Files
asciinevrdie/lib/src/core/engine/progress_service.dart
JiWoong Sul a1d22369cb feat(engine): 엔진 서비스 개선 및 테스트 캐릭터 서비스 추가
- ProgressService 로직 개선
- RewardService 확장
- CombatCalculator, ItemService 정리
- TestCharacterService 추가
2026-01-12 20:02:45 +09:00

1731 lines
58 KiB
Dart

import 'dart:math' as math;
import 'package:asciineverdie/data/game_text_l10n.dart' as l10n;
import 'package:asciineverdie/data/skill_data.dart';
import 'package:asciineverdie/src/core/engine/combat_calculator.dart';
import 'package:asciineverdie/src/core/engine/game_mutations.dart';
import 'package:asciineverdie/src/core/engine/potion_service.dart';
import 'package:asciineverdie/src/core/engine/reward_service.dart';
import 'package:asciineverdie/src/core/engine/shop_service.dart';
import 'package:asciineverdie/src/core/engine/skill_service.dart';
import 'package:asciineverdie/src/core/model/combat_event.dart';
import 'package:asciineverdie/src/core/model/combat_state.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/item_stats.dart';
import 'package:asciineverdie/src/core/model/monster_combat_stats.dart';
import 'package:asciineverdie/src/core/model/monster_grade.dart';
import 'package:asciineverdie/src/core/model/potion.dart';
import 'package:asciineverdie/src/core/model/pq_config.dart';
import 'package:asciineverdie/src/core/model/skill.dart';
import 'package:asciineverdie/src/core/util/balance_constants.dart';
import 'package:asciineverdie/src/core/util/pq_logic.dart' as pq_logic;
class ProgressTickResult {
const ProgressTickResult({
required this.state,
this.leveledUp = false,
this.completedQuest = false,
this.completedAct = false,
this.playerDied = false,
this.gameComplete = false,
});
final GameState state;
final bool leveledUp;
final bool completedQuest;
final bool completedAct;
/// 플레이어 사망 여부 (Phase 4)
final bool playerDied;
/// 게임 클리어 여부 (Act V 완료)
final bool gameComplete;
bool get shouldAutosave =>
leveledUp || completedQuest || completedAct || playerDied || gameComplete;
}
/// Drives quest/plot/task progression by applying queued actions and rewards.
class ProgressService {
ProgressService({
required this.config,
required this.mutations,
required this.rewards,
});
final PqConfig config;
final GameMutations mutations;
final RewardService rewards;
/// 새 게임 초기화 (원본 GoButtonClick, Main.pas:741-767)
/// Prologue 태스크들을 큐에 추가하고 첫 태스크 시작
GameState initializeNewGame(GameState state) {
// 초기 큐 설정 - ASCII NEVER DIE 세계관 프롤로그 (l10n 지원)
final prologueTexts = l10n.prologueTexts;
final initialQueue = <QueueEntry>[
QueueEntry(
kind: QueueKind.task,
durationMillis: 10 * 1000,
caption: prologueTexts[0],
taskType: TaskType.load,
),
QueueEntry(
kind: QueueKind.task,
durationMillis: 6 * 1000,
caption: prologueTexts[1],
taskType: TaskType.load,
),
QueueEntry(
kind: QueueKind.task,
durationMillis: 6 * 1000,
caption: prologueTexts[2],
taskType: TaskType.load,
),
QueueEntry(
kind: QueueKind.task,
durationMillis: 4 * 1000,
caption: prologueTexts[3],
taskType: TaskType.load,
),
QueueEntry(
kind: QueueKind.plot,
durationMillis: 2 * 1000,
caption: l10n.taskCompiling,
taskType: TaskType.plot,
),
];
// 첫 번째 태스크 시작 (원본 752줄)
final taskResult = pq_logic.startTask(
state.progress,
l10n.taskCompiling,
2 * 1000,
);
// ExpBar 초기화 (원본 743-746줄)
final expBar = ProgressBarState(
position: 0,
max: ExpConstants.requiredExp(1),
);
// PlotBar 초기화 - Prologue 5분 (300초)
final plotBar = const ProgressBarState(position: 0, max: 300);
final progress = taskResult.progress.copyWith(
exp: expBar,
plot: plotBar,
currentTask: TaskInfo(
caption: '${l10n.taskCompiling}...',
type: TaskType.load,
),
plotStageCount: 1, // Prologue
questCount: 0,
plotHistory: [
HistoryEntry(caption: l10n.taskPrologue, isComplete: false),
],
questHistory: const [],
);
return _recalculateEncumbrance(
state.copyWith(
progress: progress,
queue: QueueState(entries: initialQueue),
),
);
}
/// Starts a task and tags its type (kill, plot, load, neutral).
GameState startTask(
GameState state, {
required String caption,
required int durationMillis,
TaskType taskType = TaskType.neutral,
}) {
final taskResult = pq_logic.startTask(
state.progress,
caption,
durationMillis,
);
final progress = taskResult.progress.copyWith(
currentTask: TaskInfo(caption: taskResult.caption, type: taskType),
);
return state.copyWith(progress: progress);
}
/// Tick the timer loop (equivalent to Timer1Timer in the original code).
ProgressTickResult tick(GameState state, int elapsedMillis) {
// 10000ms 제한: 100x 배속 (50ms * 100 = 5000ms) + 여유 공간
// 디버그 터보 모드(100x) 지원을 위해 확장
final int clamped = elapsedMillis.clamp(0, 10000).toInt();
var progress = state.progress;
var queue = state.queue;
var nextState = state;
var leveledUp = false;
var questDone = false;
var actDone = false;
var gameComplete = false;
// 스킬 시스템 시간 업데이트 (Phase 3)
final skillService = SkillService(rng: state.rng);
var skillSystem = skillService.updateElapsedTime(
state.skillSystem,
clamped,
);
// 만료된 버프 정리
skillSystem = skillService.cleanupExpiredBuffs(skillSystem);
// 비전투 시 MP 회복
final isInCombat =
progress.currentTask.type == TaskType.kill &&
progress.currentCombat != null &&
progress.currentCombat!.isActive;
if (!isInCombat && nextState.stats.mp < nextState.stats.mpMax) {
final mpRegen = skillService.calculateMpRegen(
elapsedMs: clamped,
isInCombat: false,
wis: nextState.stats.wis,
);
if (mpRegen > 0) {
final newMp = (nextState.stats.mp + mpRegen).clamp(
0,
nextState.stats.mpMax,
);
nextState = nextState.copyWith(
stats: nextState.stats.copyWith(mpCurrent: newMp),
);
}
}
nextState = nextState.copyWith(skillSystem: skillSystem);
// Advance task bar if still running.
if (progress.task.position < progress.task.max) {
final uncapped = progress.task.position + clamped;
final int newTaskPos = uncapped > progress.task.max
? progress.task.max
: uncapped;
// 킬 태스크 중 전투 진행 (스킬 자동 사용, DOT, 물약 포함)
var updatedCombat = progress.currentCombat;
var updatedSkillSystem = nextState.skillSystem;
var updatedPotionInventory = nextState.potionInventory;
if (progress.currentTask.type == TaskType.kill &&
updatedCombat != null &&
updatedCombat.isActive) {
final combatResult = _processCombatTickWithSkills(
nextState,
updatedCombat,
updatedSkillSystem,
clamped,
);
updatedCombat = combatResult.combat;
updatedSkillSystem = combatResult.skillSystem;
if (combatResult.potionInventory != null) {
updatedPotionInventory = combatResult.potionInventory!;
}
// Phase 4: 플레이어 사망 체크
if (!updatedCombat.playerStats.isAlive) {
final monsterName = updatedCombat.monsterStats.name;
nextState = _processPlayerDeath(
nextState,
killerName: monsterName,
cause: DeathCause.monster,
);
return ProgressTickResult(state: nextState, playerDied: true);
}
}
progress = progress.copyWith(
task: progress.task.copyWith(position: newTaskPos),
currentCombat: updatedCombat,
);
nextState = _recalculateEncumbrance(
nextState.copyWith(
progress: progress,
skillSystem: updatedSkillSystem,
potionInventory: updatedPotionInventory,
),
);
return ProgressTickResult(state: nextState);
}
final gain = progress.currentTask.type == TaskType.kill;
final incrementSeconds = progress.task.max ~/ 1000;
// 몬스터 경험치 미리 저장 (currentCombat이 null되기 전)
final int monsterExpReward =
progress.currentCombat?.monsterStats.expReward ?? 0;
// 킬 태스크 완료 시 전투 결과 반영 및 전리품 획득
if (gain) {
// 전투 결과에 따라 플레이어 HP 업데이트 + 전투 후 회복
final combat = progress.currentCombat;
if (combat != null && combat.isActive) {
// 전투 중 남은 HP
final remainingHp = combat.playerStats.hpCurrent;
final maxHp = combat.playerStats.hpMax;
// 전투 승리 시 HP 회복 (50% + CON/2)
// 아이들 게임 특성상 전투 사이 HP가 회복되어야 지속 플레이 가능
final conBonus = nextState.stats.con ~/ 2;
final healAmount = (maxHp * 0.5).round() + conBonus;
final newHp = (remainingHp + healAmount).clamp(0, maxHp);
nextState = nextState.copyWith(
stats: nextState.stats.copyWith(hpCurrent: newHp),
);
}
// 전리품 획득 (원본 Main.pas:625-630)
final lootResult = _winLoot(nextState);
nextState = lootResult.state;
// 물약 드랍 시 전투 로그에 이벤트 추가
var combatForReset = progress.currentCombat;
if (lootResult.droppedPotion != null && combatForReset != null) {
final potionDropEvent = CombatEvent.potionDrop(
timestamp: nextState.skillSystem.elapsedMs,
potionName: lootResult.droppedPotion!.name,
isHp: lootResult.droppedPotion!.isHpPotion,
);
final updatedEvents = [...combatForReset.recentEvents, potionDropEvent];
combatForReset = combatForReset.copyWith(
recentEvents: updatedEvents.length > 10
? updatedEvents.sublist(updatedEvents.length - 10)
: updatedEvents,
);
progress = progress.copyWith(currentCombat: combatForReset);
}
// Boss 승리 처리: 시네마틱 트리거
if (progress.pendingActCompletion) {
// Act Boss를 처치했으므로 시네마틱 재생
final cinematicEntries = pq_logic.interplotCinematic(
config,
nextState.rng,
nextState.traits.level,
progress.plotStageCount,
);
queue = QueueState(entries: [...queue.entries, ...cinematicEntries]);
progress = progress.copyWith(
currentCombat: null,
monstersKilled: progress.monstersKilled + 1,
pendingActCompletion: false, // Boss 처치 완료
);
} else {
// 일반 전투 종료
progress = progress.copyWith(
currentCombat: null,
monstersKilled: progress.monstersKilled + 1,
);
}
final resetPotionInventory = nextState.potionInventory.resetBattleUsage();
nextState = nextState.copyWith(
progress: progress,
queue: queue,
potionInventory: resetPotionInventory,
);
// 최종 보스 처치 체크
if (progress.finalBossState == FinalBossState.fighting) {
// 글리치 갓 처치 완료 - 게임 클리어
progress = progress.copyWith(finalBossState: FinalBossState.defeated);
nextState = nextState.copyWith(progress: progress);
// completeAct를 호출하여 게임 완료 처리
final actResult = completeAct(nextState);
nextState = actResult.state;
return ProgressTickResult(
state: nextState,
leveledUp: false,
completedQuest: false,
completedAct: true,
gameComplete: true,
);
}
}
// 시장/판매/구매 태스크 완료 시 처리 (원본 Main.pas:631-649)
final taskType = progress.currentTask.type;
if (taskType == TaskType.buying) {
// 장비 구매 완료 (원본 631-634)
nextState = _completeBuying(nextState);
progress = nextState.progress;
} else if (taskType == TaskType.market || taskType == TaskType.sell) {
// 시장 도착 또는 판매 완료 (원본 635-649)
final sellResult = _processSell(nextState);
nextState = sellResult.state;
progress = nextState.progress;
queue = nextState.queue;
// 판매 중이면 다른 로직 건너뛰기
if (sellResult.continuesSelling) {
nextState = _recalculateEncumbrance(
nextState.copyWith(progress: progress, queue: queue),
);
return ProgressTickResult(
state: nextState,
leveledUp: false,
completedQuest: false,
completedAct: false,
);
}
}
// Gain XP / level up (몬스터 경험치 기반)
// 최대 레벨(100) 제한: 100레벨에서는 더 이상 레벨업하지 않음
if (gain && nextState.traits.level < 100 && monsterExpReward > 0) {
final newExpPos = progress.exp.position + monsterExpReward;
// 레벨업 체크 (경험치가 필요량 이상일 때)
if (newExpPos >= progress.exp.max) {
// 초과 경험치 계산
final overflowExp = newExpPos - progress.exp.max;
nextState = _levelUp(nextState);
leveledUp = true;
progress = nextState.progress;
// 초과 경험치를 다음 레벨에 적용
if (overflowExp > 0 && nextState.traits.level < 100) {
progress = progress.copyWith(
exp: progress.exp.copyWith(position: overflowExp),
);
}
} else {
progress = progress.copyWith(
exp: progress.exp.copyWith(position: newExpPos),
);
}
}
// Advance quest bar after Act I.
final canQuestProgress =
gain &&
progress.plotStageCount > 1 &&
progress.questCount > 0 &&
progress.quest.max > 0;
if (canQuestProgress) {
if (progress.quest.position + incrementSeconds >= progress.quest.max) {
nextState = completeQuest(nextState);
questDone = true;
progress = nextState.progress;
queue = nextState.queue;
} else {
progress = progress.copyWith(
quest: progress.quest.copyWith(
position: progress.quest.position + incrementSeconds,
),
);
}
}
// 플롯(plot) 바가 완료되면 Act Boss 소환
// (개선: Boss 처치 → 시네마틱 → Act 전환 순서)
if (gain &&
progress.plot.max > 0 &&
progress.plot.position >= progress.plot.max &&
!progress.pendingActCompletion) {
// Act Boss 소환 및 플래그 설정
final actBoss = _createActBoss(nextState);
progress = progress.copyWith(
plot: progress.plot.copyWith(position: 0), // Plot bar 리셋
currentCombat: actBoss,
pendingActCompletion: true, // Boss 처치 대기 플래그
);
} else if (progress.currentTask.type != TaskType.load &&
progress.plot.max > 0 &&
!progress.pendingActCompletion) {
final uncappedPlot = progress.plot.position + incrementSeconds;
final int newPlotPos = uncappedPlot > progress.plot.max
? progress.plot.max
: uncappedPlot;
progress = progress.copyWith(
plot: progress.plot.copyWith(position: newPlotPos),
);
}
// Dequeue next scripted task if available.
final dq = pq_logic.dequeue(progress, queue);
if (dq != null) {
progress = dq.progress.copyWith(
currentTask: TaskInfo(caption: dq.caption, type: dq.taskType),
);
queue = dq.queue;
// plot 타입이 dequeue 되면 completeAct 실행 (원본 Main.pas 로직)
if (dq.kind == QueueKind.plot) {
nextState = nextState.copyWith(progress: progress, queue: queue);
final actResult = completeAct(nextState);
nextState = actResult.state;
actDone = true;
gameComplete = actResult.gameComplete;
progress = nextState.progress;
queue = nextState.queue;
}
} else {
// 큐가 비어있으면 새 태스크 생성 (원본 Dequeue 667-684줄)
nextState = nextState.copyWith(progress: progress, queue: queue);
final newTaskResult = _generateNextTask(nextState);
progress = newTaskResult.progress;
queue = newTaskResult.queue;
}
nextState = _recalculateEncumbrance(
nextState.copyWith(progress: progress, queue: queue),
);
return ProgressTickResult(
state: nextState,
leveledUp: leveledUp,
completedQuest: questDone,
completedAct: actDone,
gameComplete: gameComplete,
);
}
/// 큐가 비어있을 때 다음 태스크 생성 (원본 Dequeue 667-684줄)
({ProgressState progress, QueueState queue}) _generateNextTask(
GameState state,
) {
var progress = state.progress;
final queue = state.queue;
final oldTaskType = progress.currentTask.type;
// 1. Encumbrance가 가득 찼으면 시장으로 이동 (원본 667-669줄)
if (progress.encumbrance.position >= progress.encumbrance.max &&
progress.encumbrance.max > 0) {
final taskResult = pq_logic.startTask(
progress,
l10n.taskHeadingToMarket(),
4 * 1000,
);
progress = taskResult.progress.copyWith(
currentTask: TaskInfo(
caption: taskResult.caption,
type: TaskType.market,
),
);
return (progress: progress, queue: queue);
}
// 2. kill/heading/buying 태스크가 아니었으면 heading 또는 buying 태스크 실행
// (원본 670-677줄) - buying 완료 후 무한 루프 방지
if (oldTaskType != TaskType.kill &&
oldTaskType != TaskType.neutral &&
oldTaskType != TaskType.buying) {
// Gold가 충분하면 장비 구매 (Common 장비 가격 기준)
// 실제 구매 가격과 동일한 공식 사용: level * 50
final gold = _getGold(state);
final equipPrice = state.traits.level * 50; // Common 장비 1개 가격
if (gold > equipPrice) {
final taskResult = pq_logic.startTask(
progress,
l10n.taskUpgradingHardware(),
5 * 1000,
);
progress = taskResult.progress.copyWith(
currentTask: TaskInfo(
caption: taskResult.caption,
type: TaskType.buying,
),
);
return (progress: progress, queue: queue);
}
// Gold가 부족하면 전장으로 이동 (원본 674-676줄)
final taskResult = pq_logic.startTask(
progress,
l10n.taskEnteringDebugZone(),
4 * 1000,
);
progress = taskResult.progress.copyWith(
currentTask: TaskInfo(
caption: taskResult.caption,
type: TaskType.neutral,
),
);
return (progress: progress, queue: queue);
}
// 3. Act Boss 리트라이 체크
// pendingActCompletion이 true면 Act Boss 재소환
if (state.progress.pendingActCompletion) {
final actBoss = _createActBoss(state);
final combatCalculator = CombatCalculator(rng: state.rng);
final durationMillis = combatCalculator.estimateCombatDurationMs(
player: actBoss.playerStats,
monster: actBoss.monsterStats,
);
final taskResult = pq_logic.startTask(
progress,
l10n.taskDebugging(actBoss.monsterStats.name),
durationMillis,
);
progress = taskResult.progress.copyWith(
currentTask: TaskInfo(
caption: taskResult.caption,
type: TaskType.kill,
monsterBaseName: actBoss.monsterStats.name,
monsterPart: '*', // Boss는 WinItem 드랍
monsterLevel: actBoss.monsterStats.level,
monsterGrade: MonsterGrade.boss,
),
currentCombat: actBoss,
);
return (progress: progress, queue: queue);
}
// 4. 최종 보스 전투 체크
// finalBossState == fighting이면 Glitch God 스폰
if (state.progress.finalBossState == FinalBossState.fighting) {
return _startFinalBossFight(state, progress, queue);
}
// 5. MonsterTask 실행 (원본 678-684줄)
final level = state.traits.level;
// 원본 Main.pas:548-551: 25% 확률로 Quest Monster 사용
// fQuest.Caption이 비어있지 않으면 해당 몬스터 데이터 전달
final questMonster = state.progress.currentQuestMonster;
final questMonsterData = questMonster?.monsterData;
final questLevel = questMonsterData != null
? int.tryParse(questMonsterData.split('|').elementAtOrNull(1) ?? '') ??
0
: null;
final monsterResult = pq_logic.monsterTask(
config,
state.rng,
level,
questMonsterData,
questLevel,
);
// 전투용 몬스터 레벨 조정 (밸런스)
// Act별 최소 레벨과 플레이어 레벨 중 큰 값을 기준으로 ±3 범위 제한
final actMinLevel = ActMonsterLevel.forPlotStage(
state.progress.plotStageCount,
);
final baseLevel = math.max(level, actMinLevel);
final effectiveMonsterLevel = monsterResult.level
.clamp(math.max(1, baseLevel - 3), baseLevel + 3)
.toInt();
// 전투 스탯 생성 (Phase 12: 몬스터 레벨 기반 페널티 적용)
final playerCombatStats = CombatStats.fromStats(
stats: state.stats,
equipment: state.equipment,
level: level,
monsterLevel: effectiveMonsterLevel,
);
final monsterCombatStats = MonsterCombatStats.fromLevel(
name: monsterResult.displayName,
level: effectiveMonsterLevel,
speedType: MonsterCombatStats.inferSpeedType(monsterResult.baseName),
);
// 전투 상태 초기화
final combatState = CombatState.start(
playerStats: playerCombatStats,
monsterStats: monsterCombatStats,
);
// 태스크 지속시간 계산 (CombatCalculator 기반)
final combatCalculator = CombatCalculator(rng: state.rng);
final durationMillis = combatCalculator.estimateCombatDurationMs(
player: playerCombatStats,
monster: monsterCombatStats,
);
final taskResult = pq_logic.startTask(
progress,
l10n.taskDebugging(monsterResult.displayName),
durationMillis,
);
progress = taskResult.progress.copyWith(
currentTask: TaskInfo(
caption: taskResult.caption,
type: TaskType.kill,
monsterBaseName: monsterResult.baseName,
monsterPart: monsterResult.part,
monsterLevel: monsterResult.level,
monsterGrade: monsterResult.grade,
),
currentCombat: combatState,
);
return (progress: progress, queue: queue);
}
/// 최종 보스(Glitch God) 전투 시작
///
/// Act V 플롯 완료 후 호출되며, 글리치 갓과의 전투를 설정합니다.
({ProgressState progress, QueueState queue}) _startFinalBossFight(
GameState state,
ProgressState progress,
QueueState queue,
) {
final level = state.traits.level;
// Glitch God 생성 (레벨 100 최종 보스)
final glitchGod = MonsterCombatStats.glitchGod();
// 플레이어 전투 스탯 생성 (Phase 12: 보스 레벨 기반 페널티 적용)
final playerCombatStats = CombatStats.fromStats(
stats: state.stats,
equipment: state.equipment,
level: level,
monsterLevel: glitchGod.level,
);
// 전투 상태 초기화
final combatState = CombatState.start(
playerStats: playerCombatStats,
monsterStats: glitchGod,
);
// 전투 시간 추정 (보스 전투는 더 길게)
final combatCalculator = CombatCalculator(rng: state.rng);
final baseDuration = combatCalculator.estimateCombatDurationMs(
player: playerCombatStats,
monster: glitchGod,
);
// 최종 보스는 최소 10초, 최대 60초
final durationMillis = baseDuration.clamp(10000, 60000);
final taskResult = pq_logic.startTask(
progress,
l10n.taskFinalBoss(glitchGod.name),
durationMillis,
);
final updatedProgress = taskResult.progress.copyWith(
currentTask: TaskInfo(
caption: taskResult.caption,
type: TaskType.kill,
monsterBaseName: 'Glitch God',
monsterPart: '*', // 특수 전리품
monsterLevel: glitchGod.level,
monsterGrade: MonsterGrade.boss, // 최종 보스는 항상 boss 등급
),
currentCombat: combatState,
);
return (progress: updatedProgress, queue: queue);
}
/// Advances quest completion, applies reward, and enqueues next quest task.
GameState completeQuest(GameState state) {
final result = pq_logic.completeQuest(
config,
state.rng,
state.traits.level,
);
var nextState = _applyReward(state, result.reward);
final questCount = nextState.progress.questCount + 1;
// 퀘스트 히스토리 업데이트: 이전 퀘스트 완료 표시, 새 퀘스트 추가
final updatedQuestHistory = [
...nextState.progress.questHistory.map(
(e) => e.isComplete ? e : e.copyWith(isComplete: true),
),
HistoryEntry(caption: result.caption, isComplete: false),
];
// 퀘스트 몬스터 정보 저장 (Exterminate 타입용)
// 원본 fQuest.Caption = monsterData, fQuest.Tag = monsterIndex
final questMonster = result.monsterIndex != null
? QuestMonsterInfo(
monsterData: result.monsterName!,
monsterIndex: result.monsterIndex!,
)
: null;
// Append quest entry to queue (task kind).
final updatedQueue = QueueState(
entries: [
...nextState.queue.entries,
QueueEntry(
kind: QueueKind.task,
durationMillis: 50 + nextState.rng.nextInt(100),
caption: result.caption,
taskType: TaskType.neutral,
),
],
);
// Update quest progress bar with reset position.
final progress = nextState.progress.copyWith(
quest: ProgressBarState(
position: 0,
max: 50 + nextState.rng.nextInt(100),
),
questCount: questCount,
questHistory: updatedQuestHistory,
currentQuestMonster: questMonster,
);
return _recalculateEncumbrance(
nextState.copyWith(progress: progress, queue: updatedQueue),
);
}
/// Advances plot to next act and applies any act-level rewards.
/// Returns gameComplete=true if Final Boss was defeated (game ends).
({GameState state, bool gameComplete}) completeAct(GameState state) {
// Act V 완료 시 (plotStageCount == 6) → 최종 보스 전투 시작
// plotStageCount: 1=Prologue, 2=Act I, 3=Act II, 4=Act III, 5=Act IV, 6=Act V
if (state.progress.plotStageCount >= 6) {
// 이미 최종 보스가 처치되었으면 게임 클리어
if (state.progress.finalBossState == FinalBossState.defeated) {
final updatedPlotHistory = [
...state.progress.plotHistory.map(
(e) => e.isComplete ? e : e.copyWith(isComplete: true),
),
const HistoryEntry(caption: '*** THE END ***', isComplete: true),
];
final updatedProgress = state.progress.copyWith(
plotHistory: updatedPlotHistory,
);
return (
state: state.copyWith(progress: updatedProgress),
gameComplete: true,
);
}
// 최종 보스가 아직 등장하지 않았으면 보스 전투 시작
if (state.progress.finalBossState == FinalBossState.notSpawned) {
final updatedProgress = state.progress.copyWith(
finalBossState: FinalBossState.fighting,
);
// 게임은 아직 끝나지 않음 - 보스 전투 진행
return (
state: state.copyWith(progress: updatedProgress),
gameComplete: false,
);
}
// 보스 전투 중이면 계속 진행 (게임 종료 안 함)
return (state: state, gameComplete: false);
}
final actResult = pq_logic.completeAct(state.progress.plotStageCount);
var nextState = state;
for (final reward in actResult.rewards) {
nextState = _applyReward(nextState, reward);
}
final plotStages = nextState.progress.plotStageCount + 1;
// 플롯 히스토리 업데이트: 이전 플롯 완료 표시, 새 플롯 추가
final updatedPlotHistory = [
...nextState.progress.plotHistory.map(
(e) => e.isComplete ? e : e.copyWith(isComplete: true),
),
HistoryEntry(caption: actResult.actTitle, isComplete: false),
];
var updatedProgress = nextState.progress.copyWith(
plot: ProgressBarState(position: 0, max: actResult.plotBarMaxSeconds),
plotStageCount: plotStages,
plotHistory: updatedPlotHistory,
);
nextState = nextState.copyWith(progress: updatedProgress);
// Act I 완료 후(Prologue -> Act I) 첫 퀘스트 시작 (원본 Main.pas 로직)
// plotStages == 2는 Prologue(1) -> Act I(2) 전환을 의미
if (plotStages == 2) {
nextState = _startFirstQuest(nextState);
}
return (state: _recalculateEncumbrance(nextState), gameComplete: false);
}
/// 첫 퀘스트 시작 (Act I 시작 시)
GameState _startFirstQuest(GameState state) {
final result = pq_logic.completeQuest(
config,
state.rng,
state.traits.level,
);
// 퀘스트 바 초기화
final questBar = ProgressBarState(
position: 0,
max: 50 + state.rng.nextInt(100),
);
// 첫 퀘스트 히스토리 추가
final questHistory = [
HistoryEntry(caption: result.caption, isComplete: false),
];
// 퀘스트 몬스터 정보 저장 (Exterminate 타입용)
// 원본 fQuest.Caption = monsterData, fQuest.Tag = monsterIndex
final questMonster = result.monsterIndex != null
? QuestMonsterInfo(
monsterData: result.monsterName!,
monsterIndex: result.monsterIndex!,
)
: null;
// 첫 퀘스트 추가
final updatedQueue = QueueState(
entries: [
...state.queue.entries,
QueueEntry(
kind: QueueKind.task,
durationMillis: 50 + state.rng.nextInt(100),
caption: result.caption,
taskType: TaskType.neutral,
),
],
);
final progress = state.progress.copyWith(
quest: questBar,
questCount: 1,
questHistory: questHistory,
currentQuestMonster: questMonster,
);
return state.copyWith(progress: progress, queue: updatedQueue);
}
/// Developer-only cheat hooks for quickly finishing bars.
GameState forceTaskComplete(GameState state) {
final progress = state.progress.copyWith(
task: state.progress.task.copyWith(position: state.progress.task.max),
);
return state.copyWith(progress: progress);
}
GameState forceQuestComplete(GameState state) {
final progress = state.progress.copyWith(
task: state.progress.task.copyWith(position: state.progress.task.max),
quest: state.progress.quest.copyWith(position: state.progress.quest.max),
);
return state.copyWith(progress: progress);
}
GameState forcePlotComplete(GameState state) {
// 다음 Act의 최소 몬스터 레벨까지 레벨업
final nextPlotStage = state.progress.plotStageCount + 1;
final targetLevel = ActMonsterLevel.forPlotStage(nextPlotStage);
var nextState = state;
// 현재 레벨이 목표 레벨보다 낮으면 레벨업 (최대 100레벨)
while (nextState.traits.level < targetLevel &&
nextState.traits.level < 100) {
nextState = _levelUp(nextState);
}
// 모든 장비 슬롯을 목표 레벨에 맞는 장비로 교체 (전투 보상 드랍 공식 사용)
final equipLevel = nextState.traits.level;
for (var slotIndex = 0; slotIndex < Equipment.slotCount; slotIndex++) {
nextState = mutations.winEquipByIndex(nextState, equipLevel, slotIndex);
}
// 태스크 바 완료 처리
var progress = nextState.progress.copyWith(
task: nextState.progress.task.copyWith(
position: nextState.progress.task.max,
),
);
nextState = nextState.copyWith(progress: progress);
// 디버그 모드에서는 completeAct 직접 호출하여 plotStageCount 즉시 업데이트
// 시네마틱은 생략하고 바로 다음 Act로 진입
final actResult = completeAct(nextState);
return actResult.state;
}
GameState _applyReward(GameState state, pq_logic.RewardKind reward) {
final updated = rewards.applyReward(state, reward);
return _recalculateEncumbrance(updated);
}
GameState _levelUp(GameState state) {
// 최대 레벨(100) 안전장치: 이미 100레벨이면 레벨업하지 않음
if (state.traits.level >= 100) {
return state;
}
final nextLevel = state.traits.level + 1;
final rng = state.rng;
// HP/MP 증가량 (PlayerScaling 기반 + 랜덤 변동)
// 기존: CON/3 + 1 + random(0-3) → ~6-9 HP/레벨 (너무 낮음)
// 신규: 18 + CON/5 + random(0-4) → ~20-25 HP/레벨 (생존율 개선)
final hpGain = 18 + state.stats.con ~/ 5 + rng.nextInt(5);
final mpGain = 6 + state.stats.intelligence ~/ 5 + rng.nextInt(3);
var nextState = state.copyWith(
traits: state.traits.copyWith(level: nextLevel),
stats: state.stats.copyWith(
hpMax: state.stats.hpMax + hpGain,
mpMax: state.stats.mpMax + mpGain,
),
);
// Win two stats and a spell, matching the original leveling rules.
nextState = mutations.winStat(nextState);
nextState = mutations.winStat(nextState);
nextState = mutations.winSpell(nextState, nextState.stats.wis, nextLevel);
final expBar = ProgressBarState(
position: 0,
max: ExpConstants.requiredExp(nextLevel),
);
final progress = nextState.progress.copyWith(exp: expBar);
nextState = nextState.copyWith(progress: progress);
return _recalculateEncumbrance(nextState);
}
GameState _recalculateEncumbrance(GameState state) {
// items에는 Gold가 포함되지 않음 (inventory.gold 필드로 관리)
final encumValue = state.inventory.items.fold<int>(
0,
(sum, item) => sum + item.count,
);
final encumMax = 10 + state.stats.str;
final encumBar = state.progress.encumbrance.copyWith(
position: encumValue,
max: encumMax,
);
final progress = state.progress.copyWith(encumbrance: encumBar);
return state.copyWith(progress: progress);
}
/// 킬 태스크 완료 시 전리품 획득 (원본 Main.pas:625-630)
/// 전리품 획득 결과
///
/// [state] 업데이트된 게임 상태
/// [droppedPotion] 드랍된 물약 (없으면 null)
({GameState state, Potion? droppedPotion}) _winLoot(GameState state) {
final taskInfo = state.progress.currentTask;
final monsterPart = taskInfo.monsterPart ?? '';
final monsterBaseName = taskInfo.monsterBaseName ?? '';
var resultState = state;
// 부위가 '*'이면 WinItem 호출 (특수 아이템)
if (monsterPart == '*') {
resultState = mutations.winItem(resultState);
} else if (monsterPart.isNotEmpty && monsterBaseName.isNotEmpty) {
// 원본: Add(Inventory, LowerCase(Split(fTask.Caption,1) + ' ' +
// ProperCase(Split(fTask.Caption,3))), 1);
// 예: "goblin Claw" 형태로 인벤토리 추가
final itemName =
'${monsterBaseName.toLowerCase()} ${_properCase(monsterPart)}';
// 인벤토리에 추가
final items = [...resultState.inventory.items];
final existing = items.indexWhere((e) => e.name == itemName);
if (existing >= 0) {
items[existing] = items[existing].copyWith(
count: items[existing].count + 1,
);
} else {
items.add(InventoryEntry(name: itemName, count: 1));
}
resultState = resultState.copyWith(
inventory: resultState.inventory.copyWith(items: items),
);
}
// 물약 드랍 시도
final potionService = const PotionService();
final rng = resultState.rng;
final monsterLevel = taskInfo.monsterLevel ?? resultState.traits.level;
final monsterGrade = taskInfo.monsterGrade ?? MonsterGrade.normal;
final (updatedPotionInventory, droppedPotion) = potionService.tryPotionDrop(
playerLevel: resultState.traits.level,
monsterLevel: monsterLevel,
monsterGrade: monsterGrade,
inventory: resultState.potionInventory,
roll: rng.nextInt(100),
typeRoll: rng.nextInt(100),
);
return (
state: resultState.copyWith(
rng: rng,
potionInventory: updatedPotionInventory,
),
droppedPotion: droppedPotion,
);
}
/// 첫 글자만 대문자로 변환 (원본 ProperCase)
String _properCase(String s) {
if (s.isEmpty) return s;
return s[0].toUpperCase() + s.substring(1);
}
/// 인벤토리에서 Gold 수량 반환
int _getGold(GameState state) {
return state.inventory.gold;
}
/// 장비 구매 완료 처리 (개선된 로직)
///
/// 1순위: 빈 슬롯에 Common 장비 최대한 채우기
/// 2순위: 골드 남으면 물약 구매
GameState _completeBuying(GameState state) {
var nextState = state;
final level = state.traits.level;
final shopService = ShopService(rng: nextState.rng);
// 1. 빈 슬롯 목록 수집
final emptySlots = <int>[];
for (var i = 0; i < Equipment.slotCount; i++) {
if (nextState.equipment.getItemByIndex(i).isEmpty) {
emptySlots.add(i);
}
}
// 2. 골드가 허용하는 한 빈 슬롯에 Common 장비 구매
for (final slotIndex in emptySlots) {
final slot = EquipmentSlot.values[slotIndex];
final item = shopService.generateShopItem(
playerLevel: level,
slot: slot,
targetRarity: ItemRarity.common,
);
final price = shopService.calculateBuyPrice(item);
if (nextState.inventory.gold >= price) {
nextState = nextState.copyWith(
inventory: nextState.inventory.copyWith(
gold: nextState.inventory.gold - price,
),
equipment: nextState.equipment
.setItemByIndex(slotIndex, item)
.copyWith(bestIndex: slotIndex),
);
} else {
break; // 골드 부족 시 중단
}
}
// 3. 물약 자동 구매 (남은 골드의 20% 사용)
final potionService = const PotionService();
final purchaseResult = potionService.autoPurchasePotions(
playerLevel: level,
inventory: nextState.potionInventory,
gold: nextState.inventory.gold,
spendRatio: 0.20,
);
if (purchaseResult.success && purchaseResult.newInventory != null) {
nextState = nextState.copyWith(
inventory: nextState.inventory.copyWith(gold: purchaseResult.newGold),
potionInventory: purchaseResult.newInventory,
);
}
return nextState;
}
/// 판매 처리 결과
({GameState state, bool continuesSelling}) _processSell(GameState state) {
final taskType = state.progress.currentTask.type;
var items = [...state.inventory.items];
var goldAmount = state.inventory.gold;
// sell 태스크 완료 시 아이템 판매 (원본 Main.pas:636-643)
if (taskType == TaskType.sell) {
// 첫 번째 아이템 찾기 (items에는 Gold가 없음)
if (items.isNotEmpty) {
final item = items.first;
final level = state.traits.level;
// 가격 계산: 수량 * 레벨
var price = item.count * level;
// " of " 포함 시 보너스 (원본 639-640)
if (item.name.contains(' of ')) {
price =
price *
(1 + pq_logic.randomLow(state.rng, 10)) *
(1 + pq_logic.randomLow(state.rng, level));
}
// 아이템 삭제
items.removeAt(0);
// Gold 추가 (inventory.gold 필드 사용)
goldAmount += price;
}
}
// 판매할 아이템이 남아있는지 확인
final hasItemsToSell = items.isNotEmpty;
if (hasItemsToSell) {
// 다음 아이템 판매 태스크 시작
final nextItem = items.first;
final translatedName = l10n.translateItemNameL10n(nextItem.name);
final itemDesc = l10n.indefiniteL10n(translatedName, nextItem.count);
final taskResult = pq_logic.startTask(
state.progress,
l10n.taskSelling(itemDesc),
1 * 1000,
);
final progress = taskResult.progress.copyWith(
currentTask: TaskInfo(caption: taskResult.caption, type: TaskType.sell),
);
return (
state: state.copyWith(
inventory: state.inventory.copyWith(gold: goldAmount, items: items),
progress: progress,
),
continuesSelling: true,
);
}
// 판매 완료 - 인벤토리 업데이트만 하고 다음 태스크로
return (
state: state.copyWith(
inventory: state.inventory.copyWith(gold: goldAmount, items: items),
),
continuesSelling: false,
);
}
/// 전투 틱 처리 (스킬 자동 사용, DOT, 물약 포함)
///
/// [state] 현재 게임 상태
/// [combat] 현재 전투 상태
/// [skillSystem] 스킬 시스템 상태
/// [elapsedMs] 경과 시간 (밀리초)
/// Returns: 업데이트된 전투 상태, 스킬 시스템 상태, 물약 인벤토리
({
CombatState combat,
SkillSystemState skillSystem,
PotionInventory? potionInventory,
})
_processCombatTickWithSkills(
GameState state,
CombatState combat,
SkillSystemState skillSystem,
int elapsedMs,
) {
if (!combat.isActive || combat.isCombatOver) {
return (combat: combat, skillSystem: skillSystem, potionInventory: null);
}
final calculator = CombatCalculator(rng: state.rng);
final skillService = SkillService(rng: state.rng);
final potionService = const PotionService();
var playerStats = combat.playerStats;
var monsterStats = combat.monsterStats;
var playerAccumulator = combat.playerAttackAccumulatorMs + elapsedMs;
var monsterAccumulator = combat.monsterAttackAccumulatorMs + elapsedMs;
var totalDamageDealt = combat.totalDamageDealt;
var totalDamageTaken = combat.totalDamageTaken;
var turnsElapsed = combat.turnsElapsed;
var updatedSkillSystem = skillSystem;
var activeDoTs = [...combat.activeDoTs];
var usedPotionTypes = {...combat.usedPotionTypes};
var activeDebuffs = [...combat.activeDebuffs];
PotionInventory? updatedPotionInventory;
// 새 전투 이벤트 수집
final newEvents = <CombatEvent>[];
final timestamp = updatedSkillSystem.elapsedMs;
// =========================================================================
// 만료된 디버프 정리
// =========================================================================
activeDebuffs = activeDebuffs
.where((debuff) => !debuff.isExpired(timestamp))
.toList();
// =========================================================================
// DOT 틱 처리
// =========================================================================
var dotDamageThisTick = 0;
final updatedDoTs = <DotEffect>[];
for (final dot in activeDoTs) {
final (updatedDot, ticksTriggered) = dot.tick(elapsedMs);
if (ticksTriggered > 0) {
final damage = dot.damagePerTick * ticksTriggered;
dotDamageThisTick += damage;
// DOT 데미지 이벤트 생성 (skillId → name 변환)
final dotSkillName =
SkillData.getSkillById(dot.skillId)?.name ?? dot.skillId;
newEvents.add(
CombatEvent.dotTick(
timestamp: timestamp,
skillName: dotSkillName,
damage: damage,
targetName: monsterStats.name,
),
);
}
// 만료되지 않은 DOT만 유지
if (updatedDot.isActive) {
updatedDoTs.add(updatedDot);
}
}
// DOT 데미지 적용
if (dotDamageThisTick > 0 && monsterStats.isAlive) {
final newMonsterHp = (monsterStats.hpCurrent - dotDamageThisTick).clamp(
0,
monsterStats.hpMax,
);
monsterStats = monsterStats.copyWith(hpCurrent: newMonsterHp);
totalDamageDealt += dotDamageThisTick;
}
activeDoTs = updatedDoTs;
// =========================================================================
// 긴급 물약 자동 사용 (HP < 30%)
// =========================================================================
final hpRatio = playerStats.hpCurrent / playerStats.hpMax;
if (hpRatio <= PotionService.emergencyHpThreshold) {
final emergencyPotion = potionService.selectEmergencyHpPotion(
currentHp: playerStats.hpCurrent,
maxHp: playerStats.hpMax,
inventory: state.potionInventory,
playerLevel: state.traits.level,
);
if (emergencyPotion != null && !usedPotionTypes.contains(PotionType.hp)) {
final result = potionService.usePotion(
potionId: emergencyPotion.id,
inventory: state.potionInventory,
currentHp: playerStats.hpCurrent,
maxHp: playerStats.hpMax,
currentMp: playerStats.mpCurrent,
maxMp: playerStats.mpMax,
);
if (result.success) {
playerStats = playerStats.copyWith(hpCurrent: result.newHp);
usedPotionTypes = {...usedPotionTypes, PotionType.hp};
updatedPotionInventory = result.newInventory;
newEvents.add(
CombatEvent.playerPotion(
timestamp: timestamp,
potionName: emergencyPotion.name,
healAmount: result.healedAmount,
isHp: true,
),
);
}
}
}
// 플레이어 공격 체크
if (playerAccumulator >= playerStats.attackDelayMs) {
// SkillBook에서 사용 가능한 스킬 ID 목록 조회
var availableSkillIds = skillService.getAvailableSkillIdsFromSkillBook(
state.skillBook,
);
// SkillBook에 스킬이 없으면 기본 스킬 사용
if (availableSkillIds.isEmpty) {
availableSkillIds = SkillData.defaultSkillIds;
}
final selectedSkill = skillService.selectAutoSkill(
player: playerStats,
monster: monsterStats,
skillSystem: updatedSkillSystem,
availableSkillIds: availableSkillIds,
activeDoTs: activeDoTs,
activeDebuffs: activeDebuffs,
);
if (selectedSkill != null && selectedSkill.isAttack) {
// 스킬 랭크 조회 (SkillBook 기반)
final skillRank = skillService.getSkillRankFromSkillBook(
state.skillBook,
selectedSkill.id,
);
// 랭크 스케일링 적용된 공격 스킬 사용
final skillResult = skillService.useAttackSkillWithRank(
skill: selectedSkill,
player: playerStats,
monster: monsterStats,
skillSystem: updatedSkillSystem,
rank: skillRank,
);
playerStats = skillResult.updatedPlayer;
monsterStats = skillResult.updatedMonster;
totalDamageDealt += skillResult.result.damage;
updatedSkillSystem = skillResult.updatedSkillSystem;
// 스킬 공격 이벤트 생성
newEvents.add(
CombatEvent.playerSkill(
timestamp: timestamp,
skillName: selectedSkill.name,
damage: skillResult.result.damage,
targetName: monsterStats.name,
attackDelayMs: playerStats.attackDelayMs,
),
);
} else if (selectedSkill != null && selectedSkill.isDot) {
// DOT 스킬 사용
final skillResult = skillService.useDotSkill(
skill: selectedSkill,
player: playerStats,
skillSystem: updatedSkillSystem,
playerInt: state.stats.intelligence,
playerWis: state.stats.wis,
);
playerStats = skillResult.updatedPlayer;
updatedSkillSystem = skillResult.updatedSkillSystem;
// DOT 효과 추가
if (skillResult.dotEffect != null) {
activeDoTs.add(skillResult.dotEffect!);
}
// DOT 스킬 사용 이벤트 생성
newEvents.add(
CombatEvent.playerSkill(
timestamp: timestamp,
skillName: selectedSkill.name,
damage: skillResult.result.damage,
targetName: monsterStats.name,
attackDelayMs: playerStats.attackDelayMs,
),
);
} else if (selectedSkill != null && selectedSkill.isHeal) {
// 회복 스킬 사용
final skillResult = skillService.useHealSkill(
skill: selectedSkill,
player: playerStats,
skillSystem: updatedSkillSystem,
);
playerStats = skillResult.updatedPlayer;
updatedSkillSystem = skillResult.updatedSkillSystem;
// 회복 이벤트 생성
newEvents.add(
CombatEvent.playerHeal(
timestamp: timestamp,
healAmount: skillResult.result.healedAmount,
skillName: selectedSkill.name,
),
);
} else if (selectedSkill != null && selectedSkill.isBuff) {
// 버프 스킬 사용
final skillResult = skillService.useBuffSkill(
skill: selectedSkill,
player: playerStats,
skillSystem: updatedSkillSystem,
);
playerStats = skillResult.updatedPlayer;
updatedSkillSystem = skillResult.updatedSkillSystem;
// 버프 이벤트 생성
newEvents.add(
CombatEvent.playerBuff(
timestamp: timestamp,
skillName: selectedSkill.name,
),
);
} else if (selectedSkill != null && selectedSkill.isDebuff) {
// 디버프 스킬 사용
final skillResult = skillService.useDebuffSkill(
skill: selectedSkill,
player: playerStats,
skillSystem: updatedSkillSystem,
currentDebuffs: activeDebuffs,
);
playerStats = skillResult.updatedPlayer;
updatedSkillSystem = skillResult.updatedSkillSystem;
// 디버프 효과 추가 (기존 같은 디버프 제거 후)
if (skillResult.debuffEffect != null) {
activeDebuffs =
activeDebuffs
.where(
(d) => d.effect.id != skillResult.debuffEffect!.effect.id,
)
.toList()
..add(skillResult.debuffEffect!);
}
// 디버프 이벤트 생성
newEvents.add(
CombatEvent.playerDebuff(
timestamp: timestamp,
skillName: selectedSkill.name,
targetName: monsterStats.name,
),
);
} else {
// 일반 공격
final attackResult = calculator.playerAttackMonster(
attacker: playerStats,
defender: monsterStats,
);
monsterStats = attackResult.updatedDefender;
totalDamageDealt += attackResult.result.damage;
// 일반 공격 이벤트 생성
final result = attackResult.result;
if (result.isEvaded) {
newEvents.add(
CombatEvent.monsterEvade(
timestamp: timestamp,
targetName: monsterStats.name,
),
);
} else {
newEvents.add(
CombatEvent.playerAttack(
timestamp: timestamp,
damage: result.damage,
targetName: monsterStats.name,
isCritical: result.isCritical,
attackDelayMs: playerStats.attackDelayMs,
),
);
}
}
playerAccumulator -= playerStats.attackDelayMs;
turnsElapsed++;
}
// 몬스터가 살아있으면 반격
if (monsterStats.isAlive &&
monsterAccumulator >= monsterStats.attackDelayMs) {
// 디버프 효과 적용된 몬스터 스탯 계산
var debuffedMonster = monsterStats;
if (activeDebuffs.isNotEmpty) {
double atkMod = 0;
for (final debuff in activeDebuffs) {
if (!debuff.isExpired(timestamp)) {
atkMod += debuff.effect.atkModifier; // 음수 값
}
}
// ATK 감소 적용 (최소 10% ATK 유지)
final newAtk = (monsterStats.atk * (1 + atkMod)).round().clamp(
monsterStats.atk ~/ 10,
monsterStats.atk,
);
debuffedMonster = monsterStats.copyWith(atk: newAtk);
}
final attackResult = calculator.monsterAttackPlayer(
attacker: debuffedMonster,
defender: playerStats,
);
playerStats = attackResult.updatedDefender;
totalDamageTaken += attackResult.result.damage;
monsterAccumulator -= monsterStats.attackDelayMs;
// 몬스터 공격 이벤트 생성
final result = attackResult.result;
if (result.isEvaded) {
newEvents.add(
CombatEvent.playerEvade(
timestamp: timestamp,
attackerName: monsterStats.name,
),
);
} else if (result.isBlocked) {
newEvents.add(
CombatEvent.playerBlock(
timestamp: timestamp,
reducedDamage: result.damage,
attackerName: monsterStats.name,
),
);
} else if (result.isParried) {
newEvents.add(
CombatEvent.playerParry(
timestamp: timestamp,
reducedDamage: result.damage,
attackerName: monsterStats.name,
),
);
} else {
newEvents.add(
CombatEvent.monsterAttack(
timestamp: timestamp,
damage: result.damage,
attackerName: monsterStats.name,
attackDelayMs: monsterStats.attackDelayMs,
),
);
}
}
// 전투 종료 체크
final isActive = playerStats.isAlive && monsterStats.isAlive;
// 기존 이벤트와 합쳐서 최대 10개 유지
final combinedEvents = [...combat.recentEvents, ...newEvents];
final recentEvents = combinedEvents.length > 10
? combinedEvents.sublist(combinedEvents.length - 10)
: combinedEvents;
return (
combat: combat.copyWith(
playerStats: playerStats,
monsterStats: monsterStats,
playerAttackAccumulatorMs: playerAccumulator,
monsterAttackAccumulatorMs: monsterAccumulator,
totalDamageDealt: totalDamageDealt,
totalDamageTaken: totalDamageTaken,
turnsElapsed: turnsElapsed,
isActive: isActive,
recentEvents: recentEvents,
activeDoTs: activeDoTs,
usedPotionTypes: usedPotionTypes,
activeDebuffs: activeDebuffs,
),
skillSystem: updatedSkillSystem,
potionInventory: updatedPotionInventory,
);
}
/// Act Boss 생성 (Act 완료 시)
///
/// 보스 레벨 = min(플레이어 레벨, Act 최소 레벨)로 설정하여
/// 플레이어가 이길 수 있는 수준 보장
CombatState _createActBoss(GameState state) {
final plotStage = state.progress.plotStageCount;
final actNumber = plotStage + 1;
// 보스 레벨 = min(플레이어 레벨, Act 최소 레벨)
// → 플레이어가 현재 레벨보다 높은 보스를 만나지 않도록 보장
final actMinLevel = ActMonsterLevel.forPlotStage(actNumber);
final bossLevel = math.min(state.traits.level, actMinLevel);
// Named monster 생성 (pq_logic.namedMonster 활용)
final bossName = pq_logic.namedMonster(config, state.rng, bossLevel);
final bossStats = MonsterBaseStats.forLevel(bossLevel);
// 플레이어 전투 스탯 생성
final playerCombatStats = CombatStats.fromStats(
stats: state.stats,
equipment: state.equipment,
level: state.traits.level,
monsterLevel: bossLevel,
);
// Boss 몬스터 스탯 생성 (일반 몬스터 대비 강화)
final monsterCombatStats = MonsterCombatStats(
name: bossName,
level: bossLevel,
atk: (bossStats.atk * 1.5).round(), // Boss 보정 (1.5배)
def: (bossStats.def * 1.5).round(),
hpMax: (bossStats.hp * 2.0).round(), // HP는 2.0배 (보스다운 전투 시간)
hpCurrent: (bossStats.hp * 2.0).round(),
criRate: 0.05,
criDamage: 1.5,
evasion: 0.0,
accuracy: 0.8,
attackDelayMs: 1000,
expReward: (bossStats.exp * 2.5).round(), // 경험치 보상 증가
);
// 전투 상태 초기화
return CombatState.start(
playerStats: playerCombatStats,
monsterStats: monsterCombatStats,
);
}
/// 플레이어 사망 처리 (Phase 4)
///
/// 모든 장비 상실 및 사망 정보 기록
GameState _processPlayerDeath(
GameState state, {
required String killerName,
required DeathCause cause,
}) {
// 사망 직전 전투 이벤트 저장 (최대 10개)
final lastCombatEvents =
state.progress.currentCombat?.recentEvents ?? const [];
// 무기(슬롯 0)를 제외한 장착된 장비 중 1개를 제물로 삭제
// 장착된 비무기 슬롯 인덱스 수집 (슬롯 1~10 중 장비가 있는 것)
final equippedNonWeaponSlots = <int>[];
for (var i = 1; i < Equipment.slotCount; i++) {
if (state.equipment.getItemByIndex(i).isNotEmpty) {
equippedNonWeaponSlots.add(i);
}
}
// 제물로 바칠 장비 선택 및 삭제
var newEquipment = state.equipment;
final lostCount = equippedNonWeaponSlots.isNotEmpty ? 1 : 0;
if (equippedNonWeaponSlots.isNotEmpty) {
// 랜덤하게 1개 슬롯 선택
final sacrificeIndex =
equippedNonWeaponSlots[state.rng.nextInt(equippedNonWeaponSlots.length)];
final slot = EquipmentSlot.values[sacrificeIndex];
// 해당 슬롯을 빈 장비로 교체
newEquipment = newEquipment.setItemByIndex(
sacrificeIndex,
EquipmentItem.empty(slot),
);
}
// 사망 정보 생성 (전투 로그 포함)
final deathInfo = DeathInfo(
cause: cause,
killerName: killerName,
lostEquipmentCount: lostCount,
goldAtDeath: state.inventory.gold,
levelAtDeath: state.traits.level,
timestamp: state.skillSystem.elapsedMs,
lastCombatEvents: lastCombatEvents,
);
// 전투 상태 초기화 및 사망 횟수 증가
// pendingActCompletion 플래그는 유지 (Boss 리트라이를 위해)
final progress = state.progress.copyWith(
currentCombat: null,
deathCount: state.progress.deathCount + 1,
// pendingActCompletion은 copyWith에서 명시하지 않으면 기존 값 유지
);
return state.copyWith(
equipment: newEquipment,
progress: progress,
deathInfo: deathInfo,
);
}
}