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Author SHA1 Message Date
JiWoong Sul
21d8febeb0 test: 진행 서비스 및 루프 테스트 확장 2026-01-08 20:47:00 +09:00
JiWoong Sul
5487c79474 refactor(core): 밸런스 상수 및 진행 서비스 개선
- BalanceConstants 정리
- ProgressService 로직 개선
2026-01-08 20:46:55 +09:00
4 changed files with 140 additions and 62 deletions

View File

@@ -104,7 +104,8 @@ class ProgressService {
);
// ExpBar 초기화 (원본 743-746줄)
final expBar = ProgressBarState(position: 0, max: pq_logic.levelUpTime(1));
final expBar =
ProgressBarState(position: 0, max: ExpConstants.requiredExp(1));
// PlotBar 초기화 - Prologue 5분 (300초)
final plotBar = const ProgressBarState(position: 0, max: 300);
@@ -253,6 +254,10 @@ class ProgressService {
final gain = progress.currentTask.type == TaskType.kill;
final incrementSeconds = progress.task.max ~/ 1000;
// 몬스터 경험치 미리 저장 (currentCombat이 null되기 전)
final int monsterExpReward =
progress.currentCombat?.monsterStats.expReward ?? 0;
// 킬 태스크 완료 시 전투 결과 반영 및 전리품 획득
if (gain) {
// 전투 결과에 따라 플레이어 HP 업데이트 + 전투 후 회복
@@ -354,19 +359,26 @@ class ProgressService {
}
}
// Gain XP / level up.
// Gain XP / level up (몬스터 경험치 기반)
// 최대 레벨(100) 제한: 100레벨에서는 더 이상 레벨업하지 않음
if (gain) {
if (progress.exp.position >= progress.exp.max &&
nextState.traits.level < 100) {
if (gain && nextState.traits.level < 100 && monsterExpReward > 0) {
final newExpPos = progress.exp.position + monsterExpReward;
// 레벨업 체크 (경험치가 필요량 이상일 때)
if (newExpPos >= progress.exp.max) {
// 초과 경험치 계산
final overflowExp = newExpPos - progress.exp.max;
nextState = _levelUp(nextState);
leveledUp = true;
progress = nextState.progress;
} else if (nextState.traits.level < 100) {
final uncappedExp = progress.exp.position + incrementSeconds;
final int newExpPos = uncappedExp > progress.exp.max
? progress.exp.max
: uncappedExp;
// 초과 경험치를 다음 레벨에 적용
if (overflowExp > 0 && nextState.traits.level < 100) {
progress = progress.copyWith(
exp: progress.exp.copyWith(position: overflowExp),
);
}
} else {
progress = progress.copyWith(
exp: progress.exp.copyWith(position: newExpPos),
);
@@ -870,15 +882,18 @@ class ProgressService {
nextState = _levelUp(nextState);
}
final progress = nextState.progress.copyWith(
// 태스크 바 완료 처리
var progress = nextState.progress.copyWith(
task: nextState.progress.task.copyWith(
position: nextState.progress.task.max,
),
plot: nextState.progress.plot.copyWith(
position: nextState.progress.plot.max,
),
);
return nextState.copyWith(progress: progress);
nextState = nextState.copyWith(progress: progress);
// 디버그 모드에서는 completeAct 직접 호출하여 plotStageCount 즉시 업데이트
// 시네마틱은 생략하고 바로 다음 Act로 진입
final actResult = completeAct(nextState);
return actResult.state;
}
GameState _applyReward(GameState state, pq_logic.RewardKind reward) {
@@ -912,7 +927,7 @@ class ProgressService {
final expBar = ProgressBarState(
position: 0,
max: pq_logic.levelUpTime(nextLevel),
max: ExpConstants.requiredExp(nextLevel),
);
final progress = nextState.progress.copyWith(exp: expBar);
nextState = nextState.copyWith(progress: progress);

View File

@@ -7,36 +7,27 @@ library;
class ExpConstants {
ExpConstants._();
/// 기본 경험치 값
static const int baseExp = 100;
/// 레벨 구간별 경험치 증가율 (tiered growth rate)
/// - 1-30: 1.10 (초반 빠른 진행)
/// - 31-60: 1.12 (중반 적정 속도)
/// - 61-100: 1.14 (후반 도전)
static double _getGrowthRate(int level) {
if (level <= 30) return 1.10;
if (level <= 60) return 1.12;
return 1.14;
}
/// 레벨업에 필요한 경험치 계산 (구간별 차등 적용)
/// 레벨업에 필요한 경험치 계산 (몬스터 기반)
///
/// 조정 후 예상:
/// 레벨 10: ~259 exp
/// 레벨 30: ~1,744 exp
/// 레벨 50: ~9,705 exp
/// 레벨 80: ~133,860 exp
/// 레벨 100: ~636,840 exp
/// 공식: (10 + level * 5) * (25 + level / 3)
/// - 몬스터 경험치와 동기화 (MonsterBaseStats.exp = 10 + level * 5)
/// - 레벨당 약 25~58마리 처치 필요
///
/// 예상:
/// 레벨 1: 15 * 25 = 375 exp (~25마리)
/// 레벨 10: 60 * 28 = 1,680 exp (~28마리)
/// 레벨 30: 160 * 35 = 5,600 exp (~35마리)
/// 레벨 50: 260 * 42 = 10,920 exp (~42마리)
/// 레벨 80: 410 * 52 = 21,320 exp (~52마리)
/// 레벨 100: 510 * 58 = 29,580 exp (~58마리)
static int requiredExp(int level) {
if (level <= 0) return baseExp;
if (level <= 0) return 375;
// 구간별 복합 성장 계산
double result = baseExp.toDouble();
for (int i = 1; i <= level; i++) {
result *= _getGrowthRate(i);
}
return result.round();
// 해당 레벨 몬스터 경험치 = 10 + level * 5
final monsterExp = 10 + level * 5;
// 필요 킬 수 = 25 + level / 3 (레벨이 올라갈수록 약간 더 많이)
final killsRequired = 25 + level ~/ 3;
return monsterExp * killsRequired;
}
/// 총 누적 경험치 계산 (특정 레벨까지)
@@ -159,14 +150,16 @@ class MonsterBaseStats {
/// 레벨 기반 기본 스탯 생성
///
/// HP: 50 + level * 20 + (level^2 / 5)
/// ATK: 5 + level * 4 (플레이어 DEF 스케일링에 맞춰 상향)
/// ATK: 10 + level * 12 (장비 DEF 스케일링 대응)
/// - 장비 DEF ≈ level * 16 (9개 방어구 합산)
/// - 데미지 공식: ATK - DEF * 0.5 → 의미있는 피해를 위해 상향
/// DEF: 2 + level * 2
/// EXP: 10 + level * 5
/// GOLD: 5 + level * 3
factory MonsterBaseStats.forLevel(int level) {
return MonsterBaseStats(
hp: 50 + level * 20 + (level * level ~/ 5),
atk: 5 + level * 4,
atk: 10 + level * 12,
def: 2 + level * 2,
exp: 10 + level * 5,
gold: 5 + level * 3,

View File

@@ -2,11 +2,15 @@ import 'package:asciineverdie/src/core/engine/game_mutations.dart';
import 'package:asciineverdie/src/core/engine/progress_loop.dart';
import 'package:asciineverdie/src/core/engine/progress_service.dart';
import 'package:asciineverdie/src/core/engine/reward_service.dart';
import 'package:asciineverdie/src/core/model/combat_state.dart';
import 'package:asciineverdie/src/core/model/combat_stats.dart';
import 'package:asciineverdie/src/core/model/game_state.dart';
import 'package:asciineverdie/src/core/model/monster_combat_stats.dart';
import 'package:asciineverdie/src/core/model/pq_config.dart';
import 'package:asciineverdie/src/core/storage/save_manager.dart';
import 'package:asciineverdie/src/core/storage/save_repository.dart';
import 'package:asciineverdie/src/core/storage/save_service.dart';
import 'package:asciineverdie/src/core/util/balance_constants.dart';
import 'package:flutter_test/flutter_test.dart';
class _FakeSaveManager implements SaveManager {
@@ -54,6 +58,37 @@ void main() {
test('autosaves on level-up and stop when configured', () async {
final saveManager = _FakeSaveManager();
// 레벨 1에서 레벨업에 필요한 경험치
final requiredExp = ExpConstants.requiredExp(1);
// 레벨업에 충분한 경험치를 주는 몬스터 (사망 상태)
final monsterStats = MonsterCombatStats(
name: 'Test Monster',
level: 1,
atk: 10,
def: 5,
hpMax: 50,
hpCurrent: 0, // 몬스터 사망
criRate: 0.05,
criDamage: 1.5,
evasion: 0.0,
accuracy: 0.8,
attackDelayMs: 1000,
expReward: requiredExp + 100, // 레벨업에 충분한 경험치
);
final combatState = CombatState(
playerStats: CombatStats.empty(),
monsterStats: monsterStats,
playerAttackAccumulatorMs: 0,
monsterAttackAccumulatorMs: 0,
totalDamageDealt: 50,
totalDamageTaken: 0,
turnsElapsed: 1,
isActive: true,
);
final initial = GameState.withSeed(
seed: 123,
traits: const Traits(
@@ -74,15 +109,16 @@ void main() {
hpMax: 9,
mpMax: 8,
),
progress: const ProgressState(
task: ProgressBarState(position: 1200, max: 1200),
quest: ProgressBarState(position: 0, max: 10),
plot: ProgressBarState(position: 0, max: 10),
exp: ProgressBarState(position: 3, max: 3),
encumbrance: ProgressBarState(position: 0, max: 0),
currentTask: TaskInfo(caption: 'Battle', type: TaskType.kill),
progress: ProgressState(
task: const ProgressBarState(position: 1200, max: 1200),
quest: const ProgressBarState(position: 0, max: 10),
plot: const ProgressBarState(position: 0, max: 10),
exp: ProgressBarState(position: requiredExp - 50, max: requiredExp),
encumbrance: const ProgressBarState(position: 0, max: 0),
currentTask: const TaskInfo(caption: 'Battle', type: TaskType.kill),
plotStageCount: 1,
questCount: 0,
currentCombat: combatState,
),
);

View File

@@ -1,9 +1,12 @@
import 'package:asciineverdie/src/core/engine/game_mutations.dart';
import 'package:asciineverdie/src/core/engine/progress_service.dart';
import 'package:asciineverdie/src/core/engine/reward_service.dart';
import 'package:asciineverdie/src/core/model/combat_state.dart';
import 'package:asciineverdie/src/core/model/combat_stats.dart';
import 'package:asciineverdie/src/core/model/game_state.dart';
import 'package:asciineverdie/src/core/model/monster_combat_stats.dart';
import 'package:asciineverdie/src/core/model/pq_config.dart';
import 'package:asciineverdie/src/core/util/pq_logic.dart' as pq_logic;
import 'package:asciineverdie/src/core/util/balance_constants.dart';
import 'package:flutter_test/flutter_test.dart';
void main() {
@@ -62,6 +65,36 @@ void main() {
});
test('tick levels up when EXP is full during kill task', () {
// 레벨업에 필요한 경험치 (레벨 1 → 2)
final requiredExp = ExpConstants.requiredExp(1);
// 몬스터가 requiredExp 이상의 경험치를 주도록 설정
final monsterStats = MonsterCombatStats(
name: 'Test Monster',
level: 10,
atk: 10,
def: 5,
hpMax: 100,
hpCurrent: 0, // 몬스터 사망 상태
criRate: 0.05,
criDamage: 1.5,
evasion: 0.0,
accuracy: 0.8,
attackDelayMs: 1000,
expReward: requiredExp + 100, // 레벨업에 충분한 경험치
);
final combatState = CombatState(
playerStats: CombatStats.empty(),
monsterStats: monsterStats,
playerAttackAccumulatorMs: 0,
monsterAttackAccumulatorMs: 0,
totalDamageDealt: 100,
totalDamageTaken: 0,
turnsElapsed: 1,
isActive: true,
);
final initial = GameState.withSeed(
seed: 7,
traits: const Traits(
@@ -82,15 +115,16 @@ void main() {
hpMax: 10,
mpMax: 11,
),
progress: const ProgressState(
task: ProgressBarState(position: 1000, max: 1000),
quest: ProgressBarState(position: 0, max: 10),
plot: ProgressBarState(position: 0, max: 10),
exp: ProgressBarState(position: 5, max: 5),
encumbrance: ProgressBarState(position: 0, max: 0),
currentTask: TaskInfo(caption: 'Battle', type: TaskType.kill),
progress: ProgressState(
task: const ProgressBarState(position: 1000, max: 1000),
quest: const ProgressBarState(position: 0, max: 10),
plot: const ProgressBarState(position: 0, max: 10),
exp: ProgressBarState(position: requiredExp - 50, max: requiredExp),
encumbrance: const ProgressBarState(position: 0, max: 0),
currentTask: const TaskInfo(caption: 'Battle', type: TaskType.kill),
plotStageCount: 1,
questCount: 0,
currentCombat: combatState,
),
);
@@ -101,8 +135,8 @@ void main() {
expect(result.state.traits.level, 2);
expect(result.state.stats.hpMax, greaterThan(initial.stats.hpMax));
expect(result.state.stats.mpMax, greaterThan(initial.stats.mpMax));
expect(result.state.progress.exp.position, 0);
expect(result.state.progress.exp.max, pq_logic.levelUpTime(2));
// 새 레벨의 필요 경험치로 초기화됨
expect(result.state.progress.exp.max, ExpConstants.requiredExp(2));
// 태스크 완료 후 새 태스크가 자동으로 시작됨
expect(result.state.progress.task.position, 0);
expect(result.state.progress.task.max, greaterThan(0));