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2 Commits

Author SHA1 Message Date
JiWoong Sul
afc3c18ae4 feat(arena): 아레나 전투 화면 및 위젯 개선
- ArenaBattleScreen UI 개선
- 장비 비교 리스트 기능 확장
2026-01-06 18:29:06 +09:00
JiWoong Sul
2efd50a09d feat(arena): 아레나 서비스 및 모델 개선
- ArenaService 로직 확장
- ArenaMatch 모델 필드 추가
2026-01-06 18:29:01 +09:00
4 changed files with 723 additions and 88 deletions

View File

@@ -1,9 +1,14 @@
import 'package:asciineverdie/data/skill_data.dart';
import 'package:asciineverdie/src/core/engine/combat_calculator.dart';
import 'package:asciineverdie/src/core/engine/skill_service.dart';
import 'package:asciineverdie/src/core/model/arena_match.dart';
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/hall_of_fame.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';
/// 아레나 서비스
@@ -18,6 +23,90 @@ class ArenaService {
final DeterministicRandom _rng;
late final SkillService _skillService = SkillService(rng: _rng);
// ============================================================================
// 스킬 시스템 헬퍼
// ============================================================================
/// HallOfFameEntry의 finalSpells에서 Skill 목록 추출
List<Skill> _getSkillsFromEntry(HallOfFameEntry entry) {
final spells = entry.finalSpells;
if (spells == null || spells.isEmpty) return [];
final skills = <Skill>[];
for (final spell in spells) {
final spellName = spell['name'];
if (spellName != null) {
final skill = SkillData.getSkillBySpellName(spellName);
if (skill != null) {
skills.add(skill);
}
}
}
return skills;
}
/// AI 스킬 선택 (우선순위: 회복 > 버프 > 공격)
Skill? _selectBestSkill({
required List<Skill> skills,
required CombatStats stats,
required SkillSystemState skillSystem,
required MonsterCombatStats? target,
}) {
if (skills.isEmpty) return null;
final currentMp = stats.mpCurrent;
final hpRatio = stats.hpCurrent / stats.hpMax;
// HP가 낮으면 회복 스킬 우선
if (hpRatio < 0.4) {
for (final skill in skills) {
if (skill.type == SkillType.heal &&
_skillService.canUseSkill(
skill: skill,
currentMp: currentMp,
skillSystem: skillSystem,
) ==
null) {
return skill;
}
}
}
// 버프가 없으면 버프 스킬
if (skillSystem.activeBuffs.isEmpty) {
for (final skill in skills) {
if (skill.type == SkillType.buff &&
_skillService.canUseSkill(
skill: skill,
currentMp: currentMp,
skillSystem: skillSystem,
) ==
null) {
return skill;
}
}
}
// MP가 충분하면 공격 스킬
if (currentMp >= 30) {
for (final skill in skills) {
if (skill.type == SkillType.attack &&
_skillService.canUseSkill(
skill: skill,
currentMp: currentMp,
skillSystem: skillSystem,
) ==
null) {
return skill;
}
}
}
return null; // 스킬 사용 안 함 (기본 공격)
}
// ============================================================================
// 상대 결정
// ============================================================================
@@ -148,11 +237,25 @@ class ArenaService {
return;
}
// 스킬 목록 로드
final challengerSkills = _getSkillsFromEntry(match.challenger);
final opponentSkills = _getSkillsFromEntry(match.opponent);
// 스킬 시스템 상태 초기화
var challengerSkillSystem = SkillSystemState.empty();
var opponentSkillSystem = SkillSystemState.empty();
var playerCombatStats = challengerStats.copyWith(
hpCurrent: challengerStats.hpMax,
mpCurrent: challengerStats.mpMax,
);
// 상대도 CombatStats로 관리 (스킬 사용 위해)
var opponentCombatStats = opponentStats.copyWith(
hpCurrent: opponentStats.hpMax,
mpCurrent: opponentStats.mpMax,
);
var opponentMonsterStats = MonsterCombatStats.fromCombatStats(
opponentStats,
match.opponent.characterName,
@@ -160,20 +263,30 @@ class ArenaService {
int playerAccum = 0;
int opponentAccum = 0;
int elapsedMs = 0;
const tickMs = 200;
int turns = 0;
// 초기 상태 전송
yield ArenaCombatTurn(
challengerHp: playerCombatStats.hpCurrent,
opponentHp: opponentMonsterStats.hpCurrent,
opponentHp: opponentCombatStats.hpCurrent,
challengerHpMax: playerCombatStats.hpMax,
opponentHpMax: opponentMonsterStats.hpMax,
opponentHpMax: opponentCombatStats.hpMax,
challengerMp: playerCombatStats.mpCurrent,
opponentMp: opponentCombatStats.mpCurrent,
challengerMpMax: playerCombatStats.mpMax,
opponentMpMax: opponentCombatStats.mpMax,
);
while (playerCombatStats.isAlive && opponentMonsterStats.isAlive) {
while (playerCombatStats.isAlive && opponentCombatStats.hpCurrent > 0) {
playerAccum += tickMs;
opponentAccum += tickMs;
elapsedMs += tickMs;
// 스킬 시스템 시간 업데이트
challengerSkillSystem = challengerSkillSystem.copyWith(elapsedMs: elapsedMs);
opponentSkillSystem = opponentSkillSystem.copyWith(elapsedMs: elapsedMs);
int? challengerDamage;
int? opponentDamage;
@@ -183,59 +296,144 @@ class ArenaService {
bool isOpponentEvaded = false;
bool isChallengerBlocked = false;
bool isOpponentBlocked = false;
String? challengerSkillUsed;
String? opponentSkillUsed;
int? challengerHealAmount;
int? opponentHealAmount;
// 플레이어 공격
// 도전자 턴
if (playerAccum >= playerCombatStats.attackDelayMs) {
final result = calculator.playerAttackMonster(
attacker: playerCombatStats,
defender: opponentMonsterStats,
);
opponentMonsterStats = result.updatedDefender;
playerAccum = 0;
if (result.result.isHit) {
challengerDamage = result.result.damage;
isChallengerCritical = result.result.isCritical;
// 스킬 선택
final skill = _selectBestSkill(
skills: challengerSkills,
stats: playerCombatStats,
skillSystem: challengerSkillSystem,
target: opponentMonsterStats,
);
if (skill != null) {
// 스킬 사용
final skillResult = _useSkill(
skill: skill,
attacker: playerCombatStats,
defender: opponentCombatStats,
skillSystem: challengerSkillSystem,
);
playerCombatStats = skillResult.updatedAttacker;
opponentCombatStats = skillResult.updatedDefender;
challengerSkillSystem = skillResult.updatedSkillSystem;
challengerSkillUsed = skill.name;
challengerDamage = skillResult.damage;
challengerHealAmount = skillResult.healAmount;
isChallengerCritical = skillResult.isCritical;
} else {
isOpponentEvaded = true;
// 기본 공격
// 상대 몬스터 스탯 동기화
opponentMonsterStats = MonsterCombatStats.fromCombatStats(
opponentCombatStats,
match.opponent.characterName,
);
final result = calculator.playerAttackMonster(
attacker: playerCombatStats,
defender: opponentMonsterStats,
);
opponentMonsterStats = result.updatedDefender;
opponentCombatStats = opponentCombatStats.copyWith(
hpCurrent: opponentMonsterStats.hpCurrent,
);
if (result.result.isHit) {
challengerDamage = result.result.damage;
isChallengerCritical = result.result.isCritical;
} else {
isOpponentEvaded = true;
}
}
}
// 상대 공격
if (opponentMonsterStats.isAlive &&
opponentAccum >= opponentMonsterStats.attackDelayMs) {
final result = calculator.monsterAttackPlayer(
attacker: opponentMonsterStats,
defender: playerCombatStats,
);
playerCombatStats = result.updatedDefender;
// 상대
if (opponentCombatStats.hpCurrent > 0 &&
opponentAccum >= opponentCombatStats.attackDelayMs) {
opponentAccum = 0;
if (result.result.isHit) {
opponentDamage = result.result.damage;
isOpponentCritical = result.result.isCritical;
isChallengerBlocked = result.result.isBlocked;
// 상대 스킬 선택
final skill = _selectBestSkill(
skills: opponentSkills,
stats: opponentCombatStats,
skillSystem: opponentSkillSystem,
target: null,
);
if (skill != null) {
// 스킬 사용
final skillResult = _useSkill(
skill: skill,
attacker: opponentCombatStats,
defender: playerCombatStats,
skillSystem: opponentSkillSystem,
);
opponentCombatStats = skillResult.updatedAttacker;
playerCombatStats = skillResult.updatedDefender;
opponentSkillSystem = skillResult.updatedSkillSystem;
opponentSkillUsed = skill.name;
opponentDamage = skillResult.damage;
opponentHealAmount = skillResult.healAmount;
isOpponentCritical = skillResult.isCritical;
} else {
isChallengerEvaded = true;
// 기본 공격 (몬스터 형태로)
opponentMonsterStats = MonsterCombatStats.fromCombatStats(
opponentCombatStats,
match.opponent.characterName,
);
final result = calculator.monsterAttackPlayer(
attacker: opponentMonsterStats,
defender: playerCombatStats,
);
playerCombatStats = result.updatedDefender;
if (result.result.isHit) {
opponentDamage = result.result.damage;
isOpponentCritical = result.result.isCritical;
isChallengerBlocked = result.result.isBlocked;
} else {
isChallengerEvaded = true;
}
}
}
// 공격이 발생했을 때만 턴 전송
if (challengerDamage != null || opponentDamage != null) {
// 액션이 발생했을 때만 턴 전송
final hasAction = challengerDamage != null ||
opponentDamage != null ||
challengerHealAmount != null ||
opponentHealAmount != null ||
challengerSkillUsed != null ||
opponentSkillUsed != null;
if (hasAction) {
turns++;
yield ArenaCombatTurn(
challengerDamage: challengerDamage,
opponentDamage: opponentDamage,
challengerHp: playerCombatStats.hpCurrent,
opponentHp: opponentMonsterStats.hpCurrent,
opponentHp: opponentCombatStats.hpCurrent,
challengerHpMax: playerCombatStats.hpMax,
opponentHpMax: opponentMonsterStats.hpMax,
opponentHpMax: opponentCombatStats.hpMax,
challengerMp: playerCombatStats.mpCurrent,
opponentMp: opponentCombatStats.mpCurrent,
challengerMpMax: playerCombatStats.mpMax,
opponentMpMax: opponentCombatStats.mpMax,
isChallengerCritical: isChallengerCritical,
isOpponentCritical: isOpponentCritical,
isChallengerEvaded: isChallengerEvaded,
isOpponentEvaded: isOpponentEvaded,
isChallengerBlocked: isChallengerBlocked,
isOpponentBlocked: isOpponentBlocked,
challengerSkillUsed: challengerSkillUsed,
opponentSkillUsed: opponentSkillUsed,
challengerHealAmount: challengerHealAmount,
opponentHealAmount: opponentHealAmount,
);
// 애니메이션을 위한 딜레이
@@ -247,6 +445,83 @@ class ArenaService {
}
}
/// 스킬 사용 (내부 헬퍼)
({
CombatStats updatedAttacker,
CombatStats updatedDefender,
SkillSystemState updatedSkillSystem,
int? damage,
int? healAmount,
bool isCritical,
}) _useSkill({
required Skill skill,
required CombatStats attacker,
required CombatStats defender,
required SkillSystemState skillSystem,
}) {
int? damage;
int? healAmount;
var updatedAttacker = attacker;
var updatedDefender = defender;
var updatedSkillSystem = skillSystem;
switch (skill.type) {
case SkillType.attack:
final monsterStats = MonsterCombatStats.fromCombatStats(defender, '');
final result = _skillService.useAttackSkill(
skill: skill,
player: attacker,
monster: monsterStats,
skillSystem: skillSystem,
);
updatedAttacker = result.updatedPlayer;
updatedDefender = defender.copyWith(
hpCurrent: result.updatedMonster.hpCurrent,
);
updatedSkillSystem = result.updatedSkillSystem;
damage = result.result.damage;
case SkillType.heal:
final result = _skillService.useHealSkill(
skill: skill,
player: attacker,
skillSystem: skillSystem,
);
updatedAttacker = result.updatedPlayer;
updatedSkillSystem = result.updatedSkillSystem;
healAmount = result.result.healedAmount;
case SkillType.buff:
final result = _skillService.useBuffSkill(
skill: skill,
player: attacker,
skillSystem: skillSystem,
);
updatedAttacker = result.updatedPlayer;
updatedSkillSystem = result.updatedSkillSystem;
case SkillType.debuff:
// 디버프 스킬 사용
final debuffResult = _skillService.useDebuffSkill(
skill: skill,
player: attacker,
skillSystem: skillSystem,
currentDebuffs: [],
);
updatedAttacker = debuffResult.updatedPlayer;
updatedSkillSystem = debuffResult.updatedSkillSystem;
}
return (
updatedAttacker: updatedAttacker,
updatedDefender: updatedDefender,
updatedSkillSystem: updatedSkillSystem,
damage: damage,
healAmount: healAmount,
isCritical: false, // 스킬 크리티컬은 별도 처리 필요
);
}
// ============================================================================
// 장비 교환
// ============================================================================

View File

@@ -62,12 +62,20 @@ class ArenaCombatTurn {
required this.opponentHp,
required this.challengerHpMax,
required this.opponentHpMax,
this.challengerMp,
this.opponentMp,
this.challengerMpMax,
this.opponentMpMax,
this.isChallengerCritical = false,
this.isOpponentCritical = false,
this.isChallengerEvaded = false,
this.isOpponentEvaded = false,
this.isChallengerBlocked = false,
this.isOpponentBlocked = false,
this.challengerSkillUsed,
this.opponentSkillUsed,
this.challengerHealAmount,
this.opponentHealAmount,
}) : timestamp = DateTime.now().microsecondsSinceEpoch;
/// 턴 식별용 타임스탬프
@@ -91,6 +99,18 @@ class ArenaCombatTurn {
/// 상대 최대 HP
final int opponentHpMax;
/// 도전자 현재 MP
final int? challengerMp;
/// 상대 현재 MP
final int? opponentMp;
/// 도전자 최대 MP
final int? challengerMpMax;
/// 상대 최대 MP
final int? opponentMpMax;
/// 도전자 크리티컬 여부
final bool isChallengerCritical;
@@ -108,4 +128,16 @@ class ArenaCombatTurn {
/// 상대 블록 여부
final bool isOpponentBlocked;
/// 도전자 사용 스킬명 (null이면 기본 공격)
final String? challengerSkillUsed;
/// 상대 사용 스킬명 (null이면 기본 공격)
final String? opponentSkillUsed;
/// 도전자 회복량
final int? challengerHealAmount;
/// 상대 회복량
final int? opponentHealAmount;
}

View File

@@ -4,10 +4,12 @@ import 'package:flutter/material.dart';
import 'package:asciineverdie/src/core/engine/arena_service.dart';
import 'package:asciineverdie/src/core/model/arena_match.dart';
import 'package:asciineverdie/src/core/model/combat_event.dart';
import 'package:asciineverdie/src/core/model/game_state.dart';
import 'package:asciineverdie/src/core/model/hall_of_fame.dart';
import 'package:asciineverdie/src/features/arena/widgets/arena_result_dialog.dart';
import 'package:asciineverdie/src/features/game/widgets/ascii_animation_card.dart';
import 'package:asciineverdie/src/features/game/widgets/combat_log.dart';
import 'package:asciineverdie/src/shared/retro_colors.dart';
// 임시 문자열 (추후 l10n으로 이동)
@@ -43,16 +45,20 @@ class _ArenaBattleScreenState extends State<ArenaBattleScreen>
/// 현재 턴
int _currentTurn = 0;
/// 도전자 HP
/// 도전자 HP/MP
late int _challengerHp;
late int _challengerHpMax;
late int _challengerMp;
late int _challengerMpMax;
/// 상대 HP
/// 상대 HP/MP
late int _opponentHp;
late int _opponentHpMax;
late int _opponentMp;
late int _opponentMpMax;
/// 전투 로그
final List<String> _battleLog = [];
/// 전투 로그 (CombatLogEntry 사용)
final List<CombatLogEntry> _battleLog = [];
/// 전투 시뮬레이션 스트림 구독
StreamSubscription<ArenaCombatTurn>? _combatSubscription;
@@ -70,15 +76,31 @@ class _ArenaBattleScreenState extends State<ArenaBattleScreen>
int _challengerHpChange = 0;
int _opponentHpChange = 0;
/// 최신 전투 이벤트 (테두리 이펙트용)
CombatEvent? _latestCombatEvent;
/// 전투 이벤트 아이콘 타이머 (페이드 아웃용)
Timer? _eventIconTimer;
/// 현재 표시 중인 이벤트 아이콘 타입
CombatEventType? _currentEventIcon;
/// 현재 표시 중인 스킬 이름
String? _currentSkillName;
@override
void initState() {
super.initState();
// HP 초기화
// HP/MP 초기화
_challengerHpMax = widget.match.challenger.finalStats?.hpMax ?? 100;
_challengerHp = _challengerHpMax;
_challengerMpMax = widget.match.challenger.finalStats?.mpMax ?? 50;
_challengerMp = _challengerMpMax;
_opponentHpMax = widget.match.opponent.finalStats?.hpMax ?? 100;
_opponentHp = _opponentHpMax;
_opponentMpMax = widget.match.opponent.finalStats?.mpMax ?? 50;
_opponentMp = _opponentMpMax;
// 플래시 애니메이션 초기화
_challengerFlashController = AnimationController(
@@ -104,6 +126,7 @@ class _ArenaBattleScreenState extends State<ArenaBattleScreen>
@override
void dispose() {
_combatSubscription?.cancel();
_eventIconTimer?.cancel();
_challengerFlashController.dispose();
_opponentFlashController.dispose();
super.dispose();
@@ -128,6 +151,8 @@ class _ArenaBattleScreenState extends State<ArenaBattleScreen>
_currentTurn++;
_challengerHp = turn.challengerHp;
_opponentHp = turn.opponentHp;
_challengerMp = turn.challengerMp ?? _challengerMp;
_opponentMp = turn.opponentMp ?? _opponentMp;
// 도전자 HP 변화 감지
if (oldChallengerHp != _challengerHp) {
@@ -141,29 +166,210 @@ class _ArenaBattleScreenState extends State<ArenaBattleScreen>
_opponentFlashController.forward(from: 0.0);
}
// 로그 추가
// 도전자 스킬 사용 로그
if (turn.challengerSkillUsed != null) {
_battleLog.add(CombatLogEntry(
message: '${widget.match.challenger.characterName} uses '
'${turn.challengerSkillUsed}!',
timestamp: DateTime.now(),
type: CombatLogType.spell,
));
}
// 도전자 회복 로그
if (turn.challengerHealAmount != null && turn.challengerHealAmount! > 0) {
_battleLog.add(CombatLogEntry(
message: '${widget.match.challenger.characterName} heals '
'${turn.challengerHealAmount} HP!',
timestamp: DateTime.now(),
type: CombatLogType.heal,
));
}
// 로그 추가 (CombatLogEntry 사용)
if (turn.challengerDamage != null) {
final type = turn.isChallengerCritical
? CombatLogType.critical
: CombatLogType.damage;
final critText = turn.isChallengerCritical ? ' CRITICAL!' : '';
final evadeText = turn.isOpponentEvaded ? ' (Evaded)' : '';
final blockText = turn.isOpponentBlocked ? ' (Blocked)' : '';
_battleLog.add(
'${widget.match.challenger.characterName} deals '
'${turn.challengerDamage}$critText$evadeText$blockText',
);
final skillText = turn.challengerSkillUsed != null ? '' : '';
_battleLog.add(CombatLogEntry(
message: '${widget.match.challenger.characterName} deals '
'${turn.challengerDamage}$critText$skillText',
timestamp: DateTime.now(),
type: type,
));
}
// 상대 회피/블록 이벤트
if (turn.isOpponentEvaded) {
_battleLog.add(CombatLogEntry(
message: '${widget.match.opponent.characterName} evaded!',
timestamp: DateTime.now(),
type: CombatLogType.evade,
));
}
if (turn.isOpponentBlocked) {
_battleLog.add(CombatLogEntry(
message: '${widget.match.opponent.characterName} blocked!',
timestamp: DateTime.now(),
type: CombatLogType.block,
));
}
// 상대 스킬 사용 로그
if (turn.opponentSkillUsed != null) {
_battleLog.add(CombatLogEntry(
message: '${widget.match.opponent.characterName} uses '
'${turn.opponentSkillUsed}!',
timestamp: DateTime.now(),
type: CombatLogType.spell,
));
}
// 상대 회복 로그
if (turn.opponentHealAmount != null && turn.opponentHealAmount! > 0) {
_battleLog.add(CombatLogEntry(
message: '${widget.match.opponent.characterName} heals '
'${turn.opponentHealAmount} HP!',
timestamp: DateTime.now(),
type: CombatLogType.heal,
));
}
if (turn.opponentDamage != null) {
final type = turn.isOpponentCritical
? CombatLogType.critical
: CombatLogType.monsterAttack;
final critText = turn.isOpponentCritical ? ' CRITICAL!' : '';
final evadeText = turn.isChallengerEvaded ? ' (Evaded)' : '';
final blockText = turn.isChallengerBlocked ? ' (Blocked)' : '';
_battleLog.add(
'${widget.match.opponent.characterName} deals '
'${turn.opponentDamage}$critText$evadeText$blockText',
);
_battleLog.add(CombatLogEntry(
message: '${widget.match.opponent.characterName} deals '
'${turn.opponentDamage}$critText',
timestamp: DateTime.now(),
type: type,
));
}
// 도전자 회피/블록 이벤트
if (turn.isChallengerEvaded) {
_battleLog.add(CombatLogEntry(
message: '${widget.match.challenger.characterName} evaded!',
timestamp: DateTime.now(),
type: CombatLogType.evade,
));
}
if (turn.isChallengerBlocked) {
_battleLog.add(CombatLogEntry(
message: '${widget.match.challenger.characterName} blocked!',
timestamp: DateTime.now(),
type: CombatLogType.block,
));
}
// 전투 이벤트 생성 (테두리 이펙트용)
_latestCombatEvent = _createCombatEvent(turn);
// 전투 이벤트 아이콘 표시
_showEventIcon(turn);
});
}
/// 전투 이벤트 아이콘 표시 (일정 시간 후 사라짐)
void _showEventIcon(ArenaCombatTurn turn) {
// 이전 타이머 취소
_eventIconTimer?.cancel();
// 스킬 이름 저장
_currentSkillName = turn.challengerSkillUsed ?? turn.opponentSkillUsed;
// 이벤트 타입 결정 (우선순위: 스킬 > 크리티컬 > 블록 > 회피 > 일반공격)
CombatEventType? eventType;
if (_currentSkillName != null) {
eventType = CombatEventType.playerSkill;
} else if (turn.isChallengerCritical || turn.isOpponentCritical) {
eventType = CombatEventType.playerAttack; // 크리티컬 표시용
} else if (turn.isChallengerBlocked || turn.isOpponentBlocked) {
eventType = CombatEventType.playerBlock;
} else if (turn.isChallengerEvaded || turn.isOpponentEvaded) {
eventType = CombatEventType.playerEvade;
} else if (turn.challengerDamage != null || turn.opponentDamage != null) {
eventType = CombatEventType.playerAttack;
}
_currentEventIcon = eventType;
// 1초 후 아이콘 숨김
_eventIconTimer = Timer(const Duration(milliseconds: 800), () {
if (mounted) {
setState(() {
_currentEventIcon = null;
_currentSkillName = null;
});
}
});
}
/// ArenaCombatTurn에서 CombatEvent 생성 (테두리 이펙트용)
CombatEvent? _createCombatEvent(ArenaCombatTurn turn) {
final timestamp = DateTime.now().millisecondsSinceEpoch;
// 도전자 스킬 사용 (보라색 테두리)
if (turn.challengerSkillUsed != null && turn.challengerDamage != null) {
return CombatEvent.playerSkill(
timestamp: timestamp,
skillName: turn.challengerSkillUsed!,
damage: turn.challengerDamage!,
targetName: widget.match.opponent.characterName,
isCritical: turn.isChallengerCritical,
);
}
// 도전자 공격 이벤트 (우선순위: 크리티컬 > 일반 공격)
if (turn.challengerDamage != null) {
return CombatEvent.playerAttack(
timestamp: timestamp,
damage: turn.challengerDamage!,
targetName: widget.match.opponent.characterName,
isCritical: turn.isChallengerCritical,
);
}
// 도전자 회복 이벤트
if (turn.challengerHealAmount != null && turn.challengerSkillUsed != null) {
return CombatEvent.playerHeal(
timestamp: timestamp,
healAmount: turn.challengerHealAmount!,
skillName: turn.challengerSkillUsed,
);
}
// 도전자 방어 이벤트 (회피/블록)
if (turn.isChallengerEvaded) {
return CombatEvent.playerEvade(
timestamp: timestamp,
attackerName: widget.match.opponent.characterName,
);
}
if (turn.isChallengerBlocked) {
return CombatEvent.playerBlock(
timestamp: timestamp,
reducedDamage: turn.opponentDamage ?? 0,
attackerName: widget.match.opponent.characterName,
);
}
// 상대 공격 이벤트 (몬스터 공격으로 처리)
if (turn.opponentDamage != null) {
return CombatEvent.monsterAttack(
timestamp: timestamp,
damage: turn.opponentDamage!,
attackerName: widget.match.opponent.characterName,
);
}
return null;
}
void _endBattle() {
// 최종 결과 계산
_result = _arenaService.executeCombat(widget.match);
@@ -205,6 +411,8 @@ class _ArenaBattleScreenState extends State<ArenaBattleScreen>
_buildTurnIndicator(),
// HP 바 (레트로 세그먼트 스타일)
_buildRetroHpBars(),
// 전투 이벤트 아이콘 (HP 바와 애니메이션 사이)
_buildCombatEventIcons(),
// ASCII 애니메이션 (중앙) - 기존 AsciiAnimationCard 재사용
Padding(
padding: const EdgeInsets.symmetric(horizontal: 8),
@@ -216,6 +424,7 @@ class _ArenaBattleScreenState extends State<ArenaBattleScreen>
shieldName: _hasShield(widget.match.challenger) ? 'shield' : null,
opponentRaceId: widget.match.opponent.race,
opponentHasShield: _hasShield(widget.match.opponent),
latestCombatEvent: _latestCombatEvent,
),
),
),
@@ -489,30 +698,98 @@ class _ArenaBattleScreenState extends State<ArenaBattleScreen>
Widget _buildBattleLog() {
return Container(
margin: const EdgeInsets.all(12),
padding: const EdgeInsets.all(8),
decoration: BoxDecoration(
color: RetroColors.panelBgOf(context),
borderRadius: BorderRadius.circular(8),
border: Border.all(color: RetroColors.borderOf(context)),
),
child: ListView.builder(
reverse: true,
itemCount: _battleLog.length,
itemBuilder: (context, index) {
final reversedIndex = _battleLog.length - 1 - index;
return Padding(
padding: const EdgeInsets.symmetric(vertical: 2),
child: Text(
_battleLog[reversedIndex],
style: TextStyle(
fontFamily: 'JetBrainsMono',
fontSize: 7,
color: RetroColors.textSecondaryOf(context),
),
child: CombatLog(entries: _battleLog),
);
}
/// 전투 이벤트 아이콘 영역 (HP 바와 애니메이션 사이)
///
/// 메인 게임의 _buildBuffIcons() 스타일을 따름
/// 스킬 사용, 크리티컬, 블록, 회피 표시
Widget _buildCombatEventIcons() {
// 스킬 사용 또는 특수 액션만 표시
final hasSpecialEvent = _currentSkillName != null ||
_latestCombatEvent?.isCritical == true ||
_currentEventIcon == CombatEventType.playerBlock ||
_currentEventIcon == CombatEventType.playerEvade ||
_currentEventIcon == CombatEventType.playerParry ||
_currentEventIcon == CombatEventType.playerSkill;
if (!hasSpecialEvent) {
return const SizedBox(height: 28);
}
// 이벤트 타입에 따른 아이콘/색상 결정
final (icon, color) = _getEventIconData();
return AnimatedOpacity(
opacity: _currentEventIcon != null ? 1.0 : 0.0,
duration: const Duration(milliseconds: 200),
child: SizedBox(
height: 28,
child: Row(
mainAxisAlignment: MainAxisAlignment.center,
children: [
// 버프 아이콘 스타일 (CircularProgressIndicator)
Stack(
alignment: Alignment.center,
children: [
// 원형 진행률 표시 (펄스 효과용)
SizedBox(
width: 24,
height: 24,
child: CircularProgressIndicator(
value: 1.0,
strokeWidth: 2,
backgroundColor: Colors.grey.shade700,
valueColor: AlwaysStoppedAnimation(color),
),
),
// 아이콘
Icon(icon, size: 12, color: color),
],
),
);
},
// 스킬 이름 표시
if (_currentSkillName != null) ...[
const SizedBox(width: 6),
Text(
_currentSkillName!,
style: TextStyle(
fontFamily: 'PressStart2P',
fontSize: 6,
color: color,
),
),
],
],
),
),
);
}
/// 이벤트 타입에 따른 아이콘, 색상 반환
(IconData, Color) _getEventIconData() {
// 스킬 사용
if (_currentSkillName != null ||
_currentEventIcon == CombatEventType.playerSkill) {
return (Icons.auto_fix_high, Colors.purple);
}
// 크리티컬 체크 (latestCombatEvent에서)
if (_latestCombatEvent?.isCritical == true) {
return (Icons.flash_on, Colors.yellow.shade600);
}
return switch (_currentEventIcon) {
CombatEventType.playerBlock => (Icons.shield, Colors.blue),
CombatEventType.playerEvade => (Icons.directions_run, Colors.cyan),
CombatEventType.playerParry => (Icons.sports_kabaddi, Colors.purple),
_ => (Icons.trending_up, Colors.lightBlue),
};
}
}

View File

@@ -9,7 +9,7 @@ import 'package:asciineverdie/src/shared/retro_colors.dart';
// 임시 문자열 (추후 l10n으로 이동)
const _myEquipmentTitle = 'MY EQUIPMENT';
const _enemyEquipmentTitle = 'ENEMY EQUIPMENT';
const _selectSlotLabel = 'SELECT';
const _selectedLabel = 'SELECTED';
const _recommendedLabel = 'BEST';
/// 좌우 대칭 장비 비교 리스트
@@ -50,6 +50,41 @@ class _ArenaEquipmentCompareListState extends State<ArenaEquipmentCompareList> {
/// 현재 확장된 슬롯 (탭하여 비교 중인 슬롯)
EquipmentSlot? _expandedSlot;
/// 스크롤 컨트롤러 (자동 스크롤용)
final ScrollController _scrollController = ScrollController();
/// 슬롯별 행 높이 (대략적 계산용)
static const double _rowHeight = 40.0;
static const double _expandedHeight = 200.0;
@override
void dispose() {
_scrollController.dispose();
super.dispose();
}
/// 선택된 슬롯으로 자동 스크롤
void _scrollToSlot(EquipmentSlot slot) {
final index = EquipmentSlot.values.indexOf(slot);
if (index < 0) return;
// 현재 확장된 슬롯까지의 높이 계산
double targetOffset = 0;
for (int i = 0; i < index; i++) {
targetOffset += _rowHeight;
if (_expandedSlot == EquipmentSlot.values[i]) {
targetOffset += _expandedHeight;
}
}
// 부드럽게 스크롤
_scrollController.animateTo(
targetOffset,
duration: const Duration(milliseconds: 300),
curve: Curves.easeOutCubic,
);
}
@override
Widget build(BuildContext context) {
return Column(
@@ -60,6 +95,7 @@ class _ArenaEquipmentCompareListState extends State<ArenaEquipmentCompareList> {
// 장비 리스트
Expanded(
child: ListView.builder(
controller: _scrollController,
itemCount: EquipmentSlot.values.length,
itemBuilder: (context, index) {
final slot = EquipmentSlot.values[index];
@@ -137,9 +173,17 @@ class _ArenaEquipmentCompareListState extends State<ArenaEquipmentCompareList> {
// 슬롯 행 (좌우 대칭)
GestureDetector(
onTap: () {
// 탭하면 즉시 선택 + 확장 + 자동 스크롤
widget.onSlotSelected(slot);
setState(() {
_expandedSlot = isExpanded ? null : slot;
});
// 확장될 때만 스크롤 (다음 프레임에서 실행)
if (!isExpanded) {
WidgetsBinding.instance.addPostFrameCallback((_) {
_scrollToSlot(slot);
});
}
},
child: Container(
padding: const EdgeInsets.symmetric(vertical: 6, horizontal: 4),
@@ -393,30 +437,37 @@ class _ArenaEquipmentCompareListState extends State<ArenaEquipmentCompareList> {
),
),
const SizedBox(height: 10),
// 선택 버튼
SizedBox(
width: double.infinity,
child: ElevatedButton(
onPressed: () {
widget.onSlotSelected(slot);
setState(() => _expandedSlot = null);
},
style: ElevatedButton.styleFrom(
backgroundColor: RetroColors.goldOf(context),
foregroundColor: RetroColors.backgroundOf(context),
padding: const EdgeInsets.symmetric(vertical: 8),
shape: RoundedRectangleBorder(
borderRadius: BorderRadius.circular(4),
),
// 선택됨 인디케이터 (SELECT 버튼 대신)
Container(
padding: const EdgeInsets.symmetric(vertical: 8, horizontal: 16),
decoration: BoxDecoration(
color: RetroColors.goldOf(context).withValues(alpha: 0.2),
borderRadius: BorderRadius.circular(4),
border: Border.all(
color: RetroColors.goldOf(context),
width: 2,
),
child: Text(
_selectSlotLabel,
style: TextStyle(
fontFamily: 'PressStart2P',
fontSize: 7,
color: RetroColors.backgroundOf(context),
),
child: Row(
mainAxisAlignment: MainAxisAlignment.center,
mainAxisSize: MainAxisSize.min,
children: [
Icon(
Icons.check_circle,
color: RetroColors.goldOf(context),
size: 16,
),
),
const SizedBox(width: 6),
Text(
_selectedLabel,
style: TextStyle(
fontFamily: 'PressStart2P',
fontSize: 7,
color: RetroColors.goldOf(context),
fontWeight: FontWeight.bold,
),
),
],
),
),
],