This commit is contained in:
Horoli 2025-12-03 01:39:14 +09:00
parent 0e96aa4f7c
commit 36f93ccbcc
16 changed files with 691 additions and 89 deletions

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@ -1,7 +1,7 @@
import 'dart:convert';
import 'package:flutter/services.dart';
import '../model/item.dart';
import '../model/status_effect.dart';
import '../enums.dart';
class ItemTemplate {
final String name;

26
lib/game/enums.dart Normal file
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@ -0,0 +1,26 @@
enum ActionType { attack, defend }
enum RiskLevel { safe, normal, risky }
enum EnemyActionType { attack, defend }
enum StatusEffectType {
stun, // Cannot act this turn
vulnerable, // Takes 50% more damage
bleed, // Takes damage at start/end of turn
defenseForbidden, // Cannot use Defend action
}
/// (Modifier) .
/// Flat: .
/// Percent: .
enum ModifierType { flat, percent }
enum StageType {
battle, // Normal battle
elite, // Stronger enemy
shop, // Buy/Sell items
rest, // Heal or repair
}
enum EquipmentSlot { weapon, armor, shield, accessory }

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@ -0,0 +1,15 @@
import 'package:flutter/material.dart'; // Color import
enum DamageTarget { player, enemy }
class DamageEvent {
final int damage;
final DamageTarget target;
final Color color; // (: , )
DamageEvent({
required this.damage,
required this.target,
this.color = Colors.red, //
});
}

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@ -0,0 +1,15 @@
import '../enums.dart';
enum EffectTarget { player, enemy }
class EffectEvent {
final ActionType type; // attack, defend
final RiskLevel risk;
final EffectTarget target; //
EffectEvent({
required this.type,
required this.risk,
required this.target,
});
}

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@ -1,5 +1,6 @@
import 'item.dart';
import 'status_effect.dart';
import '../enums.dart';
class Character {
String name;

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@ -1,6 +1,4 @@
import 'status_effect.dart';
enum EquipmentSlot { weapon, armor, shield, accessory }
import '../enums.dart';
/// Defines an effect that an item can apply (e.g., 10% chance to Stun for 1 turn)
class ItemEffect {

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@ -1,21 +1,12 @@
import 'entity.dart';
import 'item.dart';
enum StageType {
battle, // Normal battle
elite, // Stronger enemy
shop, // Buy/Sell items
rest, // Heal or repair
}
import '../enums.dart';
class StageModel {
final StageType type;
final Character? enemy; // For battle/elite
final List<Item> shopItems; // For shop
StageModel({
required this.type,
this.enemy,
this.shopItems = const [],
});
StageModel({required this.type, this.enemy, this.shopItems = const []});
}

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@ -1,12 +1,6 @@
// lib/game/model/stat.dart
/// (Modifier) .
/// Flat: .
/// Percent: .
enum ModifierType {
flat,
percent,
}
import '../enums.dart';
/// .
/// .

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@ -1,18 +1,9 @@
enum StatusEffectType {
stun, // Cannot act this turn
vulnerable, // Takes 50% more damage
bleed, // Takes damage at start/end of turn
defenseForbidden, // Cannot use Defend action
}
import '../enums.dart';
class StatusEffect {
final StatusEffectType type;
int duration; // Turns remaining
final int value; // Intensity (e.g., bleed damage amount)
StatusEffect({
required this.type,
required this.duration,
this.value = 0,
});
StatusEffect({required this.type, required this.duration, this.value = 0});
}

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@ -1,19 +1,17 @@
import 'dart:async'; // StreamController import
import 'dart:math';
import 'package:flutter/foundation.dart';
import 'package:flutter/material.dart';
import '../game/model/entity.dart';
import '../game/model/item.dart';
import '../game/model/status_effect.dart';
import '../game/model/stage.dart'; // Import StageModel
import '../game/model/stage.dart';
import '../game/data/item_table.dart';
import '../game/data/enemy_table.dart';
import '../utils/game_math.dart';
enum ActionType { attack, defend }
enum RiskLevel { safe, normal, risky }
enum EnemyActionType { attack, defend }
import '../game/enums.dart';
import '../game/model/damage_event.dart'; // DamageEvent import
import '../game/model/effect_event.dart'; // EffectEvent import
class EnemyIntent {
final EnemyActionType type;
@ -43,10 +41,25 @@ class BattleProvider with ChangeNotifier {
List<Item> rewardOptions = [];
bool showRewardPopup = false;
// Damage Event Stream
final _damageEventController = StreamController<DamageEvent>.broadcast();
Stream<DamageEvent> get damageStream => _damageEventController.stream;
// Effect Event Stream
final _effectEventController = StreamController<EffectEvent>.broadcast();
Stream<EffectEvent> get effectStream => _effectEventController.stream;
BattleProvider() {
// initializeBattle(); // Do not auto-start logic
}
@override
void dispose() {
_damageEventController.close(); // StreamController
_effectEventController.close();
super.dispose();
}
void initializeBattle() {
stage = 1;
player = Character(
@ -255,19 +268,60 @@ class BattleProvider with ChangeNotifier {
}
if (success) {
if (type == ActionType.attack) {
int damage = (player.totalAtk * efficiency).toInt();
_applyDamage(enemy, damage);
_effectEventController.sink.add(EffectEvent(
type: ActionType.attack,
risk: risk,
target: EffectTarget.enemy,
));
_applyDamage(enemy, damage, targetType: DamageTarget.enemy); // Add targetType
_addLog("Player dealt $damage damage to Enemy.");
// Try applying status effects from items
_tryApplyStatusEffects(player, enemy);
} else {
_effectEventController.sink.add(EffectEvent(
type: ActionType.defend,
risk: risk,
target: EffectTarget.player,
));
int armorGained = (player.totalDefense * efficiency).toInt();
player.armor += armorGained;
_addLog("Player gained $armorGained armor.");
}
} else {
}
else {
_addLog("Player's action missed!");
}
@ -305,12 +359,17 @@ class BattleProvider with ChangeNotifier {
if (enemy.isDead) {
_onVictory();
return;
// return; // Already handled by _processStartTurnEffects if damage applied
}
if (canAct && currentEnemyIntent != null) {
final intent = currentEnemyIntent!;
// Check Success Rate based on Risk
if (intent.type == EnemyActionType.defend) {
// Already handled in _generateEnemyIntent
_addLog("Enemy maintains defensive stance.");
} else {
// Attack Logic
final random = Random();
bool success = false;
switch (intent.risk) {
@ -326,7 +385,12 @@ class BattleProvider with ChangeNotifier {
}
if (success) {
if (intent.type == EnemyActionType.attack) {
_effectEventController.sink.add(EffectEvent(
type: ActionType.attack,
risk: intent.risk,
target: EffectTarget.player,
));
int incomingDamage = intent.value;
int damageToHp = 0;
@ -346,16 +410,12 @@ class BattleProvider with ChangeNotifier {
}
if (damageToHp > 0) {
_applyDamage(player, damageToHp);
_applyDamage(player, damageToHp, targetType: DamageTarget.player);
_addLog("Enemy dealt $damageToHp damage to Player HP.");
}
} else if (intent.type == EnemyActionType.defend) {
int armorGained = intent.value;
enemy.armor += armorGained;
_addLog("Enemy gained $armorGained armor.");
}
} else {
_addLog("Enemy's ${intent.risk.name} action missed!");
_addLog("Enemy's ${intent.risk.name} attack missed!");
}
}
} else if (!canAct) {
_addLog("Enemy is stunned and cannot act!");
@ -394,9 +454,25 @@ class BattleProvider with ChangeNotifier {
.toList();
if (bleedEffects.isNotEmpty) {
int totalBleed = bleedEffects.fold(0, (sum, e) => sum + e.value);
int previousHp = character.hp; // Record HP before damage
character.hp -= totalBleed;
if (character.hp < 0) character.hp = 0;
_addLog("${character.name} takes $totalBleed bleed damage!");
// Emit DamageEvent for bleed
if (character == player) {
_damageEventController.sink.add(DamageEvent(
damage: totalBleed,
target: DamageTarget.player,
color: Colors.purpleAccent, // Bleed damage color
));
} else if (character == enemy) {
_damageEventController.sink.add(DamageEvent(
damage: totalBleed,
target: DamageTarget.enemy,
color: Colors.purpleAccent, // Bleed damage color
));
}
}
// 2. Stun Check
@ -429,15 +505,22 @@ class BattleProvider with ChangeNotifier {
}
}
void _applyDamage(Character target, int damage) {
void _applyDamage(Character target, int damage, {required DamageTarget targetType, Color color = Colors.red}) {
// Check Vulnerable
if (target.hasStatus(StatusEffectType.vulnerable)) {
damage = (damage * 1.5).toInt();
_addLog("Vulnerable! Damage increased to $damage.");
color = Colors.orange; // Vulnerable damage color
}
target.hp -= damage;
if (target.hp < 0) target.hp = 0;
_damageEventController.sink.add(DamageEvent(
damage: damage,
target: targetType,
color: color,
));
}
void _addLog(String message) {
@ -589,6 +672,32 @@ class BattleProvider with ChangeNotifier {
risk: risk,
description: "Defends for $armor (${risk.name})",
);
// [Changed] Apply defense immediately for pre-emptive defense
bool success = false;
switch (risk) {
case RiskLevel.safe:
success = random.nextDouble() < 1.0;
break;
case RiskLevel.normal:
success = random.nextDouble() < 0.8;
break;
case RiskLevel.risky:
success = random.nextDouble() < 0.4;
break;
}
if (success) {
enemy.armor += armor;
_addLog("Enemy prepares defense! (+$armor Armor)");
_effectEventController.sink.add(EffectEvent(
type: ActionType.defend,
risk: risk,
target: EffectTarget.enemy,
));
} else {
_addLog("Enemy tried to defend but fumbled!");
}
}
notifyListeners();
}

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@ -1,9 +1,13 @@
import 'package:flutter/material.dart';
import 'package:game_test/game/model/item.dart';
import 'package:game_test/game/model/stage.dart'; // Import StageModel
import 'package:provider/provider.dart';
import '../providers/battle_provider.dart';
import '../game/model/entity.dart';
import '../game/enums.dart';
import '../game/model/damage_event.dart';
import '../game/model/effect_event.dart';
import 'dart:async'; // StreamSubscription
class BattleScreen extends StatefulWidget {
const BattleScreen({super.key});
@ -14,6 +18,12 @@ class BattleScreen extends StatefulWidget {
class _BattleScreenState extends State<BattleScreen> {
final ScrollController _scrollController = ScrollController();
final List<_DamageTextData> _floatingDamageTexts = [];
final List<_FloatingEffectData> _floatingEffects = [];
StreamSubscription<DamageEvent>? _damageSubscription;
StreamSubscription<EffectEvent>? _effectSubscription;
final GlobalKey _playerKey = GlobalKey();
final GlobalKey _enemyKey = GlobalKey();
@override
void initState() {
@ -24,14 +34,163 @@ class _BattleScreenState extends State<BattleScreen> {
_scrollController.jumpTo(_scrollController.position.maxScrollExtent);
}
});
// Subscribe to Damage Stream
final battleProvider = context.read<BattleProvider>();
_damageSubscription = battleProvider.damageStream.listen(
_addFloatingDamageText,
);
_effectSubscription = battleProvider.effectStream.listen(
_addFloatingEffect,
);
}
@override
void dispose() {
_scrollController.dispose();
_damageSubscription?.cancel();
_effectSubscription?.cancel();
super.dispose();
}
void _addFloatingDamageText(DamageEvent event) {
WidgetsBinding.instance.addPostFrameCallback((_) {
if (!mounted) return;
GlobalKey targetKey = event.target == DamageTarget.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;
}
//
position = position + Offset(renderBox.size.width / 2 - 20, -20);
final String id = UniqueKey().toString();
setState(() {
_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;
}
//
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), //
).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,
), //
),
);
_controller.forward().then((_) {
if (mounted) {
widget.onRemove(); //
// _controller.dispose(); // : dispose()
}
});
}
@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});
}

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@ -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});
@ -42,7 +41,11 @@ 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(
"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(

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@ -0,0 +1,41 @@
# 24. Enum 리팩토링 (Refactor Enums)
## 1. 배경 (Background)
현재 프로젝트 내 여러 파일에 `enum`들이 산재해 있어 관리가 어렵고, 의존성이 복잡해질 우려가 있습니다. 이를 하나의 파일로 통합하여 관리 효율성을 높이고자 합니다.
## 2. 목표 (Objective)
- 프로젝트 전반에 흩어져 있는 `enum` 정의들을 `lib/game/enums.dart` 파일 하나로 통합합니다.
- 기존 파일들에서 `enum` 정의를 제거하고, 새로운 파일을 import 하여 사용하도록 수정합니다.
## 3. 대상 Enum 목록 (Target Enums)
다음 파일들에 정의된 Enum들을 이동합니다:
1. **`lib/providers/battle_provider.dart`**
- `ActionType`
- `RiskLevel`
- `EnemyActionType`
2. **`lib/game/model/status_effect.dart`**
- `StatusEffectType`
3. **`lib/game/model/stat.dart`**
- `ModifierType`
4. **`lib/game/model/stage.dart`**
- `StageType`
5. **`lib/game/model/item.dart`**
- `EquipmentSlot`
## 4. 작업 상세 (Implementation Details)
1. **새 파일 생성:** `lib/game/enums.dart`
2. **Enum 이동:** 위 목록의 Enum들을 새 파일로 복사합니다.
3. **기존 코드 수정:**
- 원래 파일에서 Enum 정의 삭제.
- 해당 Enum을 사용하는 모든 파일에 `import 'package:game/game/enums.dart';` (또는 상대 경로) 추가.
- `battle_provider.dart``EnemyIntent` 클래스는 `battle_provider.dart`에 남겨두거나, 필요하다면 별도 모델 파일로 분리 고려 (이번 작업에서는 Enum만 이동).
## 5. 기대 효과 (Expected Outcome)
- Enum 정의가 한곳에 모여 있어 찾기 쉽고 수정이 용이해짐.
- 순환 참조 문제 예방 및 코드 구조 개선.

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@ -0,0 +1,45 @@
# 25. 전투 시각 효과 및 로직 개선 (Battle Visual Effects & Logic)
## 1. 개요 (Overview)
이 작업은 텍스트 로그에만 의존하던 전투 시스템에 시각적 피드백을 추가하여 타격감과 상황 인지력을 높이는 것을 목표로 했습니다. 데미지 수치와 공격/방어 행동에 따른 이펙트를 화면상의 캐릭터 위치에 표시합니다. 또한 적의 방어 로직을 선제적으로 적용하여 전략성을 강화했습니다.
## 2. 변경 사항 (Changes)
### A. 데이터 모델 (Data Models)
* **`lib/game/model/damage_event.dart` (신규):** 데미지 발생 이벤트를 정의 (데미지 양, 대상, 색상).
* **`lib/game/model/effect_event.dart` (신규):** 행동 이펙트 이벤트를 정의 (행동 타입, 리스크 레벨, 대상).
### B. 상태 관리 (State Management - `BattleProvider`)
* **`StreamController` 도입:** `damageStream``effectStream`을 통해 `BattleScreen`으로 비동기 이벤트를 전달.
* **이벤트 발행:**
* `playerAction`: 플레이어의 공격/방어 성공 시 적절한 `EffectEvent` 발행.
* `_enemyTurn`: 적의 행동 시 `EffectEvent` 발행.
* `_applyDamage`: 데미지 적용 시 `DamageEvent` 발행.
### C. UI 구현 (`BattleScreen`)
* **플로팅 위젯 (`_FloatingDamageText`, `_FloatingEffect`):**
* `AnimationController`를 사용하여 위로 떠오르거나(`DamageText`), 확대/축소되는(`Effect`) 애니메이션 구현.
* 애니메이션 종료 시 자동으로 리스트에서 제거되도록 `onRemove` 콜백 구현.
* **위치 계산 및 렌더링:**
* `GlobalKey`를 사용하여 캐릭터(`RenderBox`)의 화면상 위치를 파악.
* `WidgetsBinding.instance.addPostFrameCallback`을 사용하여 빌드 완료 후 안전하게 위치를 계산하고 `setState` 호출 (빌드 에러 방지).
* `Stack` 위젯 내에 `Positioned`로 이펙트 위젯들을 오버레이.
* **이펙트 다양화:**
* **Attack:** 리스크 레벨에 따라 아이콘 변경 (Safe: `close`, Normal: `flash_on`, Risky: `whatshot`) 및 색상/크기 차별화.
* **Defend:** 리스크 레벨에 따라 방패 아이콘(`shield`)의 색상 및 크기 변경.
### D. 전투 로직 개선 (Logic Improvements)
* **선제 방어 (Pre-emptive Defense):**
* 적의 방어 행동(`Defend`)은 플레이어 턴이 시작되기 전(`_generateEnemyIntent`)에 미리 적용되도록 변경.
* 이로 인해 플레이어는 적의 증가된 방어도를 보고 전략을 세울 수 있으며, 공격 시 방어도가 정상적으로 적용됨.
* `_enemyTurn`에서는 방어 행동을 다시 수행하지 않고 로그만 출력하도록 수정.
## 3. 핵심 로직 (Core Logic)
* **Stream 통신:** Provider는 로직만 처리하고 UI(이펙트)는 Stream을 통해 `BattleScreen`이 수동적으로 반응하도록 설계하여 결합도를 낮춤.
* **Safe Rendering:** 비동기 이벤트 수신 시 UI 갱신 타이밍 문제(`setState` during build)를 해결하기 위해 `addPostFrameCallback` 패턴 적용.
* **Pre-emptive Action:** 적의 방어는 의도 생성 시점에 즉시 반영하여 턴제 전투의 전략성을 보강.
## 4. 결과 (Result)
* 캐릭터가 데미지를 입으면 붉은색(일반) 또는 보라색(출혈) 숫자가 캐릭터 위로 떠오름.
* 공격 및 방어 시 행동의 강도(Risk Level)에 따라 다른 시각적 이펙트가 캐릭터 위에 애니메이션으로 표시됨.
* 적이 방어 행동을 선택하면 즉시 방어도가 올라가고 방어 이펙트가 출력됨.

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@ -1,6 +1,7 @@
import 'package:flutter_test/flutter_test.dart';
import 'package:game_test/game/model/entity.dart';
import 'package:game_test/game/model/item.dart';
import 'package:game_test/game/enums.dart';
void main() {
group('Character Equipment & HP Logic', () {

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@ -2,6 +2,7 @@ import 'package:flutter_test/flutter_test.dart';
import 'package:game_test/providers/battle_provider.dart';
import 'package:game_test/game/data/enemy_table.dart';
import 'package:game_test/game/data/item_table.dart';
import 'package:game_test/game/enums.dart';
void main() {
TestWidgetsFlutterBinding.ensureInitialized();