Files
asciinevrdie/lib/src/features/game/game_play_screen.dart
JiWoong Sul 35e3d92316 feat(l10n): 국제화(L10n) 시스템 도입 및 하드코딩 텍스트 변환
- flutter_localizations 및 intl 패키지 추가
- l10n.yaml 설정 파일 및 app_ko.arb 메시지 파일 생성
- 모든 화면(app, front, game_play, new_character, save_picker)의 하드코딩 텍스트를 L10n 키로 변환
- 테스트 파일에 localizationsDelegates 추가하여 L10n 지원
2025-12-11 17:50:34 +09:00

706 lines
21 KiB
Dart

import 'package:flutter/material.dart';
import 'package:askiineverdie/l10n/app_localizations.dart';
import 'package:askiineverdie/src/core/animation/ascii_animation_data.dart';
import 'package:askiineverdie/src/core/animation/ascii_animation_type.dart';
import 'package:askiineverdie/src/core/model/game_state.dart';
import 'package:askiineverdie/src/core/storage/theme_preferences.dart';
import 'package:askiineverdie/src/core/util/pq_logic.dart' as pq_logic;
import 'package:askiineverdie/src/features/game/game_session_controller.dart';
import 'package:askiineverdie/src/features/game/widgets/task_progress_panel.dart';
/// 게임 진행 화면 (Main.dfm 기반 3패널 레이아웃)
class GamePlayScreen extends StatefulWidget {
const GamePlayScreen({super.key, required this.controller});
final GameSessionController controller;
@override
State<GamePlayScreen> createState() => _GamePlayScreenState();
}
class _GamePlayScreenState extends State<GamePlayScreen>
with WidgetsBindingObserver {
AsciiColorTheme _colorTheme = AsciiColorTheme.green;
AsciiAnimationType? _specialAnimation;
// 이전 상태 추적 (레벨업/퀘스트/Act 완료 감지용)
int _lastLevel = 0;
int _lastQuestCount = 0;
int _lastPlotStageCount = 0;
void _cycleColorTheme() {
setState(() {
_colorTheme = switch (_colorTheme) {
AsciiColorTheme.green => AsciiColorTheme.amber,
AsciiColorTheme.amber => AsciiColorTheme.white,
AsciiColorTheme.white => AsciiColorTheme.system,
AsciiColorTheme.system => AsciiColorTheme.green,
};
});
// 테마 변경 시 저장
ThemePreferences.saveColorTheme(_colorTheme);
}
Future<void> _loadColorTheme() async {
final theme = await ThemePreferences.loadColorTheme();
if (mounted) {
setState(() {
_colorTheme = theme;
});
}
}
void _checkSpecialEvents(GameState state) {
// 레벨업 감지
if (state.traits.level > _lastLevel && _lastLevel > 0) {
_specialAnimation = AsciiAnimationType.levelUp;
_resetSpecialAnimationAfterFrame();
}
_lastLevel = state.traits.level;
// 퀘스트 완료 감지
if (state.progress.questCount > _lastQuestCount && _lastQuestCount > 0) {
_specialAnimation = AsciiAnimationType.questComplete;
_resetSpecialAnimationAfterFrame();
}
_lastQuestCount = state.progress.questCount;
// Act 완료 감지 (plotStageCount 증가)
if (state.progress.plotStageCount > _lastPlotStageCount &&
_lastPlotStageCount > 0) {
_specialAnimation = AsciiAnimationType.actComplete;
_resetSpecialAnimationAfterFrame();
}
_lastPlotStageCount = state.progress.plotStageCount;
}
void _resetSpecialAnimationAfterFrame() {
// 다음 프레임에서 리셋 (AsciiAnimationCard가 값을 받은 후)
WidgetsBinding.instance.addPostFrameCallback((_) {
if (mounted) {
setState(() {
_specialAnimation = null;
});
}
});
}
@override
void initState() {
super.initState();
widget.controller.addListener(_onControllerChanged);
WidgetsBinding.instance.addObserver(this);
_loadColorTheme();
// 초기 상태 설정
final state = widget.controller.state;
if (state != null) {
_lastLevel = state.traits.level;
_lastQuestCount = state.progress.questCount;
_lastPlotStageCount = state.progress.plotStageCount;
}
}
@override
void dispose() {
WidgetsBinding.instance.removeObserver(this);
widget.controller.removeListener(_onControllerChanged);
super.dispose();
}
@override
void didChangeAppLifecycleState(AppLifecycleState state) {
super.didChangeAppLifecycleState(state);
// 앱이 백그라운드로 가거나 비활성화될 때 자동 저장
if (state == AppLifecycleState.paused ||
state == AppLifecycleState.inactive ||
state == AppLifecycleState.detached) {
_saveGameState();
}
}
Future<void> _saveGameState() async {
final currentState = widget.controller.state;
if (currentState == null || !widget.controller.isRunning) return;
await widget.controller.saveManager.saveState(currentState);
}
/// 뒤로가기 시 저장 확인 다이얼로그
Future<bool> _onPopInvoked() async {
final l10n = L10n.of(context);
final shouldPop = await showDialog<bool>(
context: context,
builder: (context) => AlertDialog(
title: Text(l10n.exitGame),
content: Text(l10n.saveProgressQuestion),
actions: [
TextButton(
onPressed: () => Navigator.of(context).pop(false),
child: Text(l10n.cancel),
),
TextButton(
onPressed: () {
Navigator.of(context).pop(true);
},
child: Text(l10n.exitWithoutSaving),
),
FilledButton(
onPressed: () async {
await _saveGameState();
if (context.mounted) {
Navigator.of(context).pop(true);
}
},
child: Text(l10n.saveAndExit),
),
],
),
);
return shouldPop ?? false;
}
void _onControllerChanged() {
final state = widget.controller.state;
if (state != null) {
_checkSpecialEvents(state);
}
setState(() {});
}
@override
Widget build(BuildContext context) {
final state = widget.controller.state;
if (state == null) {
return const Scaffold(body: Center(child: CircularProgressIndicator()));
}
return PopScope(
canPop: false,
onPopInvokedWithResult: (didPop, result) async {
if (didPop) return;
final shouldPop = await _onPopInvoked();
if (shouldPop && context.mounted) {
await widget.controller.pause(saveOnStop: false);
if (context.mounted) {
Navigator.of(context).pop();
}
}
},
child: Scaffold(
appBar: AppBar(
title: Text(L10n.of(context).progressQuestTitle(state.traits.name)),
actions: [
// 치트 버튼 (디버그용)
if (widget.controller.cheatsEnabled) ...[
IconButton(
icon: const Text('L+1'),
tooltip: L10n.of(context).levelUp,
onPressed: () => widget.controller.loop?.cheatCompleteTask(),
),
IconButton(
icon: const Text('Q!'),
tooltip: L10n.of(context).completeQuest,
onPressed: () => widget.controller.loop?.cheatCompleteQuest(),
),
IconButton(
icon: const Text('P!'),
tooltip: L10n.of(context).completePlot,
onPressed: () => widget.controller.loop?.cheatCompletePlot(),
),
],
],
),
body: Column(
children: [
// 상단: ASCII 애니메이션 + Task Progress
TaskProgressPanel(
progress: state.progress,
speedMultiplier: widget.controller.loop?.speedMultiplier ?? 1,
onSpeedCycle: () {
widget.controller.loop?.cycleSpeed();
setState(() {});
},
colorTheme: _colorTheme,
onThemeCycle: _cycleColorTheme,
specialAnimation: _specialAnimation,
),
// 메인 3패널 영역
Expanded(
child: Row(
crossAxisAlignment: CrossAxisAlignment.stretch,
children: [
// 좌측 패널: Character Sheet
Expanded(flex: 2, child: _buildCharacterPanel(state)),
// 중앙 패널: Equipment/Inventory
Expanded(flex: 3, child: _buildEquipmentPanel(state)),
// 우측 패널: Plot/Quest
Expanded(flex: 2, child: _buildQuestPanel(state)),
],
),
),
],
),
),
);
}
/// 좌측 패널: Character Sheet (Traits, Stats, Experience, Spells)
Widget _buildCharacterPanel(GameState state) {
final l10n = L10n.of(context);
return Card(
margin: const EdgeInsets.all(4),
child: Column(
crossAxisAlignment: CrossAxisAlignment.stretch,
children: [
_buildPanelHeader(l10n.characterSheet),
// Traits 목록
_buildSectionHeader(l10n.traits),
_buildTraitsList(state),
// Stats 목록
_buildSectionHeader(l10n.stats),
Expanded(flex: 2, child: _buildStatsList(state)),
// Experience 바
_buildSectionHeader(l10n.experience),
_buildProgressBar(
state.progress.exp.position,
state.progress.exp.max,
Colors.blue,
tooltip:
'${state.progress.exp.max - state.progress.exp.position} '
'${l10n.xpNeededForNextLevel}',
),
// Spell Book
_buildSectionHeader(l10n.spellBook),
Expanded(flex: 2, child: _buildSpellsList(state)),
],
),
);
}
/// 중앙 패널: Equipment/Inventory
Widget _buildEquipmentPanel(GameState state) {
final l10n = L10n.of(context);
return Card(
margin: const EdgeInsets.all(4),
child: Column(
crossAxisAlignment: CrossAxisAlignment.stretch,
children: [
_buildPanelHeader(l10n.equipment),
// Equipment 목록
Expanded(flex: 2, child: _buildEquipmentList(state)),
// Inventory
_buildPanelHeader(l10n.inventory),
Expanded(flex: 3, child: _buildInventoryList(state)),
// Encumbrance 바
_buildSectionHeader(l10n.encumbrance),
_buildProgressBar(
state.progress.encumbrance.position,
state.progress.encumbrance.max,
Colors.orange,
),
],
),
);
}
/// 우측 패널: Plot/Quest
Widget _buildQuestPanel(GameState state) {
final l10n = L10n.of(context);
return Card(
margin: const EdgeInsets.all(4),
child: Column(
crossAxisAlignment: CrossAxisAlignment.stretch,
children: [
_buildPanelHeader(l10n.plotDevelopment),
// Plot 목록
Expanded(child: _buildPlotList(state)),
// Plot 바
_buildProgressBar(
state.progress.plot.position,
state.progress.plot.max,
Colors.purple,
tooltip: state.progress.plot.max > 0
? '${pq_logic.roughTime(state.progress.plot.max - state.progress.plot.position)} remaining'
: null,
),
_buildPanelHeader(l10n.quests),
// Quest 목록
Expanded(child: _buildQuestList(state)),
// Quest 바
_buildProgressBar(
state.progress.quest.position,
state.progress.quest.max,
Colors.green,
tooltip: state.progress.quest.max > 0
? l10n.percentComplete(
100 * state.progress.quest.position ~/
state.progress.quest.max,
)
: null,
),
],
),
);
}
Widget _buildPanelHeader(String title) {
return Container(
padding: const EdgeInsets.symmetric(horizontal: 8, vertical: 4),
color: Theme.of(context).colorScheme.primaryContainer,
child: Text(
title,
style: TextStyle(
fontWeight: FontWeight.bold,
color: Theme.of(context).colorScheme.onPrimaryContainer,
),
),
);
}
Widget _buildSectionHeader(String title) {
return Padding(
padding: const EdgeInsets.symmetric(horizontal: 8, vertical: 2),
child: Text(title, style: Theme.of(context).textTheme.labelSmall),
);
}
Widget _buildProgressBar(
int position,
int max,
Color color, {
String? tooltip,
}) {
final progress = max > 0 ? (position / max).clamp(0.0, 1.0) : 0.0;
final bar = Padding(
padding: const EdgeInsets.symmetric(horizontal: 8, vertical: 4),
child: LinearProgressIndicator(
value: progress,
backgroundColor: color.withValues(alpha: 0.2),
valueColor: AlwaysStoppedAnimation<Color>(color),
minHeight: 12,
),
);
if (tooltip != null && tooltip.isNotEmpty) {
return Tooltip(message: tooltip, child: bar);
}
return bar;
}
Widget _buildTraitsList(GameState state) {
final l10n = L10n.of(context);
final traits = [
(l10n.traitName, state.traits.name),
(l10n.traitRace, state.traits.race),
(l10n.traitClass, state.traits.klass),
(l10n.traitLevel, '${state.traits.level}'),
];
return Padding(
padding: const EdgeInsets.symmetric(horizontal: 8),
child: Column(
children: traits.map((t) {
return Row(
children: [
SizedBox(
width: 50,
child: Text(t.$1, style: const TextStyle(fontSize: 11)),
),
Expanded(
child: Text(
t.$2,
style: const TextStyle(
fontSize: 11,
fontWeight: FontWeight.bold,
),
overflow: TextOverflow.ellipsis,
),
),
],
);
}).toList(),
),
);
}
Widget _buildStatsList(GameState state) {
final l10n = L10n.of(context);
final stats = [
(l10n.statStr, state.stats.str),
(l10n.statCon, state.stats.con),
(l10n.statDex, state.stats.dex),
(l10n.statInt, state.stats.intelligence),
(l10n.statWis, state.stats.wis),
(l10n.statCha, state.stats.cha),
(l10n.statHpMax, state.stats.hpMax),
(l10n.statMpMax, state.stats.mpMax),
];
return ListView.builder(
itemCount: stats.length,
padding: const EdgeInsets.symmetric(horizontal: 8),
itemBuilder: (context, index) {
final stat = stats[index];
return Row(
children: [
SizedBox(
width: 50,
child: Text(stat.$1, style: const TextStyle(fontSize: 11)),
),
Text(
'${stat.$2}',
style: const TextStyle(fontSize: 11, fontWeight: FontWeight.bold),
),
],
);
},
);
}
Widget _buildSpellsList(GameState state) {
if (state.spellBook.spells.isEmpty) {
return Center(
child: Text(L10n.of(context).noSpellsYet, style: const TextStyle(fontSize: 11)),
);
}
return ListView.builder(
itemCount: state.spellBook.spells.length,
padding: const EdgeInsets.symmetric(horizontal: 8),
itemBuilder: (context, index) {
final spell = state.spellBook.spells[index];
return Row(
children: [
Expanded(
child: Text(
spell.name,
style: const TextStyle(fontSize: 11),
overflow: TextOverflow.ellipsis,
),
),
Text(
spell.rank,
style: const TextStyle(fontSize: 11, fontWeight: FontWeight.bold),
),
],
);
},
);
}
Widget _buildEquipmentList(GameState state) {
// 원본 Main.dfm Equips ListView - 11개 슬롯
final l10n = L10n.of(context);
final equipment = [
(l10n.equipWeapon, state.equipment.weapon),
(l10n.equipShield, state.equipment.shield),
(l10n.equipHelm, state.equipment.helm),
(l10n.equipHauberk, state.equipment.hauberk),
(l10n.equipBrassairts, state.equipment.brassairts),
(l10n.equipVambraces, state.equipment.vambraces),
(l10n.equipGauntlets, state.equipment.gauntlets),
(l10n.equipGambeson, state.equipment.gambeson),
(l10n.equipCuisses, state.equipment.cuisses),
(l10n.equipGreaves, state.equipment.greaves),
(l10n.equipSollerets, state.equipment.sollerets),
];
return ListView.builder(
itemCount: equipment.length,
padding: const EdgeInsets.symmetric(horizontal: 8),
itemBuilder: (context, index) {
final equip = equipment[index];
return Padding(
padding: const EdgeInsets.symmetric(vertical: 2),
child: Row(
children: [
SizedBox(
width: 60,
child: Text(equip.$1, style: const TextStyle(fontSize: 11)),
),
Expanded(
child: Text(
equip.$2.isNotEmpty ? equip.$2 : '-',
style: const TextStyle(
fontSize: 11,
fontWeight: FontWeight.bold,
),
overflow: TextOverflow.ellipsis,
),
),
],
),
);
},
);
}
Widget _buildInventoryList(GameState state) {
final l10n = L10n.of(context);
if (state.inventory.items.isEmpty) {
return Center(
child: Text(
l10n.goldAmount(state.inventory.gold),
style: const TextStyle(fontSize: 11),
),
);
}
return ListView.builder(
itemCount: state.inventory.items.length + 1, // +1 for gold
padding: const EdgeInsets.symmetric(horizontal: 8),
itemBuilder: (context, index) {
if (index == 0) {
return Row(
children: [
Expanded(
child: Text(l10n.gold, style: const TextStyle(fontSize: 11)),
),
Text(
'${state.inventory.gold}',
style: const TextStyle(
fontSize: 11,
fontWeight: FontWeight.bold,
),
),
],
);
}
final item = state.inventory.items[index - 1];
return Row(
children: [
Expanded(
child: Text(
item.name,
style: const TextStyle(fontSize: 11),
overflow: TextOverflow.ellipsis,
),
),
Text(
'${item.count}',
style: const TextStyle(fontSize: 11, fontWeight: FontWeight.bold),
),
],
);
},
);
}
Widget _buildPlotList(GameState state) {
// 플롯 단계를 표시 (Act I, Act II, ...)
final l10n = L10n.of(context);
final plotCount = state.progress.plotStageCount;
if (plotCount == 0) {
return Center(
child: Text(l10n.prologue, style: const TextStyle(fontSize: 11)),
);
}
return ListView.builder(
itemCount: plotCount,
padding: const EdgeInsets.symmetric(horizontal: 8),
itemBuilder: (context, index) {
final isCompleted = index < plotCount - 1;
return Row(
children: [
Icon(
isCompleted ? Icons.check_box : Icons.check_box_outline_blank,
size: 14,
color: isCompleted ? Colors.green : Colors.grey,
),
const SizedBox(width: 4),
Text(
index == 0 ? l10n.prologue : l10n.actNumber(_toRoman(index)),
style: TextStyle(
fontSize: 11,
decoration: isCompleted
? TextDecoration.lineThrough
: TextDecoration.none,
),
),
],
);
},
);
}
Widget _buildQuestList(GameState state) {
final l10n = L10n.of(context);
final questCount = state.progress.questCount;
if (questCount == 0) {
return Center(
child: Text(l10n.noActiveQuests, style: const TextStyle(fontSize: 11)),
);
}
// 현재 퀘스트 캡션이 있으면 표시
final currentTask = state.progress.currentTask;
return ListView(
padding: const EdgeInsets.symmetric(horizontal: 8),
children: [
Row(
children: [
const Icon(Icons.arrow_right, size: 14),
Expanded(
child: Text(
currentTask.caption.isNotEmpty
? currentTask.caption
: l10n.questNumber(questCount),
style: const TextStyle(fontSize: 11),
overflow: TextOverflow.ellipsis,
),
),
],
),
],
);
}
/// 로마 숫자 변환 (간단 버전)
String _toRoman(int number) {
const romanNumerals = [
(1000, 'M'),
(900, 'CM'),
(500, 'D'),
(400, 'CD'),
(100, 'C'),
(90, 'XC'),
(50, 'L'),
(40, 'XL'),
(10, 'X'),
(9, 'IX'),
(5, 'V'),
(4, 'IV'),
(1, 'I'),
];
var result = '';
var remaining = number;
for (final (value, numeral) in romanNumerals) {
while (remaining >= value) {
result += numeral;
remaining -= value;
}
}
return result;
}
}