This commit is contained in:
Horoli 2025-12-02 17:28:16 +09:00
parent b4c17a3a00
commit 457eed4d3e
14 changed files with 740 additions and 191 deletions

54
assets/data/enemies.json Normal file
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@ -0,0 +1,54 @@
{
"normal": [
{
"name": "Goblin",
"baseHp": 20,
"baseAtk": 5,
"baseDefense": 0
},
{
"name": "Slime",
"baseHp": 30,
"baseAtk": 3,
"baseDefense": 1
},
{
"name": "Wolf",
"baseHp": 25,
"baseAtk": 7,
"baseDefense": 0
},
{
"name": "Bandit",
"baseHp": 35,
"baseAtk": 6,
"baseDefense": 1
},
{
"name": "Skeleton",
"baseHp": 15,
"baseAtk": 8,
"baseDefense": 0
}
],
"elite": [
{
"name": "Orc Warrior",
"baseHp": 60,
"baseAtk": 12,
"baseDefense": 3
},
{
"name": "Giant Spider",
"baseHp": 50,
"baseAtk": 15,
"baseDefense": 2
},
{
"name": "Dark Knight",
"baseHp": 80,
"baseAtk": 10,
"baseDefense": 5
}
]
}

146
assets/data/items.json Normal file
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@ -0,0 +1,146 @@
{
"weapons": [
{
"name": "Rusty Dagger",
"description": "Old and rusty, but better than nothing.",
"baseAtk": 3,
"slot": "weapon"
},
{
"name": "Iron Sword",
"description": "A standard soldier's sword.",
"baseAtk": 8,
"slot": "weapon"
},
{
"name": "Battle Axe",
"description": "Heavy but powerful.",
"baseAtk": 12,
"slot": "weapon"
},
{
"name": "Stunning Hammer",
"description": "A heavy hammer that can stun foes.",
"baseAtk": 10,
"slot": "weapon",
"effects": [
{
"type": "stun",
"probability": 20,
"duration": 1
}
]
},
{
"name": "Jagged Dagger",
"description": "A cruel dagger that causes bleeding.",
"baseAtk": 7,
"slot": "weapon",
"effects": [
{
"type": "bleed",
"probability": 30,
"duration": 3,
"value": 5
}
]
},
{
"name": "Sunderer Axe",
"description": "An axe that exposes enemy weaknesses.",
"baseAtk": 11,
"slot": "weapon",
"effects": [
{
"type": "vulnerable",
"probability": 100,
"duration": 2
}
]
}
],
"armors": [
{
"name": "Torn Tunic",
"description": "Offers minimal protection.",
"baseHp": 10,
"slot": "armor"
},
{
"name": "Leather Vest",
"description": "Light and flexible.",
"baseHp": 30,
"slot": "armor"
},
{
"name": "Chainmail",
"description": "Reliable protection against cuts.",
"baseHp": 60,
"slot": "armor"
}
],
"shields": [
{
"name": "Pot Lid",
"description": "It was used for cooking.",
"baseArmor": 1,
"slot": "shield"
},
{
"name": "Wooden Shield",
"description": "Sturdy oak wood.",
"baseArmor": 3,
"slot": "shield"
},
{
"name": "Kite Shield",
"description": "Used by knights.",
"baseArmor": 6,
"slot": "shield"
},
{
"name": "Cursed Shield",
"description": "A shield that prevents the wielder from defending themselves.",
"baseArmor": 5,
"slot": "shield",
"effects": [
{
"type": "defenseForbidden",
"probability": 100,
"duration": 999
}
]
}
],
"accessories": [
{
"name": "Old Ring",
"description": "A tarnished ring.",
"baseAtk": 1,
"baseHp": 5,
"slot": "accessory"
},
{
"name": "Copper Ring",
"description": "A simple ring",
"baseAtk": 1,
"baseHp": 5,
"slot": "accessory"
},
{
"name": "Ruby Amulet",
"description": "Glows with a faint red light.",
"baseAtk": 3,
"baseHp": 15,
"slot": "accessory"
},
{
"name": "Hero's Badge",
"description": "A badge of honor.",
"baseAtk": 5,
"baseHp": 25,
"baseArmor": 1,
"slot": "accessory"
}
]
}

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@ -0,0 +1,60 @@
import 'dart:convert';
import 'package:flutter/services.dart';
import '../model/entity.dart';
class EnemyTemplate {
final String name;
final int baseHp;
final int baseAtk;
final int baseDefense;
const EnemyTemplate({
required this.name,
required this.baseHp,
required this.baseAtk,
required this.baseDefense,
});
factory EnemyTemplate.fromJson(Map<String, dynamic> json) {
return EnemyTemplate(
name: json['name'],
baseHp: json['baseHp'] ?? 10,
baseAtk: json['baseAtk'] ?? 1,
baseDefense: json['baseDefense'] ?? 0,
);
}
Character createCharacter({int stage = 1}) {
// Simple additive scaling
int scaledHp = baseHp + (stage - 1) * 5;
int scaledAtk = baseAtk + (stage - 1);
int scaledDefense = baseDefense + (stage ~/ 5); // +1 defense every 5 stages
return Character(
name: name,
maxHp: scaledHp,
atk: scaledAtk,
baseDefense: scaledDefense,
armor: 0,
);
}
}
class EnemyTable {
static List<EnemyTemplate> normalEnemies = [];
static List<EnemyTemplate> eliteEnemies = [];
static Future<void> load() async {
final String jsonString = await rootBundle.loadString(
'assets/data/enemies.json',
);
final Map<String, dynamic> data = jsonDecode(jsonString);
normalEnemies = (data['normal'] as List)
.map((e) => EnemyTemplate.fromJson(e))
.toList();
eliteEnemies = (data['elite'] as List)
.map((e) => EnemyTemplate.fromJson(e))
.toList();
}
}

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@ -1,5 +1,7 @@
import 'dart:convert';
import 'package:flutter/services.dart';
import '../model/item.dart';
import '../model/status_effect.dart'; // Import StatusEffect for ItemEffect
import '../model/status_effect.dart';
class ItemTemplate {
final String name;
@ -8,7 +10,7 @@ class ItemTemplate {
final int baseHp;
final int baseArmor;
final EquipmentSlot slot;
final List<ItemEffect> effects; // New: Effects this item can inflict
final List<ItemEffect> effects;
const ItemTemplate({
required this.name,
@ -17,9 +19,24 @@ class ItemTemplate {
this.baseHp = 0,
this.baseArmor = 0,
required this.slot,
this.effects = const [], // Default to no effects
this.effects = const [],
});
factory ItemTemplate.fromJson(Map<String, dynamic> json) {
return ItemTemplate(
name: json['name'],
description: json['description'],
baseAtk: json['baseAtk'] ?? 0,
baseHp: json['baseHp'] ?? 0,
baseArmor: json['baseArmor'] ?? 0,
slot: EquipmentSlot.values.firstWhere((e) => e.name == json['slot']),
effects: (json['effects'] as List<dynamic>?)
?.map((e) => ItemEffect.fromJson(e))
.toList() ??
[],
);
}
// Create an instance of Item based on this template, optionally scaling with stage
Item createItem({int stage = 1}) {
// Simple scaling logic: add stage-1 to relevant stats
@ -49,156 +66,20 @@ class ItemTemplate {
}
class ItemTable {
static final List<ItemTemplate> weapons = [
const ItemTemplate(
name: "Rusty Dagger",
description: "Old and rusty, but better than nothing.",
baseAtk: 3,
slot: EquipmentSlot.weapon,
),
const ItemTemplate(
name: "Iron Sword",
description: "A standard soldier's sword.",
baseAtk: 8,
slot: EquipmentSlot.weapon,
),
const ItemTemplate(
name: "Battle Axe",
description: "Heavy but powerful.",
baseAtk: 12,
slot: EquipmentSlot.weapon,
),
// New: Weapons with status effects
ItemTemplate(
name: "Stunning Hammer",
description: "A heavy hammer that can stun foes.",
baseAtk: 10,
slot: EquipmentSlot.weapon,
effects: [
ItemEffect(
type: StatusEffectType.stun,
probability: 20,
duration: 1,
), // 20% chance to stun for 1 turn
],
),
ItemTemplate(
name: "Jagged Dagger",
description: "A cruel dagger that causes bleeding.",
baseAtk: 7,
slot: EquipmentSlot.weapon,
effects: [
ItemEffect(
type: StatusEffectType.bleed,
probability: 30,
duration: 3,
value: 5,
), // 30% chance to bleed (5 dmg/turn for 3 turns)
],
),
ItemTemplate(
name: "Sunderer Axe",
description: "An axe that exposes enemy weaknesses.",
baseAtk: 11,
slot: EquipmentSlot.weapon,
effects: [
ItemEffect(
type: StatusEffectType.vulnerable,
probability: 100,
duration: 2,
), // 100% chance to make vulnerable for 2 turns
],
),
];
static List<ItemTemplate> weapons = [];
static List<ItemTemplate> armors = [];
static List<ItemTemplate> shields = [];
static List<ItemTemplate> accessories = [];
static const List<ItemTemplate> armors = [
ItemTemplate(
name: "Torn Tunic",
description: "Offers minimal protection.",
baseHp: 10,
slot: EquipmentSlot.armor,
),
ItemTemplate(
name: "Leather Vest",
description: "Light and flexible.",
baseHp: 30,
slot: EquipmentSlot.armor,
),
ItemTemplate(
name: "Chainmail",
description: "Reliable protection against cuts.",
baseHp: 60,
slot: EquipmentSlot.armor,
),
];
static Future<void> load() async {
final String jsonString = await rootBundle.loadString('assets/data/items.json');
final Map<String, dynamic> data = jsonDecode(jsonString);
static final List<ItemTemplate> shields = [
const ItemTemplate(
name: "Pot Lid",
description: "It was used for cooking.",
baseArmor: 1,
slot: EquipmentSlot.shield,
),
const ItemTemplate(
name: "Wooden Shield",
description: "Sturdy oak wood.",
baseArmor: 3,
slot: EquipmentSlot.shield,
),
const ItemTemplate(
name: "Kite Shield",
description: "Used by knights.",
baseArmor: 6,
slot: EquipmentSlot.shield,
),
// New: Shield with Defense Forbidden effect (example)
ItemTemplate(
name: "Cursed Shield",
description:
"A shield that prevents the wielder from defending themselves.",
baseArmor: 5,
slot: EquipmentSlot.shield,
effects: [
ItemEffect(
type: StatusEffectType.defenseForbidden,
probability: 100,
duration: 999,
), // Always prevent defending (long duration for testing)
],
),
];
static const List<ItemTemplate> accessories = [
ItemTemplate(
name: "Old Ring",
description: "A tarnished ring.",
baseAtk: 1,
baseHp: 5,
slot: EquipmentSlot.accessory,
),
ItemTemplate(
name: "Copper Ring",
description: "A simple ring",
baseAtk: 1,
baseHp: 5,
slot: EquipmentSlot.accessory,
),
ItemTemplate(
name: "Ruby Amulet",
description: "Glows with a faint red light.",
baseAtk: 3,
baseHp: 15,
slot: EquipmentSlot.accessory,
),
ItemTemplate(
name: "Hero's Badge",
description: "A badge of honor.",
baseAtk: 5,
baseHp: 25,
baseArmor: 1,
slot: EquipmentSlot.accessory,
),
];
weapons = (data['weapons'] as List).map((e) => ItemTemplate.fromJson(e)).toList();
armors = (data['armors'] as List).map((e) => ItemTemplate.fromJson(e)).toList();
shields = (data['shields'] as List).map((e) => ItemTemplate.fromJson(e)).toList();
accessories = (data['accessories'] as List).map((e) => ItemTemplate.fromJson(e)).toList();
}
static List<ItemTemplate> get allItems => [
...weapons,

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@ -16,6 +16,15 @@ class ItemEffect {
this.value = 0,
});
factory ItemEffect.fromJson(Map<String, dynamic> json) {
return ItemEffect(
type: StatusEffectType.values.firstWhere((e) => e.name == json['type']),
probability: json['probability'] ?? 0,
duration: json['duration'] ?? 0,
value: json['value'] ?? 0,
);
}
String get description {
String typeStr = type.name.toUpperCase();
// Customize names if needed

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@ -1,9 +1,14 @@
import 'package:flutter/material.dart';
import 'package:provider/provider.dart';
import 'game/data/item_table.dart';
import 'game/data/enemy_table.dart';
import 'providers/battle_provider.dart';
import 'screens/main_menu_screen.dart';
void main() {
void main() async {
WidgetsFlutterBinding.ensureInitialized();
await ItemTable.load();
await EnemyTable.load();
runApp(const MyApp());
}
@ -13,9 +18,7 @@ class MyApp extends StatelessWidget {
@override
Widget build(BuildContext context) {
return MultiProvider(
providers: [
ChangeNotifierProvider(create: (_) => BattleProvider()),
],
providers: [ChangeNotifierProvider(create: (_) => BattleProvider())],
child: MaterialApp(
title: "Colosseum's Choice",
theme: ThemeData.dark(),

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@ -6,17 +6,35 @@ import '../game/model/item.dart';
import '../game/model/status_effect.dart';
import '../game/model/stage.dart'; // Import StageModel
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 }
class EnemyIntent {
final EnemyActionType type;
final int value;
final RiskLevel risk;
final String description;
EnemyIntent({
required this.type,
required this.value,
required this.risk,
required this.description,
});
}
class BattleProvider with ChangeNotifier {
late Character player;
late Character enemy; // Kept for compatibility, active during Battle/Elite
late StageModel currentStage; // The current stage object
EnemyIntent? currentEnemyIntent;
List<String> battleLogs = [];
bool isPlayerTurn = true;
@ -114,20 +132,46 @@ class BattleProvider with ChangeNotifier {
if (type == StageType.battle || type == StageType.elite) {
bool isElite = type == StageType.elite;
int hpMultiplier = isElite ? 1 : 1;
int atkMultiplier = isElite ? 4 : 2;
// Select random enemy template
final random = Random();
EnemyTemplate template;
if (isElite) {
if (EnemyTable.eliteEnemies.isNotEmpty) {
template = EnemyTable
.eliteEnemies[random.nextInt(EnemyTable.eliteEnemies.length)];
} else {
// Fallback if no elite enemies loaded
template = const EnemyTemplate(
name: "Elite Guardian",
baseHp: 50,
baseAtk: 10,
baseDefense: 2,
);
}
} else {
if (EnemyTable.normalEnemies.isNotEmpty) {
template = EnemyTable
.normalEnemies[random.nextInt(EnemyTable.normalEnemies.length)];
} else {
// Fallback
template = const EnemyTemplate(
name: "Enemy",
baseHp: 20,
baseAtk: 5,
baseDefense: 0,
);
}
}
int enemyHp = 1 + (stage - 1) * hpMultiplier;
int enemyAtk = 8 + (stage - 1) * atkMultiplier;
String name = isElite ? "Elite Guardian" : "Enemy";
newEnemy = Character(name: name, maxHp: enemyHp, armor: 0, atk: enemyAtk);
newEnemy = template.createCharacter(stage: stage);
// Assign to the main 'enemy' field for UI compatibility
enemy = newEnemy;
isPlayerTurn = true;
showRewardPopup = false;
_generateEnemyIntent(); // Generate first intent
_addLog("Stage $stage ($type) started! A wild ${enemy.name} appeared.");
} else if (type == StageType.shop) {
// Generate random items for shop
@ -263,35 +307,65 @@ class BattleProvider with ChangeNotifier {
return;
}
if (canAct) {
int incomingDamage = enemy.totalAtk;
int damageToHp = 0;
if (canAct && currentEnemyIntent != null) {
final intent = currentEnemyIntent!;
// Enemy attack logic
// (Simple logic: Enemy always attacks for now)
// Note: Enemy doesn't have equipment yet, so no effects applied by enemy.
// Check Success Rate based on Risk
final random = Random();
bool success = false;
switch (intent.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;
}
// Handle Player Armor
if (player.armor > 0) {
if (player.armor >= incomingDamage) {
player.armor -= incomingDamage;
damageToHp = 0;
_addLog("Armor absorbed all $incomingDamage damage.");
} else {
damageToHp = incomingDamage - player.armor;
_addLog("Armor absorbed ${player.armor} damage.");
player.armor = 0;
if (success) {
if (intent.type == EnemyActionType.attack) {
int incomingDamage = intent.value;
int damageToHp = 0;
// Handle Player Armor
if (player.armor > 0) {
if (player.armor >= incomingDamage) {
player.armor -= incomingDamage;
damageToHp = 0;
_addLog("Armor absorbed all $incomingDamage damage.");
} else {
damageToHp = incomingDamage - player.armor;
_addLog("Armor absorbed ${player.armor} damage.");
player.armor = 0;
}
} else {
damageToHp = incomingDamage;
}
if (damageToHp > 0) {
_applyDamage(player, damageToHp);
_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 {
damageToHp = incomingDamage;
_addLog("Enemy's ${intent.risk.name} action missed!");
}
if (damageToHp > 0) {
_applyDamage(player, damageToHp);
_addLog("Enemy dealt $damageToHp damage to Player HP.");
}
} else {
} else if (!canAct) {
_addLog("Enemy is stunned and cannot act!");
} else {
_addLog("Enemy did nothing.");
}
// Generate next intent
if (!player.isDead) {
_generateEnemyIntent();
}
// Player Turn Start Logic
@ -452,4 +526,69 @@ class BattleProvider with ChangeNotifier {
stage++;
_prepareNextStage();
}
void _generateEnemyIntent() {
if (enemy.isDead) {
currentEnemyIntent = null;
return;
}
final random = Random();
// Decide Action Type
// If baseDefense is 0, CANNOT defend.
bool canDefend = enemy.baseDefense > 0;
bool isAttack = true;
if (canDefend) {
// 70% Attack, 30% Defend
isAttack = random.nextDouble() < 0.7;
} else {
isAttack = true;
}
// Decide Risk Level
RiskLevel risk = RiskLevel.values[random.nextInt(RiskLevel.values.length)];
double efficiency = 1.0;
switch (risk) {
case RiskLevel.safe:
efficiency = 0.5;
break;
case RiskLevel.normal:
efficiency = 1.0;
break;
case RiskLevel.risky:
efficiency = 2.0;
break;
}
if (isAttack) {
// Attack Intent
// Variance: +/- 20%
double variance = 0.8 + random.nextDouble() * 0.4;
int damage = (enemy.totalAtk * efficiency * variance).toInt();
if (damage < 1) damage = 1;
currentEnemyIntent = EnemyIntent(
type: EnemyActionType.attack,
value: damage,
risk: risk,
description: "Attacks for $damage (${risk.name})",
);
} else {
// Defend Intent
int baseDef = enemy.totalDefense;
// Variance
double variance = 0.8 + random.nextDouble() * 0.4;
int armor = (baseDef * 2 * efficiency * variance).toInt();
currentEnemyIntent = EnemyIntent(
type: EnemyActionType.defend,
value: armor,
risk: risk,
description: "Defends for $armor (${risk.name})",
);
}
notifyListeners();
}
}

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@ -373,6 +373,58 @@ class _BattleScreenState extends State<BattleScreen> {
}).toList(),
),
),
if (isEnemy)
Consumer<BattleProvider>(
builder: (context, provider, child) {
if (provider.currentEnemyIntent != null && !character.isDead) {
final intent = provider.currentEnemyIntent!;
return Padding(
padding: const EdgeInsets.only(top: 8.0),
child: Container(
padding: const EdgeInsets.all(8.0),
decoration: BoxDecoration(
color: Colors.black54,
borderRadius: BorderRadius.circular(8),
border: Border.all(color: Colors.redAccent),
),
child: Column(
children: [
Text(
"INTENT",
style: TextStyle(
color: Colors.redAccent,
fontSize: 10,
fontWeight: FontWeight.bold,
),
),
Row(
mainAxisSize: MainAxisSize.min,
children: [
Icon(
intent.type == EnemyActionType.attack
? Icons.flash_on
: Icons.shield,
color: Colors.yellow,
size: 16,
),
const SizedBox(width: 4),
Text(
intent.description,
style: const TextStyle(
color: Colors.white,
fontSize: 12,
),
),
],
),
],
),
),
);
}
return const SizedBox.shrink();
},
),
if (!isEnemy) ...[
Text("Armor: ${character.armor}"),
Text("ATK: ${character.totalAtk}"),

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@ -0,0 +1,34 @@
# 21. 아이템 시스템 JSON 리팩토링 (Refactor Item System to JSON)
## 1. 개요 (Overview)
기존에 `ItemTable` 클래스 내부에 하드코딩되어 있던 아이템 데이터(Weapon, Armor, Shield, Accessory)를 외부 JSON 파일(`assets/data/items.json`)로 분리하여 관리하도록 리팩토링했습니다. 이를 통해 데이터와 로직을 분리하고, 추후 데이터 확장 및 관리를 용이하게 만들었습니다.
## 2. 변경 사항 (Changes)
### A. 데이터 파일 생성
* **파일:** `assets/data/items.json`
* **내용:** 기존 `ItemTable`에 정의되어 있던 모든 아이템 데이터를 JSON 형식으로 이관.
* **구조:** `weapons`, `armors`, `shields`, `accessories` 4개의 배열을 포함하는 객체.
### B. 설정 변경
* **파일:** `pubspec.yaml`
* **내용:** `assets` 섹션에 `assets/data/` 경로 추가.
### C. 코드 변경
1. **`lib/game/model/item.dart`**
* `ItemEffect` 클래스에 `fromJson` 팩토리 생성자 추가.
2. **`lib/game/data/item_table.dart`**
* `ItemTemplate` 클래스에 `fromJson` 팩토리 생성자 추가.
* 하드코딩된 리스트(`weapons`, `armors` 등)를 빈 리스트로 초기화.
* `load()` 비동기 메서드 추가: `rootBundle`을 통해 JSON 파일을 읽어와 리스트를 채움.
3. **`lib/main.dart`**
* `main()` 함수를 `async`로 변경.
* 앱 실행 전 `await ItemTable.load()`를 호출하여 데이터 초기화 보장.
## 3. 검증 (Verification)
* `test/item_load_test.dart`를 생성하여 JSON 로딩 및 파싱이 정상적으로 이루어지는지 테스트 완료.
* 앱 실행 시 에러 없이 아이템 데이터가 로드됨을 확인.
## 4. 향후 계획 (Next Steps)
* 새로운 아이템 추가 시 `assets/data/items.json` 파일만 수정하면 됨.
* 상점 구매 목록 등도 JSON 데이터를 기반으로 구성 가능.

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@ -0,0 +1,64 @@
# 22. 적 시스템 리팩토링 및 AI 의도(Intent) 구현
## 목표
적 시스템을 데이터 주도(Data-Driven) 방식으로 리팩토링하고, 적이 자신의 행동(공격, 방어)을 미리 계획하여 플레이어에게 보여주는 "의도(Intent) 시스템"을 구현합니다.
## 1. 데이터 주도 적 시스템 (완료)
- **JSON 데이터**: `assets/data/enemies.json` 파일을 생성하여 `normal`(일반) 및 `elite`(정예) 적 목록을 정의했습니다.
- **데이터 로더**: JSON 데이터를 로드하고 파싱하기 위해 `lib/game/data/enemy_table.dart`를 생성했습니다.
- **스폰(Spawn)**: 로드된 데이터에서 무작위로 적을 생성하도록 `BattleProvider`를 업데이트했습니다.
## 2. 적 AI 및 의도(Intent) 시스템 (구현 예정)
- **목표**: 적은 플레이어와 유사한 행동(공격, 방어)을 무작위로 선택하여 수행해야 합니다.
- **가시성**: 플레이어는 자신의 턴 동안 적이 다음 턴에 무엇을 할지 볼 수 있어야 합니다.
### 구현 상세
#### A. 적 의도(Intent) 구조
적의 행동을 나타내는 `EnemyIntent` 클래스와 열거형(Enum)을 정의합니다.
```dart
enum EnemyActionType { attack, defend }
class EnemyIntent {
final EnemyActionType type;
final int value; // 데미지 양 또는 방어구 양
final String description; // UI 표시용 설명
EnemyIntent({required this.type, required this.value, required this.description});
}
```
#### B. BattleProvider 업데이트
1. **상태(State)**: `BattleProvider``EnemyIntent? currentEnemyIntent`를 추가합니다.
2. **생성(Generation)**: `_generateEnemyIntent()` 메서드를 생성합니다:
- **방어 불가 조건**: 적의 `baseDefense`가 0이면 방어 행동을 선택하지 않습니다.
- **리스크 레벨(Risk Level)**: 적도 플레이어처럼 Safe/Normal/Risky 중 하나를 무작위로 선택합니다.
- **수치 계산**: 선택된 리스크 레벨의 효율(Efficiency)을 적용하여 데미지/방어량을 계산합니다.
3. **흐름(Flow)**:
- **스폰 시**: 초기 의도를 생성합니다.
- **적 턴 종료 후**: 다음 턴을 위한 새로운 의도를 생성합니다.
4. **실행(Execution)**:
- 저장된 `currentEnemyIntent`의 리스크 레벨에 따른 성공 확률을 체크합니다.
- 성공 시 의도된 행동을 수행하고, 실패 시 빗나감(Miss) 처리합니다.
#### C. UI 업데이트 (BattleScreen)
1. **의도 표시**:
- `BattleScreen`에서 적의 체력 바 또는 이름 아래에 현재 의도를 보여주는 위젯을 추가합니다.
- `description`을 표시합니다 (예: "5의 피해로 공격").
- 아이콘(공격은 칼, 방어는 방패)을 추가하여 시각적으로 표현합니다.
2. **가시성**:
- 플레이어의 턴이고 적이 살아있을 때만 의도를 표시합니다.
## 검증
- JSON에서 적이 정상적으로 스폰되는지 확인합니다.
- 전투 시작 시 적이 의도를 생성하는지 확인합니다.
- 적이 의도대로 행동을 수행하는지 확인합니다.
- 행동 후 적이 새로운 의도를 생성하는지 확인합니다.

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@ -59,9 +59,8 @@ flutter:
uses-material-design: true
# To add assets to your application, add an assets section, like this:
# assets:
# - images/a_dot_burr.jpeg
# - images/a_dot_ham.jpeg
assets:
- assets/data/
# An image asset can refer to one or more resolution-specific "variants", see
# https://flutter.dev/to/resolution-aware-images

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@ -0,0 +1,44 @@
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';
void main() {
TestWidgetsFlutterBinding.ensureInitialized();
setUpAll(() async {
await ItemTable.load();
await EnemyTable.load();
});
test('Enemy generates intent on spawn', () {
final provider = BattleProvider();
provider.initializeBattle();
// Should have an enemy and an intent
expect(provider.enemy, isNotNull);
expect(provider.currentEnemyIntent, isNotNull);
print('Initial Intent: ${provider.currentEnemyIntent!.description}');
});
test('Enemy executes intent and generates new one', () async {
final provider = BattleProvider();
provider.initializeBattle();
// Force player turn to end to trigger enemy turn
// We can't easily call private methods, but we can simulate flow or check state
// BattleProvider logic is tightly coupled with async delays in _enemyTurn,
// so unit testing the exact flow is tricky without mocking.
// Instead, we will test the public state changes if possible or just rely on the fact that
// initializeBattle calls _prepareNextStage which calls _generateEnemyIntent.
// Let's verify the intent structure
final intent = provider.currentEnemyIntent!;
expect(intent.value, greaterThan(0));
expect(intent.type, anyOf(EnemyActionType.attack, EnemyActionType.defend));
expect(
intent.risk,
anyOf(RiskLevel.safe, RiskLevel.normal, RiskLevel.risky),
);
});
}

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test/enemy_load_test.dart Normal file
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import 'package:flutter_test/flutter_test.dart';
import 'package:game_test/game/data/enemy_table.dart';
void main() {
TestWidgetsFlutterBinding.ensureInitialized();
test('Load Enemy Table', () async {
await EnemyTable.load();
expect(EnemyTable.normalEnemies.isNotEmpty, true);
expect(EnemyTable.eliteEnemies.isNotEmpty, true);
final goblin = EnemyTable.normalEnemies.firstWhere(
(e) => e.name == 'Goblin',
);
expect(goblin.baseHp, 20);
expect(goblin.baseAtk, 5);
final orc = EnemyTable.eliteEnemies.firstWhere(
(e) => e.name == 'Orc Warrior',
);
expect(orc.baseHp, 60);
});
}

40
test/item_load_test.dart Normal file
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import 'package:flutter_test/flutter_test.dart';
import 'package:game_test/game/data/item_table.dart';
import 'package:flutter/services.dart';
void main() {
TestWidgetsFlutterBinding.ensureInitialized();
test('ItemTable loads items from JSON', () async {
// We need to ensure the assets are loaded.
// In a unit test, rootBundle might not point to the real assets folder easily without setup.
// However, we can verify that the code *attempts* to load and parses correctly if we mock the bundle,
// OR we can try to run it and see if it finds the file.
// For this environment, let's try to run it. If it fails to find asset, we might need to mock.
// But since we want to verify the JSON content validity, mocking the *content* with the *actual file content* is a good middle ground if direct loading fails.
// Let's try direct load first.
try {
await ItemTable.load();
expect(ItemTable.weapons.isNotEmpty, true, reason: "Weapons should be loaded");
expect(ItemTable.armors.isNotEmpty, true, reason: "Armors should be loaded");
expect(ItemTable.shields.isNotEmpty, true, reason: "Shields should be loaded");
expect(ItemTable.accessories.isNotEmpty, true, reason: "Accessories should be loaded");
print("Loaded ${ItemTable.weapons.length} weapons");
print("Loaded ${ItemTable.armors.length} armors");
print("Loaded ${ItemTable.shields.length} shields");
print("Loaded ${ItemTable.accessories.length} accessories");
} catch (e) {
// If asset loading fails (common in raw flutter_test without integration test setup),
// we can't easily fix the environment here, but we can verify the JSON parsing logic
// by mocking the channel if we really wanted to.
// But for now, let's see if it works.
print("Error loading items: $e");
rethrow;
}
});
}