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2 Commits
f18f3ceaee
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c3a8bc305a
| Author | SHA1 | Date | |
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c3a8bc305a | ||
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a2d62f1f4f |
@@ -2,7 +2,6 @@ import 'package:asciineverdie/data/skill_data.dart';
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import 'package:asciineverdie/src/core/engine/combat_calculator.dart';
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import 'package:asciineverdie/src/core/engine/skill_service.dart';
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import 'package:asciineverdie/src/core/model/arena_match.dart';
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import 'package:asciineverdie/src/core/model/combat_stats.dart';
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import 'package:asciineverdie/src/core/model/equipment_item.dart';
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import 'package:asciineverdie/src/core/model/equipment_slot.dart';
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import 'package:asciineverdie/src/core/model/game_state.dart';
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@@ -47,64 +46,38 @@ class ArenaService {
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return skills;
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}
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/// AI 스킬 선택 (우선순위: 회복 > 버프 > 공격)
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Skill? _selectBestSkill({
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required List<Skill> skills,
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required CombatStats stats,
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required SkillSystemState skillSystem,
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required MonsterCombatStats? target,
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}) {
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if (skills.isEmpty) return null;
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/// 스킬 ID 목록 추출 (HallOfFameEntry에서)
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List<String> _getSkillIdsFromEntry(HallOfFameEntry entry) {
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return _getSkillsFromEntry(entry).map((s) => s.id).toList();
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}
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final currentMp = stats.mpCurrent;
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final hpRatio = stats.hpCurrent / stats.hpMax;
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/// 스킬 랭크 조회 (HallOfFameEntry의 finalSkills에서)
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int _getSkillRankFromEntry(HallOfFameEntry entry, String skillId) {
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final skill = SkillData.getSkillById(skillId);
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if (skill == null) return 1;
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// HP가 낮으면 회복 스킬 우선
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if (hpRatio < 0.4) {
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for (final skill in skills) {
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if (skill.type == SkillType.heal &&
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_skillService.canUseSkill(
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skill: skill,
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currentMp: currentMp,
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skillSystem: skillSystem,
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) ==
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null) {
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return skill;
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}
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final skillData = entry.finalSkills;
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if (skillData == null || skillData.isEmpty) return 1;
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for (final data in skillData) {
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if (data['name'] == skill.name) {
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final rankStr = data['rank'] ?? 'I';
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return _romanToInt(rankStr);
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}
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}
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return 1;
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}
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// 버프가 없으면 버프 스킬
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if (skillSystem.activeBuffs.isEmpty) {
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for (final skill in skills) {
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if (skill.type == SkillType.buff &&
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_skillService.canUseSkill(
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skill: skill,
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currentMp: currentMp,
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skillSystem: skillSystem,
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) ==
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null) {
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return skill;
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}
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}
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}
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// MP가 충분하면 공격 스킬
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if (currentMp >= 30) {
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for (final skill in skills) {
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if (skill.type == SkillType.attack &&
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_skillService.canUseSkill(
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skill: skill,
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currentMp: currentMp,
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skillSystem: skillSystem,
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) ==
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null) {
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return skill;
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}
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}
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}
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return null; // 스킬 사용 안 함 (기본 공격)
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/// 로마 숫자 → 정수 변환
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int _romanToInt(String roman) {
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return switch (roman) {
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'I' => 1,
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'II' => 2,
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'III' => 3,
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'IV' => 4,
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'V' => 5,
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_ => 1,
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};
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}
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// ============================================================================
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@@ -223,8 +196,40 @@ class ArenaService {
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);
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}
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/// 시뮬레이션 결과를 기반으로 전투 결과 생성
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///
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/// [match] 대전 정보
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/// [challengerHp] 도전자 최종 HP
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/// [opponentHp] 상대 최종 HP
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/// [turns] 총 턴 수
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/// Returns: 대전 결과 (승패, 장비 교환 후 캐릭터)
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ArenaMatchResult createResultFromSimulation({
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required ArenaMatch match,
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required int challengerHp,
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required int opponentHp,
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required int turns,
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}) {
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// 도전자 HP가 0보다 크면 승리
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final isVictory = challengerHp > 0 && opponentHp <= 0;
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// 장비 교환
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final (updatedChallenger, updatedOpponent) = _exchangeEquipment(
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match: match,
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isVictory: isVictory,
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);
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return ArenaMatchResult(
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match: match,
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isVictory: isVictory,
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turns: turns,
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updatedChallenger: updatedChallenger,
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updatedOpponent: updatedOpponent,
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);
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}
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/// 전투 시뮬레이션 (애니메이션용 스트림)
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///
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/// progress_service._processCombatTickWithSkills()와 동일한 로직 사용
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/// [match] 대전 정보
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/// Returns: 턴별 전투 상황 스트림
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Stream<ArenaCombatTurn> simulateCombat(ArenaMatch match) async* {
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@@ -237,30 +242,48 @@ class ArenaService {
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return;
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}
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// 스킬 목록 로드
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final challengerSkills = _getSkillsFromEntry(match.challenger);
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final opponentSkills = _getSkillsFromEntry(match.opponent);
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// 스킬 ID 목록 로드 (SkillBook과 동일한 방식)
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var challengerSkillIds = _getSkillIdsFromEntry(match.challenger);
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var opponentSkillIds = _getSkillIdsFromEntry(match.opponent);
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// 스킬이 없으면 기본 스킬 사용
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if (challengerSkillIds.isEmpty) {
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challengerSkillIds = SkillData.defaultSkillIds;
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}
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if (opponentSkillIds.isEmpty) {
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opponentSkillIds = SkillData.defaultSkillIds;
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}
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// 스킬 시스템 상태 초기화
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var challengerSkillSystem = SkillSystemState.empty();
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var opponentSkillSystem = SkillSystemState.empty();
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// DOT 및 디버프 추적 (일반 전투와 동일)
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var challengerDoTs = <DotEffect>[];
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var opponentDoTs = <DotEffect>[];
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var challengerDebuffs = <ActiveBuff>[];
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var opponentDebuffs = <ActiveBuff>[];
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var playerCombatStats = challengerStats.copyWith(
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hpCurrent: challengerStats.hpMax,
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mpCurrent: challengerStats.mpMax,
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);
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// 상대도 CombatStats로 관리 (스킬 사용 위해)
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var opponentCombatStats = opponentStats.copyWith(
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hpCurrent: opponentStats.hpMax,
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mpCurrent: opponentStats.mpMax,
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);
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var opponentMonsterStats = MonsterCombatStats.fromCombatStats(
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opponentStats,
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opponentCombatStats,
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match.opponent.characterName,
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);
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var challengerMonsterStats = MonsterCombatStats.fromCombatStats(
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playerCombatStats,
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match.challenger.characterName,
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);
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int playerAccum = 0;
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int opponentAccum = 0;
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int elapsedMs = 0;
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@@ -301,47 +324,164 @@ class ArenaService {
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int? challengerHealAmount;
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int? opponentHealAmount;
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// 도전자 턴
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// =========================================================================
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// DOT 틱 처리 (도전자 → 상대에게 적용된 DOT)
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// =========================================================================
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var dotDamageToOpponent = 0;
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final updatedChallengerDoTs = <DotEffect>[];
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for (final dot in challengerDoTs) {
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final (updatedDot, ticksTriggered) = dot.tick(tickMs);
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if (ticksTriggered > 0) {
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dotDamageToOpponent += dot.damagePerTick * ticksTriggered;
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}
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if (updatedDot.isActive) {
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updatedChallengerDoTs.add(updatedDot);
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}
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}
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challengerDoTs = updatedChallengerDoTs;
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if (dotDamageToOpponent > 0 && opponentCombatStats.hpCurrent > 0) {
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opponentCombatStats = opponentCombatStats.copyWith(
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hpCurrent: (opponentCombatStats.hpCurrent - dotDamageToOpponent)
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.clamp(0, opponentCombatStats.hpMax),
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);
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}
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// DOT 틱 처리 (상대 → 도전자에게 적용된 DOT)
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var dotDamageToChallenger = 0;
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final updatedOpponentDoTs = <DotEffect>[];
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for (final dot in opponentDoTs) {
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final (updatedDot, ticksTriggered) = dot.tick(tickMs);
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if (ticksTriggered > 0) {
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dotDamageToChallenger += dot.damagePerTick * ticksTriggered;
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}
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if (updatedDot.isActive) {
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updatedOpponentDoTs.add(updatedDot);
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}
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}
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opponentDoTs = updatedOpponentDoTs;
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if (dotDamageToChallenger > 0 && playerCombatStats.isAlive) {
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playerCombatStats = playerCombatStats.copyWith(
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hpCurrent: (playerCombatStats.hpCurrent - dotDamageToChallenger)
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.clamp(0, playerCombatStats.hpMax),
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);
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}
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// =========================================================================
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// 만료된 디버프 정리
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// =========================================================================
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challengerDebuffs = challengerDebuffs
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.where((ActiveBuff d) => !d.isExpired(elapsedMs))
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.toList();
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opponentDebuffs = opponentDebuffs
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.where((ActiveBuff d) => !d.isExpired(elapsedMs))
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.toList();
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// =========================================================================
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// 도전자 턴 (selectAutoSkill 사용 - 일반 전투와 동일)
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// =========================================================================
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if (playerAccum >= playerCombatStats.attackDelayMs) {
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playerAccum = 0;
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// 스킬 선택
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final skill = _selectBestSkill(
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skills: challengerSkills,
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stats: playerCombatStats,
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skillSystem: challengerSkillSystem,
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target: opponentMonsterStats,
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// 상대 몬스터 스탯 동기화
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opponentMonsterStats = MonsterCombatStats.fromCombatStats(
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opponentCombatStats,
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match.opponent.characterName,
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);
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if (skill != null) {
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// 스킬 사용
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final skillResult = _useSkill(
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skill: skill,
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attacker: playerCombatStats,
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defender: opponentCombatStats,
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// 스킬 자동 선택 (progress_service와 동일한 로직)
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final selectedSkill = _skillService.selectAutoSkill(
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player: playerCombatStats,
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monster: opponentMonsterStats,
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skillSystem: challengerSkillSystem,
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availableSkillIds: challengerSkillIds,
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activeDoTs: challengerDoTs,
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activeDebuffs: opponentDebuffs,
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);
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if (selectedSkill != null && selectedSkill.isAttack) {
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// 스킬 랭크 조회 및 적용
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final skillRank = _getSkillRankFromEntry(
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match.challenger,
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selectedSkill.id,
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);
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final skillResult = _skillService.useAttackSkillWithRank(
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skill: selectedSkill,
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player: playerCombatStats,
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monster: opponentMonsterStats,
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skillSystem: challengerSkillSystem,
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rank: skillRank,
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);
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playerCombatStats = skillResult.updatedPlayer;
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opponentCombatStats = opponentCombatStats.copyWith(
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hpCurrent: skillResult.updatedMonster.hpCurrent,
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);
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challengerSkillSystem = skillResult.updatedSkillSystem;
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challengerSkillUsed = selectedSkill.name;
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challengerDamage = skillResult.result.damage;
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} else if (selectedSkill != null && selectedSkill.isDot) {
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// DOT 스킬 사용
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final skillResult = _skillService.useDotSkill(
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skill: selectedSkill,
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player: playerCombatStats,
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skillSystem: challengerSkillSystem,
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playerInt: playerCombatStats.atk ~/ 10,
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playerWis: playerCombatStats.def ~/ 10,
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);
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playerCombatStats = skillResult.updatedPlayer;
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challengerSkillSystem = skillResult.updatedSkillSystem;
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if (skillResult.dotEffect != null) {
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challengerDoTs.add(skillResult.dotEffect!);
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}
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challengerSkillUsed = selectedSkill.name;
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} else if (selectedSkill != null && selectedSkill.isHeal) {
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// 회복 스킬 사용
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final skillResult = _skillService.useHealSkill(
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skill: selectedSkill,
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player: playerCombatStats,
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skillSystem: challengerSkillSystem,
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);
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playerCombatStats = skillResult.updatedAttacker;
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opponentCombatStats = skillResult.updatedDefender;
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playerCombatStats = skillResult.updatedPlayer;
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challengerSkillSystem = skillResult.updatedSkillSystem;
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challengerSkillUsed = skill.name;
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challengerDamage = skillResult.damage;
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challengerHealAmount = skillResult.healAmount;
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isChallengerCritical = skillResult.isCritical;
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} else {
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// 기본 공격
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// 상대 몬스터 스탯 동기화
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opponentMonsterStats = MonsterCombatStats.fromCombatStats(
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opponentCombatStats,
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match.opponent.characterName,
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challengerSkillUsed = selectedSkill.name;
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challengerHealAmount = skillResult.result.healedAmount;
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} else if (selectedSkill != null && selectedSkill.isBuff) {
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// 버프 스킬 사용
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final skillResult = _skillService.useBuffSkill(
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skill: selectedSkill,
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player: playerCombatStats,
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skillSystem: challengerSkillSystem,
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);
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playerCombatStats = skillResult.updatedPlayer;
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challengerSkillSystem = skillResult.updatedSkillSystem;
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challengerSkillUsed = selectedSkill.name;
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} else if (selectedSkill != null && selectedSkill.isDebuff) {
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// 디버프 스킬 사용
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final skillResult = _skillService.useDebuffSkill(
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skill: selectedSkill,
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player: playerCombatStats,
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skillSystem: challengerSkillSystem,
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currentDebuffs: opponentDebuffs,
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);
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playerCombatStats = skillResult.updatedPlayer;
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challengerSkillSystem = skillResult.updatedSkillSystem;
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final debuffEffect = skillResult.debuffEffect;
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if (debuffEffect != null) {
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opponentDebuffs = opponentDebuffs
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.where((ActiveBuff d) => d.effect.id != debuffEffect.effect.id)
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.toList()
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..add(debuffEffect);
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}
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challengerSkillUsed = selectedSkill.name;
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} else {
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// 일반 공격
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final result = calculator.playerAttackMonster(
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attacker: playerCombatStats,
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defender: opponentMonsterStats,
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);
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opponentMonsterStats = result.updatedDefender;
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opponentCombatStats = opponentCombatStats.copyWith(
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hpCurrent: opponentMonsterStats.hpCurrent,
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hpCurrent: result.updatedDefender.hpCurrent,
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);
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if (result.result.isHit) {
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@@ -353,38 +493,121 @@ class ArenaService {
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}
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}
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// 상대 턴
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// =========================================================================
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// 상대 턴 (selectAutoSkill 사용 - 일반 전투와 동일)
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// =========================================================================
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if (opponentCombatStats.hpCurrent > 0 &&
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opponentAccum >= opponentCombatStats.attackDelayMs) {
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opponentAccum = 0;
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|
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// 상대 스킬 선택
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final skill = _selectBestSkill(
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skills: opponentSkills,
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stats: opponentCombatStats,
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skillSystem: opponentSkillSystem,
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target: null,
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// 도전자 몬스터 스탯 동기화
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challengerMonsterStats = MonsterCombatStats.fromCombatStats(
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playerCombatStats,
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match.challenger.characterName,
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);
|
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|
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if (skill != null) {
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// 스킬 사용
|
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final skillResult = _useSkill(
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skill: skill,
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attacker: opponentCombatStats,
|
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defender: playerCombatStats,
|
||||
// 스킬 자동 선택 (progress_service와 동일한 로직)
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final selectedSkill = _skillService.selectAutoSkill(
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player: opponentCombatStats,
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monster: challengerMonsterStats,
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skillSystem: opponentSkillSystem,
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availableSkillIds: opponentSkillIds,
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activeDoTs: opponentDoTs,
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activeDebuffs: challengerDebuffs,
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);
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if (selectedSkill != null && selectedSkill.isAttack) {
|
||||
// 스킬 랭크 조회 및 적용
|
||||
final skillRank = _getSkillRankFromEntry(
|
||||
match.opponent,
|
||||
selectedSkill.id,
|
||||
);
|
||||
final skillResult = _skillService.useAttackSkillWithRank(
|
||||
skill: selectedSkill,
|
||||
player: opponentCombatStats,
|
||||
monster: challengerMonsterStats,
|
||||
skillSystem: opponentSkillSystem,
|
||||
rank: skillRank,
|
||||
);
|
||||
opponentCombatStats = skillResult.updatedPlayer;
|
||||
playerCombatStats = playerCombatStats.copyWith(
|
||||
hpCurrent: skillResult.updatedMonster.hpCurrent,
|
||||
);
|
||||
opponentSkillSystem = skillResult.updatedSkillSystem;
|
||||
opponentSkillUsed = selectedSkill.name;
|
||||
opponentDamage = skillResult.result.damage;
|
||||
} else if (selectedSkill != null && selectedSkill.isDot) {
|
||||
// DOT 스킬 사용
|
||||
final skillResult = _skillService.useDotSkill(
|
||||
skill: selectedSkill,
|
||||
player: opponentCombatStats,
|
||||
skillSystem: opponentSkillSystem,
|
||||
playerInt: opponentCombatStats.atk ~/ 10,
|
||||
playerWis: opponentCombatStats.def ~/ 10,
|
||||
);
|
||||
opponentCombatStats = skillResult.updatedPlayer;
|
||||
opponentSkillSystem = skillResult.updatedSkillSystem;
|
||||
if (skillResult.dotEffect != null) {
|
||||
opponentDoTs.add(skillResult.dotEffect!);
|
||||
}
|
||||
opponentSkillUsed = selectedSkill.name;
|
||||
} else if (selectedSkill != null && selectedSkill.isHeal) {
|
||||
// 회복 스킬 사용
|
||||
final skillResult = _skillService.useHealSkill(
|
||||
skill: selectedSkill,
|
||||
player: opponentCombatStats,
|
||||
skillSystem: opponentSkillSystem,
|
||||
);
|
||||
opponentCombatStats = skillResult.updatedAttacker;
|
||||
playerCombatStats = skillResult.updatedDefender;
|
||||
opponentCombatStats = skillResult.updatedPlayer;
|
||||
opponentSkillSystem = skillResult.updatedSkillSystem;
|
||||
opponentSkillUsed = skill.name;
|
||||
opponentDamage = skillResult.damage;
|
||||
opponentHealAmount = skillResult.healAmount;
|
||||
isOpponentCritical = skillResult.isCritical;
|
||||
opponentSkillUsed = selectedSkill.name;
|
||||
opponentHealAmount = skillResult.result.healedAmount;
|
||||
} else if (selectedSkill != null && selectedSkill.isBuff) {
|
||||
// 버프 스킬 사용
|
||||
final skillResult = _skillService.useBuffSkill(
|
||||
skill: selectedSkill,
|
||||
player: opponentCombatStats,
|
||||
skillSystem: opponentSkillSystem,
|
||||
);
|
||||
opponentCombatStats = skillResult.updatedPlayer;
|
||||
opponentSkillSystem = skillResult.updatedSkillSystem;
|
||||
opponentSkillUsed = selectedSkill.name;
|
||||
} else if (selectedSkill != null && selectedSkill.isDebuff) {
|
||||
// 디버프 스킬 사용
|
||||
final skillResult = _skillService.useDebuffSkill(
|
||||
skill: selectedSkill,
|
||||
player: opponentCombatStats,
|
||||
skillSystem: opponentSkillSystem,
|
||||
currentDebuffs: challengerDebuffs,
|
||||
);
|
||||
opponentCombatStats = skillResult.updatedPlayer;
|
||||
opponentSkillSystem = skillResult.updatedSkillSystem;
|
||||
final debuffEffect = skillResult.debuffEffect;
|
||||
if (debuffEffect != null) {
|
||||
challengerDebuffs = challengerDebuffs
|
||||
.where((ActiveBuff d) => d.effect.id != debuffEffect.effect.id)
|
||||
.toList()
|
||||
..add(debuffEffect);
|
||||
}
|
||||
opponentSkillUsed = selectedSkill.name;
|
||||
} else {
|
||||
// 기본 공격 (몬스터 형태로)
|
||||
// 일반 공격 (디버프 효과 적용)
|
||||
var debuffedOpponent = opponentCombatStats;
|
||||
if (challengerDebuffs.isNotEmpty) {
|
||||
double atkMod = 0;
|
||||
for (final debuff in challengerDebuffs) {
|
||||
if (!debuff.isExpired(elapsedMs)) {
|
||||
atkMod += debuff.effect.atkModifier;
|
||||
}
|
||||
}
|
||||
final newAtk = (opponentCombatStats.atk * (1 + atkMod))
|
||||
.round()
|
||||
.clamp(opponentCombatStats.atk ~/ 10, opponentCombatStats.atk);
|
||||
debuffedOpponent = opponentCombatStats.copyWith(atk: newAtk);
|
||||
}
|
||||
|
||||
opponentMonsterStats = MonsterCombatStats.fromCombatStats(
|
||||
opponentCombatStats,
|
||||
debuffedOpponent,
|
||||
match.opponent.characterName,
|
||||
);
|
||||
final result = calculator.monsterAttackPlayer(
|
||||
@@ -444,84 +667,6 @@ class ArenaService {
|
||||
if (turns > 1000) break;
|
||||
}
|
||||
}
|
||||
|
||||
/// 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
|
||||
// ============================================================================
|
||||
|
||||
@@ -8,6 +8,7 @@ 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/core/animation/race_character_frames.dart';
|
||||
import 'package:asciineverdie/src/features/arena/widgets/arena_combat_log.dart';
|
||||
import 'package:asciineverdie/src/features/arena/widgets/arena_result_panel.dart';
|
||||
import 'package:asciineverdie/src/features/arena/widgets/ascii_disintegrate_widget.dart';
|
||||
import 'package:asciineverdie/src/features/game/widgets/ascii_animation_card.dart';
|
||||
@@ -376,8 +377,13 @@ class _ArenaBattleScreenState extends State<ArenaBattleScreen>
|
||||
}
|
||||
|
||||
void _endBattle() {
|
||||
// 최종 결과 계산
|
||||
_result = _arenaService.executeCombat(widget.match);
|
||||
// 시뮬레이션 HP 결과를 기반으로 최종 결과 계산
|
||||
_result = _arenaService.createResultFromSimulation(
|
||||
match: widget.match,
|
||||
challengerHp: _challengerHp,
|
||||
opponentHp: _opponentHp,
|
||||
turns: _currentTurn,
|
||||
);
|
||||
|
||||
// 전투 종료 상태로 전환 (인라인 결과 패널 표시)
|
||||
setState(() {
|
||||
@@ -836,7 +842,7 @@ class _ArenaBattleScreenState extends State<ArenaBattleScreen>
|
||||
borderRadius: BorderRadius.circular(8),
|
||||
border: Border.all(color: RetroColors.borderOf(context)),
|
||||
),
|
||||
child: CombatLog(entries: _battleLog),
|
||||
child: ArenaCombatLog(entries: _battleLog),
|
||||
);
|
||||
}
|
||||
|
||||
|
||||
199
lib/src/features/arena/widgets/arena_combat_log.dart
Normal file
199
lib/src/features/arena/widgets/arena_combat_log.dart
Normal file
@@ -0,0 +1,199 @@
|
||||
import 'dart:async';
|
||||
|
||||
import 'package:flutter/material.dart';
|
||||
|
||||
import 'package:asciineverdie/src/features/game/widgets/combat_log.dart';
|
||||
|
||||
/// 아레나 전용 전투 로그 위젯
|
||||
///
|
||||
/// 일반 CombatLog와 다른 점:
|
||||
/// - 최신 메시지가 상단에 표시 (reverse order)
|
||||
/// - 사용자 조작 시 자동 스크롤 중지
|
||||
/// - 5초 미조작 시 자동 스크롤 재개
|
||||
class ArenaCombatLog extends StatefulWidget {
|
||||
const ArenaCombatLog({
|
||||
super.key,
|
||||
required this.entries,
|
||||
this.maxEntries = 50,
|
||||
});
|
||||
|
||||
final List<CombatLogEntry> entries;
|
||||
final int maxEntries;
|
||||
|
||||
@override
|
||||
State<ArenaCombatLog> createState() => _ArenaCombatLogState();
|
||||
}
|
||||
|
||||
class _ArenaCombatLogState extends State<ArenaCombatLog> {
|
||||
final ScrollController _scrollController = ScrollController();
|
||||
|
||||
/// 자동 스크롤 활성화 여부
|
||||
bool _autoScrollEnabled = true;
|
||||
|
||||
/// 사용자 조작 후 자동 스크롤 재개 타이머
|
||||
Timer? _resumeAutoScrollTimer;
|
||||
|
||||
/// 자동 스크롤 재개까지 대기 시간 (5초)
|
||||
static const _autoScrollResumeDelay = Duration(seconds: 5);
|
||||
|
||||
int _previousLength = 0;
|
||||
|
||||
@override
|
||||
void didUpdateWidget(ArenaCombatLog oldWidget) {
|
||||
super.didUpdateWidget(oldWidget);
|
||||
|
||||
// 새 로그 추가 시 자동 스크롤 (활성화된 경우에만)
|
||||
if (widget.entries.length > _previousLength && _autoScrollEnabled) {
|
||||
_scrollToTop();
|
||||
}
|
||||
_previousLength = widget.entries.length;
|
||||
}
|
||||
|
||||
/// 최상단으로 스크롤 (최신 메시지가 상단이므로 position 0)
|
||||
void _scrollToTop() {
|
||||
WidgetsBinding.instance.addPostFrameCallback((_) {
|
||||
if (_scrollController.hasClients) {
|
||||
_scrollController.animateTo(
|
||||
0,
|
||||
duration: const Duration(milliseconds: 200),
|
||||
curve: Curves.easeOut,
|
||||
);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
/// 사용자 스크롤 감지 시 호출
|
||||
void _onUserScroll() {
|
||||
// 자동 스크롤 비활성화
|
||||
setState(() {
|
||||
_autoScrollEnabled = false;
|
||||
});
|
||||
|
||||
// 기존 타이머 취소
|
||||
_resumeAutoScrollTimer?.cancel();
|
||||
|
||||
// 5초 후 자동 스크롤 재활성화
|
||||
_resumeAutoScrollTimer = Timer(_autoScrollResumeDelay, () {
|
||||
if (mounted) {
|
||||
setState(() {
|
||||
_autoScrollEnabled = true;
|
||||
});
|
||||
// 재활성화 시 최상단으로 스크롤
|
||||
_scrollToTop();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
@override
|
||||
void dispose() {
|
||||
_resumeAutoScrollTimer?.cancel();
|
||||
_scrollController.dispose();
|
||||
super.dispose();
|
||||
}
|
||||
|
||||
@override
|
||||
Widget build(BuildContext context) {
|
||||
// 최신 메시지가 상단에 오도록 역순 리스트 생성
|
||||
final reversedEntries = widget.entries.reversed.toList();
|
||||
|
||||
return NotificationListener<ScrollNotification>(
|
||||
onNotification: (notification) {
|
||||
// 사용자가 직접 스크롤할 때만 감지 (UserScrollNotification)
|
||||
if (notification is UserScrollNotification) {
|
||||
_onUserScroll();
|
||||
}
|
||||
return false;
|
||||
},
|
||||
child: ListView.builder(
|
||||
controller: _scrollController,
|
||||
itemCount: reversedEntries.length,
|
||||
padding: const EdgeInsets.symmetric(horizontal: 8, vertical: 4),
|
||||
itemBuilder: (context, index) {
|
||||
final entry = reversedEntries[index];
|
||||
return _ArenaLogEntryTile(entry: entry);
|
||||
},
|
||||
),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
/// 개별 로그 엔트리 타일 (아레나용)
|
||||
class _ArenaLogEntryTile extends StatelessWidget {
|
||||
const _ArenaLogEntryTile({required this.entry});
|
||||
|
||||
final CombatLogEntry entry;
|
||||
|
||||
@override
|
||||
Widget build(BuildContext context) {
|
||||
final (color, icon) = _getStyleForType(entry.type);
|
||||
|
||||
return Padding(
|
||||
padding: const EdgeInsets.symmetric(vertical: 1),
|
||||
child: Row(
|
||||
crossAxisAlignment: CrossAxisAlignment.start,
|
||||
children: [
|
||||
// 타임스탬프(timestamp)
|
||||
Text(
|
||||
_formatTime(entry.timestamp),
|
||||
style: TextStyle(
|
||||
fontSize: 10,
|
||||
color: Theme.of(context).colorScheme.outline,
|
||||
fontFamily: 'JetBrainsMono',
|
||||
),
|
||||
),
|
||||
const SizedBox(width: 4),
|
||||
// 아이콘
|
||||
if (icon != null)
|
||||
Padding(
|
||||
padding: const EdgeInsets.only(right: 4),
|
||||
child: Icon(icon, size: 12, color: color),
|
||||
),
|
||||
// 메시지
|
||||
Expanded(
|
||||
child: Text(
|
||||
entry.message,
|
||||
style: TextStyle(
|
||||
fontSize: 11,
|
||||
color: color ?? Theme.of(context).colorScheme.onSurface,
|
||||
),
|
||||
),
|
||||
),
|
||||
],
|
||||
),
|
||||
);
|
||||
}
|
||||
|
||||
String _formatTime(DateTime time) {
|
||||
return '${time.hour.toString().padLeft(2, '0')}:'
|
||||
'${time.minute.toString().padLeft(2, '0')}:'
|
||||
'${time.second.toString().padLeft(2, '0')}';
|
||||
}
|
||||
|
||||
(Color?, IconData?) _getStyleForType(CombatLogType type) {
|
||||
return switch (type) {
|
||||
CombatLogType.normal => (null, null),
|
||||
CombatLogType.damage => (
|
||||
Colors.red.shade300,
|
||||
Icons.local_fire_department,
|
||||
),
|
||||
CombatLogType.heal => (Colors.green.shade300, Icons.healing),
|
||||
CombatLogType.levelUp => (Colors.amber, Icons.arrow_upward),
|
||||
CombatLogType.questComplete => (Colors.blue.shade300, Icons.check_circle),
|
||||
CombatLogType.loot => (Colors.orange.shade300, Icons.inventory_2),
|
||||
CombatLogType.skill => (Colors.purple.shade300, Icons.auto_fix_high),
|
||||
CombatLogType.critical => (Colors.yellow.shade300, Icons.flash_on),
|
||||
CombatLogType.evade => (Colors.cyan.shade300, Icons.directions_run),
|
||||
CombatLogType.block => (Colors.blueGrey.shade300, Icons.shield),
|
||||
CombatLogType.parry => (Colors.teal.shade300, Icons.sports_kabaddi),
|
||||
CombatLogType.monsterAttack => (
|
||||
Colors.deepOrange.shade300,
|
||||
Icons.dangerous,
|
||||
),
|
||||
CombatLogType.buff => (Colors.lightBlue.shade300, Icons.trending_up),
|
||||
CombatLogType.debuff => (Colors.deepOrange.shade300, Icons.trending_down),
|
||||
CombatLogType.dotTick => (Colors.deepPurple.shade300, Icons.whatshot),
|
||||
CombatLogType.potion => (Colors.pink.shade300, Icons.local_drink),
|
||||
CombatLogType.potionDrop => (Colors.lime.shade300, Icons.card_giftcard),
|
||||
};
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user