update
This commit is contained in:
+150
-115
@@ -18,12 +18,16 @@ class EnemyIntent {
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final int value;
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final RiskLevel risk;
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final String description;
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final bool isSuccess;
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final int finalValue;
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EnemyIntent({
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required this.type,
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required this.value,
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required this.risk,
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required this.description,
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required this.isSuccess,
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required this.finalValue,
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});
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}
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@@ -38,9 +42,12 @@ class BattleProvider with ChangeNotifier {
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bool isPlayerTurn = true;
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int stage = 1;
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int turnCount = 1;
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List<Item> rewardOptions = [];
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bool showRewardPopup = false;
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List<String> get logs => battleLogs;
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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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@@ -62,11 +69,12 @@ class BattleProvider with ChangeNotifier {
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void initializeBattle() {
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stage = 1;
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turnCount = 1;
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player = Character(
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name: "Player",
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maxHp: 100,
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maxHp: 80,
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armor: 0,
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atk: 10,
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atk: 5,
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baseDefense: 5,
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);
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@@ -213,6 +221,7 @@ class BattleProvider with ChangeNotifier {
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enemy: newEnemy,
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shopItems: shopItems,
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);
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turnCount = 1;
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notifyListeners();
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}
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@@ -267,61 +276,63 @@ class BattleProvider with ChangeNotifier {
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break;
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}
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if (success) {
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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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if (type == ActionType.attack) {
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_effectEventController.sink.add(
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EffectEvent(
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type: ActionType.attack,
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int damage = (player.totalAtk * efficiency).toInt();
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risk: risk,
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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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target: EffectTarget.enemy,
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),
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);
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int damageToHp = 0;
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if (enemy.armor > 0) {
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if (enemy.armor >= damage) {
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enemy.armor -= damage;
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damageToHp = 0;
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_addLog("Enemy's armor absorbed all $damage damage.");
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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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damageToHp = damage - enemy.armor;
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_addLog("Enemy's armor absorbed ${enemy.armor} damage.");
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enemy.armor = 0;
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}
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} else {
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damageToHp = damage;
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}
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else {
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if (damageToHp > 0) {
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_applyDamage(enemy, damageToHp, targetType: DamageTarget.enemy);
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_addLog("Player dealt $damageToHp damage to Enemy.");
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} else {
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_addLog("Player's attack was fully blocked by armor.");
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}
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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(
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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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);
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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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_addLog("Player's action missed!");
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}
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@@ -352,6 +363,13 @@ class BattleProvider with ChangeNotifier {
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_addLog("Enemy's turn...");
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await Future.delayed(const Duration(seconds: 1));
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// Enemy Turn Start Logic
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// Armor decay
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if (enemy.armor > 0) {
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enemy.armor = (enemy.armor * 0.5).toInt();
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_addLog("Enemy's armor decayed to ${enemy.armor}.");
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}
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// 1. Process Start-of-Turn Effects for Enemy
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bool canAct = _processStartTurnEffects(enemy);
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@@ -370,28 +388,16 @@ class BattleProvider with ChangeNotifier {
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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 (intent.isSuccess) {
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_effectEventController.sink.add(
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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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);
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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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int incomingDamage = intent.value;
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int incomingDamage = intent.finalValue;
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int damageToHp = 0;
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// Handle Player Armor
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@@ -440,6 +446,7 @@ class BattleProvider with ChangeNotifier {
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}
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isPlayerTurn = true;
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turnCount++;
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notifyListeners();
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}
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@@ -461,17 +468,21 @@ class BattleProvider with ChangeNotifier {
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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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_damageEventController.sink.add(
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DamageEvent(
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damage: totalBleed,
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target: DamageTarget.player,
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type: DamageType.bleed,
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),
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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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_damageEventController.sink.add(
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DamageEvent(
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damage: totalBleed,
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target: DamageTarget.enemy,
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type: DamageType.bleed,
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),
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);
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}
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}
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@@ -505,22 +516,25 @@ class BattleProvider with ChangeNotifier {
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}
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}
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void _applyDamage(Character target, int damage, {required DamageTarget targetType, Color color = Colors.red}) {
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void _applyDamage(
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Character target,
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int damage, {
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required DamageTarget targetType,
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DamageType type = DamageType.normal,
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}) {
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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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type = DamageType.vulnerable;
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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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_damageEventController.sink.add(
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DamageEvent(damage: damage, target: targetType, type: type),
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);
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}
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void _addLog(String message) {
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@@ -554,7 +568,7 @@ class BattleProvider with ChangeNotifier {
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}
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// Heal player after selecting reward
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int healAmount = GameMath.floor(player.totalMaxHp * 0.5);
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int healAmount = GameMath.floor(player.totalMaxHp * 0.1);
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player.heal(healAmount);
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_addLog("Stage Cleared! Recovered $healAmount HP.");
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@@ -653,27 +667,7 @@ class BattleProvider with ChangeNotifier {
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int damage = (enemy.totalAtk * efficiency * variance).toInt();
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if (damage < 1) damage = 1;
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currentEnemyIntent = EnemyIntent(
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type: EnemyActionType.attack,
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value: damage,
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risk: risk,
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description: "Attacks for $damage (${risk.name})",
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);
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} else {
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// Defend Intent
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int baseDef = enemy.totalDefense;
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// Variance
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double variance = 0.8 + random.nextDouble() * 0.4;
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int armor = (baseDef * 2 * efficiency * variance).toInt();
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currentEnemyIntent = EnemyIntent(
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type: EnemyActionType.defend,
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value: armor,
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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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// Calculate success immediately
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bool success = false;
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switch (risk) {
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case RiskLevel.safe:
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@@ -687,18 +681,59 @@ class BattleProvider with ChangeNotifier {
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break;
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}
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currentEnemyIntent = EnemyIntent(
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type: EnemyActionType.attack,
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value: damage,
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risk: risk,
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description: "Attacks for $damage (${risk.name})",
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isSuccess: success,
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finalValue: damage,
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);
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} else {
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// Defend Intent
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int baseDef = enemy.totalDefense;
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// Variance
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double variance = 0.8 + random.nextDouble() * 0.4;
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int armor = (baseDef * 2 * efficiency * variance).toInt();
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// Calculate success immediately
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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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currentEnemyIntent = EnemyIntent(
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type: EnemyActionType.defend,
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value: armor,
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risk: risk,
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description: "Defends for $armor (${risk.name})",
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isSuccess: success,
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finalValue: armor,
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);
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// Apply defense immediately if successful
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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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_effectEventController.sink.add(
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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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);
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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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Block a user