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6 Commits

Author SHA1 Message Date
JiWoong Sul
a41984d998 test: 테스트 파일 추가 및 리팩토링 반영
- combat_calculator_test, skill_service_test, stat_calculator_test 추가
- mock_factories.dart 헬퍼 추가
- progress_loop_test, game_session_controller_test 서비스 분리 반영
2026-01-15 01:53:51 +09:00
JiWoong Sul
c33c1ff470 refactor(ui): 애니메이션 관련 위젯 개선
- canvas_battle_composer: 레어리티 색상 매핑 연동
- ascii_animation_card: 코드 정리
- enhanced_animation_panel: 테마 상수 적용
2026-01-15 01:53:45 +09:00
JiWoong Sul
a4bbc6c7cb feat(ui): 레트로 테마 상수 및 공통 위젯 추가
- RetroTheme: 패딩, 폰트, 애니메이션 상수 정의
- PanelHeader: 재사용 가능한 패널 헤더 위젯
- RarityColorMapper: 레어리티별 색상 매핑
2026-01-15 01:53:36 +09:00
JiWoong Sul
92e5fbbf1a refactor(engine): ProgressService 경량화
- CombatTickService, MarketService 사용으로 전환
- 중복 로직 제거로 577줄 감소
- item_stats.dart 불필요 코드 정리
2026-01-15 01:53:30 +09:00
JiWoong Sul
90c133d577 refactor(engine): 시장 로직을 MarketService로 분리
- ProgressService에서 판매/구매 로직 추출
- SellResult 결과 클래스 정의
- 골드 관리 및 아이템 거래 처리
2026-01-15 01:53:24 +09:00
JiWoong Sul
77dfa48ddf refactor(engine): 전투 틱 로직을 CombatTickService로 분리
- ProgressService에서 전투 처리 로직 추출
- 스킬 자동 사용, DOT, 물약 사용 로직 포함
- CombatTickResult 결과 클래스 정의
2026-01-15 01:53:20 +09:00
17 changed files with 2723 additions and 719 deletions

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@@ -8,6 +8,7 @@ import 'package:asciineverdie/src/core/animation/monster_size.dart';
import 'package:asciineverdie/src/core/animation/race_character_frames.dart';
import 'package:asciineverdie/src/core/animation/weapon_category.dart';
import 'package:asciineverdie/src/core/animation/weapon_effects.dart';
import 'package:asciineverdie/src/core/animation/canvas/rarity_color_mapper.dart';
import 'package:asciineverdie/src/core/model/item_stats.dart';
/// Canvas용 전투 프레임 합성기

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@@ -0,0 +1,19 @@
import 'package:asciineverdie/src/core/animation/canvas/ascii_cell.dart';
import 'package:asciineverdie/src/core/model/item_stats.dart';
/// 아이템 희귀도와 애니메이션 색상 간의 매핑
///
/// Clean Architecture 준수를 위해 model(ItemRarity) → animation(AsciiCellColor)
/// 의존성을 animation 레이어에서 처리
extension ItemRarityColorMapper on ItemRarity {
/// 공격 이펙트 셀 색상 (Phase 9: 무기 등급별 이펙트)
///
/// common은 기본 positive(시안), 나머지는 등급별 고유 색상
AsciiCellColor get effectCellColor => switch (this) {
ItemRarity.common => AsciiCellColor.positive,
ItemRarity.uncommon => AsciiCellColor.rarityUncommon,
ItemRarity.rare => AsciiCellColor.rarityRare,
ItemRarity.epic => AsciiCellColor.rarityEpic,
ItemRarity.legendary => AsciiCellColor.rarityLegendary,
};
}

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@@ -0,0 +1,580 @@
import 'package:asciineverdie/data/skill_data.dart';
import 'package:asciineverdie/src/core/engine/combat_calculator.dart';
import 'package:asciineverdie/src/core/engine/potion_service.dart';
import 'package:asciineverdie/src/core/engine/skill_service.dart';
import 'package:asciineverdie/src/core/model/combat_event.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/potion.dart';
import 'package:asciineverdie/src/core/model/skill.dart';
import 'package:asciineverdie/src/core/util/deterministic_random.dart';
/// 전투 틱 처리 결과
class CombatTickResult {
const CombatTickResult({
required this.combat,
required this.skillSystem,
this.potionInventory,
});
final CombatState combat;
final SkillSystemState skillSystem;
final PotionInventory? potionInventory;
}
/// 전투 틱 처리 서비스
///
/// ProgressService에서 분리된 전투 로직 담당:
/// - 스킬 자동 사용
/// - DOT 처리
/// - 물약 자동 사용
/// - 플레이어/몬스터 공격 처리
class CombatTickService {
CombatTickService({required this.rng});
final DeterministicRandom rng;
/// 전투 틱 처리 (스킬 자동 사용, DOT, 물약 포함)
///
/// [state] 현재 게임 상태
/// [combat] 현재 전투 상태
/// [skillSystem] 스킬 시스템 상태
/// [elapsedMs] 경과 시간 (밀리초)
CombatTickResult processTick({
required GameState state,
required CombatState combat,
required SkillSystemState skillSystem,
required int elapsedMs,
}) {
if (!combat.isActive || combat.isCombatOver) {
return CombatTickResult(
combat: combat,
skillSystem: skillSystem,
potionInventory: null,
);
}
final calculator = CombatCalculator(rng: rng);
final skillService = SkillService(rng: rng);
final potionService = const PotionService();
var playerStats = combat.playerStats;
var monsterStats = combat.monsterStats;
var playerAccumulator = combat.playerAttackAccumulatorMs + elapsedMs;
var monsterAccumulator = combat.monsterAttackAccumulatorMs + elapsedMs;
var totalDamageDealt = combat.totalDamageDealt;
var totalDamageTaken = combat.totalDamageTaken;
var turnsElapsed = combat.turnsElapsed;
var updatedSkillSystem = skillSystem;
var activeDoTs = [...combat.activeDoTs];
var usedPotionTypes = {...combat.usedPotionTypes};
var activeDebuffs = [...combat.activeDebuffs];
PotionInventory? updatedPotionInventory;
// 새 전투 이벤트 수집
final newEvents = <CombatEvent>[];
final timestamp = updatedSkillSystem.elapsedMs;
// 만료된 디버프 정리
activeDebuffs = activeDebuffs
.where((debuff) => !debuff.isExpired(timestamp))
.toList();
// DOT 틱 처리
final dotResult = _processDotTicks(
activeDoTs: activeDoTs,
monsterStats: monsterStats,
elapsedMs: elapsedMs,
timestamp: timestamp,
totalDamageDealt: totalDamageDealt,
);
activeDoTs = dotResult.activeDoTs;
monsterStats = dotResult.monsterStats;
totalDamageDealt = dotResult.totalDamageDealt;
newEvents.addAll(dotResult.events);
// 긴급 물약 자동 사용 (HP < 30%)
final potionResult = _tryEmergencyPotion(
playerStats: playerStats,
potionInventory: state.potionInventory,
usedPotionTypes: usedPotionTypes,
playerLevel: state.traits.level,
timestamp: timestamp,
potionService: potionService,
);
if (potionResult != null) {
playerStats = potionResult.playerStats;
usedPotionTypes = potionResult.usedPotionTypes;
updatedPotionInventory = potionResult.potionInventory;
newEvents.addAll(potionResult.events);
}
// 플레이어 공격 체크
if (playerAccumulator >= playerStats.attackDelayMs) {
final attackResult = _processPlayerAttack(
state: state,
playerStats: playerStats,
monsterStats: monsterStats,
updatedSkillSystem: updatedSkillSystem,
activeDoTs: activeDoTs,
activeDebuffs: activeDebuffs,
totalDamageDealt: totalDamageDealt,
timestamp: timestamp,
calculator: calculator,
skillService: skillService,
);
playerStats = attackResult.playerStats;
monsterStats = attackResult.monsterStats;
updatedSkillSystem = attackResult.skillSystem;
activeDoTs = attackResult.activeDoTs;
activeDebuffs = attackResult.activeDebuffs;
totalDamageDealt = attackResult.totalDamageDealt;
newEvents.addAll(attackResult.events);
playerAccumulator -= playerStats.attackDelayMs;
turnsElapsed++;
}
// 몬스터가 살아있으면 반격
if (monsterStats.isAlive &&
monsterAccumulator >= monsterStats.attackDelayMs) {
final monsterAttackResult = _processMonsterAttack(
playerStats: playerStats,
monsterStats: monsterStats,
activeDebuffs: activeDebuffs,
totalDamageTaken: totalDamageTaken,
timestamp: timestamp,
calculator: calculator,
);
playerStats = monsterAttackResult.playerStats;
totalDamageTaken = monsterAttackResult.totalDamageTaken;
newEvents.addAll(monsterAttackResult.events);
monsterAccumulator -= monsterStats.attackDelayMs;
}
// 전투 종료 체크
final isActive = playerStats.isAlive && monsterStats.isAlive;
// 기존 이벤트와 합쳐서 최대 10개 유지
final combinedEvents = [...combat.recentEvents, ...newEvents];
final recentEvents = combinedEvents.length > 10
? combinedEvents.sublist(combinedEvents.length - 10)
: combinedEvents;
return CombatTickResult(
combat: combat.copyWith(
playerStats: playerStats,
monsterStats: monsterStats,
playerAttackAccumulatorMs: playerAccumulator,
monsterAttackAccumulatorMs: monsterAccumulator,
totalDamageDealt: totalDamageDealt,
totalDamageTaken: totalDamageTaken,
turnsElapsed: turnsElapsed,
isActive: isActive,
recentEvents: recentEvents,
activeDoTs: activeDoTs,
usedPotionTypes: usedPotionTypes,
activeDebuffs: activeDebuffs,
),
skillSystem: updatedSkillSystem,
potionInventory: updatedPotionInventory,
);
}
/// DOT 틱 처리
({
List<DotEffect> activeDoTs,
MonsterCombatStats monsterStats,
int totalDamageDealt,
List<CombatEvent> events,
}) _processDotTicks({
required List<DotEffect> activeDoTs,
required MonsterCombatStats monsterStats,
required int elapsedMs,
required int timestamp,
required int totalDamageDealt,
}) {
var dotDamageThisTick = 0;
final updatedDoTs = <DotEffect>[];
final events = <CombatEvent>[];
var updatedMonster = monsterStats;
for (final dot in activeDoTs) {
final (updatedDot, ticksTriggered) = dot.tick(elapsedMs);
if (ticksTriggered > 0) {
final damage = dot.damagePerTick * ticksTriggered;
dotDamageThisTick += damage;
// DOT 데미지 이벤트 생성
final dotSkillName =
SkillData.getSkillById(dot.skillId)?.name ?? dot.skillId;
events.add(
CombatEvent.dotTick(
timestamp: timestamp,
skillName: dotSkillName,
damage: damage,
targetName: updatedMonster.name,
),
);
}
// 만료되지 않은 DOT만 유지
if (updatedDot.isActive) {
updatedDoTs.add(updatedDot);
}
}
// DOT 데미지 적용
if (dotDamageThisTick > 0 && updatedMonster.isAlive) {
final newMonsterHp = (updatedMonster.hpCurrent - dotDamageThisTick).clamp(
0,
updatedMonster.hpMax,
);
updatedMonster = updatedMonster.copyWith(hpCurrent: newMonsterHp);
totalDamageDealt += dotDamageThisTick;
}
return (
activeDoTs: updatedDoTs,
monsterStats: updatedMonster,
totalDamageDealt: totalDamageDealt,
events: events,
);
}
/// 긴급 물약 자동 사용
({
CombatStats playerStats,
Set<PotionType> usedPotionTypes,
PotionInventory potionInventory,
List<CombatEvent> events,
})? _tryEmergencyPotion({
required CombatStats playerStats,
required PotionInventory potionInventory,
required Set<PotionType> usedPotionTypes,
required int playerLevel,
required int timestamp,
required PotionService potionService,
}) {
final hpRatio = playerStats.hpCurrent / playerStats.hpMax;
if (hpRatio > PotionService.emergencyHpThreshold) {
return null;
}
final emergencyPotion = potionService.selectEmergencyHpPotion(
currentHp: playerStats.hpCurrent,
maxHp: playerStats.hpMax,
inventory: potionInventory,
playerLevel: playerLevel,
);
if (emergencyPotion == null || usedPotionTypes.contains(PotionType.hp)) {
return null;
}
final result = potionService.usePotion(
potionId: emergencyPotion.id,
inventory: potionInventory,
currentHp: playerStats.hpCurrent,
maxHp: playerStats.hpMax,
currentMp: playerStats.mpCurrent,
maxMp: playerStats.mpMax,
);
if (!result.success) {
return null;
}
return (
playerStats: playerStats.copyWith(hpCurrent: result.newHp),
usedPotionTypes: {...usedPotionTypes, PotionType.hp},
potionInventory: result.newInventory!,
events: [
CombatEvent.playerPotion(
timestamp: timestamp,
potionName: emergencyPotion.name,
healAmount: result.healedAmount,
isHp: true,
),
],
);
}
/// 플레이어 공격 처리
({
CombatStats playerStats,
MonsterCombatStats monsterStats,
SkillSystemState skillSystem,
List<DotEffect> activeDoTs,
List<ActiveBuff> activeDebuffs,
int totalDamageDealt,
List<CombatEvent> events,
}) _processPlayerAttack({
required GameState state,
required CombatStats playerStats,
required MonsterCombatStats monsterStats,
required SkillSystemState updatedSkillSystem,
required List<DotEffect> activeDoTs,
required List<ActiveBuff> activeDebuffs,
required int totalDamageDealt,
required int timestamp,
required CombatCalculator calculator,
required SkillService skillService,
}) {
final events = <CombatEvent>[];
var newPlayerStats = playerStats;
var newMonsterStats = monsterStats;
var newSkillSystem = updatedSkillSystem;
var newActiveDoTs = [...activeDoTs];
var newActiveBuffs = [...activeDebuffs];
var newTotalDamageDealt = totalDamageDealt;
// 장착된 스킬 슬롯에서 사용 가능한 스킬 ID 목록 조회
var availableSkillIds = state.skillSystem.equippedSkills.allSkills
.map((s) => s.id)
.toList();
// 장착된 스킬이 없으면 기본 스킬 사용
if (availableSkillIds.isEmpty) {
availableSkillIds = SkillData.defaultSkillIds;
}
final selectedSkill = skillService.selectAutoSkill(
player: newPlayerStats,
monster: newMonsterStats,
skillSystem: newSkillSystem,
availableSkillIds: availableSkillIds,
activeDoTs: newActiveDoTs,
activeDebuffs: newActiveBuffs,
);
if (selectedSkill != null && selectedSkill.isAttack) {
// 스킬 랭크 조회
final skillRank = skillService.getSkillRankFromSkillBook(
state.skillBook,
selectedSkill.id,
);
// 랭크 스케일링 적용된 공격 스킬 사용
final skillResult = skillService.useAttackSkillWithRank(
skill: selectedSkill,
player: newPlayerStats,
monster: newMonsterStats,
skillSystem: newSkillSystem,
rank: skillRank,
);
newPlayerStats = skillResult.updatedPlayer;
newMonsterStats = skillResult.updatedMonster;
newTotalDamageDealt += skillResult.result.damage;
newSkillSystem = skillResult.updatedSkillSystem.startGlobalCooldown();
events.add(
CombatEvent.playerSkill(
timestamp: timestamp,
skillName: selectedSkill.name,
damage: skillResult.result.damage,
targetName: newMonsterStats.name,
attackDelayMs: newPlayerStats.attackDelayMs,
),
);
} else if (selectedSkill != null && selectedSkill.isDot) {
final skillResult = skillService.useDotSkill(
skill: selectedSkill,
player: newPlayerStats,
skillSystem: newSkillSystem,
playerInt: state.stats.intelligence,
playerWis: state.stats.wis,
);
newPlayerStats = skillResult.updatedPlayer;
newSkillSystem = skillResult.updatedSkillSystem.startGlobalCooldown();
if (skillResult.dotEffect != null) {
newActiveDoTs.add(skillResult.dotEffect!);
}
events.add(
CombatEvent.playerSkill(
timestamp: timestamp,
skillName: selectedSkill.name,
damage: skillResult.result.damage,
targetName: newMonsterStats.name,
attackDelayMs: newPlayerStats.attackDelayMs,
),
);
} else if (selectedSkill != null && selectedSkill.isHeal) {
final skillResult = skillService.useHealSkill(
skill: selectedSkill,
player: newPlayerStats,
skillSystem: newSkillSystem,
);
newPlayerStats = skillResult.updatedPlayer;
newSkillSystem = skillResult.updatedSkillSystem.startGlobalCooldown();
events.add(
CombatEvent.playerHeal(
timestamp: timestamp,
healAmount: skillResult.result.healedAmount,
skillName: selectedSkill.name,
),
);
} else if (selectedSkill != null && selectedSkill.isBuff) {
final skillResult = skillService.useBuffSkill(
skill: selectedSkill,
player: newPlayerStats,
skillSystem: newSkillSystem,
);
newPlayerStats = skillResult.updatedPlayer;
newSkillSystem = skillResult.updatedSkillSystem.startGlobalCooldown();
events.add(
CombatEvent.playerBuff(
timestamp: timestamp,
skillName: selectedSkill.name,
),
);
} else if (selectedSkill != null && selectedSkill.isDebuff) {
final skillResult = skillService.useDebuffSkill(
skill: selectedSkill,
player: newPlayerStats,
skillSystem: newSkillSystem,
currentDebuffs: newActiveBuffs,
);
newPlayerStats = skillResult.updatedPlayer;
newSkillSystem = skillResult.updatedSkillSystem.startGlobalCooldown();
if (skillResult.debuffEffect != null) {
newActiveBuffs = newActiveBuffs
.where((d) => d.effect.id != skillResult.debuffEffect!.effect.id)
.toList()
..add(skillResult.debuffEffect!);
}
events.add(
CombatEvent.playerDebuff(
timestamp: timestamp,
skillName: selectedSkill.name,
targetName: newMonsterStats.name,
),
);
} else {
// 일반 공격
final attackResult = calculator.playerAttackMonster(
attacker: newPlayerStats,
defender: newMonsterStats,
);
newMonsterStats = attackResult.updatedDefender;
newTotalDamageDealt += attackResult.result.damage;
final result = attackResult.result;
if (result.isEvaded) {
events.add(
CombatEvent.monsterEvade(
timestamp: timestamp,
targetName: newMonsterStats.name,
),
);
} else {
events.add(
CombatEvent.playerAttack(
timestamp: timestamp,
damage: result.damage,
targetName: newMonsterStats.name,
isCritical: result.isCritical,
attackDelayMs: newPlayerStats.attackDelayMs,
),
);
}
}
return (
playerStats: newPlayerStats,
monsterStats: newMonsterStats,
skillSystem: newSkillSystem,
activeDoTs: newActiveDoTs,
activeDebuffs: newActiveBuffs,
totalDamageDealt: newTotalDamageDealt,
events: events,
);
}
/// 몬스터 공격 처리
({
CombatStats playerStats,
int totalDamageTaken,
List<CombatEvent> events,
}) _processMonsterAttack({
required CombatStats playerStats,
required MonsterCombatStats monsterStats,
required List<ActiveBuff> activeDebuffs,
required int totalDamageTaken,
required int timestamp,
required CombatCalculator calculator,
}) {
final events = <CombatEvent>[];
// 디버프 효과 적용된 몬스터 스탯 계산
var debuffedMonster = monsterStats;
if (activeDebuffs.isNotEmpty) {
double atkMod = 0;
for (final debuff in activeDebuffs) {
if (!debuff.isExpired(timestamp)) {
atkMod += debuff.effect.atkModifier;
}
}
// ATK 감소 적용 (최소 10% ATK 유지)
final newAtk = (monsterStats.atk * (1 + atkMod)).round().clamp(
monsterStats.atk ~/ 10,
monsterStats.atk,
);
debuffedMonster = monsterStats.copyWith(atk: newAtk);
}
final attackResult = calculator.monsterAttackPlayer(
attacker: debuffedMonster,
defender: playerStats,
);
final result = attackResult.result;
if (result.isEvaded) {
events.add(
CombatEvent.playerEvade(
timestamp: timestamp,
attackerName: monsterStats.name,
),
);
} else if (result.isBlocked) {
events.add(
CombatEvent.playerBlock(
timestamp: timestamp,
reducedDamage: result.damage,
attackerName: monsterStats.name,
),
);
} else if (result.isParried) {
events.add(
CombatEvent.playerParry(
timestamp: timestamp,
reducedDamage: result.damage,
attackerName: monsterStats.name,
),
);
} else {
events.add(
CombatEvent.monsterAttack(
timestamp: timestamp,
damage: result.damage,
attackerName: monsterStats.name,
attackDelayMs: monsterStats.attackDelayMs,
),
);
}
return (
playerStats: attackResult.updatedDefender,
totalDamageTaken: totalDamageTaken + attackResult.result.damage,
events: events,
);
}
}

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@@ -0,0 +1,166 @@
import 'package:asciineverdie/data/game_text_l10n.dart' as l10n;
import 'package:asciineverdie/src/core/engine/potion_service.dart';
import 'package:asciineverdie/src/core/engine/shop_service.dart';
import 'package:asciineverdie/src/core/model/equipment_slot.dart';
import 'package:asciineverdie/src/core/model/game_state.dart';
import 'package:asciineverdie/src/core/model/item_stats.dart';
import 'package:asciineverdie/src/core/util/deterministic_random.dart';
import 'package:asciineverdie/src/core/util/pq_logic.dart' as pq_logic;
/// 판매 처리 결과
class SellResult {
const SellResult({
required this.state,
required this.continuesSelling,
});
final GameState state;
final bool continuesSelling;
}
/// 시장/판매/구매 서비스
///
/// ProgressService에서 분리된 시장 로직 담당:
/// - 장비 구매
/// - 아이템 판매
/// - 골드 관리
class MarketService {
const MarketService({required this.rng});
final DeterministicRandom rng;
/// 인벤토리에서 Gold 수량 반환
int getGold(GameState state) {
return state.inventory.gold;
}
/// 장비 구매 완료 처리 (개선된 로직)
///
/// 1순위: 빈 슬롯에 Common 장비 최대한 채우기
/// 2순위: 골드 남으면 물약 구매
GameState completeBuying(GameState state) {
var nextState = state;
final level = state.traits.level;
final shopService = ShopService(rng: rng);
// 1. 빈 슬롯 목록 수집
final emptySlots = <int>[];
for (var i = 0; i < Equipment.slotCount; i++) {
if (nextState.equipment.getItemByIndex(i).isEmpty) {
emptySlots.add(i);
}
}
// 2. 골드가 허용하는 한 빈 슬롯에 Common 장비 구매
for (final slotIndex in emptySlots) {
final slot = EquipmentSlot.values[slotIndex];
final item = shopService.generateShopItem(
playerLevel: level,
slot: slot,
targetRarity: ItemRarity.common,
);
final price = shopService.calculateBuyPrice(item);
if (nextState.inventory.gold >= price) {
nextState = nextState.copyWith(
inventory: nextState.inventory.copyWith(
gold: nextState.inventory.gold - price,
),
equipment: nextState.equipment
.setItemByIndex(slotIndex, item)
.copyWith(bestIndex: slotIndex),
);
} else {
break; // 골드 부족 시 중단
}
}
// 3. 물약 자동 구매 (남은 골드의 20% 사용)
final potionService = const PotionService();
final purchaseResult = potionService.autoPurchasePotions(
playerLevel: level,
inventory: nextState.potionInventory,
gold: nextState.inventory.gold,
spendRatio: 0.20,
);
if (purchaseResult.success && purchaseResult.newInventory != null) {
nextState = nextState.copyWith(
inventory: nextState.inventory.copyWith(gold: purchaseResult.newGold),
potionInventory: purchaseResult.newInventory,
);
}
return nextState;
}
/// 판매 처리
///
/// [state] 현재 게임 상태
/// Returns: 업데이트된 상태와 판매 계속 여부
SellResult processSell(GameState state) {
final taskType = state.progress.currentTask.type;
var items = [...state.inventory.items];
var goldAmount = state.inventory.gold;
// sell 태스크 완료 시 아이템 판매 (원본 Main.pas:636-643)
if (taskType == TaskType.sell) {
// 첫 번째 아이템 찾기 (items에는 Gold가 없음)
if (items.isNotEmpty) {
final item = items.first;
final level = state.traits.level;
// 가격 계산: 수량 * 레벨
var price = item.count * level;
// " of " 포함 시 보너스 (원본 639-640)
if (item.name.contains(' of ')) {
price =
price *
(1 + pq_logic.randomLow(rng, 10)) *
(1 + pq_logic.randomLow(rng, level));
}
// 아이템 삭제
items.removeAt(0);
// Gold 추가 (inventory.gold 필드 사용)
goldAmount += price;
}
}
// 판매할 아이템이 남아있는지 확인
final hasItemsToSell = items.isNotEmpty;
if (hasItemsToSell) {
// 다음 아이템 판매 태스크 시작
final nextItem = items.first;
final translatedName = l10n.translateItemNameL10n(nextItem.name);
final itemDesc = l10n.indefiniteL10n(translatedName, nextItem.count);
final taskResult = pq_logic.startTask(
state.progress,
l10n.taskSelling(itemDesc),
1 * 1000,
);
final progress = taskResult.progress.copyWith(
currentTask: TaskInfo(caption: taskResult.caption, type: TaskType.sell),
currentCombat: null, // 비전투 태스크이므로 전투 상태 초기화
);
return SellResult(
state: state.copyWith(
inventory: state.inventory.copyWith(gold: goldAmount, items: items),
progress: progress,
),
continuesSelling: true,
);
}
// 판매 완료 - 인벤토리 업데이트만 하고 다음 태스크로
return SellResult(
state: state.copyWith(
inventory: state.inventory.copyWith(gold: goldAmount, items: items),
),
continuesSelling: false,
);
}
}

View File

@@ -1,12 +1,12 @@
import 'dart:math' as math;
import 'package:asciineverdie/data/game_text_l10n.dart' as l10n;
import 'package:asciineverdie/data/skill_data.dart';
import 'package:asciineverdie/src/core/engine/combat_calculator.dart';
import 'package:asciineverdie/src/core/engine/combat_tick_service.dart';
import 'package:asciineverdie/src/core/engine/game_mutations.dart';
import 'package:asciineverdie/src/core/engine/market_service.dart';
import 'package:asciineverdie/src/core/engine/potion_service.dart';
import 'package:asciineverdie/src/core/engine/reward_service.dart';
import 'package:asciineverdie/src/core/engine/shop_service.dart';
import 'package:asciineverdie/src/core/engine/skill_service.dart';
import 'package:asciineverdie/src/core/model/combat_event.dart';
import 'package:asciineverdie/src/core/model/combat_state.dart';
@@ -14,12 +14,10 @@ import 'package:asciineverdie/src/core/model/combat_stats.dart';
import 'package:asciineverdie/src/core/model/equipment_item.dart';
import 'package:asciineverdie/src/core/model/equipment_slot.dart';
import 'package:asciineverdie/src/core/model/game_state.dart';
import 'package:asciineverdie/src/core/model/item_stats.dart';
import 'package:asciineverdie/src/core/model/monster_combat_stats.dart';
import 'package:asciineverdie/src/core/model/monster_grade.dart';
import 'package:asciineverdie/src/core/model/potion.dart';
import 'package:asciineverdie/src/core/model/pq_config.dart';
import 'package:asciineverdie/src/core/model/skill.dart';
import 'package:asciineverdie/src/core/util/balance_constants.dart';
import 'package:asciineverdie/src/core/util/pq_logic.dart' as pq_logic;
@@ -210,18 +208,19 @@ class ProgressService {
? progress.task.max
: uncapped;
// 킬 태스크 중 전투 진행 (스킬 자동 사용, DOT, 물약 포함)
// 킬 태스크 중 전투 진행 (CombatTickService 사용)
var updatedCombat = progress.currentCombat;
var updatedSkillSystem = nextState.skillSystem;
var updatedPotionInventory = nextState.potionInventory;
if (progress.currentTask.type == TaskType.kill &&
updatedCombat != null &&
updatedCombat.isActive) {
final combatResult = _processCombatTickWithSkills(
nextState,
updatedCombat,
updatedSkillSystem,
clamped,
final combatTickService = CombatTickService(rng: nextState.rng);
final combatResult = combatTickService.processTick(
state: nextState,
combat: updatedCombat,
skillSystem: updatedSkillSystem,
elapsedMs: clamped,
);
updatedCombat = combatResult.combat;
updatedSkillSystem = combatResult.skillSystem;
@@ -353,15 +352,16 @@ class ProgressService {
}
}
// 시장/판매/구매 태스크 완료 시 처리 (원본 Main.pas:631-649)
// 시장/판매/구매 태스크 완료 시 처리 (MarketService 사용)
final marketService = MarketService(rng: nextState.rng);
final taskType = progress.currentTask.type;
if (taskType == TaskType.buying) {
// 장비 구매 완료 (원본 631-634)
nextState = _completeBuying(nextState);
nextState = marketService.completeBuying(nextState);
progress = nextState.progress;
} else if (taskType == TaskType.market || taskType == TaskType.sell) {
// 시장 도착 또는 판매 완료 (원본 635-649)
final sellResult = _processSell(nextState);
final sellResult = marketService.processSell(nextState);
nextState = sellResult.state;
progress = nextState.progress;
queue = nextState.queue;
@@ -524,7 +524,7 @@ class ProgressService {
oldTaskType != TaskType.buying) {
// Gold가 충분하면 장비 구매 (Common 장비 가격 기준)
// 실제 구매 가격과 동일한 공식 사용: level * 50
final gold = _getGold(state);
final gold = state.inventory.gold;
final equipPrice = state.traits.level * 50; // Common 장비 1개 가격
if (gold > equipPrice) {
final taskResult = pq_logic.startTask(
@@ -1096,555 +1096,6 @@ class ProgressService {
return s[0].toUpperCase() + s.substring(1);
}
/// 인벤토리에서 Gold 수량 반환
int _getGold(GameState state) {
return state.inventory.gold;
}
/// 장비 구매 완료 처리 (개선된 로직)
///
/// 1순위: 빈 슬롯에 Common 장비 최대한 채우기
/// 2순위: 골드 남으면 물약 구매
GameState _completeBuying(GameState state) {
var nextState = state;
final level = state.traits.level;
final shopService = ShopService(rng: nextState.rng);
// 1. 빈 슬롯 목록 수집
final emptySlots = <int>[];
for (var i = 0; i < Equipment.slotCount; i++) {
if (nextState.equipment.getItemByIndex(i).isEmpty) {
emptySlots.add(i);
}
}
// 2. 골드가 허용하는 한 빈 슬롯에 Common 장비 구매
for (final slotIndex in emptySlots) {
final slot = EquipmentSlot.values[slotIndex];
final item = shopService.generateShopItem(
playerLevel: level,
slot: slot,
targetRarity: ItemRarity.common,
);
final price = shopService.calculateBuyPrice(item);
if (nextState.inventory.gold >= price) {
nextState = nextState.copyWith(
inventory: nextState.inventory.copyWith(
gold: nextState.inventory.gold - price,
),
equipment: nextState.equipment
.setItemByIndex(slotIndex, item)
.copyWith(bestIndex: slotIndex),
);
} else {
break; // 골드 부족 시 중단
}
}
// 3. 물약 자동 구매 (남은 골드의 20% 사용)
final potionService = const PotionService();
final purchaseResult = potionService.autoPurchasePotions(
playerLevel: level,
inventory: nextState.potionInventory,
gold: nextState.inventory.gold,
spendRatio: 0.20,
);
if (purchaseResult.success && purchaseResult.newInventory != null) {
nextState = nextState.copyWith(
inventory: nextState.inventory.copyWith(gold: purchaseResult.newGold),
potionInventory: purchaseResult.newInventory,
);
}
return nextState;
}
/// 판매 처리 결과
({GameState state, bool continuesSelling}) _processSell(GameState state) {
final taskType = state.progress.currentTask.type;
var items = [...state.inventory.items];
var goldAmount = state.inventory.gold;
// sell 태스크 완료 시 아이템 판매 (원본 Main.pas:636-643)
if (taskType == TaskType.sell) {
// 첫 번째 아이템 찾기 (items에는 Gold가 없음)
if (items.isNotEmpty) {
final item = items.first;
final level = state.traits.level;
// 가격 계산: 수량 * 레벨
var price = item.count * level;
// " of " 포함 시 보너스 (원본 639-640)
if (item.name.contains(' of ')) {
price =
price *
(1 + pq_logic.randomLow(state.rng, 10)) *
(1 + pq_logic.randomLow(state.rng, level));
}
// 아이템 삭제
items.removeAt(0);
// Gold 추가 (inventory.gold 필드 사용)
goldAmount += price;
}
}
// 판매할 아이템이 남아있는지 확인
final hasItemsToSell = items.isNotEmpty;
if (hasItemsToSell) {
// 다음 아이템 판매 태스크 시작
final nextItem = items.first;
final translatedName = l10n.translateItemNameL10n(nextItem.name);
final itemDesc = l10n.indefiniteL10n(translatedName, nextItem.count);
final taskResult = pq_logic.startTask(
state.progress,
l10n.taskSelling(itemDesc),
1 * 1000,
);
final progress = taskResult.progress.copyWith(
currentTask: TaskInfo(caption: taskResult.caption, type: TaskType.sell),
currentCombat: null, // 비전투 태스크이므로 전투 상태 초기화
);
return (
state: state.copyWith(
inventory: state.inventory.copyWith(gold: goldAmount, items: items),
progress: progress,
),
continuesSelling: true,
);
}
// 판매 완료 - 인벤토리 업데이트만 하고 다음 태스크로
return (
state: state.copyWith(
inventory: state.inventory.copyWith(gold: goldAmount, items: items),
),
continuesSelling: false,
);
}
/// 전투 틱 처리 (스킬 자동 사용, DOT, 물약 포함)
///
/// [state] 현재 게임 상태
/// [combat] 현재 전투 상태
/// [skillSystem] 스킬 시스템 상태
/// [elapsedMs] 경과 시간 (밀리초)
/// Returns: 업데이트된 전투 상태, 스킬 시스템 상태, 물약 인벤토리
({
CombatState combat,
SkillSystemState skillSystem,
PotionInventory? potionInventory,
})
_processCombatTickWithSkills(
GameState state,
CombatState combat,
SkillSystemState skillSystem,
int elapsedMs,
) {
if (!combat.isActive || combat.isCombatOver) {
return (combat: combat, skillSystem: skillSystem, potionInventory: null);
}
final calculator = CombatCalculator(rng: state.rng);
final skillService = SkillService(rng: state.rng);
final potionService = const PotionService();
var playerStats = combat.playerStats;
var monsterStats = combat.monsterStats;
var playerAccumulator = combat.playerAttackAccumulatorMs + elapsedMs;
var monsterAccumulator = combat.monsterAttackAccumulatorMs + elapsedMs;
var totalDamageDealt = combat.totalDamageDealt;
var totalDamageTaken = combat.totalDamageTaken;
var turnsElapsed = combat.turnsElapsed;
var updatedSkillSystem = skillSystem;
var activeDoTs = [...combat.activeDoTs];
var usedPotionTypes = {...combat.usedPotionTypes};
var activeDebuffs = [...combat.activeDebuffs];
PotionInventory? updatedPotionInventory;
// 새 전투 이벤트 수집
final newEvents = <CombatEvent>[];
final timestamp = updatedSkillSystem.elapsedMs;
// =========================================================================
// 만료된 디버프 정리
// =========================================================================
activeDebuffs = activeDebuffs
.where((debuff) => !debuff.isExpired(timestamp))
.toList();
// =========================================================================
// DOT 틱 처리
// =========================================================================
var dotDamageThisTick = 0;
final updatedDoTs = <DotEffect>[];
for (final dot in activeDoTs) {
final (updatedDot, ticksTriggered) = dot.tick(elapsedMs);
if (ticksTriggered > 0) {
final damage = dot.damagePerTick * ticksTriggered;
dotDamageThisTick += damage;
// DOT 데미지 이벤트 생성 (skillId → name 변환)
final dotSkillName =
SkillData.getSkillById(dot.skillId)?.name ?? dot.skillId;
newEvents.add(
CombatEvent.dotTick(
timestamp: timestamp,
skillName: dotSkillName,
damage: damage,
targetName: monsterStats.name,
),
);
}
// 만료되지 않은 DOT만 유지
if (updatedDot.isActive) {
updatedDoTs.add(updatedDot);
}
}
// DOT 데미지 적용
if (dotDamageThisTick > 0 && monsterStats.isAlive) {
final newMonsterHp = (monsterStats.hpCurrent - dotDamageThisTick).clamp(
0,
monsterStats.hpMax,
);
monsterStats = monsterStats.copyWith(hpCurrent: newMonsterHp);
totalDamageDealt += dotDamageThisTick;
}
activeDoTs = updatedDoTs;
// =========================================================================
// 긴급 물약 자동 사용 (HP < 30%)
// =========================================================================
final hpRatio = playerStats.hpCurrent / playerStats.hpMax;
if (hpRatio <= PotionService.emergencyHpThreshold) {
final emergencyPotion = potionService.selectEmergencyHpPotion(
currentHp: playerStats.hpCurrent,
maxHp: playerStats.hpMax,
inventory: state.potionInventory,
playerLevel: state.traits.level,
);
if (emergencyPotion != null && !usedPotionTypes.contains(PotionType.hp)) {
final result = potionService.usePotion(
potionId: emergencyPotion.id,
inventory: state.potionInventory,
currentHp: playerStats.hpCurrent,
maxHp: playerStats.hpMax,
currentMp: playerStats.mpCurrent,
maxMp: playerStats.mpMax,
);
if (result.success) {
playerStats = playerStats.copyWith(hpCurrent: result.newHp);
usedPotionTypes = {...usedPotionTypes, PotionType.hp};
updatedPotionInventory = result.newInventory;
newEvents.add(
CombatEvent.playerPotion(
timestamp: timestamp,
potionName: emergencyPotion.name,
healAmount: result.healedAmount,
isHp: true,
),
);
}
}
}
// 플레이어 공격 체크
if (playerAccumulator >= playerStats.attackDelayMs) {
// 장착된 스킬 슬롯에서 사용 가능한 스킬 ID 목록 조회
var availableSkillIds = state.skillSystem.equippedSkills.allSkills
.map((s) => s.id)
.toList();
// 장착된 스킬이 없으면 기본 스킬 사용
if (availableSkillIds.isEmpty) {
availableSkillIds = SkillData.defaultSkillIds;
}
final selectedSkill = skillService.selectAutoSkill(
player: playerStats,
monster: monsterStats,
skillSystem: updatedSkillSystem,
availableSkillIds: availableSkillIds,
activeDoTs: activeDoTs,
activeDebuffs: activeDebuffs,
);
if (selectedSkill != null && selectedSkill.isAttack) {
// 스킬 랭크 조회 (SkillBook 기반)
final skillRank = skillService.getSkillRankFromSkillBook(
state.skillBook,
selectedSkill.id,
);
// 랭크 스케일링 적용된 공격 스킬 사용
final skillResult = skillService.useAttackSkillWithRank(
skill: selectedSkill,
player: playerStats,
monster: monsterStats,
skillSystem: updatedSkillSystem,
rank: skillRank,
);
playerStats = skillResult.updatedPlayer;
monsterStats = skillResult.updatedMonster;
totalDamageDealt += skillResult.result.damage;
updatedSkillSystem = skillResult.updatedSkillSystem;
// GCD 시작 (스킬 사용 후)
updatedSkillSystem = updatedSkillSystem.startGlobalCooldown();
// 스킬 공격 이벤트 생성
newEvents.add(
CombatEvent.playerSkill(
timestamp: timestamp,
skillName: selectedSkill.name,
damage: skillResult.result.damage,
targetName: monsterStats.name,
attackDelayMs: playerStats.attackDelayMs,
),
);
} else if (selectedSkill != null && selectedSkill.isDot) {
// DOT 스킬 사용
final skillResult = skillService.useDotSkill(
skill: selectedSkill,
player: playerStats,
skillSystem: updatedSkillSystem,
playerInt: state.stats.intelligence,
playerWis: state.stats.wis,
);
playerStats = skillResult.updatedPlayer;
updatedSkillSystem = skillResult.updatedSkillSystem;
// GCD 시작 (스킬 사용 후)
updatedSkillSystem = updatedSkillSystem.startGlobalCooldown();
// DOT 효과 추가
if (skillResult.dotEffect != null) {
activeDoTs.add(skillResult.dotEffect!);
}
// DOT 스킬 사용 이벤트 생성
newEvents.add(
CombatEvent.playerSkill(
timestamp: timestamp,
skillName: selectedSkill.name,
damage: skillResult.result.damage,
targetName: monsterStats.name,
attackDelayMs: playerStats.attackDelayMs,
),
);
} else if (selectedSkill != null && selectedSkill.isHeal) {
// 회복 스킬 사용
final skillResult = skillService.useHealSkill(
skill: selectedSkill,
player: playerStats,
skillSystem: updatedSkillSystem,
);
playerStats = skillResult.updatedPlayer;
updatedSkillSystem = skillResult.updatedSkillSystem;
// GCD 시작 (스킬 사용 후)
updatedSkillSystem = updatedSkillSystem.startGlobalCooldown();
// 회복 이벤트 생성
newEvents.add(
CombatEvent.playerHeal(
timestamp: timestamp,
healAmount: skillResult.result.healedAmount,
skillName: selectedSkill.name,
),
);
} else if (selectedSkill != null && selectedSkill.isBuff) {
// 버프 스킬 사용
final skillResult = skillService.useBuffSkill(
skill: selectedSkill,
player: playerStats,
skillSystem: updatedSkillSystem,
);
playerStats = skillResult.updatedPlayer;
updatedSkillSystem = skillResult.updatedSkillSystem;
// GCD 시작 (스킬 사용 후)
updatedSkillSystem = updatedSkillSystem.startGlobalCooldown();
// 버프 이벤트 생성
newEvents.add(
CombatEvent.playerBuff(
timestamp: timestamp,
skillName: selectedSkill.name,
),
);
} else if (selectedSkill != null && selectedSkill.isDebuff) {
// 디버프 스킬 사용
final skillResult = skillService.useDebuffSkill(
skill: selectedSkill,
player: playerStats,
skillSystem: updatedSkillSystem,
currentDebuffs: activeDebuffs,
);
playerStats = skillResult.updatedPlayer;
updatedSkillSystem = skillResult.updatedSkillSystem;
// GCD 시작 (스킬 사용 후)
updatedSkillSystem = updatedSkillSystem.startGlobalCooldown();
// 디버프 효과 추가 (기존 같은 디버프 제거 후)
if (skillResult.debuffEffect != null) {
activeDebuffs =
activeDebuffs
.where(
(d) => d.effect.id != skillResult.debuffEffect!.effect.id,
)
.toList()
..add(skillResult.debuffEffect!);
}
// 디버프 이벤트 생성
newEvents.add(
CombatEvent.playerDebuff(
timestamp: timestamp,
skillName: selectedSkill.name,
targetName: monsterStats.name,
),
);
} else {
// 일반 공격
final attackResult = calculator.playerAttackMonster(
attacker: playerStats,
defender: monsterStats,
);
monsterStats = attackResult.updatedDefender;
totalDamageDealt += attackResult.result.damage;
// 일반 공격 이벤트 생성
final result = attackResult.result;
if (result.isEvaded) {
newEvents.add(
CombatEvent.monsterEvade(
timestamp: timestamp,
targetName: monsterStats.name,
),
);
} else {
newEvents.add(
CombatEvent.playerAttack(
timestamp: timestamp,
damage: result.damage,
targetName: monsterStats.name,
isCritical: result.isCritical,
attackDelayMs: playerStats.attackDelayMs,
),
);
}
}
playerAccumulator -= playerStats.attackDelayMs;
turnsElapsed++;
}
// 몬스터가 살아있으면 반격
if (monsterStats.isAlive &&
monsterAccumulator >= monsterStats.attackDelayMs) {
// 디버프 효과 적용된 몬스터 스탯 계산
var debuffedMonster = monsterStats;
if (activeDebuffs.isNotEmpty) {
double atkMod = 0;
for (final debuff in activeDebuffs) {
if (!debuff.isExpired(timestamp)) {
atkMod += debuff.effect.atkModifier; // 음수 값
}
}
// ATK 감소 적용 (최소 10% ATK 유지)
final newAtk = (monsterStats.atk * (1 + atkMod)).round().clamp(
monsterStats.atk ~/ 10,
monsterStats.atk,
);
debuffedMonster = monsterStats.copyWith(atk: newAtk);
}
final attackResult = calculator.monsterAttackPlayer(
attacker: debuffedMonster,
defender: playerStats,
);
playerStats = attackResult.updatedDefender;
totalDamageTaken += attackResult.result.damage;
monsterAccumulator -= monsterStats.attackDelayMs;
// 몬스터 공격 이벤트 생성
final result = attackResult.result;
if (result.isEvaded) {
newEvents.add(
CombatEvent.playerEvade(
timestamp: timestamp,
attackerName: monsterStats.name,
),
);
} else if (result.isBlocked) {
newEvents.add(
CombatEvent.playerBlock(
timestamp: timestamp,
reducedDamage: result.damage,
attackerName: monsterStats.name,
),
);
} else if (result.isParried) {
newEvents.add(
CombatEvent.playerParry(
timestamp: timestamp,
reducedDamage: result.damage,
attackerName: monsterStats.name,
),
);
} else {
newEvents.add(
CombatEvent.monsterAttack(
timestamp: timestamp,
damage: result.damage,
attackerName: monsterStats.name,
attackDelayMs: monsterStats.attackDelayMs,
),
);
}
}
// 전투 종료 체크
final isActive = playerStats.isAlive && monsterStats.isAlive;
// 기존 이벤트와 합쳐서 최대 10개 유지
final combinedEvents = [...combat.recentEvents, ...newEvents];
final recentEvents = combinedEvents.length > 10
? combinedEvents.sublist(combinedEvents.length - 10)
: combinedEvents;
return (
combat: combat.copyWith(
playerStats: playerStats,
monsterStats: monsterStats,
playerAttackAccumulatorMs: playerAccumulator,
monsterAttackAccumulatorMs: monsterAccumulator,
totalDamageDealt: totalDamageDealt,
totalDamageTaken: totalDamageTaken,
turnsElapsed: turnsElapsed,
isActive: isActive,
recentEvents: recentEvents,
activeDoTs: activeDoTs,
usedPotionTypes: usedPotionTypes,
activeDebuffs: activeDebuffs,
),
skillSystem: updatedSkillSystem,
potionInventory: updatedPotionInventory,
);
}
/// Act Boss 생성 (Act 완료 시)
///
/// 보스 레벨 = min(플레이어 레벨, Act 최소 레벨)로 설정하여

View File

@@ -1,5 +1,3 @@
import 'package:asciineverdie/src/core/animation/canvas/ascii_cell.dart';
/// 아이템 희귀도
enum ItemRarity {
common,
@@ -25,17 +23,6 @@ enum ItemRarity {
epic => 400,
legendary => 1000,
};
/// 공격 이펙트 셀 색상 (Phase 9: 무기 등급별 이펙트)
///
/// common은 기본 positive(시안), 나머지는 등급별 고유 색상
AsciiCellColor get effectCellColor => switch (this) {
ItemRarity.common => AsciiCellColor.positive,
ItemRarity.uncommon => AsciiCellColor.rarityUncommon,
ItemRarity.rare => AsciiCellColor.rarityRare,
ItemRarity.epic => AsciiCellColor.rarityEpic,
ItemRarity.legendary => AsciiCellColor.rarityLegendary,
};
}
/// 아이템 스탯 보정치

View File

@@ -175,6 +175,7 @@ class _AsciiAnimationCardState extends State<AsciiAnimationCard> {
bool _showDeathAnimation = false;
List<String>? _deathAnimationMonsterLines;
String? _lastMonsterBaseName;
int? _lastMonsterLevel; // 몬스터 레벨 캐시 (사망 시 크기 결정용)
@override
void initState() {
@@ -237,10 +238,13 @@ class _AsciiAnimationCardState extends State<AsciiAnimationCard> {
_handleCombatEvent(widget.latestCombatEvent!);
}
// 몬스터 이름 저장 (사망 시 프레임 캡처용)
// 몬스터 정보 저장 (사망 시 프레임 캡처용)
if (widget.monsterBaseName != null) {
_lastMonsterBaseName = widget.monsterBaseName;
}
if (widget.monsterLevel != null) {
_lastMonsterLevel = widget.monsterLevel;
}
// 새 몬스터 등장 시 사망 애니메이션 상태 리셋
// (이전 몬스터 사망 애니메이션이 끝나기 전에 새 전투 시작 시 대응)
@@ -613,7 +617,8 @@ class _AsciiAnimationCardState extends State<AsciiAnimationCard> {
if (monsterName == null) return null;
final monsterCategory = getMonsterCategory(monsterName);
final monsterSize = getMonsterSize(widget.monsterLevel);
// 캐시된 레벨 사용 (사망 시점에 widget.monsterLevel이 null일 수 있음)
final monsterSize = getMonsterSize(_lastMonsterLevel ?? widget.monsterLevel);
// 몬스터 Idle 프레임 가져오기
final frames = getMonsterIdleFrames(monsterCategory, monsterSize);

View File

@@ -197,6 +197,10 @@ class _EnhancedAnimationPanelState extends State<EnhancedAnimationPanel>
Widget build(BuildContext context) {
final combat = widget.progress.currentCombat;
final isInCombat = combat != null && combat.isActive;
// 몬스터 HP는 전투 중이면서 kill 태스크일 때만 표시
// (전투 승리 후 타운 방문 시 HP UI 잔존 버그 방지)
final isKillTask = widget.progress.currentTask.type == TaskType.kill;
final shouldShowMonsterHp = isInCombat && isKillTask;
return Container(
padding: const EdgeInsets.all(8),
@@ -258,9 +262,10 @@ class _EnhancedAnimationPanelState extends State<EnhancedAnimationPanel>
// 우측: 몬스터 HP (전투 중) 또는 컨트롤 버튼
Expanded(
flex: 2,
child: isInCombat
? _buildMonsterHpBar(combat)
: _buildControlButtons(),
child: switch ((shouldShowMonsterHp, combat)) {
(true, final c?) => _buildMonsterHpBar(c),
_ => _buildControlButtons(),
},
),
],
),

View File

@@ -0,0 +1,181 @@
import 'package:flutter/material.dart';
import 'package:asciineverdie/src/shared/retro_colors.dart';
/// 레트로 테마 상수 모음
///
/// 패딩, 폰트 크기, 애니메이션 시간 등 UI 전반에 사용되는 상수 정의.
/// 색상은 [RetroColors] 참조.
abstract class RetroTheme {
RetroTheme._();
// ===========================================================================
// 패딩 (Padding/Spacing)
// ===========================================================================
/// 4px - 아이콘 내부, 작은 요소 간격
static const double paddingXs = 4.0;
/// 8px - 텍스트 줄 간격, 버튼 내부 패딩
static const double paddingSm = 8.0;
/// 10px - 패널 내부 패딩 (소)
static const double paddingMd = 10.0;
/// 12px - 섹션 간격, 패널 내부 패딩 (중)
static const double paddingLg = 12.0;
/// 16px - 화면 여백, 패널 내부 패딩 (대)
static const double paddingXl = 16.0;
/// 24px - 화면 간 여백
static const double paddingXxl = 24.0;
// ===========================================================================
// 폰트 크기 (Font Sizes)
// ===========================================================================
/// 8px - 라벨, 작은 힌트
static const double fontSizeXs = 8.0;
/// 10px - 보조 텍스트, 상태 표시
static const double fontSizeSm = 10.0;
/// 11px - 툴팁, 버튼 라벨
static const double fontSizeMd = 11.0;
/// 12px - 본문 텍스트
static const double fontSizeLg = 12.0;
/// 14px - 부제목
static const double fontSizeXl = 14.0;
/// 18px - 제목
static const double fontSizeTitle = 18.0;
// ===========================================================================
// 애니메이션 시간 (Animation Durations)
// ===========================================================================
/// 100ms - 버튼 눌림 효과
static const Duration animFast = Duration(milliseconds: 100);
/// 150ms - 호버 효과
static const Duration animQuick = Duration(milliseconds: 150);
/// 200ms - 리스트 아이템 전환
static const Duration animNormal = Duration(milliseconds: 200);
/// 300ms - 패널 전환
static const Duration animMedium = Duration(milliseconds: 300);
/// 400ms - 페이드 인/아웃
static const Duration animSlow = Duration(milliseconds: 400);
/// 500ms - 결과 패널 표시
static const Duration animResult = Duration(milliseconds: 500);
/// 1500ms - ASCII 디스인테그레이트 효과
static const Duration animDisintegrate = Duration(milliseconds: 1500);
// ===========================================================================
// 테두리 (Border)
// ===========================================================================
/// 기본 테두리 두께
static const double borderWidth = 1.0;
/// 굵은 테두리 두께
static const double borderWidthBold = 2.0;
/// 기본 테두리 반경 (픽셀 스타일로 0 사용)
static const double borderRadius = 0.0;
/// 라운드 테두리 반경 (현대적 스타일)
static const double borderRadiusRound = 4.0;
// ===========================================================================
// 패널 스타일 (Panel Styles)
// ===========================================================================
/// 패널 기본 EdgeInsets
static const EdgeInsets panelPadding = EdgeInsets.all(paddingMd);
/// 패널 확장 EdgeInsets
static const EdgeInsets panelPaddingLarge = EdgeInsets.all(paddingLg);
/// 화면 여백 EdgeInsets
static const EdgeInsets screenPadding = EdgeInsets.all(paddingXl);
// ===========================================================================
// 텍스트 스타일 팩토리 (Text Style Factories)
// ===========================================================================
/// 패널 제목 스타일
static TextStyle panelTitle(BuildContext context) => TextStyle(
fontSize: fontSizeLg,
fontWeight: FontWeight.bold,
color: RetroColors.goldOf(context),
);
/// 섹션 제목 스타일
static TextStyle sectionTitle(BuildContext context) => TextStyle(
fontSize: fontSizeMd,
fontWeight: FontWeight.bold,
color: RetroColors.textPrimaryOf(context),
);
/// 본문 텍스트 스타일
static TextStyle bodyText(BuildContext context) => TextStyle(
fontSize: fontSizeLg,
color: RetroColors.textPrimaryOf(context),
);
/// 보조 텍스트 스타일
static TextStyle bodyTextSecondary(BuildContext context) => TextStyle(
fontSize: fontSizeSm,
color: RetroColors.textSecondaryOf(context),
);
/// 뮤트 텍스트 스타일
static TextStyle bodyTextMuted(BuildContext context) => TextStyle(
fontSize: fontSizeSm,
color: RetroColors.textMutedOf(context),
);
/// 라벨 텍스트 스타일
static TextStyle labelText(BuildContext context) => TextStyle(
fontSize: fontSizeXs,
color: RetroColors.textSecondaryOf(context),
);
/// 숫자/통계 스타일
static TextStyle statText(BuildContext context) => TextStyle(
fontSize: fontSizeSm,
fontWeight: FontWeight.bold,
color: RetroColors.textPrimaryOf(context),
);
// ===========================================================================
// 박스 데코레이션 팩토리 (Box Decoration Factories)
// ===========================================================================
/// 기본 패널 데코레이션
static BoxDecoration panelDecoration(BuildContext context) => BoxDecoration(
color: RetroColors.panelBgOf(context),
border: Border.all(color: RetroColors.borderOf(context)),
);
/// 강조 패널 데코레이션 (골드 테두리)
static BoxDecoration panelDecorationHighlight(BuildContext context) =>
BoxDecoration(
color: RetroColors.panelBgOf(context),
border: Border.all(color: RetroColors.goldOf(context)),
);
/// 표면 데코레이션 (밝은 배경)
static BoxDecoration surfaceDecoration(BuildContext context) => BoxDecoration(
color: RetroColors.surfaceOf(context),
border: Border.all(color: RetroColors.borderOf(context)),
);
}

View File

@@ -0,0 +1,171 @@
import 'package:flutter/material.dart';
import 'package:asciineverdie/src/shared/retro_colors.dart';
import 'package:asciineverdie/src/shared/retro_theme_constants.dart';
/// 패널 헤더 변형
enum PanelHeaderVariant {
/// 기본 패널 헤더 (레트로 스타일, 골드 하단 테두리)
///
/// 사용처: 메인 패널 상단, 골드 강조 필요한 곳
primary,
/// 섹션 헤더 (테마 색상 사용)
///
/// 사용처: 리스트 섹션 구분, 탭 페이지 내부
section,
/// 장비 헤더 (3D 베벨 테두리)
///
/// 사용처: 장비 패널, 중요 강조 영역
equipment,
}
/// 레트로 스타일 패널 헤더 위젯
///
/// 여러 화면에서 반복되는 패널/섹션 헤더를 통합한 공통 위젯.
/// [variant]에 따라 다른 스타일이 적용됨.
///
/// 사용 예시:
/// ```dart
/// PanelHeader(title: 'INVENTORY')
/// PanelHeader(title: 'Stats', variant: PanelHeaderVariant.section)
/// ```
class PanelHeader extends StatelessWidget {
const PanelHeader({
required this.title,
this.variant = PanelHeaderVariant.primary,
this.icon,
this.uppercase = true,
super.key,
});
/// 헤더 제목
final String title;
/// 헤더 스타일 변형
final PanelHeaderVariant variant;
/// 선택적 아이콘 (equipment 변형에서 주로 사용)
final IconData? icon;
/// 대문자 변환 여부 (기본 true)
final bool uppercase;
@override
Widget build(BuildContext context) {
final displayTitle = uppercase ? title.toUpperCase() : title;
return switch (variant) {
PanelHeaderVariant.primary => _buildPrimaryHeader(context, displayTitle),
PanelHeaderVariant.section => _buildSectionHeader(context, displayTitle),
PanelHeaderVariant.equipment =>
_buildEquipmentHeader(context, displayTitle),
};
}
/// 기본 패널 헤더 (레트로 스타일)
Widget _buildPrimaryHeader(BuildContext context, String displayTitle) {
final gold = RetroColors.goldOf(context);
final panelBg = RetroColors.panelBgOf(context);
return Container(
padding: const EdgeInsets.symmetric(horizontal: 8, vertical: 6),
decoration: BoxDecoration(
color: panelBg,
border: Border(bottom: BorderSide(color: gold, width: 2)),
),
child: Text(
displayTitle,
style: TextStyle(
fontFamily: 'PressStart2P',
fontSize: RetroTheme.fontSizeXs,
fontWeight: FontWeight.bold,
color: gold,
),
),
);
}
/// 섹션 헤더 (테마 색상)
Widget _buildSectionHeader(BuildContext context, String displayTitle) {
final colorScheme = Theme.of(context).colorScheme;
return Container(
padding: const EdgeInsets.symmetric(horizontal: 12, vertical: 6),
color: colorScheme.primaryContainer,
child: Text(
displayTitle,
style: TextStyle(
fontWeight: FontWeight.bold,
fontSize: 13,
color: colorScheme.onPrimaryContainer,
),
),
);
}
/// 장비 헤더 (3D 베벨 테두리)
Widget _buildEquipmentHeader(BuildContext context, String displayTitle) {
final gold = RetroColors.goldOf(context);
final goldDark = RetroColors.goldDarkOf(context);
final panelBg = RetroColors.panelBgOf(context);
return Container(
padding: const EdgeInsets.symmetric(horizontal: 12, vertical: 8),
decoration: BoxDecoration(
color: panelBg,
border: Border(
top: BorderSide(color: gold, width: 2),
left: BorderSide(color: gold, width: 2),
bottom: BorderSide(color: goldDark, width: 2),
right: BorderSide(color: goldDark, width: 2),
),
),
child: Row(
children: [
if (icon != null) ...[
Icon(icon, size: 16, color: gold),
const SizedBox(width: 8),
],
Text(
displayTitle,
style: TextStyle(
fontWeight: FontWeight.bold,
fontSize: 13,
color: gold,
),
),
],
),
);
}
}
/// 뮤트(회색) 섹션 헤더
///
/// game_play_screen.dart의 _buildSectionHeader와 동일한 스타일.
/// 메인 패널 내부의 작은 섹션 구분에 사용.
class MutedSectionHeader extends StatelessWidget {
const MutedSectionHeader({required this.title, super.key});
/// 헤더 제목
final String title;
@override
Widget build(BuildContext context) {
final textMuted = RetroColors.textMutedOf(context);
return Padding(
padding: const EdgeInsets.symmetric(horizontal: 8, vertical: 4),
child: Text(
title.toUpperCase(),
style: TextStyle(
fontFamily: 'PressStart2P',
fontSize: RetroTheme.fontSizeXs,
color: textMuted,
),
),
);
}
}

View File

@@ -0,0 +1,337 @@
import 'package:asciineverdie/src/core/engine/combat_calculator.dart';
import 'package:asciineverdie/src/core/model/combat_stats.dart';
import 'package:asciineverdie/src/core/model/monster_combat_stats.dart';
import 'package:asciineverdie/src/core/util/deterministic_random.dart';
import 'package:flutter_test/flutter_test.dart';
void main() {
group('CombatCalculator', () {
group('playerAttackMonster', () {
test('데미지 = (ATK * variation) - (DEF * 0.4)', () {
// 고정 시드로 예측 가능한 결과
final rng = DeterministicRandom( 42);
final calculator = CombatCalculator(rng: rng);
final player = CombatStats.empty().copyWith(
atk: 100,
accuracy: 1.0, // 100% 명중
criRate: 0.0, // 크리티컬 없음
criDamage: 1.5,
);
final monster = MonsterCombatStats(
name: 'Test Monster',
level: 1,
atk: 10,
def: 50, // DEF 50 → 50 * 0.4 = 20 감소
hpMax: 100,
hpCurrent: 100,
criRate: 0.05,
criDamage: 1.5,
evasion: 0.0, // 회피 없음
accuracy: 0.8,
attackDelayMs: 1000,
expReward: 100,
);
final result = calculator.playerAttackMonster(
attacker: player,
defender: monster,
);
// ATK 100 * (0.8~1.2) - DEF 50 * 0.4 = 80~120 - 20 = 60~100
expect(result.result.damage, greaterThanOrEqualTo(1));
expect(result.result.isHit, isTrue);
expect(result.result.isEvaded, isFalse);
expect(result.updatedDefender.hpCurrent, lessThan(monster.hpCurrent));
});
test('크리티컬 발동 시 데미지 배율 적용', () {
// 크리티컬이 항상 발동하도록 criRate = 1.0
final rng = DeterministicRandom( 123);
final calculator = CombatCalculator(rng: rng);
final player = CombatStats.empty().copyWith(
atk: 100,
accuracy: 1.0, // 100% 명중
criRate: 1.0, // 100% 크리티컬
criDamage: 2.0, // 2배 데미지
);
final monster = MonsterCombatStats(
name: 'Test Monster',
level: 1,
atk: 10,
def: 0, // DEF 0
hpMax: 500,
hpCurrent: 500,
criRate: 0.05,
criDamage: 1.5,
evasion: 0.0, // 회피 없음
accuracy: 0.8,
attackDelayMs: 1000,
expReward: 100,
);
final result = calculator.playerAttackMonster(
attacker: player,
defender: monster,
);
// 크리티컬 시 데미지가 2배 적용
expect(result.result.isCritical, isTrue);
// ATK 100 * (0.8~1.2) * 2.0 = 160~240
expect(result.result.damage, greaterThanOrEqualTo(160));
});
test('회피 발동 시 0 데미지', () {
final rng = DeterministicRandom( 42);
final calculator = CombatCalculator(rng: rng);
final player = CombatStats.empty().copyWith(
atk: 100,
accuracy: 0.0, // 0% 명중 → 항상 회피
criRate: 0.0,
criDamage: 1.5,
);
final monster = MonsterCombatStats(
name: 'Test Monster',
level: 1,
atk: 10,
def: 0,
hpMax: 100,
hpCurrent: 100,
criRate: 0.05,
criDamage: 1.5,
evasion: 1.0, // 100% 회피
accuracy: 0.8,
attackDelayMs: 1000,
expReward: 100,
);
final result = calculator.playerAttackMonster(
attacker: player,
defender: monster,
);
// 회피 시 데미지 0
expect(result.result.damage, equals(0));
expect(result.result.isHit, isFalse);
expect(result.result.isEvaded, isTrue);
expect(result.updatedDefender.hpCurrent, equals(monster.hpCurrent));
});
});
group('monsterAttackPlayer', () {
test('블록 발동 시 70% 감소', () {
// 블록이 발동하는 시드 찾기
// blockRate = 1.0으로 항상 블록
final rng = DeterministicRandom( 99);
final calculator = CombatCalculator(rng: rng);
final monster = MonsterCombatStats(
name: 'Test Monster',
level: 1,
atk: 100,
def: 0,
hpMax: 100,
hpCurrent: 100,
criRate: 0.0, // 크리티컬 없음
criDamage: 1.5,
evasion: 0.0,
accuracy: 1.0, // 100% 명중
attackDelayMs: 1000,
expReward: 100,
);
final player = CombatStats.empty().copyWith(
hpMax: 500,
hpCurrent: 500,
def: 0,
evasion: 0.0,
blockRate: 1.0, // 100% 블록
parryRate: 0.0,
);
final result = calculator.monsterAttackPlayer(
attacker: monster,
defender: player,
);
// 블록 시 데미지 30% (70% 감소)
// ATK 100 * (0.8~1.2) * 0.3 = 24~36
expect(result.result.isBlocked, isTrue);
expect(result.result.damage, lessThanOrEqualTo(40));
});
test('패리 발동 시 50% 감소', () {
final rng = DeterministicRandom( 77);
final calculator = CombatCalculator(rng: rng);
final monster = MonsterCombatStats(
name: 'Test Monster',
level: 1,
atk: 100,
def: 0,
hpMax: 100,
hpCurrent: 100,
criRate: 0.0,
criDamage: 1.5,
evasion: 0.0,
accuracy: 1.0,
attackDelayMs: 1000,
expReward: 100,
);
final player = CombatStats.empty().copyWith(
hpMax: 500,
hpCurrent: 500,
def: 0,
evasion: 0.0,
blockRate: 0.0, // 블록 없음
parryRate: 1.0, // 100% 패리
);
final result = calculator.monsterAttackPlayer(
attacker: monster,
defender: player,
);
// 패리 시 데미지 50%
// ATK 100 * (0.8~1.2) * 0.5 = 40~60
expect(result.result.isParried, isTrue);
expect(result.result.damage, lessThanOrEqualTo(65));
});
});
group('estimateCombatDurationMs', () {
test('범위 2000~30000ms 내 반환', () {
final rng = DeterministicRandom( 42);
final calculator = CombatCalculator(rng: rng);
final player = CombatStats.empty().copyWith(
atk: 50,
accuracy: 0.9,
attackDelayMs: 1000,
);
final monster = MonsterCombatStats(
name: 'Test Monster',
level: 1,
atk: 10,
def: 10,
hpMax: 100,
hpCurrent: 100,
criRate: 0.05,
criDamage: 1.5,
evasion: 0.0,
accuracy: 0.8,
attackDelayMs: 1000,
expReward: 100,
);
final duration = calculator.estimateCombatDurationMs(
player: player,
monster: monster,
);
expect(duration, greaterThanOrEqualTo(2000));
expect(duration, lessThanOrEqualTo(30000));
});
test('고레벨 몬스터는 더 긴 전투 시간', () {
final rng = DeterministicRandom( 42);
final calculator = CombatCalculator(rng: rng);
final player = CombatStats.empty().copyWith(
atk: 50,
accuracy: 0.9,
attackDelayMs: 1000,
);
final weakMonster = MonsterCombatStats(
name: 'Weak Monster',
level: 1,
atk: 10,
def: 5,
hpMax: 50,
hpCurrent: 50,
criRate: 0.05,
criDamage: 1.5,
evasion: 0.0,
accuracy: 0.8,
attackDelayMs: 1000,
expReward: 50,
);
final strongMonster = MonsterCombatStats(
name: 'Strong Monster',
level: 10,
atk: 50,
def: 20,
hpMax: 500,
hpCurrent: 500,
criRate: 0.05,
criDamage: 1.5,
evasion: 0.0,
accuracy: 0.8,
attackDelayMs: 1000,
expReward: 200,
);
final weakDuration = calculator.estimateCombatDurationMs(
player: player,
monster: weakMonster,
);
final strongDuration = calculator.estimateCombatDurationMs(
player: player,
monster: strongMonster,
);
// 강한 몬스터가 더 긴 전투 시간
expect(strongDuration, greaterThan(weakDuration));
});
});
group('evaluateDifficulty', () {
test('범위 0.0~1.0 내 반환', () {
final rng = DeterministicRandom( 42);
final calculator = CombatCalculator(rng: rng);
final player = CombatStats.empty().copyWith(
hpMax: 100,
hpCurrent: 100,
atk: 50,
def: 20,
accuracy: 0.9,
attackDelayMs: 1000,
);
final monster = MonsterCombatStats(
name: 'Test Monster',
level: 1,
atk: 30,
def: 10,
hpMax: 80,
hpCurrent: 80,
criRate: 0.05,
criDamage: 1.5,
evasion: 0.0,
accuracy: 0.8,
attackDelayMs: 1000,
expReward: 100,
);
final difficulty = calculator.evaluateDifficulty(
player: player,
monster: monster,
);
expect(difficulty, greaterThanOrEqualTo(0.0));
expect(difficulty, lessThanOrEqualTo(1.0));
});
});
});
}

View File

@@ -1,63 +1,18 @@
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 {
final List<GameState> savedStates = [];
@override
Future<SaveOutcome> saveState(
GameState state, {
String? fileName,
bool cheatsEnabled = false,
}) async {
savedStates.add(state);
return const SaveOutcome.success();
}
@override
Future<(SaveOutcome, GameState?, bool)> loadState({String? fileName}) async {
return (const SaveOutcome.success(), null, false);
}
@override
Future<List<SaveFileInfo>> listSaves() async => [];
@override
Future<SaveOutcome> deleteSave({String? fileName}) async {
return const SaveOutcome.success();
}
@override
Future<bool> saveExists({String? fileName}) async => false;
}
import '../../helpers/mock_factories.dart';
void main() {
late ProgressService service;
setUp(() {
const config = PqConfig();
final mutations = GameMutations(config);
service = ProgressService(
config: config,
mutations: mutations,
rewards: RewardService(mutations, config),
);
});
late final service = MockFactories.createProgressService();
test('autosaves on level-up and stop when configured', () async {
final saveManager = _FakeSaveManager();
final saveManager = FakeSaveManager();
// 레벨 1에서 레벨업에 필요한 경험치
final requiredExp = ExpConstants.requiredExp(1);

View File

@@ -0,0 +1,679 @@
import 'package:asciineverdie/data/skill_data.dart';
import 'package:asciineverdie/src/core/engine/skill_service.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/skill.dart';
import 'package:asciineverdie/src/core/util/deterministic_random.dart';
import 'package:flutter_test/flutter_test.dart';
void main() {
group('SkillService', () {
group('canUseSkill', () {
test('GCD 활성화 시 onGlobalCooldown 반환', () {
final rng = DeterministicRandom(42);
final service = SkillService(rng: rng);
const skill = SkillData.stackTrace;
final skillSystem = SkillSystemState.empty().copyWith(
elapsedMs: 1000,
globalCooldownEndMs: 2500, // GCD 활성화 중
);
final result = service.canUseSkill(
skill: skill,
currentMp: 100,
skillSystem: skillSystem,
);
expect(result, equals(SkillFailReason.onGlobalCooldown));
});
test('MP 부족 시 notEnoughMp 반환', () {
final rng = DeterministicRandom(42);
final service = SkillService(rng: rng);
const skill = SkillData.stackTrace; // MP 10 필요
final skillSystem = SkillSystemState.empty().copyWith(elapsedMs: 5000);
final result = service.canUseSkill(
skill: skill,
currentMp: 5, // MP 부족
skillSystem: skillSystem,
);
expect(result, equals(SkillFailReason.notEnoughMp));
});
test('쿨타임 중 onCooldown 반환', () {
final rng = DeterministicRandom(42);
final service = SkillService(rng: rng);
const skill = SkillData.stackTrace; // 쿨타임 3000ms
final skillSystem = SkillSystemState.empty().copyWith(
elapsedMs: 2000,
skillStates: [
const SkillState(
skillId: 'stack_trace',
lastUsedMs: 1000, // 1초 전 사용
rank: 1,
),
],
);
final result = service.canUseSkill(
skill: skill,
currentMp: 100,
skillSystem: skillSystem,
);
expect(result, equals(SkillFailReason.onCooldown));
});
test('모든 조건 충족 시 null 반환', () {
final rng = DeterministicRandom(42);
final service = SkillService(rng: rng);
const skill = SkillData.stackTrace;
final skillSystem = SkillSystemState.empty().copyWith(elapsedMs: 5000);
final result = service.canUseSkill(
skill: skill,
currentMp: 100,
skillSystem: skillSystem,
);
expect(result, isNull);
});
});
group('useAttackSkill', () {
test('기본 공격 데미지 계산', () {
final rng = DeterministicRandom(42);
final service = SkillService(rng: rng);
const skill = SkillData.stackTrace; // 2.0x 배율
final player = CombatStats.empty().copyWith(
atk: 100,
mpCurrent: 50,
mpMax: 100,
);
final monster = MonsterCombatStats(
name: 'Test Monster',
level: 1,
atk: 10,
def: 50, // DEF 50 → 50 * 0.3 = 15 감소
hpMax: 500,
hpCurrent: 500,
criRate: 0.05,
criDamage: 1.5,
evasion: 0.0,
accuracy: 0.8,
attackDelayMs: 1000,
expReward: 100,
);
final skillSystem = SkillSystemState.empty().copyWith(elapsedMs: 5000);
final result = service.useAttackSkill(
skill: skill,
player: player,
monster: monster,
skillSystem: skillSystem,
);
// 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.updatedMonster.hpCurrent, equals(315)); // 500 - 185
});
test('버프 적용 시 데미지 증가', () {
final rng = DeterministicRandom(42);
final service = SkillService(rng: rng);
const skill = SkillData.stackTrace;
final player = CombatStats.empty().copyWith(
atk: 100,
mpCurrent: 50,
mpMax: 100,
);
final monster = MonsterCombatStats(
name: 'Test Monster',
level: 1,
atk: 10,
def: 0,
hpMax: 500,
hpCurrent: 500,
criRate: 0.05,
criDamage: 1.5,
evasion: 0.0,
accuracy: 0.8,
attackDelayMs: 1000,
expReward: 100,
);
final skillSystem = SkillSystemState.empty().copyWith(
elapsedMs: 5000,
activeBuffs: [
const ActiveBuff(
effect: BuffEffect(
id: 'test_buff',
name: 'Test Buff',
durationMs: 10000,
atkModifier: 0.5, // +50% ATK
),
startedMs: 4000,
sourceSkillId: 'test',
),
],
);
final result = service.useAttackSkill(
skill: skill,
player: player,
monster: monster,
skillSystem: skillSystem,
);
// ATK 100 * 2.0 * 1.5 = 300
expect(result.result.damage, equals(300));
});
});
group('useAttackSkillWithRank', () {
test('랭크 1 데미지 (기본 배율)', () {
final rng = DeterministicRandom(42);
final service = SkillService(rng: rng);
const skill = SkillData.stackTrace;
final player = CombatStats.empty().copyWith(
atk: 100,
mpCurrent: 50,
mpMax: 100,
);
final monster = MonsterCombatStats(
name: 'Test Monster',
level: 1,
atk: 10,
def: 0,
hpMax: 500,
hpCurrent: 500,
criRate: 0.05,
criDamage: 1.5,
evasion: 0.0,
accuracy: 0.8,
attackDelayMs: 1000,
expReward: 100,
);
final skillSystem = SkillSystemState.empty().copyWith(elapsedMs: 5000);
final result = service.useAttackSkillWithRank(
skill: skill,
player: player,
monster: monster,
skillSystem: skillSystem,
rank: 1,
);
// 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
});
test('랭크 5 데미지 스케일링', () {
final rng = DeterministicRandom(42);
final service = SkillService(rng: rng);
const skill = SkillData.stackTrace;
final player = CombatStats.empty().copyWith(
atk: 100,
mpCurrent: 50,
mpMax: 100,
);
final monster = MonsterCombatStats(
name: 'Test Monster',
level: 1,
atk: 10,
def: 0,
hpMax: 500,
hpCurrent: 500,
criRate: 0.05,
criDamage: 1.5,
evasion: 0.0,
accuracy: 0.8,
attackDelayMs: 1000,
expReward: 100,
);
final skillSystem = SkillSystemState.empty().copyWith(elapsedMs: 5000);
final result = service.useAttackSkillWithRank(
skill: skill,
player: player,
monster: monster,
skillSystem: skillSystem,
rank: 5,
);
// 랭크 5: 1.6x (1.0 + 4 * 0.15)
// ATK 100 * 2.0 * 1.6 = 320
expect(result.result.damage, equals(320));
// MP 비용: 10 * (1.0 - 4 * 0.03) = 10 * 0.88 = 9 (반올림)
expect(result.updatedPlayer.mpCurrent, equals(41)); // 50 - 9
});
});
group('useHealSkill', () {
test('고정 회복량', () {
final rng = DeterministicRandom(42);
final service = SkillService(rng: rng);
const skill = SkillData.hotReload; // healAmount: 30
final player = CombatStats.empty().copyWith(
hpMax: 200,
hpCurrent: 100,
mpMax: 100,
mpCurrent: 50,
);
final skillSystem = SkillSystemState.empty().copyWith(elapsedMs: 5000);
final result = service.useHealSkill(
skill: skill,
player: player,
skillSystem: skillSystem,
);
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
});
test('퍼센트 회복량', () {
final rng = DeterministicRandom(42);
final service = SkillService(rng: rng);
const skill = SkillData.garbageCollection; // healPercent: 0.3
final player = CombatStats.empty().copyWith(
hpMax: 200,
hpCurrent: 100,
mpMax: 100,
mpCurrent: 50,
);
final skillSystem = SkillSystemState.empty().copyWith(elapsedMs: 5000);
final result = service.useHealSkill(
skill: skill,
player: player,
skillSystem: skillSystem,
);
// healPercent 0.3 * hpMax 200 = 60
expect(result.result.healedAmount, equals(60));
expect(result.updatedPlayer.hpCurrent, equals(160)); // 100 + 60
});
test('HP 캡 적용', () {
final rng = DeterministicRandom(42);
final service = SkillService(rng: rng);
const skill = SkillData.snapshotRestore; // healPercent: 0.5
final player = CombatStats.empty().copyWith(
hpMax: 200,
hpCurrent: 180, // 거의 만피
mpMax: 100,
mpCurrent: 80,
);
final skillSystem = SkillSystemState.empty().copyWith(elapsedMs: 5000);
final result = service.useHealSkill(
skill: skill,
player: player,
skillSystem: skillSystem,
);
// healPercent 0.5 * hpMax 200 = 100
// 하지만 hpMax 캡으로 200까지만
expect(result.updatedPlayer.hpCurrent, equals(200));
});
});
group('useDotSkill', () {
test('DOT 효과 생성', () {
final rng = DeterministicRandom(42);
final service = SkillService(rng: rng);
const skill = SkillData.memoryDump;
// baseDotDamage: 10, baseDotDurationMs: 6000, baseDotTickMs: 1000
final player = CombatStats.empty().copyWith(
mpMax: 100,
mpCurrent: 50,
);
final skillSystem = SkillSystemState.empty().copyWith(elapsedMs: 5000);
final result = service.useDotSkill(
skill: skill,
player: player,
skillSystem: skillSystem,
playerInt: 10, // 기본
playerWis: 10, // 기본
);
expect(result.result.success, isTrue);
expect(result.dotEffect, isNotNull);
expect(result.dotEffect!.baseDamage, equals(10));
expect(result.dotEffect!.damagePerTick, equals(10)); // INT 10 → 1.0x
expect(result.dotEffect!.tickIntervalMs, equals(1000)); // WIS 10 → 1.0x
expect(result.dotEffect!.totalDurationMs, equals(6000));
// 예상 총 데미지: 6틱 × 10 = 60
expect(result.result.damage, equals(60));
});
test('INT 보정 적용 (데미지 증가)', () {
final rng = DeterministicRandom(42);
final service = SkillService(rng: rng);
const skill = SkillData.memoryDump;
final player = CombatStats.empty().copyWith(
mpMax: 100,
mpCurrent: 50,
);
final skillSystem = SkillSystemState.empty().copyWith(elapsedMs: 5000);
final result = service.useDotSkill(
skill: skill,
player: player,
skillSystem: skillSystem,
playerInt: 20, // INT +10 → +30% 데미지
playerWis: 10,
);
// INT 20: 1.0 + (20-10) * 0.03 = 1.3x
// baseDotDamage 10 * 1.3 = 13
expect(result.dotEffect!.damagePerTick, equals(13));
});
test('WIS 보정 적용 (틱 간격 감소)', () {
final rng = DeterministicRandom(42);
final service = SkillService(rng: rng);
const skill = SkillData.memoryDump;
final player = CombatStats.empty().copyWith(
mpMax: 100,
mpCurrent: 50,
);
final skillSystem = SkillSystemState.empty().copyWith(elapsedMs: 5000);
final result = service.useDotSkill(
skill: skill,
player: player,
skillSystem: skillSystem,
playerInt: 10,
playerWis: 20, // WIS +10 → 틱 간격 감소
);
// WIS 20: 1.0 + (20-10) * 0.02 = 1.2x
// baseDotTickMs 1000 / 1.2 = 833ms
expect(result.dotEffect!.tickIntervalMs, equals(833));
});
});
group('calculateMpRegen', () {
test('비전투 중 MP 회복 (50ms당 1)', () {
final rng = DeterministicRandom(42);
final service = SkillService(rng: rng);
final result = service.calculateMpRegen(
elapsedMs: 1000, // 1초
isInCombat: false,
wis: 10,
);
// 1000ms / 50ms = 20
expect(result, equals(20));
});
test('전투 중 MP 회복 (WIS 기반)', () {
final rng = DeterministicRandom(42);
final service = SkillService(rng: rng);
final result = service.calculateMpRegen(
elapsedMs: 1000, // 1초
isInCombat: true,
wis: 10,
);
// 전투 중: 500ms당 (1 + WIS/20)
// WIS 10: 1 + 10/20 = 1 (정수 연산)
// 1000ms / 500ms = 2틱
// 2틱 * 1 = 2
expect(result, equals(2));
});
test('높은 WIS 전투 중 MP 회복', () {
final rng = DeterministicRandom(42);
final service = SkillService(rng: rng);
final result = service.calculateMpRegen(
elapsedMs: 1000,
isInCombat: true,
wis: 40,
);
// WIS 40: 1 + 40/20 = 3
// 2틱 * 3 = 6
expect(result, equals(6));
});
});
group('selectAutoSkill', () {
test('MP 부족 시 null 반환 (일반 공격)', () {
final rng = DeterministicRandom(42);
final service = SkillService(rng: rng);
final player = CombatStats.empty().copyWith(
hpMax: 100,
hpCurrent: 100,
mpMax: 100,
mpCurrent: 10, // 10% MP
);
final monster = MonsterCombatStats(
name: 'Test Monster',
level: 1,
atk: 10,
def: 10,
hpMax: 100,
hpCurrent: 100,
criRate: 0.05,
criDamage: 1.5,
evasion: 0.0,
accuracy: 0.8,
attackDelayMs: 1000,
expReward: 100,
);
final skillSystem = SkillSystemState.empty().copyWith(elapsedMs: 5000);
final result = service.selectAutoSkill(
player: player,
monster: monster,
skillSystem: skillSystem,
availableSkillIds: ['stack_trace', 'garbage_collection'],
);
expect(result, isNull);
});
test('HP 30% 미만 시 회복 스킬 우선', () {
// 시드 조정하여 일반 공격 확률을 넘어가도록
final rng = DeterministicRandom(999);
final service = SkillService(rng: rng);
final player = CombatStats.empty().copyWith(
hpMax: 100,
hpCurrent: 20, // 20% HP
mpMax: 100,
mpCurrent: 80,
);
final monster = MonsterCombatStats(
name: 'Test Monster',
level: 1,
atk: 10,
def: 10,
hpMax: 100,
hpCurrent: 100,
criRate: 0.05,
criDamage: 1.5,
evasion: 0.0,
accuracy: 0.8,
attackDelayMs: 1000,
expReward: 100,
);
final skillSystem = SkillSystemState.empty().copyWith(elapsedMs: 5000);
final result = service.selectAutoSkill(
player: player,
monster: monster,
skillSystem: skillSystem,
availableSkillIds: ['stack_trace', 'garbage_collection'],
);
// HP < 30%이면 회복 스킬 반환 (garbage_collection)
expect(result?.type, equals(SkillType.heal));
});
});
group('useBuffSkill', () {
test('버프 적용', () {
final rng = DeterministicRandom(42);
final service = SkillService(rng: rng);
const skill = SkillData.debugMode; // ATK +25% 버프
final player = CombatStats.empty().copyWith(
mpMax: 100,
mpCurrent: 50,
);
final skillSystem = SkillSystemState.empty().copyWith(elapsedMs: 5000);
final result = service.useBuffSkill(
skill: skill,
player: player,
skillSystem: skillSystem,
);
expect(result.result.success, isTrue);
expect(result.result.appliedBuff, isNotNull);
expect(
result.result.appliedBuff!.effect.atkModifier,
equals(0.25),
);
expect(result.updatedSkillSystem.activeBuffs.length, equals(1));
expect(result.updatedPlayer.mpCurrent, equals(30)); // 50 - 20
});
test('중복 버프 제거 후 새 버프 적용', () {
final rng = DeterministicRandom(42);
final service = SkillService(rng: rng);
const skill = SkillData.debugMode;
final player = CombatStats.empty().copyWith(
mpMax: 100,
mpCurrent: 50,
);
final existingBuff = const ActiveBuff(
effect: BuffEffect(
id: 'debug_mode_buff',
name: 'Debug Mode',
durationMs: 10000,
atkModifier: 0.25,
),
startedMs: 1000,
sourceSkillId: 'debug_mode',
);
final skillSystem = SkillSystemState.empty().copyWith(
elapsedMs: 5000,
activeBuffs: [existingBuff],
);
final result = service.useBuffSkill(
skill: skill,
player: player,
skillSystem: skillSystem,
);
// 기존 버프 제거 후 새 버프 추가 → 총 1개
expect(result.updatedSkillSystem.activeBuffs.length, equals(1));
expect(
result.updatedSkillSystem.activeBuffs.first.startedMs,
equals(5000), // 새 버프
);
});
});
group('cleanupExpiredBuffs', () {
test('만료된 버프 제거', () {
final rng = DeterministicRandom(42);
final service = SkillService(rng: rng);
final skillSystem = SkillSystemState.empty().copyWith(
elapsedMs: 20000,
activeBuffs: [
const ActiveBuff(
effect: BuffEffect(
id: 'buff1',
name: 'Active Buff',
durationMs: 15000, // 아직 활성
),
startedMs: 10000,
sourceSkillId: 'test1',
),
const ActiveBuff(
effect: BuffEffect(
id: 'buff2',
name: 'Expired Buff',
durationMs: 5000, // 만료됨 (시작 5000 + 지속 5000 = 10000 < 20000)
),
startedMs: 5000,
sourceSkillId: 'test2',
),
],
);
final result = service.cleanupExpiredBuffs(skillSystem);
expect(result.activeBuffs.length, equals(1));
expect(result.activeBuffs.first.effect.id, equals('buff1'));
});
});
group('getRankMultiplier', () {
test('랭크별 배율 계산', () {
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));
});
});
group('getRankCooldownMultiplier', () {
test('랭크별 쿨타임 감소율', () {
expect(getRankCooldownMultiplier(1), equals(1.0));
expect(getRankCooldownMultiplier(2), closeTo(0.95, 0.001));
expect(getRankCooldownMultiplier(5), closeTo(0.80, 0.001));
// 최대 50% 감소
expect(getRankCooldownMultiplier(20), closeTo(0.5, 0.001));
});
});
group('getRankMpMultiplier', () {
test('랭크별 MP 비용 감소율', () {
expect(getRankMpMultiplier(1), equals(1.0));
expect(getRankMpMultiplier(2), closeTo(0.97, 0.001));
expect(getRankMpMultiplier(5), closeTo(0.88, 0.001));
// 최대 30% 감소
expect(getRankMpMultiplier(20), closeTo(0.7, 0.001));
});
});
});
}

View File

@@ -0,0 +1,356 @@
import 'package:asciineverdie/src/core/engine/stat_calculator.dart';
import 'package:asciineverdie/src/core/model/class_traits.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/race_traits.dart';
import 'package:flutter_test/flutter_test.dart';
void main() {
const calculator = StatCalculator();
group('StatCalculator', () {
group('applyModifiers', () {
test('종족 스탯 보정 적용', () {
final baseStats = const Stats(
str: 10,
con: 10,
dex: 10,
intelligence: 10,
wis: 10,
cha: 10,
hpMax: 100,
mpMax: 50,
);
// +2 STR, -1 INT 종족
final race = RaceTraits(
raceId: 'test_race',
name: 'Test Race',
statModifiers: const {
StatType.str: 2,
StatType.intelligence: -1,
},
);
// 보정 없는 클래스
const klass = ClassTraits(
classId: 'test_class',
name: 'Test Class',
statModifiers: {},
);
final result = calculator.applyModifiers(
baseStats: baseStats,
race: race,
klass: klass,
);
expect(result.str, equals(12)); // 10 + 2
expect(result.intelligence, equals(9)); // 10 - 1
expect(result.con, equals(10)); // 변화 없음
});
test('클래스 스탯 보정 적용', () {
final baseStats = const Stats(
str: 10,
con: 10,
dex: 10,
intelligence: 10,
wis: 10,
cha: 10,
hpMax: 100,
mpMax: 50,
);
// 보정 없는 종족
const race = RaceTraits(
raceId: 'test_race',
name: 'Test Race',
statModifiers: {},
);
// +3 CON, +1 DEX 클래스
const klass = ClassTraits(
classId: 'test_class',
name: 'Test Class',
statModifiers: {
StatType.con: 3,
StatType.dex: 1,
},
);
final result = calculator.applyModifiers(
baseStats: baseStats,
race: race,
klass: klass,
);
expect(result.con, equals(13)); // 10 + 3
expect(result.dex, equals(11)); // 10 + 1
});
test('HP 보너스 패시브 적용 (종족)', () {
final baseStats = const Stats(
str: 10,
con: 10,
dex: 10,
intelligence: 10,
wis: 10,
cha: 10,
hpMax: 100,
mpMax: 50,
);
// +20% HP 종족
final race = RaceTraits(
raceId: 'test_race',
name: 'Test Race',
statModifiers: const {},
passives: const [
PassiveAbility(type: PassiveType.hpBonus, value: 0.2),
],
);
const klass = ClassTraits(
classId: 'test_class',
name: 'Test Class',
statModifiers: {},
);
final result = calculator.applyModifiers(
baseStats: baseStats,
race: race,
klass: klass,
);
expect(result.hpMax, equals(120)); // 100 * 1.2
});
test('MP 보너스 패시브 적용 (종족)', () {
final baseStats = const Stats(
str: 10,
con: 10,
dex: 10,
intelligence: 10,
wis: 10,
cha: 10,
hpMax: 100,
mpMax: 50,
);
// +20% MP 종족
final race = RaceTraits(
raceId: 'test_race',
name: 'Test Race',
statModifiers: const {},
passives: const [
PassiveAbility(type: PassiveType.mpBonus, value: 0.2),
],
);
const klass = ClassTraits(
classId: 'test_class',
name: 'Test Class',
statModifiers: {},
);
final result = calculator.applyModifiers(
baseStats: baseStats,
race: race,
klass: klass,
);
expect(result.mpMax, equals(60)); // 50 * 1.2
});
});
group('applyPassives', () {
test('크리티컬 보너스 패시브 적용', () {
final combatStats = CombatStats.empty().copyWith(
atk: 50,
def: 20,
criRate: 0.1,
);
// +5% 크리티컬 종족
final race = RaceTraits(
raceId: 'test_race',
name: 'Test Race',
statModifiers: const {},
passives: const [
PassiveAbility(type: PassiveType.criticalBonus, value: 0.05),
],
);
const klass = ClassTraits(
classId: 'test_class',
name: 'Test Class',
statModifiers: {},
);
final result = calculator.applyPassives(
combatStats: combatStats,
race: race,
klass: klass,
);
expect(result.criRate, closeTo(0.15, 0.001)); // 0.1 + 0.05
});
test('크리티컬 확률 캡 (0.8) 적용', () {
final combatStats = CombatStats.empty().copyWith(
atk: 50,
def: 20,
criRate: 0.7,
);
// +20% 크리티컬 종족 (합계 0.9 → 캡 0.8)
final race = RaceTraits(
raceId: 'test_race',
name: 'Test Race',
statModifiers: const {},
passives: const [
PassiveAbility(type: PassiveType.criticalBonus, value: 0.2),
],
);
const klass = ClassTraits(
classId: 'test_class',
name: 'Test Class',
statModifiers: {},
);
final result = calculator.applyPassives(
combatStats: combatStats,
race: race,
klass: klass,
);
expect(result.criRate, equals(0.8)); // 캡 적용
});
test('회피율 캡 (0.6) 적용', () {
final combatStats = CombatStats.empty().copyWith(
atk: 50,
def: 20,
evasion: 0.5,
);
const race = RaceTraits(
raceId: 'test_race',
name: 'Test Race',
statModifiers: {},
);
// +15% 회피 클래스 (합계 0.65 → 캡 0.6)
const klass = ClassTraits(
classId: 'test_class',
name: 'Test Class',
statModifiers: {},
passives: [
ClassPassive(
type: ClassPassiveType.evasionBonus,
value: 0.15,
),
],
);
final result = calculator.applyPassives(
combatStats: combatStats,
race: race,
klass: klass,
);
expect(result.evasion, equals(0.6)); // 캡 적용
});
test('물리 공격력 보너스 적용', () {
final combatStats = CombatStats.empty().copyWith(
atk: 100,
def: 20,
);
const race = RaceTraits(
raceId: 'test_race',
name: 'Test Race',
statModifiers: {},
);
// +20% 물리 공격 클래스
const klass = ClassTraits(
classId: 'test_class',
name: 'Test Class',
statModifiers: {},
passives: [
ClassPassive(
type: ClassPassiveType.physicalDamageBonus,
value: 0.2,
),
],
);
final result = calculator.applyPassives(
combatStats: combatStats,
race: race,
klass: klass,
);
expect(result.atk, equals(120)); // 100 * 1.2
});
});
group('calculateExpMultiplier', () {
test('경험치 배율 반환', () {
final race = RaceTraits(
raceId: 'test_race',
name: 'Test Race',
statModifiers: const {},
expMultiplier: 1.10, // +10%
);
final result = calculator.calculateExpMultiplier(race);
expect(result, equals(1.10));
});
});
group('calculatePostCombatHeal', () {
test('전투 후 회복량 계산', () {
// +5% 전투 후 회복 클래스
const klass = ClassTraits(
classId: 'test_class',
name: 'Test Class',
statModifiers: {},
passives: [
ClassPassive(
type: ClassPassiveType.postCombatHeal,
value: 0.05,
),
],
);
final result = calculator.calculatePostCombatHeal(
klass: klass,
maxHp: 200,
);
expect(result, equals(10)); // 200 * 0.05
});
test('패시브 없으면 0 반환', () {
const klass = ClassTraits(
classId: 'test_class',
name: 'Test Class',
statModifiers: {},
);
final result = calculator.calculatePostCombatHeal(
klass: klass,
maxHp: 200,
);
expect(result, equals(0));
});
});
});
}

View File

@@ -1,17 +1,12 @@
import 'package:asciineverdie/l10n/app_localizations.dart';
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/game_state.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/features/game/game_play_screen.dart';
import 'package:asciineverdie/src/features/game/game_session_controller.dart';
import 'package:flutter/material.dart';
import 'package:flutter_test/flutter_test.dart';
import '../helpers/mock_factories.dart';
/// 테스트용 MaterialApp 래퍼 (localization 포함)
Widget _buildTestApp(Widget child) {
return MaterialApp(
@@ -21,33 +16,6 @@ Widget _buildTestApp(Widget child) {
);
}
class _FakeSaveManager implements SaveManager {
@override
Future<SaveOutcome> saveState(
GameState state, {
String? fileName,
bool cheatsEnabled = false,
}) async {
return const SaveOutcome.success();
}
@override
Future<(SaveOutcome, GameState?, bool)> loadState({String? fileName}) async {
return (const SaveOutcome.success(), null, false);
}
@override
Future<List<SaveFileInfo>> listSaves() async => [];
@override
Future<SaveOutcome> deleteSave({String? fileName}) async {
return const SaveOutcome.success();
}
@override
Future<bool> saveExists({String? fileName}) async => false;
}
GameState _createTestState() {
return GameState.withSeed(
seed: 42,
@@ -83,15 +51,9 @@ GameState _createTestState() {
}
GameSessionController _createController() {
const config = PqConfig();
final mutations = GameMutations(config);
return GameSessionController(
progressService: ProgressService(
config: config,
mutations: mutations,
rewards: RewardService(mutations, config),
),
saveManager: _FakeSaveManager(),
progressService: MockFactories.createProgressService(),
saveManager: FakeSaveManager(),
tickInterval: const Duration(seconds: 10), // 느린 틱
);
}

View File

@@ -1,58 +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/game_state.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/features/game/game_session_controller.dart';
import 'package:fake_async/fake_async.dart';
import 'package:flutter_test/flutter_test.dart';
class FakeSaveManager implements SaveManager {
final List<GameState> savedStates = [];
(SaveOutcome, GameState?, bool) Function(String?)? onLoad;
SaveOutcome saveOutcome = const SaveOutcome.success();
@override
Future<SaveOutcome> saveState(
GameState state, {
String? fileName,
bool cheatsEnabled = false,
}) async {
savedStates.add(state);
return saveOutcome;
}
@override
Future<(SaveOutcome, GameState?, bool)> loadState({String? fileName}) async {
if (onLoad != null) {
return onLoad!(fileName);
}
return (const SaveOutcome.success(), null, false);
}
@override
Future<List<SaveFileInfo>> listSaves() async => [];
@override
Future<SaveOutcome> deleteSave({String? fileName}) async {
return const SaveOutcome.success();
}
@override
Future<bool> saveExists({String? fileName}) async => false;
}
import '../helpers/mock_factories.dart';
void main() {
const config = PqConfig();
final mutations = GameMutations(config);
final progressService = ProgressService(
config: config,
mutations: mutations,
rewards: RewardService(mutations, config),
);
final progressService = MockFactories.createProgressService();
GameSessionController buildController(
FakeAsync async,

View File

@@ -0,0 +1,195 @@
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/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';
export 'package:asciineverdie/src/core/storage/save_repository.dart'
show SaveOutcome;
export 'package:asciineverdie/src/core/storage/save_service.dart'
show SaveFileInfo;
/// 테스트용 Fake SaveManager
///
/// 여러 테스트 파일에서 중복되던 Mock을 통합
class FakeSaveManager implements SaveManager {
final List<GameState> savedStates = [];
/// 커스텀 로드 동작 설정
(SaveOutcome, GameState?, bool) Function(String?)? onLoad;
/// 저장 결과 설정 (기본: 성공)
SaveOutcome saveOutcome = const SaveOutcome.success();
@override
Future<SaveOutcome> saveState(
GameState state, {
String? fileName,
bool cheatsEnabled = false,
}) async {
savedStates.add(state);
return saveOutcome;
}
@override
Future<(SaveOutcome, GameState?, bool)> loadState({String? fileName}) async {
if (onLoad != null) {
return onLoad!(fileName);
}
return (const SaveOutcome.success(), null, false);
}
@override
Future<List<SaveFileInfo>> listSaves() async => [];
@override
Future<SaveOutcome> deleteSave({String? fileName}) async {
return const SaveOutcome.success();
}
@override
Future<bool> saveExists({String? fileName}) async => false;
}
/// 테스트용 팩토리 클래스
///
/// 테스트에서 자주 사용되는 객체 생성을 중앙화
class MockFactories {
MockFactories._();
/// 기본 PqConfig 생성
static const PqConfig config = PqConfig();
/// GameMutations 생성
static GameMutations createMutations([PqConfig? cfg]) {
return GameMutations(cfg ?? config);
}
/// ProgressService 생성
static ProgressService createProgressService([PqConfig? cfg]) {
final c = cfg ?? config;
final mutations = GameMutations(c);
return ProgressService(
config: c,
mutations: mutations,
rewards: RewardService(mutations, c),
);
}
/// 기본 GameState 생성
///
/// [seed]: 결정론적 랜덤 시드
/// [level]: 캐릭터 레벨
static GameState createGameState({
int seed = 42,
int level = 1,
}) {
return GameState.withSeed(seed: seed);
}
/// 테스트용 CombatState 생성
static CombatState createCombat({
int playerHpMax = 100,
int playerHpCurrent = 100,
int monsterHpMax = 50,
int monsterHpCurrent = 50,
int monsterLevel = 1,
String monsterName = 'Test Monster',
}) {
final playerStats = CombatStats.empty().copyWith(
hpMax: playerHpMax,
hpCurrent: playerHpCurrent,
mpMax: 50,
mpCurrent: 50,
atk: 20,
def: 10,
attackDelayMs: 1000,
);
final monsterStats = MonsterCombatStats(
name: monsterName,
level: monsterLevel,
atk: 10,
def: 5,
hpMax: monsterHpMax,
hpCurrent: monsterHpCurrent,
criRate: 0.05,
criDamage: 1.5,
evasion: 0.0,
accuracy: 0.8,
attackDelayMs: 1000,
expReward: 100,
);
return CombatState(
playerStats: playerStats,
monsterStats: monsterStats,
playerAttackAccumulatorMs: 0,
monsterAttackAccumulatorMs: 0,
totalDamageDealt: 0,
totalDamageTaken: 0,
turnsElapsed: 0,
isActive: true,
);
}
/// 테스트용 MonsterCombatStats 생성
static MonsterCombatStats createMonsterStats({
String name = 'Test Monster',
int level = 1,
int atk = 10,
int def = 5,
int hpMax = 100,
int? hpCurrent,
double criRate = 0.05,
double criDamage = 1.5,
double evasion = 0.0,
double accuracy = 0.8,
int attackDelayMs = 1000,
int expReward = 100,
}) {
return MonsterCombatStats(
name: name,
level: level,
atk: atk,
def: def,
hpMax: hpMax,
hpCurrent: hpCurrent ?? hpMax,
criRate: criRate,
criDamage: criDamage,
evasion: evasion,
accuracy: accuracy,
attackDelayMs: attackDelayMs,
expReward: expReward,
);
}
/// 밸런스 상수 기반 몬스터 스탯 생성
static MonsterCombatStats createBalancedMonsterStats({
required int level,
MonsterType type = MonsterType.normal,
}) {
final base = MonsterBaseStats.generate(level, type);
return MonsterCombatStats(
name: 'Balanced Monster Lv$level',
level: level,
atk: base.atk,
def: base.def,
hpMax: base.hp,
hpCurrent: base.hp,
criRate: 0.05,
criDamage: 1.5,
evasion: 0.0,
accuracy: 0.8,
attackDelayMs: 1000,
expReward: base.exp,
);
}
}