update
This commit is contained in:
@@ -1,7 +1,7 @@
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import 'dart:convert';
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import 'package:flutter/services.dart';
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import '../model/item.dart';
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import '../model/status_effect.dart';
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import '../enums.dart';
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class ItemTemplate {
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final String name;
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@@ -0,0 +1,26 @@
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enum ActionType { attack, defend }
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enum RiskLevel { safe, normal, risky }
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enum EnemyActionType { attack, defend }
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enum StatusEffectType {
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stun, // Cannot act this turn
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vulnerable, // Takes 50% more damage
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bleed, // Takes damage at start/end of turn
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defenseForbidden, // Cannot use Defend action
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}
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/// 스탯에 적용될 수 있는 수정자(Modifier)의 타입 정의.
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/// Flat: 기본 값에 직접 더해지는 값.
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/// Percent: 기본 값에 비율로 곱해지는 값.
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enum ModifierType { flat, percent }
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enum StageType {
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battle, // Normal battle
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elite, // Stronger enemy
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shop, // Buy/Sell items
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rest, // Heal or repair
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}
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enum EquipmentSlot { weapon, armor, shield, accessory }
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@@ -0,0 +1,15 @@
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import 'package:flutter/material.dart'; // Color 사용을 위해 import
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enum DamageTarget { player, enemy }
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class DamageEvent {
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final int damage;
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final DamageTarget target;
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final Color color; // 데미지 타입에 따른 색상 (예: 일반 공격, 치명타 등)
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DamageEvent({
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required this.damage,
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required this.target,
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this.color = Colors.red, // 기본 색상은 빨강
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});
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}
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@@ -0,0 +1,15 @@
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import '../enums.dart';
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enum EffectTarget { player, enemy }
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class EffectEvent {
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final ActionType type; // attack, defend
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final RiskLevel risk;
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final EffectTarget target; // 이펙트가 표시될 위치의 대상
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EffectEvent({
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required this.type,
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required this.risk,
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required this.target,
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});
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}
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@@ -1,5 +1,6 @@
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import 'item.dart';
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import 'status_effect.dart';
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import '../enums.dart';
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class Character {
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String name;
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@@ -1,6 +1,4 @@
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import 'status_effect.dart';
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enum EquipmentSlot { weapon, armor, shield, accessory }
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import '../enums.dart';
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/// Defines an effect that an item can apply (e.g., 10% chance to Stun for 1 turn)
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class ItemEffect {
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@@ -1,21 +1,12 @@
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import 'entity.dart';
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import 'item.dart';
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enum StageType {
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battle, // Normal battle
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elite, // Stronger enemy
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shop, // Buy/Sell items
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rest, // Heal or repair
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}
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import '../enums.dart';
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class StageModel {
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final StageType type;
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final Character? enemy; // For battle/elite
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final List<Item> shopItems; // For shop
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StageModel({
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required this.type,
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this.enemy,
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this.shopItems = const [],
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});
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StageModel({required this.type, this.enemy, this.shopItems = const []});
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}
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@@ -1,12 +1,6 @@
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// lib/game/model/stat.dart
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/// 스탯에 적용될 수 있는 수정자(Modifier)의 타입 정의.
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/// Flat: 기본 값에 직접 더해지는 값.
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/// Percent: 기본 값에 비율로 곱해지는 값.
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enum ModifierType {
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flat,
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percent,
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}
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import '../enums.dart';
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/// 스탯 수정자 클래스.
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/// 특정 스탯에 적용되어 최종 값을 변경한다.
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@@ -1,18 +1,9 @@
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enum StatusEffectType {
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stun, // Cannot act this turn
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vulnerable, // Takes 50% more damage
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bleed, // Takes damage at start/end of turn
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defenseForbidden, // Cannot use Defend action
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}
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import '../enums.dart';
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class StatusEffect {
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final StatusEffectType type;
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int duration; // Turns remaining
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final int value; // Intensity (e.g., bleed damage amount)
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StatusEffect({
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required this.type,
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required this.duration,
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this.value = 0,
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});
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StatusEffect({required this.type, required this.duration, this.value = 0});
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}
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@@ -1,19 +1,17 @@
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import 'dart:async'; // StreamController 사용을 위해 import
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import 'dart:math';
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import 'package:flutter/foundation.dart';
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import 'package:flutter/material.dart';
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import '../game/model/entity.dart';
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import '../game/model/item.dart';
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import '../game/model/status_effect.dart';
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import '../game/model/stage.dart'; // Import StageModel
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import '../game/model/stage.dart';
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import '../game/data/item_table.dart';
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import '../game/data/enemy_table.dart';
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import '../utils/game_math.dart';
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enum ActionType { attack, defend }
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enum RiskLevel { safe, normal, risky }
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enum EnemyActionType { attack, defend }
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import '../game/enums.dart';
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import '../game/model/damage_event.dart'; // DamageEvent import
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import '../game/model/effect_event.dart'; // EffectEvent import
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class EnemyIntent {
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final EnemyActionType type;
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@@ -43,10 +41,25 @@ class BattleProvider with ChangeNotifier {
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List<Item> rewardOptions = [];
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bool showRewardPopup = false;
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// Damage Event Stream
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final _damageEventController = StreamController<DamageEvent>.broadcast();
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Stream<DamageEvent> get damageStream => _damageEventController.stream;
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// Effect Event Stream
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final _effectEventController = StreamController<EffectEvent>.broadcast();
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Stream<EffectEvent> get effectStream => _effectEventController.stream;
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BattleProvider() {
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// initializeBattle(); // Do not auto-start logic
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}
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@override
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void dispose() {
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_damageEventController.close(); // StreamController 닫기
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_effectEventController.close();
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super.dispose();
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}
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void initializeBattle() {
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stage = 1;
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player = Character(
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@@ -254,20 +267,61 @@ class BattleProvider with ChangeNotifier {
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break;
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}
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if (success) {
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if (type == ActionType.attack) {
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int damage = (player.totalAtk * efficiency).toInt();
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_applyDamage(enemy, damage);
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_addLog("Player dealt $damage damage to Enemy.");
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if (success) {
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// Try applying status effects from items
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_tryApplyStatusEffects(player, enemy);
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} else {
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int armorGained = (player.totalDefense * efficiency).toInt();
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player.armor += armorGained;
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_addLog("Player gained $armorGained armor.");
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}
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} else {
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if (type == ActionType.attack) {
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int damage = (player.totalAtk * efficiency).toInt();
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_effectEventController.sink.add(EffectEvent(
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type: ActionType.attack,
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risk: risk,
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target: EffectTarget.enemy,
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));
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_applyDamage(enemy, damage, targetType: DamageTarget.enemy); // Add targetType
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_addLog("Player dealt $damage damage to Enemy.");
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// Try applying status effects from items
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_tryApplyStatusEffects(player, enemy);
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} else {
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_effectEventController.sink.add(EffectEvent(
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type: ActionType.defend,
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risk: risk,
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target: EffectTarget.player,
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));
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int armorGained = (player.totalDefense * efficiency).toInt();
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player.armor += armorGained;
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_addLog("Player gained $armorGained armor.");
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}
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}
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else {
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_addLog("Player's action missed!");
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}
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@@ -305,28 +359,38 @@ class BattleProvider with ChangeNotifier {
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if (enemy.isDead) {
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_onVictory();
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return;
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// return; // Already handled by _processStartTurnEffects if damage applied
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}
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if (canAct && currentEnemyIntent != null) {
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final intent = currentEnemyIntent!;
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// Check Success Rate based on Risk
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final random = Random();
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bool success = false;
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switch (intent.risk) {
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case RiskLevel.safe:
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success = random.nextDouble() < 1.0;
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break;
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case RiskLevel.normal:
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success = random.nextDouble() < 0.8;
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break;
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case RiskLevel.risky:
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success = random.nextDouble() < 0.4;
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break;
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}
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if (intent.type == EnemyActionType.defend) {
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// Already handled in _generateEnemyIntent
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_addLog("Enemy maintains defensive stance.");
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} else {
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// Attack Logic
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final random = Random();
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bool success = false;
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switch (intent.risk) {
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case RiskLevel.safe:
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success = random.nextDouble() < 1.0;
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break;
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case RiskLevel.normal:
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success = random.nextDouble() < 0.8;
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break;
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case RiskLevel.risky:
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success = random.nextDouble() < 0.4;
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break;
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}
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if (success) {
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_effectEventController.sink.add(EffectEvent(
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type: ActionType.attack,
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risk: intent.risk,
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target: EffectTarget.player,
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));
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if (success) {
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if (intent.type == EnemyActionType.attack) {
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int incomingDamage = intent.value;
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int damageToHp = 0;
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@@ -346,16 +410,12 @@ class BattleProvider with ChangeNotifier {
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}
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if (damageToHp > 0) {
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_applyDamage(player, damageToHp);
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_applyDamage(player, damageToHp, targetType: DamageTarget.player);
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_addLog("Enemy dealt $damageToHp damage to Player HP.");
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}
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} else if (intent.type == EnemyActionType.defend) {
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int armorGained = intent.value;
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enemy.armor += armorGained;
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_addLog("Enemy gained $armorGained armor.");
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} else {
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_addLog("Enemy's ${intent.risk.name} attack missed!");
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}
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} else {
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_addLog("Enemy's ${intent.risk.name} action missed!");
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}
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} else if (!canAct) {
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_addLog("Enemy is stunned and cannot act!");
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@@ -394,9 +454,25 @@ class BattleProvider with ChangeNotifier {
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.toList();
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if (bleedEffects.isNotEmpty) {
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int totalBleed = bleedEffects.fold(0, (sum, e) => sum + e.value);
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int previousHp = character.hp; // Record HP before damage
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character.hp -= totalBleed;
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if (character.hp < 0) character.hp = 0;
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_addLog("${character.name} takes $totalBleed bleed damage!");
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// Emit DamageEvent for bleed
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if (character == player) {
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_damageEventController.sink.add(DamageEvent(
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damage: totalBleed,
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target: DamageTarget.player,
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color: Colors.purpleAccent, // Bleed damage color
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));
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} else if (character == enemy) {
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_damageEventController.sink.add(DamageEvent(
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damage: totalBleed,
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target: DamageTarget.enemy,
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color: Colors.purpleAccent, // Bleed damage color
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));
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}
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}
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// 2. Stun Check
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@@ -429,15 +505,22 @@ class BattleProvider with ChangeNotifier {
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}
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}
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void _applyDamage(Character target, int damage) {
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void _applyDamage(Character target, int damage, {required DamageTarget targetType, Color color = Colors.red}) {
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// Check Vulnerable
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if (target.hasStatus(StatusEffectType.vulnerable)) {
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damage = (damage * 1.5).toInt();
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_addLog("Vulnerable! Damage increased to $damage.");
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color = Colors.orange; // Vulnerable damage color
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}
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target.hp -= damage;
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if (target.hp < 0) target.hp = 0;
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_damageEventController.sink.add(DamageEvent(
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damage: damage,
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target: targetType,
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color: color,
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));
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}
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void _addLog(String message) {
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@@ -589,7 +672,33 @@ class BattleProvider with ChangeNotifier {
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risk: risk,
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description: "Defends for $armor (${risk.name})",
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);
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// [Changed] Apply defense immediately for pre-emptive defense
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bool success = false;
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switch (risk) {
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case RiskLevel.safe:
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success = random.nextDouble() < 1.0;
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break;
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case RiskLevel.normal:
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success = random.nextDouble() < 0.8;
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break;
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case RiskLevel.risky:
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success = random.nextDouble() < 0.4;
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break;
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}
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if (success) {
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enemy.armor += armor;
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_addLog("Enemy prepares defense! (+$armor Armor)");
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_effectEventController.sink.add(EffectEvent(
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type: ActionType.defend,
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risk: risk,
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target: EffectTarget.enemy,
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));
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} else {
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_addLog("Enemy tried to defend but fumbled!");
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}
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}
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notifyListeners();
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}
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}
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}
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@@ -1,9 +1,13 @@
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import 'package:flutter/material.dart';
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import 'package:game_test/game/model/item.dart';
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import 'package:game_test/game/model/stage.dart'; // Import StageModel
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import 'package:provider/provider.dart';
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import '../providers/battle_provider.dart';
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import '../game/model/entity.dart';
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import '../game/enums.dart';
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import '../game/model/damage_event.dart';
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import '../game/model/effect_event.dart';
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import 'dart:async'; // StreamSubscription
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class BattleScreen extends StatefulWidget {
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const BattleScreen({super.key});
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@@ -14,6 +18,12 @@ class BattleScreen extends StatefulWidget {
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class _BattleScreenState extends State<BattleScreen> {
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final ScrollController _scrollController = ScrollController();
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final List<_DamageTextData> _floatingDamageTexts = [];
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final List<_FloatingEffectData> _floatingEffects = [];
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StreamSubscription<DamageEvent>? _damageSubscription;
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StreamSubscription<EffectEvent>? _effectSubscription;
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final GlobalKey _playerKey = GlobalKey();
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final GlobalKey _enemyKey = GlobalKey();
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@override
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void initState() {
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@@ -24,14 +34,163 @@ class _BattleScreenState extends State<BattleScreen> {
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_scrollController.jumpTo(_scrollController.position.maxScrollExtent);
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}
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||||
});
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// Subscribe to Damage Stream
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final battleProvider = context.read<BattleProvider>();
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_damageSubscription = battleProvider.damageStream.listen(
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_addFloatingDamageText,
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);
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_effectSubscription = battleProvider.effectStream.listen(
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_addFloatingEffect,
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);
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}
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||||
|
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@override
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void dispose() {
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_scrollController.dispose();
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_damageSubscription?.cancel();
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_effectSubscription?.cancel();
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super.dispose();
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}
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void _addFloatingDamageText(DamageEvent event) {
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WidgetsBinding.instance.addPostFrameCallback((_) {
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if (!mounted) return;
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||||
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GlobalKey targetKey = event.target == DamageTarget.player
|
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? _playerKey
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: _enemyKey;
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if (targetKey.currentContext == null) return;
|
||||
RenderBox? renderBox =
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||||
targetKey.currentContext!.findRenderObject() as RenderBox?;
|
||||
if (renderBox == null) return;
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||||
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Offset position = renderBox.localToGlobal(Offset.zero);
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||||
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||||
RenderBox? stackRenderBox = context.findRenderObject() as RenderBox?;
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||||
if (stackRenderBox != null) {
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Offset stackOffset = stackRenderBox.localToGlobal(Offset.zero);
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||||
position = position - stackOffset;
|
||||
}
|
||||
|
||||
// 중앙 정렬 보정 및 위쪽으로 이동
|
||||
position = position + Offset(renderBox.size.width / 2 - 20, -20);
|
||||
|
||||
final String id = UniqueKey().toString();
|
||||
|
||||
setState(() {
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||||
_floatingDamageTexts.add(
|
||||
_DamageTextData(
|
||||
id: id,
|
||||
widget: Positioned(
|
||||
left: position.dx,
|
||||
top: position.dy,
|
||||
child: _FloatingDamageText(
|
||||
key: ValueKey(id),
|
||||
damage: event.damage.toString(),
|
||||
color: event.color,
|
||||
onRemove: () {
|
||||
if (mounted) {
|
||||
setState(() {
|
||||
_floatingDamageTexts.removeWhere((e) => e.id == id);
|
||||
});
|
||||
}
|
||||
},
|
||||
),
|
||||
),
|
||||
),
|
||||
);
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
void _addFloatingEffect(EffectEvent event) {
|
||||
WidgetsBinding.instance.addPostFrameCallback((_) {
|
||||
if (!mounted) return;
|
||||
|
||||
GlobalKey targetKey = event.target == EffectTarget.player
|
||||
? _playerKey
|
||||
: _enemyKey;
|
||||
if (targetKey.currentContext == null) return;
|
||||
|
||||
RenderBox? renderBox =
|
||||
targetKey.currentContext!.findRenderObject() as RenderBox?;
|
||||
if (renderBox == null) return;
|
||||
|
||||
Offset position = renderBox.localToGlobal(Offset.zero);
|
||||
RenderBox? stackRenderBox = context.findRenderObject() as RenderBox?;
|
||||
if (stackRenderBox != null) {
|
||||
Offset stackOffset = stackRenderBox.localToGlobal(Offset.zero);
|
||||
position = position - stackOffset;
|
||||
}
|
||||
|
||||
// 중앙 정렬
|
||||
position =
|
||||
position +
|
||||
Offset(renderBox.size.width / 2 - 30, renderBox.size.height / 2 - 30);
|
||||
|
||||
IconData icon;
|
||||
Color color;
|
||||
double size;
|
||||
|
||||
if (event.type == ActionType.attack) {
|
||||
if (event.risk == RiskLevel.risky) {
|
||||
icon = Icons.whatshot;
|
||||
color = Colors.redAccent;
|
||||
size = 60.0;
|
||||
} else if (event.risk == RiskLevel.normal) {
|
||||
icon = Icons.flash_on;
|
||||
color = Colors.orangeAccent;
|
||||
size = 40.0;
|
||||
} else {
|
||||
icon = Icons.close;
|
||||
color = Colors.grey;
|
||||
size = 30.0;
|
||||
}
|
||||
} else {
|
||||
icon = Icons.shield;
|
||||
if (event.risk == RiskLevel.risky) {
|
||||
color = Colors.deepPurpleAccent;
|
||||
size = 60.0;
|
||||
} else if (event.risk == RiskLevel.normal) {
|
||||
color = Colors.blueAccent;
|
||||
size = 40.0;
|
||||
} else {
|
||||
color = Colors.greenAccent;
|
||||
size = 30.0;
|
||||
}
|
||||
}
|
||||
|
||||
final String id = UniqueKey().toString();
|
||||
|
||||
setState(() {
|
||||
_floatingEffects.add(
|
||||
_FloatingEffectData(
|
||||
id: id,
|
||||
widget: Positioned(
|
||||
left: position.dx,
|
||||
top: position.dy,
|
||||
child: _FloatingEffect(
|
||||
key: ValueKey(id),
|
||||
icon: icon,
|
||||
color: color,
|
||||
size: size,
|
||||
onRemove: () {
|
||||
if (mounted) {
|
||||
setState(() {
|
||||
_floatingEffects.removeWhere((e) => e.id == id);
|
||||
});
|
||||
}
|
||||
},
|
||||
),
|
||||
),
|
||||
),
|
||||
);
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
void _showRiskLevelSelection(BuildContext context, ActionType actionType) {
|
||||
final player = context.read<BattleProvider>().player;
|
||||
final baseValue = actionType == ActionType.attack
|
||||
@@ -192,10 +351,12 @@ class _BattleScreenState extends State<BattleScreen> {
|
||||
_buildCharacterStatus(
|
||||
battleProvider.enemy,
|
||||
isEnemy: true,
|
||||
key: _enemyKey,
|
||||
),
|
||||
_buildCharacterStatus(
|
||||
battleProvider.player,
|
||||
isEnemy: false,
|
||||
key: _playerKey,
|
||||
),
|
||||
],
|
||||
),
|
||||
@@ -285,6 +446,8 @@ class _BattleScreenState extends State<BattleScreen> {
|
||||
),
|
||||
),
|
||||
),
|
||||
..._floatingDamageTexts.map((e) => e.widget),
|
||||
..._floatingEffects.map((e) => e.widget),
|
||||
],
|
||||
);
|
||||
},
|
||||
@@ -325,8 +488,13 @@ class _BattleScreenState extends State<BattleScreen> {
|
||||
);
|
||||
}
|
||||
|
||||
Widget _buildCharacterStatus(Character character, {bool isEnemy = false}) {
|
||||
Widget _buildCharacterStatus(
|
||||
Character character, {
|
||||
bool isEnemy = false,
|
||||
Key? key,
|
||||
}) {
|
||||
return Column(
|
||||
key: key,
|
||||
children: [
|
||||
Text(
|
||||
"${character.name}: HP ${character.hp}/${character.totalMaxHp}",
|
||||
@@ -454,3 +622,200 @@ class _BattleScreenState extends State<BattleScreen> {
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
class _FloatingDamageText extends StatefulWidget {
|
||||
final String damage;
|
||||
final Color color;
|
||||
final VoidCallback onRemove;
|
||||
|
||||
const _FloatingDamageText({
|
||||
Key? key,
|
||||
required this.damage,
|
||||
required this.color,
|
||||
required this.onRemove,
|
||||
}) : super(key: key);
|
||||
|
||||
@override
|
||||
__FloatingDamageTextState createState() => __FloatingDamageTextState();
|
||||
}
|
||||
|
||||
class __FloatingDamageTextState extends State<_FloatingDamageText>
|
||||
with SingleTickerProviderStateMixin {
|
||||
late AnimationController _controller;
|
||||
late Animation<Offset> _offsetAnimation;
|
||||
late Animation<double> _opacityAnimation;
|
||||
|
||||
@override
|
||||
void initState() {
|
||||
super.initState();
|
||||
_controller = AnimationController(
|
||||
duration: const Duration(milliseconds: 1000),
|
||||
vsync: this,
|
||||
);
|
||||
|
||||
_offsetAnimation = Tween<Offset>(
|
||||
begin: const Offset(0.0, 0.0),
|
||||
end: const Offset(0.0, -1.5), // 위로 띄울 높이
|
||||
).animate(CurvedAnimation(parent: _controller, curve: Curves.easeOut));
|
||||
|
||||
_opacityAnimation = Tween<double>(begin: 1.0, end: 0.0).animate(
|
||||
CurvedAnimation(
|
||||
parent: _controller,
|
||||
curve: const Interval(
|
||||
0.5,
|
||||
1.0,
|
||||
curve: Curves.easeOut,
|
||||
), // 절반 이후부터 투명도 감소
|
||||
),
|
||||
);
|
||||
|
||||
_controller.forward().then((_) {
|
||||
if (mounted) {
|
||||
widget.onRemove(); // 애니메이션 완료 후 콜백 호출하여 위젯 제거 요청
|
||||
// _controller.dispose(); // 제거: dispose() 메서드에서 처리됨
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
@override
|
||||
void dispose() {
|
||||
_controller.dispose();
|
||||
super.dispose();
|
||||
}
|
||||
|
||||
@override
|
||||
Widget build(BuildContext context) {
|
||||
return AnimatedBuilder(
|
||||
animation: _controller,
|
||||
builder: (context, child) {
|
||||
return FractionalTranslation(
|
||||
translation: _offsetAnimation.value,
|
||||
child: Opacity(
|
||||
opacity: _opacityAnimation.value,
|
||||
child: Material(
|
||||
color: Colors.transparent,
|
||||
child: Text(
|
||||
widget.damage,
|
||||
style: TextStyle(
|
||||
color: widget.color,
|
||||
fontSize: 20,
|
||||
fontWeight: FontWeight.bold,
|
||||
shadows: const [
|
||||
Shadow(
|
||||
blurRadius: 2.0,
|
||||
color: Colors.black,
|
||||
offset: Offset(1.0, 1.0),
|
||||
),
|
||||
],
|
||||
),
|
||||
),
|
||||
),
|
||||
),
|
||||
);
|
||||
},
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
class _DamageTextData {
|
||||
final String id;
|
||||
|
||||
final Widget widget;
|
||||
|
||||
_DamageTextData({required this.id, required this.widget});
|
||||
}
|
||||
|
||||
class _FloatingEffect extends StatefulWidget {
|
||||
final IconData icon;
|
||||
final Color color;
|
||||
final double size;
|
||||
final VoidCallback onRemove;
|
||||
|
||||
const _FloatingEffect({
|
||||
Key? key,
|
||||
|
||||
required this.icon,
|
||||
|
||||
required this.color,
|
||||
|
||||
required this.size,
|
||||
|
||||
required this.onRemove,
|
||||
}) : super(key: key);
|
||||
|
||||
@override
|
||||
__FloatingEffectState createState() => __FloatingEffectState();
|
||||
}
|
||||
|
||||
class __FloatingEffectState extends State<_FloatingEffect>
|
||||
with SingleTickerProviderStateMixin {
|
||||
late AnimationController _controller;
|
||||
|
||||
late Animation<double> _scaleAnimation;
|
||||
|
||||
late Animation<double> _opacityAnimation;
|
||||
|
||||
@override
|
||||
void initState() {
|
||||
super.initState();
|
||||
|
||||
_controller = AnimationController(
|
||||
duration: const Duration(milliseconds: 800),
|
||||
|
||||
vsync: this,
|
||||
);
|
||||
|
||||
_scaleAnimation = Tween<double>(
|
||||
begin: 0.5,
|
||||
end: 1.5,
|
||||
).animate(CurvedAnimation(parent: _controller, curve: Curves.elasticOut));
|
||||
|
||||
_opacityAnimation = Tween<double>(begin: 1.0, end: 0.0).animate(
|
||||
CurvedAnimation(
|
||||
parent: _controller,
|
||||
|
||||
curve: const Interval(0.5, 1.0, curve: Curves.easeOut),
|
||||
),
|
||||
);
|
||||
|
||||
_controller.forward().then((_) {
|
||||
if (mounted) {
|
||||
widget.onRemove();
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
@override
|
||||
void dispose() {
|
||||
_controller.dispose();
|
||||
|
||||
super.dispose();
|
||||
}
|
||||
|
||||
@override
|
||||
Widget build(BuildContext context) {
|
||||
return AnimatedBuilder(
|
||||
animation: _controller,
|
||||
|
||||
builder: (context, child) {
|
||||
return Transform.scale(
|
||||
scale: _scaleAnimation.value,
|
||||
|
||||
child: Opacity(
|
||||
opacity: _opacityAnimation.value,
|
||||
|
||||
child: Icon(widget.icon, color: widget.color, size: widget.size),
|
||||
),
|
||||
);
|
||||
},
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
class _FloatingEffectData {
|
||||
final String id;
|
||||
|
||||
final Widget widget;
|
||||
|
||||
_FloatingEffectData({required this.id, required this.widget});
|
||||
}
|
||||
|
||||
@@ -2,8 +2,7 @@ import 'package:flutter/material.dart';
|
||||
import 'package:provider/provider.dart';
|
||||
import '../providers/battle_provider.dart';
|
||||
import '../game/model/item.dart';
|
||||
import '../game/model/entity.dart';
|
||||
import '../game/model/stage.dart'; // Import StageModel
|
||||
import '../game/enums.dart';
|
||||
|
||||
class InventoryScreen extends StatelessWidget {
|
||||
const InventoryScreen({super.key});
|
||||
@@ -41,8 +40,12 @@ class InventoryScreen extends StatelessWidget {
|
||||
),
|
||||
_buildStatItem("ATK", "${player.totalAtk}"),
|
||||
_buildStatItem("DEF", "${player.totalDefense}"),
|
||||
_buildStatItem("Shield", "${player.armor}"),
|
||||
_buildStatItem("Gold", "${player.gold} G", color: Colors.amber),
|
||||
_buildStatItem("Shield", "${player.armor}"),
|
||||
_buildStatItem(
|
||||
"Gold",
|
||||
"${player.gold} G",
|
||||
color: Colors.amber,
|
||||
),
|
||||
],
|
||||
),
|
||||
],
|
||||
@@ -74,7 +77,11 @@ class InventoryScreen extends StatelessWidget {
|
||||
return Expanded(
|
||||
child: InkWell(
|
||||
onTap: item != null
|
||||
? () => _showUnequipConfirmationDialog(context, battleProvider, item)
|
||||
? () => _showUnequipConfirmationDialog(
|
||||
context,
|
||||
battleProvider,
|
||||
item,
|
||||
)
|
||||
: null,
|
||||
child: Card(
|
||||
color: item != null
|
||||
@@ -232,8 +239,10 @@ class InventoryScreen extends StatelessWidget {
|
||||
|
||||
/// Shows a menu with actions for the selected item (Equip, Discard, etc.)
|
||||
void _showItemActionDialog(
|
||||
BuildContext context, BattleProvider provider, Item item) {
|
||||
|
||||
BuildContext context,
|
||||
BattleProvider provider,
|
||||
Item item,
|
||||
) {
|
||||
bool isShop = provider.currentStage.type == StageType.shop;
|
||||
|
||||
showDialog(
|
||||
@@ -546,4 +555,4 @@ class InventoryScreen extends StatelessWidget {
|
||||
],
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user