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306715ca26
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306715ca26 | ||
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9e5472728f |
@@ -265,79 +265,73 @@ class CombatTickService {
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return null;
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}
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// 우선순위 1: HP 물약 (HP <= 30%)
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final hpRatio = playerStats.hpCurrent / playerStats.hpMax;
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if (hpRatio <= PotionService.emergencyHpThreshold) {
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final hpPotion = potionService.selectEmergencyHpPotion(
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// 우선순위 1: HP 물약 (소모된 HP >= 물약 회복량)
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final hpPotion = potionService.selectEmergencyHpPotion(
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currentHp: playerStats.hpCurrent,
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maxHp: playerStats.hpMax,
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inventory: potionInventory,
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playerLevel: playerLevel,
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);
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if (hpPotion != null) {
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final result = potionService.usePotion(
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potionId: hpPotion.id,
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inventory: potionInventory,
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currentHp: playerStats.hpCurrent,
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maxHp: playerStats.hpMax,
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inventory: potionInventory,
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playerLevel: playerLevel,
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currentMp: playerStats.mpCurrent,
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maxMp: playerStats.mpMax,
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);
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if (hpPotion != null) {
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final result = potionService.usePotion(
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potionId: hpPotion.id,
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inventory: potionInventory,
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currentHp: playerStats.hpCurrent,
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maxHp: playerStats.hpMax,
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currentMp: playerStats.mpCurrent,
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maxMp: playerStats.mpMax,
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if (result.success) {
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return (
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playerStats: playerStats.copyWith(hpCurrent: result.newHp),
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lastPotionUsedMs: timestamp,
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potionInventory: result.newInventory!,
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events: [
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CombatEvent.playerPotion(
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timestamp: timestamp,
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potionName: hpPotion.name,
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healAmount: result.healedAmount,
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isHp: true,
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),
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],
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);
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if (result.success) {
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return (
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playerStats: playerStats.copyWith(hpCurrent: result.newHp),
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lastPotionUsedMs: timestamp,
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potionInventory: result.newInventory!,
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events: [
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CombatEvent.playerPotion(
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timestamp: timestamp,
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potionName: hpPotion.name,
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healAmount: result.healedAmount,
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isHp: true,
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),
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],
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);
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}
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}
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}
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// 우선순위 2: MP 물약 (MP <= 50%)
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final mpRatio = playerStats.mpCurrent / playerStats.mpMax;
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if (mpRatio <= PotionService.emergencyMpThreshold) {
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final mpPotion = potionService.selectEmergencyMpPotion(
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// 우선순위 2: MP 물약 (소모된 MP >= 물약 회복량)
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final mpPotion = potionService.selectEmergencyMpPotion(
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currentMp: playerStats.mpCurrent,
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maxMp: playerStats.mpMax,
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inventory: potionInventory,
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playerLevel: playerLevel,
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);
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if (mpPotion != null) {
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final result = potionService.usePotion(
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potionId: mpPotion.id,
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inventory: potionInventory,
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currentHp: playerStats.hpCurrent,
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maxHp: playerStats.hpMax,
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currentMp: playerStats.mpCurrent,
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maxMp: playerStats.mpMax,
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inventory: potionInventory,
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playerLevel: playerLevel,
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);
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if (mpPotion != null) {
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final result = potionService.usePotion(
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potionId: mpPotion.id,
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inventory: potionInventory,
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currentHp: playerStats.hpCurrent,
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maxHp: playerStats.hpMax,
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currentMp: playerStats.mpCurrent,
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maxMp: playerStats.mpMax,
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if (result.success) {
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return (
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playerStats: playerStats.copyWith(mpCurrent: result.newMp),
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lastPotionUsedMs: timestamp,
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potionInventory: result.newInventory!,
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events: [
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CombatEvent.playerPotion(
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timestamp: timestamp,
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potionName: mpPotion.name,
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healAmount: result.healedAmount,
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isHp: false,
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),
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],
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);
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if (result.success) {
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return (
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playerStats: playerStats.copyWith(mpCurrent: result.newMp),
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lastPotionUsedMs: timestamp,
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potionInventory: result.newInventory!,
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events: [
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CombatEvent.playerPotion(
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timestamp: timestamp,
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potionName: mpPotion.name,
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healAmount: result.healedAmount,
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isHp: false,
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),
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],
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);
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}
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}
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}
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@@ -13,12 +13,6 @@ class PotionService {
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/// 글로벌 물약 쿨타임 (1배속 기준 3초)
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static const int globalPotionCooldownMs = 3000;
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/// 긴급 물약 사용 HP 임계치 (30%)
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static const double emergencyHpThreshold = 0.30;
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/// 긴급 물약 사용 MP 임계치 (50%)
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static const double emergencyMpThreshold = 0.50;
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// ============================================================================
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// 물약 사용 가능 여부
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// ============================================================================
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@@ -104,7 +98,7 @@ class PotionService {
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/// 긴급 HP 물약 선택
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///
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/// HP가 임계치 이하일 때 사용할 최적의 물약 선택
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/// 소모된 HP >= 물약 회복량이면 사용할 최적의 물약 선택
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/// [currentHp] 현재 HP
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/// [maxHp] 최대 HP
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/// [inventory] 물약 인벤토리
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@@ -115,9 +109,8 @@ class PotionService {
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required PotionInventory inventory,
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required int playerLevel,
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}) {
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// 임계치 체크
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final hpRatio = currentHp / maxHp;
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if (hpRatio > emergencyHpThreshold) return null;
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final hpLost = maxHp - currentHp;
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if (hpLost <= 0) return null;
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// 적정 티어 계산
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final targetTier = PotionData.tierForLevel(playerLevel);
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@@ -126,7 +119,10 @@ class PotionService {
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for (var tier = targetTier; tier >= 1; tier--) {
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final potion = PotionData.getHpPotionByTier(tier);
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if (potion != null && inventory.hasPotion(potion.id)) {
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return potion;
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final healAmount = potion.calculateHeal(maxHp);
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if (hpLost >= healAmount) {
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return potion;
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}
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}
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}
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@@ -134,7 +130,10 @@ class PotionService {
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for (var tier = targetTier + 1; tier <= 5; tier++) {
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final potion = PotionData.getHpPotionByTier(tier);
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if (potion != null && inventory.hasPotion(potion.id)) {
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return potion;
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final healAmount = potion.calculateHeal(maxHp);
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if (hpLost >= healAmount) {
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return potion;
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}
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}
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}
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@@ -143,16 +142,15 @@ class PotionService {
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/// 긴급 MP 물약 선택
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///
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/// MP가 임계치 이하일 때 사용할 최적의 물약 선택
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/// 소모된 MP >= 물약 회복량이면 사용할 최적의 물약 선택
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Potion? selectEmergencyMpPotion({
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required int currentMp,
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required int maxMp,
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required PotionInventory inventory,
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required int playerLevel,
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}) {
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// 임계치 체크
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final mpRatio = currentMp / maxMp;
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if (mpRatio > emergencyMpThreshold) return null;
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final mpLost = maxMp - currentMp;
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if (mpLost <= 0) return null;
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// 적정 티어 계산
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final targetTier = PotionData.tierForLevel(playerLevel);
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@@ -161,7 +159,10 @@ class PotionService {
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for (var tier = targetTier; tier >= 1; tier--) {
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final potion = PotionData.getMpPotionByTier(tier);
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if (potion != null && inventory.hasPotion(potion.id)) {
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return potion;
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final healAmount = potion.calculateHeal(maxMp);
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if (mpLost >= healAmount) {
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return potion;
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}
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}
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}
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@@ -169,7 +170,10 @@ class PotionService {
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for (var tier = targetTier + 1; tier <= 5; tier++) {
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final potion = PotionData.getMpPotionByTier(tier);
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if (potion != null && inventory.hasPotion(potion.id)) {
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return potion;
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final healAmount = potion.calculateHeal(maxMp);
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if (mpLost >= healAmount) {
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return potion;
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}
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}
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}
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@@ -974,40 +974,50 @@ class ProgressService {
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ItemRarity? lostItemRarity;
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if (!isBossDeath) {
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// 무기(슬롯 0)를 제외한 장착된 장비 중 1개를 제물로 삭제
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final equippedNonWeaponSlots = <int>[];
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for (var i = 1; i < Equipment.slotCount; i++) {
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final item = state.equipment.getItemByIndex(i);
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// 디버그: 장비 슬롯 상태 확인
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// ignore: avoid_print
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print('[Death] Slot $i: "${item.name}" isEmpty=${item.isEmpty}');
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if (item.isNotEmpty) {
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equippedNonWeaponSlots.add(i);
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}
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}
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// 디버그: 장착된 슬롯 목록
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// 레벨 기반 장비 손실 확률 계산
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// Lv 1~5: 0%, Lv 6: 10%, Lv 10: 50%, Lv 15+: 100%
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final level = state.traits.level;
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final lossChancePercent = ((level - 5) * 10).clamp(0, 100);
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final roll = state.rng.nextInt(100); // 0~99
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final shouldLoseEquipment = roll < lossChancePercent;
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// ignore: avoid_print
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print('[Death] equippedNonWeaponSlots: $equippedNonWeaponSlots');
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print('[Death] Lv$level lossChance=$lossChancePercent% roll=$roll '
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'shouldLose=$shouldLoseEquipment');
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if (equippedNonWeaponSlots.isNotEmpty) {
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lostCount = 1;
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// 랜덤하게 1개 슬롯 선택
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final sacrificeIndex =
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equippedNonWeaponSlots[state.rng.nextInt(
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equippedNonWeaponSlots.length,
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)];
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if (shouldLoseEquipment) {
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// 무기(슬롯 0)를 제외한 장착된 장비 중 1개를 제물로 삭제
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final equippedNonWeaponSlots = <int>[];
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for (var i = 1; i < Equipment.slotCount; i++) {
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final item = state.equipment.getItemByIndex(i);
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if (item.isNotEmpty) {
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equippedNonWeaponSlots.add(i);
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}
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}
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// 제물로 바칠 아이템 정보 저장
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final lostItem = state.equipment.getItemByIndex(sacrificeIndex);
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lostItemName = lostItem.name;
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lostItemSlot = EquipmentSlot.values[sacrificeIndex];
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lostItemRarity = lostItem.rarity;
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if (equippedNonWeaponSlots.isNotEmpty) {
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lostCount = 1;
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// 랜덤하게 1개 슬롯 선택
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final sacrificeIndex =
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equippedNonWeaponSlots[state.rng.nextInt(
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equippedNonWeaponSlots.length,
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)];
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// 해당 슬롯을 빈 장비로 교체
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newEquipment = newEquipment.setItemByIndex(
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sacrificeIndex,
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EquipmentItem.empty(lostItemSlot),
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);
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// 제물로 바칠 아이템 정보 저장
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final lostItem = state.equipment.getItemByIndex(sacrificeIndex);
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lostItemName = lostItem.name;
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lostItemSlot = EquipmentSlot.values[sacrificeIndex];
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lostItemRarity = lostItem.rarity;
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// 해당 슬롯을 빈 장비로 교체
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newEquipment = newEquipment.setItemByIndex(
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sacrificeIndex,
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EquipmentItem.empty(lostItemSlot),
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);
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// ignore: avoid_print
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print('[Death] Lost item: $lostItemName (slot: $lostItemSlot)');
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}
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}
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}
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Block a user