Fix: Correct item name interpolation
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e1b000772e
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@ -57,7 +57,7 @@ class LootGenerator {
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if (validPrefixes.isNotEmpty) {
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if (validPrefixes.isNotEmpty) {
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final modifier = validPrefixes[_random.nextInt(validPrefixes.length)];
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final modifier = validPrefixes[_random.nextInt(validPrefixes.length)];
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finalName = "${modifier.prefix} $template.name";
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finalName = "${modifier.prefix} ${template.name}";
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modifier.statChanges.forEach((stat, value) {
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modifier.statChanges.forEach((stat, value) {
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switch(stat) {
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switch(stat) {
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@ -86,18 +86,11 @@ class LootGenerator {
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if (validPrefixes.isNotEmpty) {
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if (validPrefixes.isNotEmpty) {
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final modifier = validPrefixes[_random.nextInt(validPrefixes.length)];
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final modifier = validPrefixes[_random.nextInt(validPrefixes.length)];
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// If name wasn't already changed by NameGenerator (fallback?), apply prefix to name
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// If name wasn't already changed by NameGenerator, apply prefix to name
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// But NameGenerator always returns a name.
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// However, if we want to combine "Prefix" + "GeneratedName", we could.
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// Current logic in ItemTable was:
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if (!nameChanged) {
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if (!nameChanged) {
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finalName = "${modifier.prefix} $template.name";
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finalName = "${modifier.prefix} ${template.name}";
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}
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}
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// Wait, the logic in ItemTable says:
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// Even if name changed, we STILL apply the stats from the prefix modifier!
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// "If name wasn't already changed by NameGenerator, apply prefix to name"
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// But just above it says "nameChanged = true;". So it never enters inside?
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// Actually, NameGenerator might fail? No, it's static data.
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// Let's stick to the logic: Rare items use generated names, but get STATS from prefix.
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modifier.statChanges.forEach((stat, value) {
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modifier.statChanges.forEach((stat, value) {
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switch(stat) {
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switch(stat) {
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@ -31,7 +31,6 @@ class EnemyIntent {
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final String description;
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final String description;
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final bool isSuccess;
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final bool isSuccess;
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final int finalValue;
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final int finalValue;
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bool isApplied; // New field to track if effect (like defense) is already applied
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EnemyIntent({
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EnemyIntent({
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required this.type,
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required this.type,
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@ -40,7 +39,6 @@ class EnemyIntent {
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required this.description,
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required this.description,
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required this.isSuccess,
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required this.isSuccess,
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required this.finalValue,
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required this.finalValue,
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this.isApplied = false,
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});
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});
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}
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}
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@ -217,7 +215,7 @@ class BattleProvider with ChangeNotifier {
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isPlayerTurn = true;
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isPlayerTurn = true;
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showRewardPopup = false;
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showRewardPopup = false;
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_generateEnemyIntent(applyImmediate: false); // Generate first intent without applying effects
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_generateEnemyIntent(); // Generate first intent
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_addLog("Stage $stage ($type) started! A wild ${enemy.name} appeared.");
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_addLog("Stage $stage ($type) started! A wild ${enemy.name} appeared.");
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} else if (type == StageType.shop) {
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} else if (type == StageType.shop) {
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@ -421,73 +419,19 @@ class BattleProvider with ChangeNotifier {
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return;
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return;
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}
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}
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if (canAct && currentEnemyIntent != null) {
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if (canAct && currentEnemyIntent != null) {
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final intent = currentEnemyIntent!;
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final intent = currentEnemyIntent!;
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if (intent.type == EnemyActionType.defend) {
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if (intent.type == EnemyActionType.defend) {
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// Handle Deferred Defense (from first turn)
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// Already handled in _generateEnemyIntent
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if (!intent.isApplied && intent.isSuccess) {
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_addLog("Enemy maintains defensive stance.");
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// Apply defense now
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} else { // Attack Logic
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final eventId = DateTime.now().millisecondsSinceEpoch.toString() + Random().nextInt(1000).toString();
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final event = EffectEvent(
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id: eventId,
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type: ActionType.defend,
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risk: intent.risk,
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target: EffectTarget.enemy,
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feedbackType: null,
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attacker: enemy,
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targetEntity: enemy,
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armorGained: intent.finalValue,
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isSuccess: true,
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);
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_effectEventController.sink.add(event);
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_processAttackImpact(event); // Apply armor and log
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intent.isApplied = true;
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} else if (intent.isApplied) {
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_addLog("Enemy maintains defensive stance.");
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} else {
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// Failed defense (already logged? maybe not if deferred)
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// If it was deferred fail, we should log it now?
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// But _generateEnemyIntent logged fail immediately even if deferred?
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// No, I changed it to log only if !success.
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// Wait, previous logic: if (!success) log.
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// So fail is already logged.
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_addLog("Enemy tried to defend but fumbled!");
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}
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} else { // Attack Logic
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if (intent.isSuccess) {
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if (intent.isSuccess) {
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final event = EffectEvent(
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final event = EffectEvent(
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id:
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id:
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@ -739,7 +683,7 @@ class BattleProvider with ChangeNotifier {
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_prepareNextStage();
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_prepareNextStage();
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}
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}
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void _generateEnemyIntent({bool applyImmediate = true}) {
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void _generateEnemyIntent() {
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if (enemy.isDead) {
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if (enemy.isDead) {
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currentEnemyIntent = null;
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currentEnemyIntent = null;
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return;
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return;
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@ -835,10 +779,9 @@ class BattleProvider with ChangeNotifier {
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finalValue: armor,
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finalValue: armor,
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);
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);
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// Apply defense immediately if successful AND allowed
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// Apply defense immediately if successful
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if (success && applyImmediate) {
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if (success) {
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enemy.armor += armor;
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enemy.armor += armor;
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currentEnemyIntent!.isApplied = true;
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_addLog("Enemy prepares defense! (+$armor Armor)");
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_addLog("Enemy prepares defense! (+$armor Armor)");
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_effectEventController.sink.add(
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_effectEventController.sink.add(
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EffectEvent(
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EffectEvent(
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@ -852,11 +795,7 @@ class BattleProvider with ChangeNotifier {
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),
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),
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);
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);
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} else {
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} else {
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// Either failed or deferred
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_addLog("Enemy tried to defend but fumbled!");
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if (!success) {
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_addLog("Enemy tried to defend but fumbled!");
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}
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// If deferred (applyImmediate = false), we don't log or apply yet.
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}
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}
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}
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}
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notifyListeners();
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notifyListeners();
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@ -0,0 +1,12 @@
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# 74. Fix Item Name Interpolation
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## 1. 문제 (Problem)
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- 아이템 이름 생성 시 `Instance of 'ItemTemplate'.name` 형태의 잘못된 문자열이 출력됨.
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- 원인은 Dart의 문자열 보간 문법 오류: `"$template.name"`은 객체를 문자열로 변환함.
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## 2. 해결 방안 (Solution)
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- `lib/game/logic/loot_generator.dart` 파일 내의 문자열 보간 코드를 수정.
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- `"${selectedModifier.prefix} $template.name"` -> `"${selectedModifier.prefix} ${template.name}"`
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## 3. 기대 효과 (Expected Outcome)
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- 아이템 이름이 "Sharp Wooden Sword" 처럼 정상적으로 출력됨.
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