173,11 +179,16 @@ class MonsterCombatStats {
|
||||
MonsterSpeedType.slow => 1400,
|
||||
};
|
||||
|
||||
// 마법 방어력: 물리 방어력의 70~130% (레벨에 따라 변동)
|
||||
final magDefRatio = 0.7 + (level % 60) * 0.01; // 0.7 ~ 1.3
|
||||
final magDef = (baseStats.def * magDefRatio).round();
|
||||
|
||||
return MonsterCombatStats(
|
||||
name: name,
|
||||
level: level,
|
||||
atk: baseStats.atk,
|
||||
def: baseStats.def,
|
||||
magDef: magDef,
|
||||
hpMax: adjustedHp,
|
||||
hpCurrent: adjustedHp,
|
||||
criRate: criRate,
|
||||
@@ -202,6 +213,7 @@ class MonsterCombatStats {
|
||||
level: bossLevel,
|
||||
atk: bossStats.atk,
|
||||
def: bossStats.def,
|
||||
magDef: (bossStats.def * 1.2).round(), // 보스는 마법 방어력 20% 증가
|
||||
hpMax: bossStats.hp,
|
||||
hpCurrent: bossStats.hp,
|
||||
criRate: 0.25, // 보스 크리티컬 확률 25%
|
||||
@@ -244,6 +256,7 @@ class MonsterCombatStats {
|
||||
level: 1,
|
||||
atk: 8,
|
||||
def: 3,
|
||||
magDef: 3,
|
||||
hpMax: 35,
|
||||
hpCurrent: 35,
|
||||
criRate: 0.02,
|
||||
@@ -264,6 +277,7 @@ class MonsterCombatStats {
|
||||
level: 0, // PvP에서는 레벨 페널티 없음
|
||||
atk: stats.atk,
|
||||
def: stats.def,
|
||||
magDef: stats.magDef,
|
||||
hpMax: stats.hpMax,
|
||||
hpCurrent: stats.hpMax, // 풀 HP로 시작
|
||||
criRate: stats.criRate,
|
||||
|
||||
@@ -4,8 +4,9 @@
|
||||
|
||||
/// 스펠 랭크에 따른 스킬 배율 계산
|
||||
///
|
||||
/// 랭크 1: 1.0x, 랭크 2: 1.15x, 랭크 3: 1.30x, ...
|
||||
double getRankMultiplier(int rank) => 1.0 + (rank - 1) * 0.15;
|
||||
/// 랭크 1: 1.0x, 랭크 2: 1.08x, 랭크 3: 1.16x, ... 최대 1.72x (rank 10)
|
||||
/// Phase 3 밸런스: 0.15 → 0.08로 하향
|
||||
double getRankMultiplier(int rank) => 1.0 + (rank - 1) * 0.08;
|
||||
|
||||
/// 랭크에 따른 쿨타임 감소율 계산
|
||||
///
|
||||
@@ -38,6 +39,18 @@ enum SkillType {
|
||||
debuff,
|
||||
}
|
||||
|
||||
/// 데미지 타입 (물리/마법 구분)
|
||||
enum DamageType {
|
||||
/// 물리 공격 - STR + atk 기반, 적 def로 방어
|
||||
physical,
|
||||
|
||||
/// 마법 공격 - INT + magAtk 기반, 적 magDef로 방어
|
||||
magical,
|
||||
|
||||
/// 하이브리드 - (atk + magAtk) / 2, (def + magDef) / 2
|
||||
hybrid,
|
||||
}
|
||||
|
||||
/// 스킬 속성 (하이브리드: 코드 + 시스템)
|
||||
enum SkillElement {
|
||||
/// 논리 (Logic) - 순수 데미지
|
||||
@@ -118,6 +131,7 @@ class Skill {
|
||||
required this.cooldownMs,
|
||||
required this.power,
|
||||
this.tier = 1,
|
||||
this.damageType = DamageType.physical,
|
||||
this.damageMultiplier = 1.0,
|
||||
this.healAmount = 0,
|
||||
this.healPercent = 0.0,
|
||||
@@ -137,6 +151,9 @@ class Skill {
|
||||
/// 스킬 티어 (1~5, 높을수록 강함)
|
||||
final int tier;
|
||||
|
||||
/// 데미지 타입 (물리/마법/하이브리드)
|
||||
final DamageType damageType;
|
||||
|
||||
/// 스킬 ID
|
||||
final String id;
|
||||
|
||||
|
||||
@@ -3,6 +3,7 @@ import 'package:flutter/material.dart';
|
||||
import 'package:asciineverdie/data/game_text_l10n.dart' as l10n;
|
||||
import 'package:asciineverdie/src/core/l10n/game_data_l10n.dart';
|
||||
import 'package:asciineverdie/src/core/model/combat_event.dart';
|
||||
import 'package:asciineverdie/src/core/model/equipment_slot.dart';
|
||||
import 'package:asciineverdie/src/core/model/game_state.dart';
|
||||
import 'package:asciineverdie/src/shared/retro_colors.dart';
|
||||
|
||||
@@ -293,6 +294,11 @@ class DeathOverlay extends StatelessWidget {
|
||||
final expColor = RetroColors.expOf(context);
|
||||
final gold = RetroColors.goldOf(context);
|
||||
|
||||
// 슬롯명 + 아이템명 조합
|
||||
final lostItemDisplay = hasLostItem
|
||||
? '[${_getSlotName(deathInfo.lostItemSlot)}] ${deathInfo.lostItemName}'
|
||||
: null;
|
||||
|
||||
return Column(
|
||||
children: [
|
||||
// 제물로 바친 아이템 표시
|
||||
@@ -321,10 +327,10 @@ class DeathOverlay extends StatelessWidget {
|
||||
),
|
||||
const SizedBox(height: 4),
|
||||
Text(
|
||||
deathInfo.lostItemName!,
|
||||
lostItemDisplay!,
|
||||
style: TextStyle(
|
||||
fontFamily: 'PressStart2P',
|
||||
fontSize: 14,
|
||||
fontSize: 13,
|
||||
color: hpColor,
|
||||
),
|
||||
),
|
||||
@@ -671,4 +677,22 @@ class DeathOverlay extends StatelessWidget {
|
||||
),
|
||||
};
|
||||
}
|
||||
|
||||
/// 장비 슬롯 이름 반환
|
||||
String _getSlotName(EquipmentSlot? slot) {
|
||||
if (slot == null) return '';
|
||||
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,
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
@@ -285,7 +285,7 @@ class _EnhancedAnimationPanelState extends State<EnhancedAnimationPanel>
|
||||
);
|
||||
}
|
||||
|
||||
/// 컴팩트 HP 바
|
||||
/// 컴팩트 HP 바 (숫자 오버레이)
|
||||
Widget _buildCompactHpBar() {
|
||||
final ratio = _currentHpMax > 0 ? _currentHp / _currentHpMax : 0.0;
|
||||
final isLow = ratio < 0.2 && ratio > 0;
|
||||
@@ -320,29 +320,42 @@ class _EnhancedAnimationPanelState extends State<EnhancedAnimationPanel>
|
||||
),
|
||||
),
|
||||
),
|
||||
// 프로그레스
|
||||
// 프로그레스 바 + 숫자 오버레이
|
||||
Expanded(
|
||||
child: ClipRRect(
|
||||
borderRadius: const BorderRadius.horizontal(
|
||||
right: Radius.circular(3),
|
||||
),
|
||||
child: LinearProgressIndicator(
|
||||
value: ratio.clamp(0.0, 1.0),
|
||||
backgroundColor: Colors.red.withValues(alpha: 0.2),
|
||||
valueColor: AlwaysStoppedAnimation(
|
||||
isLow ? Colors.red : Colors.red.shade600,
|
||||
child: Stack(
|
||||
alignment: Alignment.center,
|
||||
children: [
|
||||
// 프로그레스 바
|
||||
ClipRRect(
|
||||
borderRadius: const BorderRadius.horizontal(
|
||||
right: Radius.circular(3),
|
||||
),
|
||||
child: LinearProgressIndicator(
|
||||
value: ratio.clamp(0.0, 1.0),
|
||||
backgroundColor: Colors.red.withValues(alpha: 0.2),
|
||||
valueColor: AlwaysStoppedAnimation(
|
||||
isLow ? Colors.red : Colors.red.shade600,
|
||||
),
|
||||
minHeight: 20,
|
||||
),
|
||||
),
|
||||
minHeight: 20,
|
||||
),
|
||||
),
|
||||
),
|
||||
// 수치
|
||||
Container(
|
||||
width: 56,
|
||||
alignment: Alignment.center,
|
||||
child: Text(
|
||||
'$_currentHp/$_currentHpMax',
|
||||
style: const TextStyle(fontSize: 11, color: Colors.white),
|
||||
// 숫자 오버레이 (바 중앙)
|
||||
Text(
|
||||
'$_currentHp/$_currentHpMax',
|
||||
style: TextStyle(
|
||||
fontSize: 11,
|
||||
fontWeight: FontWeight.bold,
|
||||
color: Colors.white,
|
||||
shadows: [
|
||||
Shadow(
|
||||
color: Colors.black.withValues(alpha: 0.9),
|
||||
blurRadius: 2,
|
||||
),
|
||||
const Shadow(color: Colors.black, blurRadius: 4),
|
||||
],
|
||||
),
|
||||
),
|
||||
],
|
||||
),
|
||||
),
|
||||
],
|
||||
@@ -352,7 +365,7 @@ class _EnhancedAnimationPanelState extends State<EnhancedAnimationPanel>
|
||||
// 플로팅 변화량
|
||||
if (_hpChange != 0 && _hpFlashAnimation.value > 0.05)
|
||||
Positioned(
|
||||
right: 50,
|
||||
right: 20,
|
||||
top: -8,
|
||||
child: Transform.translate(
|
||||
offset: Offset(0, -10 * (1 - _hpFlashAnimation.value)),
|
||||
@@ -378,7 +391,7 @@ class _EnhancedAnimationPanelState extends State<EnhancedAnimationPanel>
|
||||
);
|
||||
}
|
||||
|
||||
/// 컴팩트 MP 바
|
||||
/// 컴팩트 MP 바 (숫자 오버레이)
|
||||
Widget _buildCompactMpBar() {
|
||||
final ratio = _currentMpMax > 0 ? _currentMp / _currentMpMax : 0.0;
|
||||
|
||||
@@ -408,27 +421,42 @@ class _EnhancedAnimationPanelState extends State<EnhancedAnimationPanel>
|
||||
),
|
||||
),
|
||||
),
|
||||
// 프로그레스 바 + 숫자 오버레이
|
||||
Expanded(
|
||||
child: ClipRRect(
|
||||
borderRadius: const BorderRadius.horizontal(
|
||||
right: Radius.circular(3),
|
||||
),
|
||||
child: LinearProgressIndicator(
|
||||
value: ratio.clamp(0.0, 1.0),
|
||||
backgroundColor: Colors.blue.withValues(alpha: 0.2),
|
||||
valueColor: AlwaysStoppedAnimation(
|
||||
Colors.blue.shade600,
|
||||
child: Stack(
|
||||
alignment: Alignment.center,
|
||||
children: [
|
||||
// 프로그레스 바
|
||||
ClipRRect(
|
||||
borderRadius: const BorderRadius.horizontal(
|
||||
right: Radius.circular(3),
|
||||
),
|
||||
child: LinearProgressIndicator(
|
||||
value: ratio.clamp(0.0, 1.0),
|
||||
backgroundColor: Colors.blue.withValues(alpha: 0.2),
|
||||
valueColor: AlwaysStoppedAnimation(
|
||||
Colors.blue.shade600,
|
||||
),
|
||||
minHeight: 20,
|
||||
),
|
||||
),
|
||||
minHeight: 20,
|
||||
),
|
||||
),
|
||||
),
|
||||
Container(
|
||||
width: 56,
|
||||
alignment: Alignment.center,
|
||||
child: Text(
|
||||
'$_currentMp/$_currentMpMax',
|
||||
style: const TextStyle(fontSize: 11, color: Colors.white),
|
||||
// 숫자 오버레이 (바 중앙)
|
||||
Text(
|
||||
'$_currentMp/$_currentMpMax',
|
||||
style: TextStyle(
|
||||
fontSize: 11,
|
||||
fontWeight: FontWeight.bold,
|
||||
color: Colors.white,
|
||||
shadows: [
|
||||
Shadow(
|
||||
color: Colors.black.withValues(alpha: 0.9),
|
||||
blurRadius: 2,
|
||||
),
|
||||
const Shadow(color: Colors.black, blurRadius: 4),
|
||||
],
|
||||
),
|
||||
),
|
||||
],
|
||||
),
|
||||
),
|
||||
],
|
||||
@@ -437,7 +465,7 @@ class _EnhancedAnimationPanelState extends State<EnhancedAnimationPanel>
|
||||
|
||||
if (_mpChange != 0 && _mpFlashAnimation.value > 0.05)
|
||||
Positioned(
|
||||
right: 50,
|
||||
right: 20,
|
||||
top: -8,
|
||||
child: Transform.translate(
|
||||
offset: Offset(0, -10 * (1 - _mpFlashAnimation.value)),
|
||||
|
||||
@@ -288,7 +288,7 @@ class _HpMpBarState extends State<HpMpBar> with TickerProviderStateMixin {
|
||||
);
|
||||
}
|
||||
|
||||
/// 레트로 스타일 세그먼트 바
|
||||
/// 레트로 스타일 세그먼트 바 (숫자 바 위 오버레이)
|
||||
Widget _buildRetroBar({
|
||||
required String label,
|
||||
required int current,
|
||||
@@ -316,53 +316,62 @@ class _HpMpBarState extends State<HpMpBar> with TickerProviderStateMixin {
|
||||
),
|
||||
),
|
||||
),
|
||||
// 세그먼트 바
|
||||
// 세그먼트 바 (숫자 오버레이)
|
||||
Expanded(
|
||||
child: Container(
|
||||
height: 12,
|
||||
decoration: BoxDecoration(
|
||||
color: emptyColor.withValues(alpha: 0.3),
|
||||
border: Border.all(color: RetroColors.panelBorderOuter, width: 1),
|
||||
),
|
||||
child: Row(
|
||||
children: List.generate(segmentCount, (index) {
|
||||
final isFilled = index < filledSegments;
|
||||
return Expanded(
|
||||
child: Container(
|
||||
decoration: BoxDecoration(
|
||||
color: isFilled
|
||||
? fillColor.withValues(alpha: blinkOpacity)
|
||||
: emptyColor.withValues(alpha: 0.2),
|
||||
border: Border(
|
||||
right: index < segmentCount - 1
|
||||
? BorderSide(
|
||||
color: RetroColors.panelBorderOuter.withValues(
|
||||
alpha: 0.3,
|
||||
),
|
||||
width: 1,
|
||||
)
|
||||
: BorderSide.none,
|
||||
child: Stack(
|
||||
alignment: Alignment.center,
|
||||
children: [
|
||||
// 세그먼트 바
|
||||
Container(
|
||||
height: 14,
|
||||
decoration: BoxDecoration(
|
||||
color: emptyColor.withValues(alpha: 0.3),
|
||||
border:
|
||||
Border.all(color: RetroColors.panelBorderOuter, width: 1),
|
||||
),
|
||||
child: Row(
|
||||
children: List.generate(segmentCount, (index) {
|
||||
final isFilled = index < filledSegments;
|
||||
return Expanded(
|
||||
child: Container(
|
||||
decoration: BoxDecoration(
|
||||
color: isFilled
|
||||
? fillColor.withValues(alpha: blinkOpacity)
|
||||
: emptyColor.withValues(alpha: 0.2),
|
||||
border: Border(
|
||||
right: index < segmentCount - 1
|
||||
? BorderSide(
|
||||
color:
|
||||
RetroColors.panelBorderOuter.withValues(
|
||||
alpha: 0.3,
|
||||
),
|
||||
width: 1,
|
||||
)
|
||||
: BorderSide.none,
|
||||
),
|
||||
),
|
||||
),
|
||||
);
|
||||
}),
|
||||
),
|
||||
),
|
||||
// 숫자 오버레이 (바 중앙)
|
||||
Text(
|
||||
'$current/$max',
|
||||
style: TextStyle(
|
||||
fontFamily: 'PressStart2P',
|
||||
fontSize: 12,
|
||||
color: RetroColors.textLight.withValues(alpha: blinkOpacity),
|
||||
shadows: [
|
||||
Shadow(
|
||||
color: Colors.black.withValues(alpha: 0.9),
|
||||
blurRadius: 2,
|
||||
),
|
||||
),
|
||||
);
|
||||
}),
|
||||
),
|
||||
),
|
||||
),
|
||||
const SizedBox(width: 6),
|
||||
// 수치 표시
|
||||
SizedBox(
|
||||
width: 60,
|
||||
child: Text(
|
||||
'$current/$max',
|
||||
style: const TextStyle(
|
||||
fontFamily: 'PressStart2P',
|
||||
fontSize: 13,
|
||||
color: RetroColors.textLight,
|
||||
),
|
||||
textAlign: TextAlign.right,
|
||||
overflow: TextOverflow.ellipsis,
|
||||
const Shadow(color: Colors.black, blurRadius: 4),
|
||||
],
|
||||
),
|
||||
),
|
||||
],
|
||||
),
|
||||
),
|
||||
],
|
||||
|
||||
@@ -24,6 +24,7 @@ void main() {
|
||||
level: 1,
|
||||
atk: 10,
|
||||
def: 50, // DEF 50 → 50 * 0.4 = 20 감소
|
||||
magDef: 50,
|
||||
hpMax: 100,
|
||||
hpCurrent: 100,
|
||||
criRate: 0.05,
|
||||
@@ -63,6 +64,7 @@ void main() {
|
||||
level: 1,
|
||||
atk: 10,
|
||||
def: 0, // DEF 0
|
||||
magDef: 0,
|
||||
hpMax: 500,
|
||||
hpCurrent: 500,
|
||||
criRate: 0.05,
|
||||
@@ -100,6 +102,7 @@ void main() {
|
||||
level: 1,
|
||||
atk: 10,
|
||||
def: 0,
|
||||
magDef: 0,
|
||||
hpMax: 100,
|
||||
hpCurrent: 100,
|
||||
criRate: 0.05,
|
||||
@@ -135,6 +138,7 @@ void main() {
|
||||
level: 1,
|
||||
atk: 100,
|
||||
def: 0,
|
||||
magDef: 0,
|
||||
hpMax: 100,
|
||||
hpCurrent: 100,
|
||||
criRate: 0.0, // 크리티컬 없음
|
||||
@@ -174,6 +178,7 @@ void main() {
|
||||
level: 1,
|
||||
atk: 100,
|
||||
def: 0,
|
||||
magDef: 0,
|
||||
hpMax: 100,
|
||||
hpCurrent: 100,
|
||||
criRate: 0.0,
|
||||
@@ -221,6 +226,7 @@ void main() {
|
||||
level: 1,
|
||||
atk: 10,
|
||||
def: 10,
|
||||
magDef: 10,
|
||||
hpMax: 100,
|
||||
hpCurrent: 100,
|
||||
criRate: 0.05,
|
||||
@@ -255,6 +261,7 @@ void main() {
|
||||
level: 1,
|
||||
atk: 10,
|
||||
def: 5,
|
||||
magDef: 5,
|
||||
hpMax: 50,
|
||||
hpCurrent: 50,
|
||||
criRate: 0.05,
|
||||
@@ -270,6 +277,7 @@ void main() {
|
||||
level: 10,
|
||||
atk: 50,
|
||||
def: 20,
|
||||
magDef: 20,
|
||||
hpMax: 500,
|
||||
hpCurrent: 500,
|
||||
criRate: 0.05,
|
||||
@@ -314,6 +322,7 @@ void main() {
|
||||
level: 1,
|
||||
atk: 30,
|
||||
def: 10,
|
||||
magDef: 10,
|
||||
hpMax: 80,
|
||||
hpCurrent: 80,
|
||||
criRate: 0.05,
|
||||
|
||||
@@ -23,6 +23,7 @@ void main() {
|
||||
level: 1,
|
||||
atk: 10,
|
||||
def: 5,
|
||||
magDef: 5,
|
||||
hpMax: 50,
|
||||
hpCurrent: 0, // 몬스터 사망
|
||||
criRate: 0.05,
|
||||
|
||||
@@ -74,6 +74,7 @@ void main() {
|
||||
level: 10,
|
||||
atk: 10,
|
||||
def: 5,
|
||||
magDef: 5,
|
||||
hpMax: 100,
|
||||
hpCurrent: 0, // 몬스터 사망 상태
|
||||
criRate: 0.05,
|
||||
|
||||
@@ -103,6 +103,7 @@ void main() {
|
||||
level: 1,
|
||||
atk: 10,
|
||||
def: 50, // DEF 50 → 50 * 0.3 = 15 감소
|
||||
magDef: 50,
|
||||
hpMax: 500,
|
||||
hpCurrent: 500,
|
||||
criRate: 0.05,
|
||||
@@ -124,7 +125,7 @@ void main() {
|
||||
// ATK 100 * 2.0 - DEF 50 * 0.3 = 200 - 15 = 185
|
||||
expect(result.result.success, isTrue);
|
||||
expect(result.result.damage, equals(185));
|
||||
expect(result.updatedPlayer.mpCurrent, equals(40)); // 50 - 10
|
||||
expect(result.updatedPlayer.mpCurrent, equals(20)); // 50 - 30 (mpCost 30)
|
||||
expect(result.updatedMonster.hpCurrent, equals(315)); // 500 - 185
|
||||
});
|
||||
|
||||
@@ -143,6 +144,7 @@ void main() {
|
||||
level: 1,
|
||||
atk: 10,
|
||||
def: 0,
|
||||
magDef: 0,
|
||||
hpMax: 500,
|
||||
hpCurrent: 500,
|
||||
criRate: 0.05,
|
||||
@@ -196,6 +198,7 @@ void main() {
|
||||
level: 1,
|
||||
atk: 10,
|
||||
def: 0,
|
||||
magDef: 0,
|
||||
hpMax: 500,
|
||||
hpCurrent: 500,
|
||||
criRate: 0.05,
|
||||
@@ -217,7 +220,7 @@ void main() {
|
||||
|
||||
// 랭크 1: 1.0x → ATK 100 * 2.0 * 1.0 = 200
|
||||
expect(result.result.damage, equals(200));
|
||||
expect(result.updatedPlayer.mpCurrent, equals(40)); // MP 10 소모
|
||||
expect(result.updatedPlayer.mpCurrent, equals(20)); // MP 30 소모
|
||||
});
|
||||
|
||||
test('랭크 5 데미지 스케일링', () {
|
||||
@@ -235,6 +238,7 @@ void main() {
|
||||
level: 1,
|
||||
atk: 10,
|
||||
def: 0,
|
||||
magDef: 0,
|
||||
hpMax: 500,
|
||||
hpCurrent: 500,
|
||||
criRate: 0.05,
|
||||
@@ -254,12 +258,12 @@ void main() {
|
||||
rank: 5,
|
||||
);
|
||||
|
||||
// 랭크 5: 1.6x (1.0 + 4 * 0.15)
|
||||
// ATK 100 * 2.0 * 1.6 = 320
|
||||
expect(result.result.damage, equals(320));
|
||||
// 랭크 5: 1.32x (1.0 + 4 * 0.08) - 랭크 배율 하향
|
||||
// ATK 100 * 2.0 * 1.32 = 264
|
||||
expect(result.result.damage, equals(264));
|
||||
|
||||
// MP 비용: 10 * (1.0 - 4 * 0.03) = 10 * 0.88 = 9 (반올림)
|
||||
expect(result.updatedPlayer.mpCurrent, equals(41)); // 50 - 9
|
||||
// MP 비용: 30 * (1.0 - 4 * 0.03) = 30 * 0.88 = 26 (반올림)
|
||||
expect(result.updatedPlayer.mpCurrent, equals(24)); // 50 - 26
|
||||
});
|
||||
});
|
||||
|
||||
@@ -268,12 +272,12 @@ void main() {
|
||||
final rng = DeterministicRandom(42);
|
||||
final service = SkillService(rng: rng);
|
||||
|
||||
const skill = SkillData.hotReload; // healAmount: 30
|
||||
const skill = SkillData.hotReload; // healAmount: 30, mpCost: 80
|
||||
final player = CombatStats.empty().copyWith(
|
||||
hpMax: 200,
|
||||
hpCurrent: 100,
|
||||
mpMax: 100,
|
||||
mpCurrent: 50,
|
||||
mpMax: 200,
|
||||
mpCurrent: 150,
|
||||
);
|
||||
final skillSystem = SkillSystemState.empty().copyWith(elapsedMs: 5000);
|
||||
|
||||
@@ -286,7 +290,7 @@ void main() {
|
||||
expect(result.result.success, isTrue);
|
||||
expect(result.result.healedAmount, equals(30));
|
||||
expect(result.updatedPlayer.hpCurrent, equals(130)); // 100 + 30
|
||||
expect(result.updatedPlayer.mpCurrent, equals(35)); // 50 - 15
|
||||
expect(result.updatedPlayer.mpCurrent, equals(70)); // 150 - 80
|
||||
});
|
||||
|
||||
test('퍼센트 회복량', () {
|
||||
@@ -483,6 +487,7 @@ void main() {
|
||||
level: 1,
|
||||
atk: 10,
|
||||
def: 10,
|
||||
magDef: 10,
|
||||
hpMax: 100,
|
||||
hpCurrent: 100,
|
||||
criRate: 0.05,
|
||||
@@ -512,14 +517,15 @@ void main() {
|
||||
final player = CombatStats.empty().copyWith(
|
||||
hpMax: 100,
|
||||
hpCurrent: 20, // 20% HP
|
||||
mpMax: 100,
|
||||
mpCurrent: 80,
|
||||
mpMax: 200,
|
||||
mpCurrent: 150, // 힐 스킬 사용 가능한 MP (garbageCollection: 130)
|
||||
);
|
||||
final monster = MonsterCombatStats(
|
||||
name: 'Test Monster',
|
||||
level: 1,
|
||||
atk: 10,
|
||||
def: 10,
|
||||
magDef: 10,
|
||||
hpMax: 100,
|
||||
hpCurrent: 100,
|
||||
criRate: 0.05,
|
||||
@@ -548,10 +554,10 @@ void main() {
|
||||
final rng = DeterministicRandom(42);
|
||||
final service = SkillService(rng: rng);
|
||||
|
||||
const skill = SkillData.debugMode; // ATK +25% 버프
|
||||
const skill = SkillData.debugMode; // ATK +25% 버프, mpCost: 100
|
||||
final player = CombatStats.empty().copyWith(
|
||||
mpMax: 100,
|
||||
mpCurrent: 50,
|
||||
mpMax: 200,
|
||||
mpCurrent: 150,
|
||||
);
|
||||
final skillSystem = SkillSystemState.empty().copyWith(elapsedMs: 5000);
|
||||
|
||||
@@ -568,7 +574,7 @@ void main() {
|
||||
equals(0.25),
|
||||
);
|
||||
expect(result.updatedSkillSystem.activeBuffs.length, equals(1));
|
||||
expect(result.updatedPlayer.mpCurrent, equals(30)); // 50 - 20
|
||||
expect(result.updatedPlayer.mpCurrent, equals(50)); // 150 - 100
|
||||
});
|
||||
|
||||
test('중복 버프 제거 후 새 버프 적용', () {
|
||||
@@ -648,11 +654,12 @@ void main() {
|
||||
|
||||
group('getRankMultiplier', () {
|
||||
test('랭크별 배율 계산', () {
|
||||
// 랭크 배율 하향: 0.15 → 0.08 per rank
|
||||
expect(getRankMultiplier(1), equals(1.0));
|
||||
expect(getRankMultiplier(2), closeTo(1.15, 0.001));
|
||||
expect(getRankMultiplier(3), closeTo(1.30, 0.001));
|
||||
expect(getRankMultiplier(5), closeTo(1.60, 0.001));
|
||||
expect(getRankMultiplier(10), closeTo(2.35, 0.001));
|
||||
expect(getRankMultiplier(2), closeTo(1.08, 0.001));
|
||||
expect(getRankMultiplier(3), closeTo(1.16, 0.001));
|
||||
expect(getRankMultiplier(5), closeTo(1.32, 0.001));
|
||||
expect(getRankMultiplier(10), closeTo(1.72, 0.001));
|
||||
});
|
||||
});
|
||||
|
||||
|
||||
@@ -118,6 +118,7 @@ class MockFactories {
|
||||
level: monsterLevel,
|
||||
atk: 10,
|
||||
def: 5,
|
||||
magDef: 5,
|
||||
hpMax: monsterHpMax,
|
||||
hpCurrent: monsterHpCurrent,
|
||||
criRate: 0.05,
|
||||
@@ -146,6 +147,7 @@ class MockFactories {
|
||||
int level = 1,
|
||||
int atk = 10,
|
||||
int def = 5,
|
||||
int magDef = 5,
|
||||
int hpMax = 100,
|
||||
int? hpCurrent,
|
||||
double criRate = 0.05,
|
||||
@@ -160,6 +162,7 @@ class MockFactories {
|
||||
level: level,
|
||||
atk: atk,
|
||||
def: def,
|
||||
magDef: magDef,
|
||||
hpMax: hpMax,
|
||||
hpCurrent: hpCurrent ?? hpMax,
|
||||
criRate: criRate,
|
||||
@@ -182,6 +185,7 @@ class MockFactories {
|
||||
level: level,
|
||||
atk: base.atk,
|
||||
def: base.def,
|
||||
magDef: base.def, // 물리 방어와 동일
|
||||
hpMax: base.hp,
|
||||
hpCurrent: base.hp,
|
||||
criRate: 0.05,
|
||||
|
||||
Reference in New Issue
Block a user