Files
asciinevrdie/lib/src/core/engine/arena_service.dart
JiWoong Sul 699ae3b7f3 feat(arena): 아레나 서비스 및 아이템 서비스 개선
- ArenaService 로직 확장
- ArenaMatch 모델 업데이트
- ItemService 아레나 지원 추가
2026-01-07 20:21:50 +09:00

799 lines
28 KiB
Dart

import 'package:asciineverdie/data/skill_data.dart';
import 'package:asciineverdie/src/core/engine/combat_calculator.dart';
import 'package:asciineverdie/src/core/engine/item_service.dart';
import 'package:asciineverdie/src/core/engine/skill_service.dart';
import 'package:asciineverdie/src/core/model/arena_match.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/hall_of_fame.dart';
import 'package:asciineverdie/src/core/model/monster_combat_stats.dart';
import 'package:asciineverdie/src/core/model/skill.dart';
import 'package:asciineverdie/src/core/util/deterministic_random.dart';
/// 아레나 서비스
///
/// 로컬 아레나 대전 시스템의 핵심 로직 담당:
/// - 순위 계산 및 상대 결정
/// - 전투 실행
/// - 장비 교환
class ArenaService {
ArenaService({DeterministicRandom? rng})
: _rng = rng ?? DeterministicRandom(DateTime.now().millisecondsSinceEpoch);
final DeterministicRandom _rng;
late final SkillService _skillService = SkillService(rng: _rng);
// ============================================================================
// 스킬 시스템 헬퍼
// ============================================================================
/// HallOfFameEntry의 finalSkills에서 Skill 목록 추출
List<Skill> _getSkillsFromEntry(HallOfFameEntry entry) {
final skillData = entry.finalSkills;
if (skillData == null || skillData.isEmpty) return [];
final skills = <Skill>[];
for (final data in skillData) {
final skillName = data['name'];
if (skillName != null) {
final skill = SkillData.getSkillBySpellName(skillName);
if (skill != null) {
skills.add(skill);
}
}
}
return skills;
}
/// 스킬 ID 목록 추출 (HallOfFameEntry에서)
List<String> _getSkillIdsFromEntry(HallOfFameEntry entry) {
return _getSkillsFromEntry(entry).map((s) => s.id).toList();
}
/// 스킬 랭크 조회 (HallOfFameEntry의 finalSkills에서)
int _getSkillRankFromEntry(HallOfFameEntry entry, String skillId) {
final skill = SkillData.getSkillById(skillId);
if (skill == null) return 1;
final skillData = entry.finalSkills;
if (skillData == null || skillData.isEmpty) return 1;
for (final data in skillData) {
if (data['name'] == skill.name) {
final rankStr = data['rank'] ?? 'I';
return _romanToInt(rankStr);
}
}
return 1;
}
/// 로마 숫자 → 정수 변환
int _romanToInt(String roman) {
return switch (roman) {
'I' => 1,
'II' => 2,
'III' => 3,
'IV' => 4,
'V' => 5,
_ => 1,
};
}
// ============================================================================
// 상대 결정
// ============================================================================
/// 상대 결정 (바로 위 순위, 1위면 2위와 대결)
///
/// [hallOfFame] 명예의 전당
/// [challengerId] 도전자 캐릭터 ID
/// Returns: 상대 캐릭터 (없으면 null)
HallOfFameEntry? findOpponent(HallOfFame hallOfFame, String challengerId) {
final ranked = hallOfFame.rankedEntries;
if (ranked.length < 2) return null;
final currentRank = hallOfFame.getRank(challengerId);
if (currentRank <= 0) return null;
// 1위면 2위와 대결
if (currentRank == 1) {
return ranked[1];
}
// 그 외는 바로 위 순위와 대결
return ranked[currentRank - 2];
}
// ============================================================================
// 전투 실행
// ============================================================================
/// 아레나 전투 실행
///
/// [match] 대전 정보
/// Returns: 대전 결과 (승패, 장비 교환 후 캐릭터)
ArenaMatchResult executeCombat(ArenaMatch match) {
final calculator = CombatCalculator(rng: _rng);
// 도전자 스탯 (풀 HP로 시작)
final challengerStats = match.challenger.finalStats;
final opponentStats = match.opponent.finalStats;
if (challengerStats == null || opponentStats == null) {
// 스탯이 없으면 도전자 패배 처리
return ArenaMatchResult(
match: match,
isVictory: false,
turns: 0,
updatedChallenger: match.challenger,
updatedOpponent: match.opponent,
);
}
// 플레이어 스탯 (풀 HP로 초기화)
var playerCombatStats = challengerStats.copyWith(
hpCurrent: challengerStats.hpMax,
mpCurrent: challengerStats.mpMax,
);
// 상대를 몬스터 형태로 변환
var opponentMonsterStats = MonsterCombatStats.fromCombatStats(
opponentStats,
match.opponent.characterName,
);
// 전투 시뮬레이션
int turns = 0;
int playerAccum = 0;
int opponentAccum = 0;
const tickMs = 200;
while (playerCombatStats.isAlive && opponentMonsterStats.isAlive) {
playerAccum += tickMs;
opponentAccum += tickMs;
// 플레이어 공격
if (playerAccum >= playerCombatStats.attackDelayMs) {
final result = calculator.playerAttackMonster(
attacker: playerCombatStats,
defender: opponentMonsterStats,
);
opponentMonsterStats = result.updatedDefender;
playerAccum = 0;
turns++;
}
// 상대 공격 (살아있을 때만)
if (opponentMonsterStats.isAlive &&
opponentAccum >= opponentMonsterStats.attackDelayMs) {
final result = calculator.monsterAttackPlayer(
attacker: opponentMonsterStats,
defender: playerCombatStats,
);
playerCombatStats = result.updatedDefender;
opponentAccum = 0;
}
// 무한 루프 방지
if (turns > 1000) break;
}
final isVictory = playerCombatStats.isAlive;
// 장비 교환
final (updatedChallenger, updatedOpponent) = _exchangeEquipment(
match: match,
isVictory: isVictory,
);
return ArenaMatchResult(
match: match,
isVictory: isVictory,
turns: turns,
updatedChallenger: updatedChallenger,
updatedOpponent: updatedOpponent,
);
}
/// 시뮬레이션 결과를 기반으로 전투 결과 생성
///
/// [match] 대전 정보
/// [challengerHp] 도전자 최종 HP
/// [opponentHp] 상대 최종 HP
/// [turns] 총 턴 수
/// Returns: 대전 결과 (승패, 장비 교환 후 캐릭터)
ArenaMatchResult createResultFromSimulation({
required ArenaMatch match,
required int challengerHp,
required int opponentHp,
required int turns,
}) {
// 도전자 HP가 0보다 크면 승리
final isVictory = challengerHp > 0 && opponentHp <= 0;
// 장비 교환
final (updatedChallenger, updatedOpponent) = _exchangeEquipment(
match: match,
isVictory: isVictory,
);
return ArenaMatchResult(
match: match,
isVictory: isVictory,
turns: turns,
updatedChallenger: updatedChallenger,
updatedOpponent: updatedOpponent,
);
}
/// 전투 시뮬레이션 (애니메이션용 스트림)
///
/// progress_service._processCombatTickWithSkills()와 동일한 로직 사용
/// [match] 대전 정보
/// Returns: 턴별 전투 상황 스트림
Stream<ArenaCombatTurn> simulateCombat(ArenaMatch match) async* {
final calculator = CombatCalculator(rng: _rng);
final challengerStats = match.challenger.finalStats;
final opponentStats = match.opponent.finalStats;
if (challengerStats == null || opponentStats == null) {
return;
}
// 스킬 ID 목록 로드 (SkillBook과 동일한 방식)
var challengerSkillIds = _getSkillIdsFromEntry(match.challenger);
var opponentSkillIds = _getSkillIdsFromEntry(match.opponent);
// 스킬이 없으면 기본 스킬 사용
if (challengerSkillIds.isEmpty) {
challengerSkillIds = SkillData.defaultSkillIds;
}
if (opponentSkillIds.isEmpty) {
opponentSkillIds = SkillData.defaultSkillIds;
}
// 스킬 시스템 상태 초기화
var challengerSkillSystem = SkillSystemState.empty();
var opponentSkillSystem = SkillSystemState.empty();
// DOT 및 디버프 추적 (일반 전투와 동일)
var challengerDoTs = <DotEffect>[];
var opponentDoTs = <DotEffect>[];
var challengerDebuffs = <ActiveBuff>[];
var opponentDebuffs = <ActiveBuff>[];
var playerCombatStats = challengerStats.copyWith(
hpCurrent: challengerStats.hpMax,
mpCurrent: challengerStats.mpMax,
);
var opponentCombatStats = opponentStats.copyWith(
hpCurrent: opponentStats.hpMax,
mpCurrent: opponentStats.mpMax,
);
var opponentMonsterStats = MonsterCombatStats.fromCombatStats(
opponentCombatStats,
match.opponent.characterName,
);
var challengerMonsterStats = MonsterCombatStats.fromCombatStats(
playerCombatStats,
match.challenger.characterName,
);
int playerAccum = 0;
int opponentAccum = 0;
int elapsedMs = 0;
const tickMs = 200;
int turns = 0;
// 초기 상태 전송
yield ArenaCombatTurn(
challengerHp: playerCombatStats.hpCurrent,
opponentHp: opponentCombatStats.hpCurrent,
challengerHpMax: playerCombatStats.hpMax,
opponentHpMax: opponentCombatStats.hpMax,
challengerMp: playerCombatStats.mpCurrent,
opponentMp: opponentCombatStats.mpCurrent,
challengerMpMax: playerCombatStats.mpMax,
opponentMpMax: opponentCombatStats.mpMax,
);
while (playerCombatStats.isAlive && opponentCombatStats.hpCurrent > 0) {
playerAccum += tickMs;
opponentAccum += tickMs;
elapsedMs += tickMs;
// 스킬 시스템 시간 업데이트
challengerSkillSystem = challengerSkillSystem.copyWith(elapsedMs: elapsedMs);
opponentSkillSystem = opponentSkillSystem.copyWith(elapsedMs: elapsedMs);
int? challengerDamage;
int? opponentDamage;
bool isChallengerCritical = false;
bool isOpponentCritical = false;
bool isChallengerEvaded = false;
bool isOpponentEvaded = false;
bool isChallengerBlocked = false;
bool isOpponentBlocked = false;
String? challengerSkillUsed;
String? opponentSkillUsed;
int? challengerHealAmount;
int? opponentHealAmount;
// =========================================================================
// DOT 틱 처리 (도전자 → 상대에게 적용된 DOT)
// =========================================================================
var dotDamageToOpponent = 0;
final updatedChallengerDoTs = <DotEffect>[];
for (final dot in challengerDoTs) {
final (updatedDot, ticksTriggered) = dot.tick(tickMs);
if (ticksTriggered > 0) {
dotDamageToOpponent += dot.damagePerTick * ticksTriggered;
}
if (updatedDot.isActive) {
updatedChallengerDoTs.add(updatedDot);
}
}
challengerDoTs = updatedChallengerDoTs;
if (dotDamageToOpponent > 0 && opponentCombatStats.hpCurrent > 0) {
opponentCombatStats = opponentCombatStats.copyWith(
hpCurrent: (opponentCombatStats.hpCurrent - dotDamageToOpponent)
.clamp(0, opponentCombatStats.hpMax),
);
}
// DOT 틱 처리 (상대 → 도전자에게 적용된 DOT)
var dotDamageToChallenger = 0;
final updatedOpponentDoTs = <DotEffect>[];
for (final dot in opponentDoTs) {
final (updatedDot, ticksTriggered) = dot.tick(tickMs);
if (ticksTriggered > 0) {
dotDamageToChallenger += dot.damagePerTick * ticksTriggered;
}
if (updatedDot.isActive) {
updatedOpponentDoTs.add(updatedDot);
}
}
opponentDoTs = updatedOpponentDoTs;
if (dotDamageToChallenger > 0 && playerCombatStats.isAlive) {
playerCombatStats = playerCombatStats.copyWith(
hpCurrent: (playerCombatStats.hpCurrent - dotDamageToChallenger)
.clamp(0, playerCombatStats.hpMax),
);
}
// =========================================================================
// 만료된 디버프 정리
// =========================================================================
challengerDebuffs = challengerDebuffs
.where((ActiveBuff d) => !d.isExpired(elapsedMs))
.toList();
opponentDebuffs = opponentDebuffs
.where((ActiveBuff d) => !d.isExpired(elapsedMs))
.toList();
// =========================================================================
// 도전자 턴 (selectAutoSkill 사용 - 일반 전투와 동일)
// =========================================================================
if (playerAccum >= playerCombatStats.attackDelayMs) {
playerAccum = 0;
// 상대 몬스터 스탯 동기화
opponentMonsterStats = MonsterCombatStats.fromCombatStats(
opponentCombatStats,
match.opponent.characterName,
);
// 스킬 자동 선택 (progress_service와 동일한 로직)
final selectedSkill = _skillService.selectAutoSkill(
player: playerCombatStats,
monster: opponentMonsterStats,
skillSystem: challengerSkillSystem,
availableSkillIds: challengerSkillIds,
activeDoTs: challengerDoTs,
activeDebuffs: opponentDebuffs,
);
if (selectedSkill != null && selectedSkill.isAttack) {
// 스킬 랭크 조회 및 적용
final skillRank = _getSkillRankFromEntry(
match.challenger,
selectedSkill.id,
);
final skillResult = _skillService.useAttackSkillWithRank(
skill: selectedSkill,
player: playerCombatStats,
monster: opponentMonsterStats,
skillSystem: challengerSkillSystem,
rank: skillRank,
);
playerCombatStats = skillResult.updatedPlayer;
opponentCombatStats = opponentCombatStats.copyWith(
hpCurrent: skillResult.updatedMonster.hpCurrent,
);
challengerSkillSystem = skillResult.updatedSkillSystem;
challengerSkillUsed = selectedSkill.name;
challengerDamage = skillResult.result.damage;
} else if (selectedSkill != null && selectedSkill.isDot) {
// DOT 스킬 사용
final skillResult = _skillService.useDotSkill(
skill: selectedSkill,
player: playerCombatStats,
skillSystem: challengerSkillSystem,
playerInt: playerCombatStats.atk ~/ 10,
playerWis: playerCombatStats.def ~/ 10,
);
playerCombatStats = skillResult.updatedPlayer;
challengerSkillSystem = skillResult.updatedSkillSystem;
if (skillResult.dotEffect != null) {
challengerDoTs.add(skillResult.dotEffect!);
}
challengerSkillUsed = selectedSkill.name;
} else if (selectedSkill != null && selectedSkill.isHeal) {
// 회복 스킬 사용
final skillResult = _skillService.useHealSkill(
skill: selectedSkill,
player: playerCombatStats,
skillSystem: challengerSkillSystem,
);
playerCombatStats = skillResult.updatedPlayer;
challengerSkillSystem = skillResult.updatedSkillSystem;
challengerSkillUsed = selectedSkill.name;
challengerHealAmount = skillResult.result.healedAmount;
} else if (selectedSkill != null && selectedSkill.isBuff) {
// 버프 스킬 사용
final skillResult = _skillService.useBuffSkill(
skill: selectedSkill,
player: playerCombatStats,
skillSystem: challengerSkillSystem,
);
playerCombatStats = skillResult.updatedPlayer;
challengerSkillSystem = skillResult.updatedSkillSystem;
challengerSkillUsed = selectedSkill.name;
} else if (selectedSkill != null && selectedSkill.isDebuff) {
// 디버프 스킬 사용
final skillResult = _skillService.useDebuffSkill(
skill: selectedSkill,
player: playerCombatStats,
skillSystem: challengerSkillSystem,
currentDebuffs: opponentDebuffs,
);
playerCombatStats = skillResult.updatedPlayer;
challengerSkillSystem = skillResult.updatedSkillSystem;
final debuffEffect = skillResult.debuffEffect;
if (debuffEffect != null) {
opponentDebuffs = opponentDebuffs
.where((ActiveBuff d) => d.effect.id != debuffEffect.effect.id)
.toList()
..add(debuffEffect);
}
challengerSkillUsed = selectedSkill.name;
} else {
// 일반 공격
final result = calculator.playerAttackMonster(
attacker: playerCombatStats,
defender: opponentMonsterStats,
);
opponentCombatStats = opponentCombatStats.copyWith(
hpCurrent: result.updatedDefender.hpCurrent,
);
if (result.result.isHit) {
challengerDamage = result.result.damage;
isChallengerCritical = result.result.isCritical;
} else {
isOpponentEvaded = true;
}
}
}
// =========================================================================
// 상대 턴 (selectAutoSkill 사용 - 일반 전투와 동일)
// =========================================================================
if (opponentCombatStats.hpCurrent > 0 &&
opponentAccum >= opponentCombatStats.attackDelayMs) {
opponentAccum = 0;
// 도전자 몬스터 스탯 동기화
challengerMonsterStats = MonsterCombatStats.fromCombatStats(
playerCombatStats,
match.challenger.characterName,
);
// 스킬 자동 선택 (progress_service와 동일한 로직)
final selectedSkill = _skillService.selectAutoSkill(
player: opponentCombatStats,
monster: challengerMonsterStats,
skillSystem: opponentSkillSystem,
availableSkillIds: opponentSkillIds,
activeDoTs: opponentDoTs,
activeDebuffs: challengerDebuffs,
);
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.updatedPlayer;
opponentSkillSystem = skillResult.updatedSkillSystem;
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 {
// 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(
debuffedOpponent,
match.opponent.characterName,
);
final result = calculator.monsterAttackPlayer(
attacker: opponentMonsterStats,
defender: playerCombatStats,
);
playerCombatStats = result.updatedDefender;
if (result.result.isHit) {
opponentDamage = result.result.damage;
isOpponentCritical = result.result.isCritical;
isChallengerBlocked = result.result.isBlocked;
} else {
isChallengerEvaded = true;
}
}
}
// 액션이 발생했을 때만 턴 전송
final hasAction = challengerDamage != null ||
opponentDamage != null ||
challengerHealAmount != null ||
opponentHealAmount != null ||
challengerSkillUsed != null ||
opponentSkillUsed != null;
if (hasAction) {
turns++;
yield ArenaCombatTurn(
challengerDamage: challengerDamage,
opponentDamage: opponentDamage,
challengerHp: playerCombatStats.hpCurrent,
opponentHp: opponentCombatStats.hpCurrent,
challengerHpMax: playerCombatStats.hpMax,
opponentHpMax: opponentCombatStats.hpMax,
challengerMp: playerCombatStats.mpCurrent,
opponentMp: opponentCombatStats.mpCurrent,
challengerMpMax: playerCombatStats.mpMax,
opponentMpMax: opponentCombatStats.mpMax,
isChallengerCritical: isChallengerCritical,
isOpponentCritical: isOpponentCritical,
isChallengerEvaded: isChallengerEvaded,
isOpponentEvaded: isOpponentEvaded,
isChallengerBlocked: isChallengerBlocked,
isOpponentBlocked: isOpponentBlocked,
challengerSkillUsed: challengerSkillUsed,
opponentSkillUsed: opponentSkillUsed,
challengerHealAmount: challengerHealAmount,
opponentHealAmount: opponentHealAmount,
);
// 애니메이션을 위한 딜레이
await Future<void>.delayed(const Duration(milliseconds: 100));
}
// 무한 루프 방지
if (turns > 1000) break;
}
}
// ============================================================================
// AI 베팅 슬롯 선택
// ============================================================================
/// AI가 도전자에게서 약탈할 슬롯 자동 선택
///
/// 도전자의 가장 좋은 장비 슬롯 선택 (무기 제외)
EquipmentSlot selectOpponentBettingSlot(HallOfFameEntry challenger) {
final equipment = challenger.finalEquipment ?? [];
if (equipment.isEmpty) {
// 장비가 없으면 기본 슬롯 (투구)
return EquipmentSlot.helm;
}
// 무기를 제외한 장비 중 가장 높은 점수의 슬롯 선택
EquipmentSlot? bestSlot;
int bestScore = -1;
for (final item in equipment) {
// 무기는 약탈 불가
if (item.slot == EquipmentSlot.weapon) continue;
if (item.isEmpty) continue;
final score = ItemService.calculateEquipmentScore(item);
if (score > bestScore) {
bestScore = score;
bestSlot = item.slot;
}
}
// 유효한 슬롯이 없으면 투구 선택
return bestSlot ?? EquipmentSlot.helm;
}
/// 베팅 가능한 슬롯 목록 반환 (무기 제외)
List<EquipmentSlot> getBettableSlots() {
return EquipmentSlot.values
.where((slot) => slot != EquipmentSlot.weapon)
.toList();
}
// ============================================================================
// 장비 약탈
// ============================================================================
/// 장비 약탈 (승자가 패자의 베팅 슬롯 장비 획득)
///
/// - 승자: 자신이 선택한 슬롯의 패자 장비 획득
/// - 패자: 해당 슬롯 장비 손실 → 기본 장비로 대체
(HallOfFameEntry, HallOfFameEntry) _exchangeEquipment({
required ArenaMatch match,
required bool isVictory,
}) {
// 도전자 장비 목록 복사
final challengerEquipment =
List<EquipmentItem>.from(match.challenger.finalEquipment ?? []);
// 상대 장비 목록 복사
final opponentEquipment =
List<EquipmentItem>.from(match.opponent.finalEquipment ?? []);
if (isVictory) {
// 도전자 승리: 도전자가 선택한 슬롯의 상대 장비 획득
final winnerSlot = match.challengerBettingSlot;
final lootedItem = _findItemBySlot(opponentEquipment, winnerSlot);
// 도전자: 약탈한 장비로 교체
_replaceItemInList(challengerEquipment, winnerSlot, lootedItem);
// 상대: 해당 슬롯 기본 장비로 대체
final defaultItem = _createDefaultEquipment(winnerSlot);
_replaceItemInList(opponentEquipment, winnerSlot, defaultItem);
} else {
// 상대 승리: 상대가 선택한 슬롯의 도전자 장비 획득
final winnerSlot = match.opponentBettingSlot;
final lootedItem = _findItemBySlot(challengerEquipment, winnerSlot);
// 상대: 약탈한 장비로 교체
_replaceItemInList(opponentEquipment, winnerSlot, lootedItem);
// 도전자: 해당 슬롯 기본 장비로 대체
final defaultItem = _createDefaultEquipment(winnerSlot);
_replaceItemInList(challengerEquipment, winnerSlot, defaultItem);
}
// 업데이트된 엔트리 생성
final updatedChallenger = match.challenger.copyWith(
finalEquipment: challengerEquipment,
);
final updatedOpponent = match.opponent.copyWith(
finalEquipment: opponentEquipment,
);
return (updatedChallenger, updatedOpponent);
}
/// 슬롯으로 장비 찾기
EquipmentItem _findItemBySlot(
List<EquipmentItem> equipment, EquipmentSlot slot) {
for (final item in equipment) {
if (item.slot == slot) return item;
}
return EquipmentItem.empty(slot);
}
/// 장비 목록에서 특정 슬롯의 아이템 교체
void _replaceItemInList(
List<EquipmentItem> equipment,
EquipmentSlot slot,
EquipmentItem newItem,
) {
for (var i = 0; i < equipment.length; i++) {
if (equipment[i].slot == slot) {
equipment[i] = newItem;
return;
}
}
// 슬롯이 없으면 추가
equipment.add(newItem);
}
/// 기본 장비 생성 (Common 등급)
///
/// 패자가 장비를 잃었을 때 빈 슬롯 방지용
EquipmentItem _createDefaultEquipment(EquipmentSlot slot) {
return ItemService.createDefaultEquipmentForSlot(slot);
}
}