- DamageType enum 추가 (physical/magical) - 스킬별 데미지 타입 지정 기능 구현 - 마법 스킬 데미지에 magAtk/magDef 적용 - 장비 아이템에서 magAtk/magDef 스탯 추출 - 관련 테스트 업데이트
200 lines
5.3 KiB
Dart
200 lines
5.3 KiB
Dart
import 'package:asciineverdie/src/core/engine/game_mutations.dart';
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import 'package:asciineverdie/src/core/engine/progress_service.dart';
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import 'package:asciineverdie/src/core/engine/reward_service.dart';
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import 'package:asciineverdie/src/core/model/combat_state.dart';
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import 'package:asciineverdie/src/core/model/combat_stats.dart';
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import 'package:asciineverdie/src/core/model/game_state.dart';
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import 'package:asciineverdie/src/core/model/monster_combat_stats.dart';
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import 'package:asciineverdie/src/core/model/pq_config.dart';
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import 'package:asciineverdie/src/core/storage/save_manager.dart';
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import 'package:asciineverdie/src/core/storage/save_repository.dart';
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import 'package:asciineverdie/src/core/storage/save_service.dart';
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import 'package:asciineverdie/src/core/util/balance_constants.dart';
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export 'package:asciineverdie/src/core/storage/save_repository.dart'
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show SaveOutcome;
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export 'package:asciineverdie/src/core/storage/save_service.dart'
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show SaveFileInfo;
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/// 테스트용 Fake SaveManager
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///
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/// 여러 테스트 파일에서 중복되던 Mock을 통합
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class FakeSaveManager implements SaveManager {
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final List<GameState> savedStates = [];
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/// 커스텀 로드 동작 설정
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(SaveOutcome, GameState?, bool) Function(String?)? onLoad;
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/// 저장 결과 설정 (기본: 성공)
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SaveOutcome saveOutcome = const SaveOutcome.success();
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@override
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Future<SaveOutcome> saveState(
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GameState state, {
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String? fileName,
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bool cheatsEnabled = false,
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}) async {
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savedStates.add(state);
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return saveOutcome;
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}
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@override
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Future<(SaveOutcome, GameState?, bool)> loadState({String? fileName}) async {
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if (onLoad != null) {
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return onLoad!(fileName);
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}
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return (const SaveOutcome.success(), null, false);
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}
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@override
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Future<List<SaveFileInfo>> listSaves() async => [];
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@override
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Future<SaveOutcome> deleteSave({String? fileName}) async {
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return const SaveOutcome.success();
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}
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@override
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Future<bool> saveExists({String? fileName}) async => false;
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}
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/// 테스트용 팩토리 클래스
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///
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/// 테스트에서 자주 사용되는 객체 생성을 중앙화
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class MockFactories {
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MockFactories._();
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/// 기본 PqConfig 생성
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static const PqConfig config = PqConfig();
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/// GameMutations 생성
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static GameMutations createMutations([PqConfig? cfg]) {
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return GameMutations(cfg ?? config);
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}
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/// ProgressService 생성
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static ProgressService createProgressService([PqConfig? cfg]) {
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final c = cfg ?? config;
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final mutations = GameMutations(c);
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return ProgressService(
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config: c,
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mutations: mutations,
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rewards: RewardService(mutations, c),
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);
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}
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/// 기본 GameState 생성
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///
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/// [seed]: 결정론적 랜덤 시드
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/// [level]: 캐릭터 레벨
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static GameState createGameState({
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int seed = 42,
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int level = 1,
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}) {
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return GameState.withSeed(seed: seed);
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}
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/// 테스트용 CombatState 생성
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static CombatState createCombat({
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int playerHpMax = 100,
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int playerHpCurrent = 100,
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int monsterHpMax = 50,
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int monsterHpCurrent = 50,
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int monsterLevel = 1,
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String monsterName = 'Test Monster',
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}) {
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final playerStats = CombatStats.empty().copyWith(
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hpMax: playerHpMax,
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hpCurrent: playerHpCurrent,
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mpMax: 50,
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mpCurrent: 50,
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atk: 20,
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def: 10,
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attackDelayMs: 1000,
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);
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final monsterStats = MonsterCombatStats(
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name: monsterName,
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level: monsterLevel,
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atk: 10,
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def: 5,
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magDef: 5,
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hpMax: monsterHpMax,
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hpCurrent: monsterHpCurrent,
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criRate: 0.05,
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criDamage: 1.5,
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evasion: 0.0,
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accuracy: 0.8,
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attackDelayMs: 1000,
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expReward: 100,
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);
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return CombatState(
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playerStats: playerStats,
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monsterStats: monsterStats,
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playerAttackAccumulatorMs: 0,
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monsterAttackAccumulatorMs: 0,
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totalDamageDealt: 0,
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totalDamageTaken: 0,
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turnsElapsed: 0,
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isActive: true,
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);
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}
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/// 테스트용 MonsterCombatStats 생성
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static MonsterCombatStats createMonsterStats({
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String name = 'Test Monster',
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int level = 1,
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int atk = 10,
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int def = 5,
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int magDef = 5,
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int hpMax = 100,
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int? hpCurrent,
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double criRate = 0.05,
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double criDamage = 1.5,
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double evasion = 0.0,
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double accuracy = 0.8,
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int attackDelayMs = 1000,
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int expReward = 100,
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}) {
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return MonsterCombatStats(
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name: name,
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level: level,
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atk: atk,
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def: def,
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magDef: magDef,
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hpMax: hpMax,
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hpCurrent: hpCurrent ?? hpMax,
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criRate: criRate,
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criDamage: criDamage,
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evasion: evasion,
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accuracy: accuracy,
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attackDelayMs: attackDelayMs,
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expReward: expReward,
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);
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}
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/// 밸런스 상수 기반 몬스터 스탯 생성
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static MonsterCombatStats createBalancedMonsterStats({
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required int level,
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MonsterType type = MonsterType.normal,
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}) {
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final base = MonsterBaseStats.generate(level, type);
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return MonsterCombatStats(
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name: 'Balanced Monster Lv$level',
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level: level,
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atk: base.atk,
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def: base.def,
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magDef: base.def, // 물리 방어와 동일
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hpMax: base.hp,
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hpCurrent: base.hp,
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criRate: 0.05,
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criDamage: 1.5,
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evasion: 0.0,
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accuracy: 0.8,
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attackDelayMs: 1000,
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expReward: base.exp,
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);
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}
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}
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