## 반응형 레이아웃 - app.dart: 화면 크기별 레이아웃 분기 로직 추가 (+173 라인) - game_play_screen.dart: 반응형 UI 구조 개선 - layouts/, pages/ 디렉토리 추가 (새 레이아웃 시스템) - carousel_nav_bar.dart: 캐러셀 네비게이션 바 추가 - enhanced_animation_panel.dart: 향상된 애니메이션 패널 ## 저장 시스템 - save_manager.dart: 저장 관리 기능 확장 - save_repository.dart: 저장소 인터페이스 개선 - save_service.dart: 저장 서비스 로직 추가 ## UI 개선 - notification_service.dart: 알림 시스템 기능 확장 - notification_overlay.dart: 오버레이 UI 개선 - equipment_stats_panel.dart: 장비 스탯 패널 개선 - cinematic_view.dart: 시네마틱 뷰 개선 - new_character_screen.dart: 캐릭터 생성 화면 개선 ## 다국어 - game_text_l10n.dart: 텍스트 추가 (+182 라인) ## 테스트 - 관련 테스트 파일 업데이트
109 lines
3.1 KiB
Dart
109 lines
3.1 KiB
Dart
import 'package:askiineverdie/src/core/engine/game_mutations.dart';
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import 'package:askiineverdie/src/core/engine/progress_loop.dart';
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import 'package:askiineverdie/src/core/engine/progress_service.dart';
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import 'package:askiineverdie/src/core/engine/reward_service.dart';
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import 'package:askiineverdie/src/core/model/game_state.dart';
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import 'package:askiineverdie/src/core/model/pq_config.dart';
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import 'package:askiineverdie/src/core/storage/save_manager.dart';
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import 'package:askiineverdie/src/core/storage/save_repository.dart';
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import 'package:askiineverdie/src/core/storage/save_service.dart';
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import 'package:flutter_test/flutter_test.dart';
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class _FakeSaveManager implements SaveManager {
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final List<GameState> savedStates = [];
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@override
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Future<SaveOutcome> saveState(GameState state, {String? fileName}) async {
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savedStates.add(state);
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return const SaveOutcome.success();
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}
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@override
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Future<(SaveOutcome, GameState?)> loadState({String? fileName}) async {
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return (const SaveOutcome.success(), null);
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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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void main() {
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late ProgressService service;
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setUp(() {
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const config = PqConfig();
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final mutations = GameMutations(config);
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service = ProgressService(
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config: config,
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mutations: mutations,
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rewards: RewardService(mutations),
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);
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});
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test('autosaves on level-up and stop when configured', () async {
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final saveManager = _FakeSaveManager();
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final initial = GameState.withSeed(
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seed: 123,
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traits: const Traits(
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name: 'LoopHero',
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race: 'Orc',
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klass: 'Warrior',
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level: 1,
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motto: '',
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guild: '',
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),
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stats: const Stats(
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str: 8,
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con: 7,
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dex: 6,
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intelligence: 5,
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wis: 4,
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cha: 3,
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hpMax: 9,
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mpMax: 8,
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),
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progress: const ProgressState(
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task: ProgressBarState(position: 1200, max: 1200),
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quest: ProgressBarState(position: 0, max: 10),
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plot: ProgressBarState(position: 0, max: 10),
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exp: ProgressBarState(position: 3, max: 3),
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encumbrance: ProgressBarState(position: 0, max: 0),
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currentTask: TaskInfo(caption: 'Battle', type: TaskType.kill),
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plotStageCount: 1,
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questCount: 0,
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),
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);
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final loop = ProgressLoop(
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initialState: initial,
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progressService: service,
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saveManager: saveManager,
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autoSaveConfig: const AutoSaveConfig(
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onLevelUp: true,
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onQuestComplete: true,
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onActComplete: true,
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onStop: true,
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),
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now: () => DateTime.fromMillisecondsSinceEpoch(0),
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);
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final updated = loop.tickOnce(deltaMillis: 50);
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expect(saveManager.savedStates.length, 1);
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expect(updated.traits.level, 2);
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await loop.stop(saveOnStop: true);
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expect(saveManager.savedStates.length, 2);
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expect(saveManager.savedStates.last, same(updated));
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});
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}
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