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Horoli 2025-12-01 18:38:47 +09:00
parent 514b49f7d9
commit ae1ebdc6bf
27 changed files with 1965 additions and 597 deletions

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당신은 시니어 Flutter 게임 개발자입니다. 현재 우리는 '텍스트/인터페이스 기반의 로그라이크 RPG'를 개발 중입니다.
지금까지 설계된 게임의 기획 및 아키텍처 내용을 바탕으로, 프로젝트의 **핵심 코어(Core) 로직**을 구현해주세요. UI 코드는 제외하고, 순수 Dart로 작성된 로직 부분만 작성해야 합니다.
### 1. 게임 기획 요약
- **컨셉:** 검투사가 되어 적과 싸우는 턴제 RPG.
- **전투 시스템:** - 행동(공격/방어 등) 선택 후, 강도(Risk)를 선택.
- 강도 예시: 약(90% 성공), 중(60% 성공), 강(30% 성공).
- **파밍 시스템:** 디아블로 식 접두사/접미사 옵션 파밍. 아이템 옵션(Modifier)이 캐릭터 스탯에 합연산/곱연산으로 적용됨.
### 2. 기술적 아키텍처 (필수 준수 사항)
- **UI와 로직의 완벽한 분리:** Flutter UI 없이 콘솔에서도 게임이 돌아가야 함.
- **GameInstance (Core):** 앱 실행 시 가장 먼저 생성되는 싱글톤 진입점. `initialize()`에서 게임 데이터를 로드함.
- **GameManager:** 게임의 상태(State)와 흐름을 관리하는 지휘자. `ChangeNotifier`를 상속받아 UI에 알림을 보냄.
- **Entity 시스템:**
- `BaseEntity` (ID, Name) -> `LivingEntity` (HP, Stats) -> `Player`, `Enemy` 상속 구조.
- **Stat 시스템:**
- 단순 `int` 변수가 아닌 `Stat` 객체 사용.
- `Stat` 객체는 `List<Modifier>`를 가지고 있으며, `BaseValue``Modifiers`를 계산해 최종 `Value`를 도출함.
### 3. 요청 사항
위 아키텍처를 기반으로 다음 파일들의 Dart 코드를 작성해주세요.
1. **`lib/game/game_instance.dart`**: 싱글톤 코어, 초기화 로직 포함.
2. **`lib/game/game_manager.dart`**: 데이터 보유 및 상태 관리 뼈대.
3. **`lib/game/model/stat.dart`**: `Modifier` 타입(Flat, Percent)과 `Stat` 계산 로직 구현.
4. **`lib/game/model/entity.dart`**: `LivingEntity` 추상 클래스와 `Player` 클래스 기본 구조 (Stat 시스템 적용).
각 파일은 당장 실행 가능하도록 필요한 import 구문과 주석을 포함해주세요.

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import '../model/item.dart';
class ItemTemplate {
final String name;
final String description;
final int baseAtk;
final int baseHp;
final int baseArmor;
final EquipmentSlot slot;
const ItemTemplate({
required this.name,
required this.description,
this.baseAtk = 0,
this.baseHp = 0,
this.baseArmor = 0,
required this.slot,
});
// 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
// You can make this more complex (multiplier, tiering, etc.)
int scaledAtk = baseAtk > 0 ? baseAtk + (stage - 1) : 0;
int scaledHp = baseHp > 0 ? baseHp + (stage - 1) * 5 : 0;
int scaledArmor = baseArmor > 0 ? baseArmor + (stage - 1) : 0;
return Item(
name: "$name${stage > 1 ? ' +${stage - 1}' : ''}", // Append +1, +2 etc.
description: description,
atkBonus: scaledAtk,
hpBonus: scaledHp,
armorBonus: scaledArmor,
slot: slot,
);
}
}
class ItemTable {
static const List<ItemTemplate> weapons = [
ItemTemplate(
name: "Rusty Dagger",
description: "Old and rusty, but better than nothing.",
baseAtk: 3,
slot: EquipmentSlot.weapon,
),
ItemTemplate(
name: "Iron Sword",
description: "A standard soldier's sword.",
baseAtk: 8,
slot: EquipmentSlot.weapon,
),
ItemTemplate(
name: "Battle Axe",
description: "Heavy but powerful.",
baseAtk: 12,
slot: EquipmentSlot.weapon,
),
];
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 const List<ItemTemplate> shields = [
ItemTemplate(
name: "Pot Lid",
description: "It was used for cooking.",
baseArmor: 1,
slot: EquipmentSlot.shield,
),
ItemTemplate(
name: "Wooden Shield",
description: "Sturdy oak wood.",
baseArmor: 3,
slot: EquipmentSlot.shield,
),
ItemTemplate(
name: "Kite Shield",
description: "Used by knights.",
baseArmor: 6,
slot: EquipmentSlot.shield,
),
];
static const List<ItemTemplate> accessories = [
ItemTemplate(
name: "Old Ring",
description: "A tarnished 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,
),
];
static List<ItemTemplate> get allItems => [
...weapons,
...armors,
...shields,
...accessories,
];
}

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// lib/game/game_instance.dart
/// .
/// .
class GameInstance {
//
static final GameInstance _instance = GameInstance._internal();
// .
factory GameInstance() {
return _instance;
}
// . .
GameInstance._internal();
bool _isInitialized = false;
/// .
bool get isInitialized => _isInitialized;
/// .
/// .
Future<void> initialize() async {
if (_isInitialized) {
print('GameInstance already initialized.');
return;
}
print('Initializing GameInstance...');
// TODO:
// : , ,
await Future.delayed(const Duration(seconds: 1)); //
_isInitialized = true;
print('GameInstance initialized successfully.');
}
// TODO:
}

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// lib/game/game_manager.dart
import 'package:flutter/foundation.dart'; // ChangeNotifier를
import 'package:game_test/game/model/entity.dart';
import 'package:game_test/game/game_instance.dart';
/// (State) .
/// ChangeNotifier를 UI에 .
class GameManager extends ChangeNotifier {
Player? _player;
List<Enemy> _currentEnemies = [];
GameManager() {
_init();
}
void _init() async {
// GameInstance가
if (!GameInstance().isInitialized) {
await GameInstance().initialize();
}
// TODO:
// : ,
_player = Player(id: 'player_001', name: '용감한 검투사', baseHp: 100);
_currentEnemies = [
Enemy(id: 'goblin_001', name: '고블린', baseHp: 50),
Enemy(id: 'goblin_002', name: '고블린', baseHp: 55),
];
print('GameManager initialized. Player: ${_player?.name}, Enemies: ${_currentEnemies.length}');
notifyListeners(); // UI에
}
/// .
Player? get player => _player;
/// .
List<Enemy> get currentEnemies => _currentEnemies;
/// .
/// (, ) (Risk) .
void playerTurn({required String action, required double risk}) {
// TODO:
print('Player performs $action with risk $risk');
// :
if (action == 'attack' && _currentEnemies.isNotEmpty) {
final targetEnemy = _currentEnemies.first; //
double damage = _player!.attack.value * risk; //
targetEnemy.takeDamage(damage);
print('${_player?.name} attacked ${targetEnemy.name} for ${damage.toInt()} damage.');
print('${targetEnemy.name} HP: ${targetEnemy.hp.value.toInt()}');
if (!targetEnemy.isAlive) {
_currentEnemies.remove(targetEnemy);
print('${targetEnemy.name} defeated!');
}
}
notifyListeners(); //
// TODO:
if (_currentEnemies.isNotEmpty) {
_enemyTurn();
} else {
print('All enemies defeated! Moving to next stage.');
// TODO:
}
}
/// .
void _enemyTurn() {
print('Enemy turn...');
for (var enemy in _currentEnemies) {
if (enemy.isAlive && _player != null) {
// TODO: AI
double damageToPlayer = enemy.attack.value; //
_player!.takeDamage(damageToPlayer);
print('${enemy.name} attacked ${_player!.name} for ${damageToPlayer.toInt()} damage.');
print('${_player!.name} HP: ${_player!.hp.value.toInt()}');
if (!_player!.isAlive) {
print('Game Over!');
// TODO:
break;
}
}
}
notifyListeners(); //
}
// TODO: (: , , )
}

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// lib/game/model/entity.dart
import 'item.dart';
import 'package:game_test/game/model/stat.dart';
import 'package:game_test/game/model/item.dart'; // Add this import
/// .
/// ID와 .
abstract class BaseEntity {
final String id;
class Character {
String name;
int hp;
int baseMaxHp;
int armor; // Current temporary shield/armor points in battle
int baseAtk;
int baseDefense; // Base defense stat
Map<EquipmentSlot, Item> equipment = {};
List<Item> inventory = [];
final int maxInventorySize = 16;
BaseEntity({required this.id, required this.name});
Character({
required this.name,
int? hp,
required int maxHp,
required this.armor,
required int atk,
this.baseDefense = 0,
}) : baseMaxHp = maxHp,
baseAtk = atk,
hp = hp ?? maxHp;
@override
String toString() => '$name (ID: $id)';
int get totalMaxHp {
int bonus = equipment.values.fold(0, (sum, item) => sum + item.hpBonus);
return baseMaxHp + bonus;
}
/// (, ) .
/// BaseEntity를 , (HP) .
abstract class LivingEntity extends BaseEntity {
Stat hp; // Health Points
final Map<String, Stat> stats = {}; //
LivingEntity({
required super.id,
required super.name,
required double baseHp,
}) : hp = Stat(baseValue: baseHp);
/// .
void addStat(String statName, Stat stat) {
stats[statName] = stat;
int get totalAtk {
int bonus = equipment.values.fold(0, (sum, item) => sum + item.atkBonus);
return baseAtk + bonus;
}
/// .
Stat? getStat(String statName) {
return stats[statName];
int get totalDefense {
int bonus = equipment.values.fold(0, (sum, item) => sum + item.armorBonus);
return baseDefense + bonus;
}
/// .
bool get isAlive => hp.value > 0;
bool get isDead => hp <= 0;
/// .
void takeDamage(double amount) {
hp.baseValue -= amount; // HP는 baseValue를 .
if (hp.baseValue < 0) {
hp.baseValue = 0;
// Adds an item to inventory, returns true if successful, false if inventory is full
bool addToInventory(Item item) {
if (inventory.length < maxInventorySize) {
inventory.add(item);
return true;
}
return false;
}
/// .
void heal(double amount) {
hp.baseValue += amount;
// TODO: HP
// Equips an item (swapping if necessary)
// Returns true if successful
bool equip(Item newItem) {
if (!inventory.contains(newItem)) return false;
// 1. Calculate current HP ratio before any changes
double hpRatio = totalMaxHp > 0 ? hp / totalMaxHp : 0.0; // Avoid division by zero
// 2. Handle Swap: If slot is occupied, unequip the old item first
if (equipment.containsKey(newItem.slot)) {
Item oldItem = equipment[newItem.slot]!;
equipment.remove(newItem.slot);
inventory.add(oldItem);
}
@override
String toString() {
return '${super.toString()}, HP: ${hp.value.toInt()}/${hp.baseValue.toInt()}';
}
// 3. Move new item: Inventory -> Equipment
inventory.remove(newItem);
equipment[newItem.slot] = newItem;
// 4. Update current HP based on the new totalMaxHp and previous ratio
hp = (totalMaxHp * hpRatio).toInt();
if (hp < 0) hp = 0; // Ensure HP does not go below zero
if (hp > totalMaxHp) {
hp = totalMaxHp; // Final Safety Clamp, though hpRatio <= 1.0 should prevent this
}
/// .
/// LivingEntity를 .
class Player extends LivingEntity {
//
final Map<EquipmentSlot, Weapon> _equippedWeapons = {};
/// .
Stat attack;
Player({
required super.id,
required super.name,
required super.baseHp,
}) : attack = Stat(baseValue: 0.0) { //
//
equipWeapon(Weapon.unArmed);
return true;
}
/// .
Weapon? get equippedWeapon => _equippedWeapons[EquipmentSlot.mainHand];
// Unequips an item
// Returns true if successful (inventory has space)
bool unequip(Item item) {
if (!equipment.containsValue(item)) return false;
/// .
/// .
void equipWeapon(Weapon newWeapon) {
//
final currentWeapon = _equippedWeapons[newWeapon.slot];
if (currentWeapon != null) {
attack.removeModifier(currentWeapon.attackModifier);
// 1. Calculate current HP ratio before any changes
double hpRatio = totalMaxHp > 0 ? hp / totalMaxHp : 0.0; // Avoid division by zero
if (inventory.length < maxInventorySize) {
equipment.remove(item.slot);
inventory.add(item);
// 2. Update current HP based on the new totalMaxHp and previous ratio
hp = (totalMaxHp * hpRatio).toInt();
if (hp < 0) hp = 0; // Ensure HP does not go below zero
if (hp > totalMaxHp) {
hp = totalMaxHp; // Final Safety Clamp, though hpRatio <= 1.0 should prevent this
}
return true;
}
//
_equippedWeapons[newWeapon.slot] = newWeapon;
attack.addModifier(newWeapon.attackModifier);
return false;
}
/// .
/// .
void unequipWeapon(EquipmentSlot slot) {
final currentWeapon = _equippedWeapons[slot];
if (currentWeapon != null && currentWeapon != Weapon.unArmed) {
attack.removeModifier(currentWeapon.attackModifier);
_equippedWeapons.remove(slot);
//
equipWeapon(Weapon.unArmed);
void heal(int amount) {
if (isDead) return; // Cannot heal if dead
hp += amount;
if (hp > totalMaxHp) {
hp = totalMaxHp;
}
}
// TODO: , ,
}
/// .
/// LivingEntity를 .
class Enemy extends LivingEntity {
Stat attack; //
Enemy({
required super.id,
required super.name,
required super.baseHp,
double baseAttack = 5.0, //
}) : attack = Stat(baseValue: baseAttack);
// TODO: AI,
}

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// lib/game/model/item.dart
enum EquipmentSlot { weapon, armor, shield, accessory }
import 'package:game_test/game/model/stat.dart';
/// .
enum EquipmentSlot {
mainHand,
offHand,
head,
chest,
legs,
feet,
accessory,
}
/// .
/// ID, , .
abstract class Item {
final String id;
class Item {
final String name;
final String description;
Item({
required this.id,
required this.name,
this.description = '',
});
@override
String toString() => name;
}
/// .
/// .
class Weapon extends Item {
final Modifier attackModifier;
final int atkBonus;
final int hpBonus;
final int armorBonus; // New stat for defense
final EquipmentSlot slot;
Weapon({
required super.id,
required super.name,
super.description,
required this.attackModifier,
this.slot = EquipmentSlot.mainHand,
Item({
required this.name,
required this.description,
required this.atkBonus,
required this.hpBonus,
this.armorBonus = 0, // Default to 0 for backward compatibility
required this.slot,
});
/// .
/// 1 .
static Weapon get unArmed => Weapon(
id: 'unarmed_weapon',
name: '맨주먹',
description: '아무것도 장비하지 않은 상태의 공격.',
attackModifier: Modifier(type: ModifierType.flat, value: 1),
);
String get typeName {
switch (slot) {
case EquipmentSlot.weapon:
return "Weapon";
case EquipmentSlot.armor:
return "Armor";
case EquipmentSlot.shield:
return "Shield";
case EquipmentSlot.accessory:
return "Accessory";
}
}
}

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import 'package:flutter/material.dart';
import 'package:provider/provider.dart';
import 'providers/battle_provider.dart';
import 'screens/main_wrapper.dart';
void main() {
runApp(const MyApp());
@ -7,116 +10,17 @@ void main() {
class MyApp extends StatelessWidget {
const MyApp({super.key});
// This widget is the root of your application.
@override
Widget build(BuildContext context) {
return MaterialApp(
title: 'Flutter Demo',
theme: ThemeData(
// This is the theme of your application.
//
// TRY THIS: Try running your application with "flutter run". You'll see
// the application has a purple toolbar. Then, without quitting the app,
// try changing the seedColor in the colorScheme below to Colors.green
// and then invoke "hot reload" (save your changes or press the "hot
// reload" button in a Flutter-supported IDE, or press "r" if you used
// the command line to start the app).
//
// Notice that the counter didn't reset back to zero; the application
// state is not lost during the reload. To reset the state, use hot
// restart instead.
//
// This works for code too, not just values: Most code changes can be
// tested with just a hot reload.
colorScheme: ColorScheme.fromSeed(seedColor: Colors.deepPurple),
),
home: const MyHomePage(title: 'Flutter Demo Home Page'),
);
}
}
class MyHomePage extends StatefulWidget {
const MyHomePage({super.key, required this.title});
// This widget is the home page of your application. It is stateful, meaning
// that it has a State object (defined below) that contains fields that affect
// how it looks.
// This class is the configuration for the state. It holds the values (in this
// case the title) provided by the parent (in this case the App widget) and
// used by the build method of the State. Fields in a Widget subclass are
// always marked "final".
final String title;
@override
State<MyHomePage> createState() => _MyHomePageState();
}
class _MyHomePageState extends State<MyHomePage> {
int _counter = 0;
void _incrementCounter() {
setState(() {
// This call to setState tells the Flutter framework that something has
// changed in this State, which causes it to rerun the build method below
// so that the display can reflect the updated values. If we changed
// _counter without calling setState(), then the build method would not be
// called again, and so nothing would appear to happen.
_counter++;
});
}
@override
Widget build(BuildContext context) {
// This method is rerun every time setState is called, for instance as done
// by the _incrementCounter method above.
//
// The Flutter framework has been optimized to make rerunning build methods
// fast, so that you can just rebuild anything that needs updating rather
// than having to individually change instances of widgets.
return Scaffold(
appBar: AppBar(
// TRY THIS: Try changing the color here to a specific color (to
// Colors.amber, perhaps?) and trigger a hot reload to see the AppBar
// change color while the other colors stay the same.
backgroundColor: Theme.of(context).colorScheme.inversePrimary,
// Here we take the value from the MyHomePage object that was created by
// the App.build method, and use it to set our appbar title.
title: Text(widget.title),
),
body: Center(
// Center is a layout widget. It takes a single child and positions it
// in the middle of the parent.
child: Column(
// Column is also a layout widget. It takes a list of children and
// arranges them vertically. By default, it sizes itself to fit its
// children horizontally, and tries to be as tall as its parent.
//
// Column has various properties to control how it sizes itself and
// how it positions its children. Here we use mainAxisAlignment to
// center the children vertically; the main axis here is the vertical
// axis because Columns are vertical (the cross axis would be
// horizontal).
//
// TRY THIS: Invoke "debug painting" (choose the "Toggle Debug Paint"
// action in the IDE, or press "p" in the console), to see the
// wireframe for each widget.
mainAxisAlignment: MainAxisAlignment.center,
children: <Widget>[
const Text('You have pushed the button this many times:'),
Text(
'$_counter',
style: Theme.of(context).textTheme.headlineMedium,
),
return MultiProvider(
providers: [
ChangeNotifierProvider(create: (_) => BattleProvider()),
],
child: MaterialApp(
title: "Colosseum's Choice",
theme: ThemeData.dark(),
home: const MainWrapper(),
),
),
floatingActionButton: FloatingActionButton(
onPressed: _incrementCounter,
tooltip: 'Increment',
child: const Icon(Icons.add),
), // This trailing comma makes auto-formatting nicer for build methods.
);
}
}

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import 'dart:math';
import 'package:flutter/foundation.dart';
import '../game/model/entity.dart';
import '../game/model/item.dart';
import '../game/data/item_table.dart'; // Import ItemTable
import '../utils/game_math.dart'; // Import GameMath
enum ActionType { attack, defend }
enum RiskLevel { safe, normal, risky }
class BattleProvider with ChangeNotifier {
late Character player;
late Character enemy;
List<String> battleLogs = [];
bool isPlayerTurn = true;
int stage = 1;
List<Item> rewardOptions = [];
bool showRewardPopup = false;
BattleProvider() {
initializeBattle();
}
void initializeBattle() {
stage = 1;
player = Character(name: "Player", maxHp: 100, armor: 0, atk: 10, baseDefense: 5); // Added baseDefense 5
// Provide starter equipment
final starterSword = Item(name: "Wooden Sword", description: "A basic sword", atkBonus: 5, hpBonus: 0, slot: EquipmentSlot.weapon);
final starterArmor = Item(name: "Leather Armor", description: "Basic protection", atkBonus: 0, hpBonus: 20, slot: EquipmentSlot.armor);
final starterShield = Item(name: "Wooden Shield", description: "A small shield", atkBonus: 0, hpBonus: 0, armorBonus: 3, slot: EquipmentSlot.shield);
final starterRing = Item(name: "Copper Ring", description: "A simple ring", atkBonus: 1, hpBonus: 5, slot: EquipmentSlot.accessory);
player.addToInventory(starterSword);
player.equip(starterSword);
player.addToInventory(starterArmor);
player.equip(starterArmor);
player.addToInventory(starterShield);
player.equip(starterShield);
player.addToInventory(starterRing);
player.equip(starterRing);
_spawnEnemy();
battleLogs.clear();
_addLog("Battle started! Stage $stage");
isPlayerTurn = true;
showRewardPopup = false;
notifyListeners();
}
void _spawnEnemy() {
int enemyHp = 5 + (stage - 1) * 20;
int enemyAtk = 8 + (stage - 1) * 2;
enemy = Character(name: "Enemy", maxHp: enemyHp, armor: 0, atk: enemyAtk);
}
void playerAction(ActionType type, RiskLevel risk) {
if (!isPlayerTurn || player.isDead || enemy.isDead || showRewardPopup) return;
isPlayerTurn = false;
notifyListeners();
_addLog("Player chose to ${type.name} with ${risk.name} risk.");
final random = Random();
bool success = false;
double efficiency = 1.0;
switch (risk) {
case RiskLevel.safe:
success = random.nextDouble() < 1.0; // 100%
efficiency = 0.5; // 50%
break;
case RiskLevel.normal:
success = random.nextDouble() < 0.8; // 80%
efficiency = 1.0; // 100%
break;
case RiskLevel.risky:
success = random.nextDouble() < 0.4; // 40%
efficiency = 2.0; // 200%
break;
}
if (success) {
if (type == ActionType.attack) {
int damage = (player.totalAtk * efficiency).toInt();
_applyDamage(enemy, damage);
_addLog("Player dealt $damage damage to Enemy.");
} else {
int armorGained = (player.totalDefense * efficiency).toInt(); // Changed to totalDefense
player.armor += armorGained;
_addLog("Player gained $armorGained armor.");
}
} else {
_addLog("Player's action missed!");
}
if (enemy.isDead) {
_onVictory();
return;
}
Future.delayed(const Duration(seconds: 1), () => _enemyTurn());
}
Future<void> _enemyTurn() async {
if (!isPlayerTurn && (player.isDead || enemy.isDead)) return; // Check if it's the enemy's turn and battle is over
_addLog("Enemy's turn...");
// Enemy attacks player
await Future.delayed(const Duration(seconds: 1)); // Simulating thinking time
int incomingDamage = enemy.totalAtk;
int damageToHp = 0;
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.");
}
// Player's turn starts, armor decays
if (player.armor > 0) {
player.armor = (player.armor * 0.5).toInt();
_addLog("Player's armor decayed to ${player.armor}.");
}
if (player.isDead) {
_addLog("Player defeated! Enemy wins!");
}
isPlayerTurn = true;
notifyListeners();
}
void _applyDamage(Character target, int damage) {
target.hp -= damage;
if (target.hp < 0) target.hp = 0;
}
void _addLog(String message) {
battleLogs.add(message);
notifyListeners();
}
void _onVictory() {
_addLog("Enemy defeated! Choose a reward.");
final random = Random();
List<ItemTemplate> allTemplates = List.from(ItemTable.allItems);
allTemplates.shuffle(random); // Shuffle to randomize selection
// Take first 3 items (ensure distinct templates if possible, though list is small now)
int count = min(3, allTemplates.length);
rewardOptions = allTemplates.sublist(0, count).map((template) {
return template.createItem(stage: stage);
}).toList();
showRewardPopup = true;
notifyListeners();
}
void selectReward(Item item) {
bool added = player.addToInventory(item);
if (added) {
_addLog("Added ${item.name} to inventory.");
} else {
_addLog("Inventory is full! ${item.name} discarded.");
}
// Heal player after selecting reward
int healAmount = GameMath.floor(player.totalMaxHp * 0.5);
player.heal(healAmount);
_addLog("Stage Cleared! Recovered $healAmount HP.");
stage++;
showRewardPopup = false;
_spawnEnemy();
_addLog("Stage $stage started! A wild ${enemy.name} appeared.");
isPlayerTurn = true;
notifyListeners();
}
void equipItem(Item item) {
if (player.equip(item)) {
_addLog("Equipped ${item.name}.");
} else {
_addLog("Failed to equip ${item.name}."); // Should not happen if logic is correct
}
notifyListeners();
}
void unequipItem(Item item) {
if (player.unequip(item)) {
_addLog("Unequipped ${item.name}.");
} else {
_addLog("Failed to unequip ${item.name} (Inventory might be full).");
}
notifyListeners();
}
}

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import 'package:flutter/material.dart';
import 'package:game_test/game/model/item.dart';
import 'package:provider/provider.dart';
import '../providers/battle_provider.dart';
import '../game/model/entity.dart';
class BattleScreen extends StatefulWidget {
const BattleScreen({super.key});
@override
State<BattleScreen> createState() => _BattleScreenState();
}
class _BattleScreenState extends State<BattleScreen> {
final ScrollController _scrollController = ScrollController();
@override
void initState() {
super.initState();
// Scroll to the bottom of the log when new messages are added
WidgetsBinding.instance.addPostFrameCallback((_) {
_scrollController.jumpTo(_scrollController.position.maxScrollExtent);
});
}
@override
void dispose() {
_scrollController.dispose();
super.dispose();
}
void _showRiskLevelSelection(BuildContext context, ActionType actionType) {
final player = context.read<BattleProvider>().player;
final baseValue = actionType == ActionType.attack
? player.totalAtk
: player.totalDefense;
showDialog(
context: context,
builder: (BuildContext context) {
return SimpleDialog(
title: Text("Select Risk Level for ${actionType.name}"),
children: RiskLevel.values.map((risk) {
String infoText = "";
Color infoColor = Colors.black;
double efficiency = 0.0;
int expectedValue = 0;
switch (risk) {
case RiskLevel.safe:
efficiency = 0.5;
infoColor = Colors.green;
break;
case RiskLevel.normal:
efficiency = 1.0;
infoColor = Colors.blue;
break;
case RiskLevel.risky:
efficiency = 2.0;
infoColor = Colors.red;
break;
}
expectedValue = (baseValue * efficiency).toInt();
String valueUnit = actionType == ActionType.attack
? "Dmg"
: "Armor";
String successRate = "";
switch (risk) {
case RiskLevel.safe:
successRate = "100%";
break;
case RiskLevel.normal:
successRate = "80%";
break;
case RiskLevel.risky:
successRate = "40%";
break;
}
infoText =
"Success: $successRate, Eff: ${(efficiency * 100).toInt()}% ($expectedValue $valueUnit)";
return SimpleDialogOption(
onPressed: () {
context.read<BattleProvider>().playerAction(actionType, risk);
Navigator.pop(context);
// Ensure the log scrolls to the bottom after action
WidgetsBinding.instance.addPostFrameCallback((_) {
_scrollController.animateTo(
_scrollController.position.maxScrollExtent,
duration: const Duration(milliseconds: 300),
curve: Curves.easeOut,
);
});
},
child: Column(
crossAxisAlignment: CrossAxisAlignment.start,
children: [
Text(
risk.name,
style: const TextStyle(fontWeight: FontWeight.bold),
),
Text(
infoText,
style: TextStyle(fontSize: 12, color: infoColor),
),
],
),
);
}).toList(),
);
},
);
}
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(
title: Consumer<BattleProvider>(
builder: (context, provider, child) =>
Text("Colosseum's Choice - Stage ${provider.stage}"),
),
actions: [
IconButton(
icon: const Icon(Icons.refresh),
onPressed: () => context.read<BattleProvider>().initializeBattle(),
),
],
),
body: Consumer<BattleProvider>(
builder: (context, battleProvider, child) {
return Stack(
children: [
Column(
children: [
// Top (Status Area)
Padding(
padding: const EdgeInsets.all(8.0),
child: Row(
mainAxisAlignment: MainAxisAlignment.spaceAround,
children: [
_buildCharacterStatus(
battleProvider.enemy,
isEnemy: true,
),
_buildCharacterStatus(
battleProvider.player,
isEnemy: false,
),
],
),
),
// Middle (Log Area)
Expanded(
child: Container(
color: Colors.black87,
padding: const EdgeInsets.all(8.0),
child: ListView.builder(
controller: _scrollController,
itemCount: battleProvider.battleLogs.length,
itemBuilder: (context, index) {
return Text(
battleProvider.battleLogs[index],
style: const TextStyle(
color: Colors.white,
fontFamily: 'Monospace',
fontSize: 12,
),
);
},
),
),
),
// Bottom (Control Area)
Padding(
padding: const EdgeInsets.all(8.0),
child: Row(
mainAxisAlignment: MainAxisAlignment.spaceAround,
children: [
_buildActionButton(
context,
"ATTACK",
ActionType.attack,
battleProvider.isPlayerTurn &&
!battleProvider.player.isDead &&
!battleProvider.enemy.isDead &&
!battleProvider.showRewardPopup,
),
_buildActionButton(
context,
"DEFEND",
ActionType.defend,
battleProvider.isPlayerTurn &&
!battleProvider.player.isDead &&
!battleProvider.enemy.isDead &&
!battleProvider.showRewardPopup,
),
],
),
),
],
),
if (battleProvider.showRewardPopup)
Container(
color: Colors.black54,
child: Center(
child: SimpleDialog(
title: const Text("Victory! Choose a Reward"),
children: battleProvider.rewardOptions.map((item) {
return SimpleDialogOption(
onPressed: () {
battleProvider.selectReward(item);
},
child: Column(
crossAxisAlignment: CrossAxisAlignment.start,
children: [
Text(
item.name,
style: const TextStyle(
fontWeight: FontWeight.bold,
),
),
_buildItemStatText(item), // Display stats here
Text(
item.description,
style: const TextStyle(
fontSize: 12,
color: Colors.grey,
),
),
],
),
);
}).toList(),
),
),
),
],
);
},
),
);
}
Widget _buildItemStatText(Item item) {
List<String> stats = [];
if (item.atkBonus > 0) stats.add("+${item.atkBonus} ATK");
if (item.hpBonus > 0) stats.add("+${item.hpBonus} HP");
if (item.armorBonus > 0) stats.add("+${item.armorBonus} DEF");
if (stats.isEmpty) return const SizedBox.shrink(); // Hide if no stats
return Padding(
padding: const EdgeInsets.only(top: 4.0, bottom: 4.0),
child: Text(
stats.join(", "),
style: const TextStyle(fontSize: 12, color: Colors.blueAccent),
),
);
}
Widget _buildCharacterStatus(Character character, {bool isEnemy = false}) {
return Column(
children: [
Text(
"${character.name}: HP ${character.hp}/${character.totalMaxHp}",
style: TextStyle(
color: character.isDead ? Colors.red : Colors.white,
fontWeight: FontWeight.bold,
),
),
SizedBox(
width: 100,
child: LinearProgressIndicator(
value: character.totalMaxHp > 0
? character.hp / character.totalMaxHp
: 0,
color: isEnemy ? Colors.red : Colors.green,
backgroundColor: Colors.grey,
),
),
if (!isEnemy) ...[
Text("Armor: ${character.armor}"),
Text("ATK: ${character.totalAtk}"),
Text("DEF: ${character.totalDefense}"),
],
],
);
}
Widget _buildActionButton(
BuildContext context,
String text,
ActionType actionType,
bool isEnabled,
) {
return ElevatedButton(
onPressed: isEnabled
? () => _showRiskLevelSelection(context, actionType)
: null,
style: ElevatedButton.styleFrom(
padding: const EdgeInsets.symmetric(horizontal: 30, vertical: 15),
backgroundColor: Colors.blueGrey,
foregroundColor: Colors.white,
textStyle: const TextStyle(fontSize: 18, fontWeight: FontWeight.bold),
),
child: Text(text),
);
}
}

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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';
class InventoryScreen extends StatelessWidget {
const InventoryScreen({super.key});
@override
Widget build(BuildContext context) {
return Scaffold(
appBar: AppBar(title: const Text("Inventory & Stats")),
body: Consumer<BattleProvider>(
builder: (context, battleProvider, child) {
final player = battleProvider.player;
return Column(
children: [
// Player Stats Header
Card(
margin: const EdgeInsets.all(16.0),
child: Padding(
padding: const EdgeInsets.all(16.0),
child: Column(
children: [
Text(
player.name,
style: Theme.of(context).textTheme.headlineSmall,
),
const SizedBox(height: 8),
Text("Stage: ${battleProvider.stage}"),
const Divider(),
Row(
mainAxisAlignment: MainAxisAlignment.spaceAround,
children: [
_buildStatItem(
"HP",
"${player.hp}/${player.totalMaxHp}",
),
_buildStatItem("ATK", "${player.totalAtk}"),
_buildStatItem("DEF", "${player.totalDefense}"),
_buildStatItem("Shield", "${player.armor}"), // Temporary armor points
],
),
],
),
),
),
// Equipped Items Section (Slot based)
Padding(
padding: const EdgeInsets.symmetric(
horizontal: 16.0,
vertical: 8.0,
),
child: Column(
crossAxisAlignment: CrossAxisAlignment.start,
children: [
const Text(
"Equipped Items",
style: TextStyle(
fontSize: 18,
fontWeight: FontWeight.bold,
),
),
const SizedBox(height: 8),
Row(
mainAxisAlignment: MainAxisAlignment.spaceAround,
children: EquipmentSlot.values.map((slot) {
final item = player.equipment[slot];
return Expanded(
child: InkWell(
onTap: item != null
? () => _showUnequipConfirmationDialog(context, battleProvider, item)
: null,
child: Card(
color: item != null
? Colors.blueGrey[600]
: Colors.grey[800],
child: Padding(
padding: const EdgeInsets.all(8.0),
child: Column(
children: [
Text(
slot.name.toUpperCase(),
style: const TextStyle(
fontSize: 10,
fontWeight: FontWeight.bold,
color: Colors.grey,
),
),
const SizedBox(height: 4),
Icon(
_getIconForSlot(slot),
size: 24,
color: item != null
? Colors.white
: Colors.grey,
),
const SizedBox(height: 4),
Text(
item?.name ?? "Empty",
textAlign: TextAlign.center,
style: TextStyle(
fontSize: 12,
color: item != null
? Colors.white
: Colors.grey,
),
overflow: TextOverflow.ellipsis,
),
if (item != null) _buildItemStatText(item),
],
),
),
),
),
);
}).toList(),
),
],
),
),
// Inventory (Bag) Section
Padding(
padding: const EdgeInsets.symmetric(
horizontal: 16.0,
vertical: 8.0,
),
child: Align(
alignment: Alignment.centerLeft,
child: Text(
"Bag (${player.inventory.length}/${player.maxInventorySize})",
style: const TextStyle(
fontSize: 18,
fontWeight: FontWeight.bold,
),
),
),
),
Expanded(
child: GridView.builder(
padding: const EdgeInsets.all(16.0),
gridDelegate: const SliverGridDelegateWithFixedCrossAxisCount(
crossAxisCount: 4,
crossAxisSpacing: 8.0,
mainAxisSpacing: 8.0,
),
itemCount: player.maxInventorySize,
itemBuilder: (context, index) {
if (index < player.inventory.length) {
final item = player.inventory[index];
return InkWell(
onTap: () {
// Show confirmation dialog before equipping
_showEquipConfirmationDialog(
context,
battleProvider,
item,
);
},
child: Card(
color: Colors.blueGrey[700],
child: Column(
mainAxisAlignment: MainAxisAlignment.center,
children: [
const Icon(Icons.backpack, size: 32),
Padding(
padding: const EdgeInsets.all(4.0),
child: Text(
item.name,
textAlign: TextAlign.center,
style: const TextStyle(fontSize: 10),
overflow: TextOverflow.ellipsis,
),
),
_buildItemStatText(item),
],
),
),
);
} else {
// Empty slot
return Container(
decoration: BoxDecoration(
border: Border.all(color: Colors.grey),
color: Colors.grey[800],
),
child: const Center(
child: Icon(Icons.add_box, color: Colors.grey),
),
);
}
},
),
),
],
);
},
),
);
}
IconData _getIconForSlot(EquipmentSlot slot) {
switch (slot) {
case EquipmentSlot.weapon:
return Icons.g_mobiledata; // Using a generic 'game' icon for weapon
case EquipmentSlot.armor:
return Icons.checkroom;
case EquipmentSlot.shield:
return Icons.shield;
case EquipmentSlot.accessory:
return Icons.diamond;
}
}
Widget _buildStatItem(String label, String value) {
return Column(
children: [
Text(label, style: const TextStyle(color: Colors.grey, fontSize: 12)),
Text(
value,
style: const TextStyle(fontWeight: FontWeight.bold, fontSize: 16),
),
],
);
}
void _showEquipConfirmationDialog(
BuildContext context,
BattleProvider provider,
Item newItem,
) {
final player = provider.player;
final oldItem = player.equipment[newItem.slot];
// Calculate predicted stats
final currentMaxHp = player.totalMaxHp;
final currentAtk = player.totalAtk;
final currentDef = player.totalDefense;
final currentHp = player.hp;
// Predict new stats
int newMaxHp = currentMaxHp - (oldItem?.hpBonus ?? 0) + newItem.hpBonus;
int newAtk = currentAtk - (oldItem?.atkBonus ?? 0) + newItem.atkBonus;
int newDef = currentDef - (oldItem?.armorBonus ?? 0) + newItem.armorBonus;
// Predict HP (Percentage Logic)
double ratio = currentMaxHp > 0 ? currentHp / currentMaxHp : 0.0;
int newHp = (newMaxHp * ratio).toInt();
if (newHp < 0) newHp = 0;
if (newHp > newMaxHp) newHp = newMaxHp;
showDialog(
context: context,
builder: (ctx) => AlertDialog(
title: const Text("Change Equipment"),
content: Column(
mainAxisSize: MainAxisSize.min,
children: [
Text(
"Equip ${newItem.name}?",
style: const TextStyle(fontWeight: FontWeight.bold),
),
if (oldItem != null)
Text(
"Replaces ${oldItem.name}",
style: const TextStyle(fontSize: 12, color: Colors.grey),
),
const SizedBox(height: 16),
_buildStatChangeRow("Max HP", currentMaxHp, newMaxHp),
_buildStatChangeRow("Current HP", currentHp, newHp),
_buildStatChangeRow("ATK", currentAtk, newAtk),
_buildStatChangeRow("DEF", currentDef, newDef),
],
),
actions: [
TextButton(
onPressed: () => Navigator.pop(ctx),
child: const Text("Cancel"),
),
ElevatedButton(
onPressed: () {
provider.equipItem(newItem);
Navigator.pop(ctx);
},
child: const Text("Confirm"),
),
],
),
);
}
void _showUnequipConfirmationDialog(
BuildContext context,
BattleProvider provider,
Item itemToUnequip,
) {
final player = provider.player;
// Calculate predicted stats
final currentMaxHp = player.totalMaxHp;
final currentAtk = player.totalAtk;
final currentDef = player.totalDefense;
final currentHp = player.hp;
// Predict new stats (Subtract item bonuses)
int newMaxHp = currentMaxHp - itemToUnequip.hpBonus;
int newAtk = currentAtk - itemToUnequip.atkBonus;
int newDef = currentDef - itemToUnequip.armorBonus;
// Predict HP (Percentage Logic)
double ratio = currentMaxHp > 0 ? currentHp / currentMaxHp : 0.0;
int newHp = (newMaxHp * ratio).toInt();
if (newHp < 0) newHp = 0;
if (newHp > newMaxHp) newHp = newMaxHp;
showDialog(
context: context,
builder: (ctx) => AlertDialog(
title: const Text("Unequip Item"),
content: Column(
mainAxisSize: MainAxisSize.min,
children: [
Text(
"Unequip ${itemToUnequip.name}?",
style: const TextStyle(fontWeight: FontWeight.bold),
),
const SizedBox(height: 16),
_buildStatChangeRow("Max HP", currentMaxHp, newMaxHp),
_buildStatChangeRow("Current HP", currentHp, newHp),
_buildStatChangeRow("ATK", currentAtk, newAtk),
_buildStatChangeRow("DEF", currentDef, newDef),
],
),
actions: [
TextButton(
onPressed: () => Navigator.pop(ctx),
child: const Text("Cancel"),
),
ElevatedButton(
onPressed: () {
provider.unequipItem(itemToUnequip);
Navigator.pop(ctx);
},
child: const Text("Confirm"),
),
],
),
);
}
Widget _buildStatChangeRow(String label, int oldVal, int newVal) {
int diff = newVal - oldVal;
Color color = diff > 0
? Colors.green
: (diff < 0 ? Colors.red : Colors.grey);
String diffText = diff > 0 ? "(+$diff)" : (diff < 0 ? "($diff)" : "");
return Padding(
padding: const EdgeInsets.symmetric(vertical: 4.0),
child: Row(
mainAxisAlignment: MainAxisAlignment.spaceBetween,
children: [
Text(label),
Row(
children: [
Text("$oldVal", style: const TextStyle(color: Colors.grey)),
const Icon(Icons.arrow_right, size: 16, color: Colors.grey),
Text(
"$newVal",
style: const TextStyle(fontWeight: FontWeight.bold),
),
const SizedBox(width: 4),
Text(
diffText,
style: TextStyle(
color: color,
fontSize: 12,
fontWeight: FontWeight.bold,
),
),
],
),
],
),
);
}
Widget _buildItemStatText(Item item) {
List<String> stats = [];
if (item.atkBonus > 0) stats.add("+${item.atkBonus} ATK");
if (item.hpBonus > 0) stats.add("+${item.hpBonus} HP");
if (item.armorBonus > 0) stats.add("+${item.armorBonus} DEF");
if (stats.isEmpty) return const SizedBox.shrink(); // Hide if no stats
return Padding(
padding: const EdgeInsets.only(top: 2.0, bottom: 2.0),
child: Text(
stats.join(", "),
style: const TextStyle(fontSize: 10, color: Colors.blueAccent),
),
);
}
}

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import 'package:flutter/material.dart';
import 'battle_screen.dart';
import 'inventory_screen.dart';
class MainWrapper extends StatefulWidget {
const MainWrapper({super.key});
@override
State<MainWrapper> createState() => _MainWrapperState();
}
class _MainWrapperState extends State<MainWrapper> {
int _currentIndex = 0;
final List<Widget> _screens = [
const BattleScreen(),
const InventoryScreen(),
];
@override
Widget build(BuildContext context) {
return Scaffold(
body: IndexedStack(
index: _currentIndex,
children: _screens,
),
bottomNavigationBar: BottomNavigationBar(
currentIndex: _currentIndex,
onTap: (index) {
setState(() {
_currentIndex = index;
});
},
items: const [
BottomNavigationBarItem(
icon: Icon(Icons.flash_on),
label: 'Battle',
),
BottomNavigationBarItem(
icon: Icon(Icons.backpack),
label: 'Inventory',
),
],
),
);
}
}

5
lib/utils/game_math.dart Normal file
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class GameMath {
static int floor(double value) {
return value.floor();
}
}

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# Role
You are a Senior Flutter Developer.
Your task is to build a functional prototype for a "Text/UI-based Turn-based Roguelike Game" called "Colosseum's Choice".
# Technology Stack
- **Framework:** Flutter (Pure Flutter, NO Game Engine like Flame)
- **State Management:** Provider
- **Architecture:** MVVM (Model - Provider - Screen)
- **Theme:** Dark Mode
# Core Game Mechanics
1. **Risk vs Return:** The player chooses an action (Attack/Defend) and then selects a Risk Level (Safe/Normal/Risky). Higher risk means lower success chance but higher effect.
2. **Armor System:** Armor reduces incoming damage. Player's Armor decays by 50% at the start of their turn.
3. **Turn-Based:** Player acts -> Result processing -> Delay (1 sec) -> Enemy acts -> Result processing.
# Required Files & Implementation Details
Please generate the complete Dart code for the following 4 files.
**IMPORTANT:** The code must be complete, error-free, and ready to run after adding the `provider` package.
---
## 1. `lib/models/character.dart`
**Description:** Data model for Player and Enemy.
- **Fields:** `String name`, `int hp`, `int maxHp`, `int armor`, `int atk`.
- **Constructor:** Initialize properties. `hp` defaults to `maxHp` if not provided.
- **Methods:**
- `bool get isDead => hp <= 0;`
## 2. `lib/providers/battle_provider.dart`
**Description:** Central logic controller using `ChangeNotifier`.
- **Properties:**
- `Character player`, `Character enemy`
- `List<String> battleLogs` (Stores combat history)
- `bool isPlayerTurn` (To disable buttons during enemy turn)
- **Methods:**
- `void initializeBattle()`: Reset stats, clear logs. Player(HP:100, ATK:10), Enemy(HP:100, ATK:8).
- `void playerAction(ActionType type, RiskLevel risk)`:
1. **Risk Logic:**
- **Safe:** 100% Success, 50% Efficiency.
- **Normal:** 80% Success, 100% Efficiency.
- **Risky:** 40% Success, 200% Efficiency.
2. **Calculate Result:** Roll dice. If success, apply Damage (Attack) or Gain Armor (Defend). If fail, log "Miss".
3. **Turn End:** Call `_enemyTurn()` after a short delay.
- `Future<void> _enemyTurn()`:
- Wait 1 second (simulating thinking).
- Enemy attacks player. (Damage = Enemy ATK - Player Armor).
- Start Player's new turn: **Reduce Player Armor by 50%**.
- `void _addLog(String message)`: Add to list and notify listeners.
**Enums:**
- `enum ActionType { attack, defend }`
- `enum RiskLevel { safe, normal, risky }`
## 3. `lib/screens/battle_screen.dart`
**Description:** The main UI.
- **Layout (Column):**
- **Top (Status Area):** Row displaying [Enemy Name/HP] and [Player HP/Armor]. Use `LinearProgressIndicator` for HP bars.
- **Middle (Log Area):** `Expanded` -> `ListView.builder`.
- **Crucial:** Use `ScrollController` to auto-scroll to the bottom whenever a new log is added.
- Style: Black background, green/white text font `Monospace`.
- **Bottom (Control Area):**
- Two large buttons: [ATTACK], [DEFEND].
- On press, show a `SimpleDialog` or `BottomSheet` to select Risk Level (Safe/Normal/Risky).
- Disable buttons if `!isPlayerTurn` or `game over`.
## 4. `lib/main.dart`
**Description:** Entry point.
- `main()`: `runApp`.
- `MyApp`: Uses `MultiProvider` to provide `BattleProvider`.
- `MaterialApp`:
- `theme`: `ThemeData.dark()`.
- `home`: `BattleScreen`.
---
# Output Format
Please provide the code for each file in separate code blocks.

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# Role
You are a Senior Flutter Developer.
You are continuing the development of "Colosseum's Choice".
The basic battle prototype is already working.
Now, you need to implement the **Item & Progression System**.
# Goal
Modify the existing code to implement the following features:
1. **Item Model:** Create items that boost stats (ATK, MaxHP).
2. **Inventory System:** Player can equip items, and stats are calculated dynamically (Base + Item Bonus).
3. **Battle Loop:**
- **Victory:** When Enemy HP <= 0, show a dialog to choose 1 of 3 random items.
- **Progression:** After picking an item, the next battle starts immediately with a slightly stronger enemy.
- **HP Rule:** Player HP is NOT fully restored between battles (Roguelike element).
# Required Changes & Implementation Details
Please generate the updated code for the following files.
**IMPORTANT:** Preserve the existing "Risk vs Return" and "Armor Decay" logic.
---
## 1. `lib/models/item.dart` (New File)
**Description:**
- **Fields:** `String name`, `String description`, `int atkBonus`, `int hpBonus`.
- **Constructor:** Standard constructor.
## 2. `lib/models/character.dart` (Modify)
**Description:** Update to support equipment.
- **New Fields:** `List<Item> equipment`.
- **Stat Logic:**
- `int get totalAtk`: Returns `baseAtk` + sum of all equipped items' `atkBonus`.
- `int get totalMaxHp`: Returns `baseMaxHp` + sum of all equipped items' `hpBonus`.
- **Important:** Use `totalAtk` and `totalMaxHp` for battle logic instead of raw fields.
- **Methods:**
- `void equip(Item item)`: Add to equipment. If `hpBonus` > 0, increase current `hp` by that amount as well (optional heal).
## 3. `lib/providers/battle_provider.dart` (Modify)
**Description:** Handle Victory and Stage Progression.
- **New Properties:**
- `int stage`: Tracks current stage number (starts at 1).
- `List<Item> rewardOptions`: Stores the 3 random items generated upon victory.
- `bool showRewardPopup`: Flag to trigger UI dialog.
- **Methods:**
- `initializeBattle()`: Reset Player (Stage 1).
- `_onVictory()` (Internal): Called when Enemy dies. Generate 3 random items (e.g., "Rusty Sword (+2 ATK)", "Leather Vest (+10 HP)"). Set `showRewardPopup = true`.
- `selectReward(Item item)`: Equip item to player -> Increase Stage -> Spawn stronger Enemy (Scale Enemy stats by Stage) -> Reset `showRewardPopup`.
- **Update `playerAction`**: Ensure it uses `player.totalAtk` for damage calculation.
## 4. `lib/screens/battle_screen.dart` (Modify)
**Description:** Add UI for stats and rewards.
- **Top Area:** Display `Stage: X`. Update HP bars to show `current / totalMaxHp`.
- **Victory Handling:**
- Use `Consumer` to listen to `battleProvider`.
- If `provider.showRewardPopup` is true, show a `SimpleDialog` (or similar) listing the `rewardOptions`.
- Clicking an option calls `provider.selectReward(item)`.
---
# Output Format
Please provide the complete code for the modified/new files.

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# Role
You are a Senior Flutter Developer working on "Colosseum's Choice".
The core battle and item system are working perfectly.
Your goal is to implement the **Inventory UI** and **Navigation System**.
# Requirements
1. **Navigation (`BottomNavigationBar`):**
- Create a main wrapper screen to switch between "Battle" and "Inventory".
- **Critical:** Use `IndexedStack` to preserve the state of the `BattleScreen` (keep the fight running) while viewing the Inventory.
2. **Inventory Screen:**
- Display the Player's detailed Stats (Total ATK, Total HP, Armor, etc.).
- List all collected/equipped items (`player.equipment`).
- Show each item's name and bonus stats (e.g., "Rusty Sword (+2 ATK)").
3. **Refactoring:**
- Update `main.dart` to point to the new Main Wrapper Screen.
# Required Files
Please generate the code for the following files.
---
## 1. `lib/screens/inventory_screen.dart` (New File)
**Description:**
- **Header:** Show Player Name, Stage, Total HP, Total ATK, Current Armor.
- **Body:** A `ListView` of `player.equipment`.
- **Item Tile:** `Card` or `ListTile` showing:
- Leading: Icon (e.g., `Icons.shield` or `Icons.security`).
- Title: Item Name.
- Subtitle: Description & Stat Bonuses.
- **State:** Use `Consumer<BattleProvider>` to display live data.
## 2. `lib/screens/main_wrapper.dart` (New File)
**Description:**
- **Widget:** `StatefulWidget`.
- **State:** Holds `_currentIndex` (0 = Battle, 1 = Inventory).
- **Build:**
- Return a `Scaffold`.
- `body`: `IndexedStack` with children `[BattleScreen(), InventoryScreen()]`.
- `bottomNavigationBar`: `BottomNavigationBar` with 2 items:
- Battle (`Icons.sports_kabaddi` or `Icons.flash_on`).
- Inventory (`Icons.backpack` or `Icons.inventory`).
- **Theme:** Ensure the bottom bar matches the Dark Theme.
## 3. `lib/main.dart` (Update)
**Description:**
- Change `home` from `BattleScreen` to `MainWrapper`.
---
# Output Format
Please provide the complete code for the 3 files above.

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# Role
You are a Senior Flutter Developer working on "Colosseum's Choice".
You need to upgrade the Inventory System to a **Grid-based Slot System**.
# Goal
Separate "Equipped Items" from "Inventory Items" and create a fixed 16-slot inventory interface.
# Key Requirements
1. **Character Model Update:**
- Maintain `equipment` list (Items currently providing stats).
- Add `inventory` list (Items in the bag, providing NO stats).
- Limit `inventory` size to **16 slots**.
- Add methods: `equipItem(item)`, `unequipItem(item)`.
2. **Battle Logic Update:**
- **Victory Reward:** When an item is selected, add it to `inventory` (not `equipment`).
- If inventory is full (16 items), show a "Inventory Full" message (Snack bar or Log) and discard the item (Simple logic for now).
3. **UI Update (Inventory Screen):**
- **Section 1: Equipment:** Show currently equipped items (List or Row). Tap to Unequip.
- **Section 2: Inventory (Bag):** Use `GridView` with **fixed 16 slots** (4x4 grid).
- If a slot has an item: Show Icon & Name. Tap to Equip.
- If a slot is empty: Show an empty box container.
# Required Files
Please generate the updated code for the following files.
---
## 1. `lib/models/character.dart` (Update)
**Changes:**
- Add `List<Item> inventory = [];`.
- Add `int maxInventorySize = 16;`.
- Method `addToInventory(Item item)`: Adds to inventory if length < 16. Returns success boolean.
- Method `equip(Item item)`: Moves item from `inventory` to `equipment`.
- Method `unequip(Item item)`: Moves item from `equipment` to `inventory` (check space first).
## 2. `lib/providers/battle_provider.dart` (Update)
**Changes:**
- `selectReward(Item item)`: Now calls `player.addToInventory(item)`.
- If false (full), add a log "Inventory is full! Item discarded.".
- Add `equipItem(Item item)`: Calls player logic and notifies listeners.
- Add `unequipItem(Item item)`: Calls player logic and notifies listeners.
## 3. `lib/screens/inventory_screen.dart` (Update)
**Layout:**
- **Top (Stats):** Keep existing stat display.
- **Middle (Equipped):** "Currently Equipped" Label -> `ListView` (horizontal or vertical, compact). OnTap -> `provider.unequipItem`.
- **Bottom (Inventory):** "Bag (X/16)" Label -> `GridView.builder` with `itemCount: 16`.
- Loop 0 to 15.
- If index < `player.inventory.length`, render the Item Tile (Tap to `equipItem`).
- Else, render an Empty Slot (Grey container with border).
---
# Output Format
Please provide the complete code for the 3 modified files.

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# Role
You are a Senior Flutter Developer working on "Colosseum's Choice".
You need to refactor the **Equipment System** to enforce **Slot-based restrictions**.
# Current Problem
Currently, `equipment` is a `List<Item>`, allowing the player to equip multiple weapons or armors simultaneously.
# Solution
Refactor the code to use an `Enum` based Map system: `Map<EquipmentSlot, Item>`.
- **Slots:** `weapon`, `armor`, `accessory`.
- **Rule:** Only one item per slot. Equipping a new item into an occupied slot should **SWAP** them (Old item goes to Inventory, New item goes to Equipment).
# Required Changes
Please generate the updated code for the following files.
---
## 1. `lib/models/item.dart` (Update)
- **Enum:** Create `enum EquipmentSlot { weapon, armor, accessory }`.
- **Class:** Add `final EquipmentSlot slot;` to the `Item` class.
- **Constructor:** Update to require `slot`.
- **Helper:** Add a getter `String get typeName` (returns "Weapon", "Armor", etc. based on enum).
## 2. `lib/models/character.dart` (Update)
- **Field Change:** Change `List<Item> equipment` to `Map<EquipmentSlot, Item> equipment = {};`.
- **Stat Logic:** Update `totalAtk` / `totalMaxHp` to iterate over `equipment.values`.
- **Method `equip(Item newItem)`:**
1. Check `newItem.slot`.
2. If `equipment[newItem.slot]` exists:
- Move the _existing_ item to `inventory`.
3. Remove `newItem` from `inventory`.
4. Set `equipment[newItem.slot] = newItem`.
- **Method `unequip(Item item)`:**
1. Check if inventory has space.
2. Remove from `equipment`.
3. Add to `inventory`.
## 3. `lib/providers/battle_provider.dart` (Update)
- **Item Generation (`_onVictory`):**
- When generating random items, assign appropriate slots.
- Example: "Sword" -> `EquipmentSlot.weapon`, "Plate" -> `EquipmentSlot.armor`.
- **Equip Logic:** `equipItem` now just calls `player.equip(item)` (Swap logic is inside Character).
## 4. `lib/screens/inventory_screen.dart` (Update)
- **Equipped Area (UI Change):**
- Instead of a ListView, create a **Row with 3 fixed Cards** (Weapon / Armor / Accessory).
- **Loop:** Iterate through `EquipmentSlot.values`.
- **Content:**
- If `player.equipment[slot]` exists: Show Item Icon & Name. Tap to Unequip.
- If null: Show "Empty [Slot Name]" placeholder.
---
# Output Format
Please provide the complete code for the 4 modified files.

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# Role
You are a Senior Flutter Developer working on "Colosseum's Choice".
You need to fix a critical bug in the **HP Calculation Logic** within the `Character` model.
# Problem
1. **Sudden Death:** Unequipping an item subtracts the HP bonus from Current HP. If Current HP is low, the player dies instantly.
2. **Accidental Revive:** Equipping an item adds the HP bonus to Current HP. If the player is dead (0 HP), this revives them.
# Solution
1. **Unequip Logic:** Do NOT subtract the bonus. Instead, check if `Current HP > New Total Max HP`. If so, set `Current HP = New Total Max HP`. (Clamp logic).
2. **Equip Logic:** Only add the HP bonus to Current HP if the player is **Alive** (`hp > 0`).
# Required Changes
Please generate the updated code for the following file.
---
## 1. `lib/models/character.dart` (Fix)
**Methods to Update:**
- `equip(Item item)`:
- Handle swapping (unequip old item first).
- Add new item to `equipment`.
- **Fix:** Only execute `hp += item.hpBonus` if `hp > 0` (Player is alive).
- `unequip(Item item)`:
- Remove item from `equipment`.
- **Fix:** Do NOT do `hp -= hpBonus`. Instead, calculate `totalMaxHp` (which uses the updated equipment list) and ensure `hp` does not exceed it (`if (hp > totalMaxHp) hp = totalMaxHp;`).
---
# Output Format
Please provide the complete code for `lib/models/character.dart`.

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# Role
You are a Senior Flutter Developer working on "Colosseum's Choice".
You need to implement a **Stage Recovery System** and a **Global Math Utility**.
# Goals
1. **Global Math Utility:** Create a central place to handle math logic (specifically "flooring" values) to be used across the game for consistency.
2. **Stage Recovery:** When a player clears a stage (selects a reward), heal the player for **50% of their Total Max HP** (rounded down).
3. **Character Logic:** Ensure the `Character` class has a proper `heal` method that respects `maxHp`.
# Required Changes
Please generate the code for the following files.
---
## 1. `lib/utils/game_math.dart` (New File)
**Description:** A static utility class for game calculations.
**Methods:**
- `static int floor(double value)`: Returns the integer part of the value (rounds down). Use this for all percentage-based calculations in the game.
## 2. `lib/models/character.dart` (Update)
**Description:** Add healing capability.
**Methods:**
- `void heal(int amount)`:
- Add `amount` to `hp`.
- Clamp `hp` so it does not exceed `totalMaxHp`.
- **Important:** Only allow healing if `hp > 0` (Dead characters cannot be healed).
## 3. `lib/providers/battle_provider.dart` (Update)
**Description:** Implement the healing logic upon stage completion.
**Methods:**
- `selectReward(Item item)`:
- (Existing logic: Add item to inventory, increase stage...).
- **New Logic:**
1. Calculate heal amount: `GameMath.floor(player.totalMaxHp * 0.5)`.
2. Call `player.heal(healAmount)`.
3. Add a log message: "Stage Cleared! Recovered $healAmount HP.".
---
# Output Format
Please provide the complete code for `lib/utils/game_math.dart` and the updated `character.dart`, `battle_provider.dart`.

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# 장비 착용/해제 시 HP 처리 로직 수정
## 현재 상황 및 문제점
현재 시스템에서는 방어구나 장신구 등 최대 체력(Max HP)을 올려주는 장비를 착용하거나 해제할 때, 체력 처리 방식에 따라 예상치 못한 동작(예: 체력 회복 꼼수 등)이 발생할 수 있습니다.
## 요청 사항
장비를 착용하거나 해제할 때, **최대 체력(Max HP)의 변동에 관계없이 현재 체력(Current HP)의 퍼센트(%) 비율을 유지**하도록 로직을 수정해주세요.
### 구체적인 요구조건
1. **장비 변경 전 현재 HP 비율 계산:** 장비 착용/해제 전에 `Current HP / Max HP` 비율을 계산합니다.
2. **장비 변경 후 HP 적용:** 장비 변경(Max HP 변화)이 발생한 후, 이전에 계산한 HP 비율을 새로운 `Max HP`에 적용하여 `Current HP`를 설정합니다.
* 예시: 현재 50/100 (50%) -> 장비 착용으로 Max HP가 150이 되면, Current HP는 75 (150의 50%)로 조정됩니다.
* 예시: 현재 150/150 (100%) -> 장비 해제로 Max HP가 100이 되면, Current HP는 100 (100의 100%)으로 조정됩니다.
3. **최소값 및 최대값 보정:** `Current HP`는 항상 0보다 크거나 같아야 하며, 새로운 `Max HP`를 초과할 수 없습니다.
## 목표
- 장비 변경 시 `Current HP``Max HP`의 비율에 맞춰 일관성 있게 변화하도록 합니다.
## 참고 코드
- `lib/game/model/entity.dart` (Character 클래스 내 장비 착용/해제 로직)
- `lib/providers/battle_provider.dart` (장비 장착/해제 액션 처리)

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# 전투 UI 개선 및 장비 변경 UX 강화
## 목표
전투 화면에서의 사용자 선택에 대한 정보를 명확히 제공하고, 인벤토리에서 장비 변경 시 사용자의 실수를 방지하며 변경 사항을 미리 확인할 수 있도록 UX를 개선합니다.
## 요청 사항
### 1. 전투 행동 UI 개선 (공격/방어 확률 및 예상 수치 명시)
현재 전투 화면에서 공격(Attack) 및 방어(Defend) 버튼을 누를 때 나타나는 리스크 수준(Safe, Normal, Risky)에 대한 성공 확률과 효율 정보뿐만 아니라, **실제 적용될 예상 수치**를 함께 표시해주세요.
- **변경 전:** 단순히 버튼만 존재하거나 텍스트로만 표시됨.
- **변경 후:** 각 행동 선택지 옆이나 하단에 구체적인 확률과 **예상 데미지/방어량**을 명시합니다.
- **Safe:** 성공률 100%, 효율 50% (예: 데미지 5)
- **Normal:** 성공률 80%, 효율 100% (예: 데미지 10)
- **Risky:** 성공률 40%, 효율 200% (예: 데미지 20)
- **계산식:** `Player Total ATK * Efficiency`
- 사용자가 선택하기 전에 자신이 입힐 데미지나 얻을 방어도가 얼마인지 직관적으로 알 수 있어야 합니다.
### 2. 장비 변경/해제 Preview 및 확인 절차 추가
인벤토리에서 장비를 **장착(교체)**하거나 **해제(Unequip)**할 때, 변경되는 스탯 정보를 미리 보여주고 사용자에게 최종 확인을 받는 팝업을 구현해주세요.
- **동작 흐름:**
1. 인벤토리의 아이템을 선택(장착 시도)하거나 장착된 슬롯을 선택(해제 시도).
2. **"장비 변경 확인" 팝업**이 표시됨.
3. 팝업 내용:
- **변경 전 스탯:** 현재 공격력(ATK), 체력(HP/MaxHP), 방어력(Armor) 등
- **변경 후 스탯:** 장비 교체/해제 시 예상되는 공격력, 체력, 방어력
- **스탯 변화량:** 상승(초록색), 하락(빨간색) 등으로 시각적 차별화 권장
- **Current HP 예측:** 장비 변경 전후 HP 퍼센트 유지 로직 적용
4. **"변경하시겠습니까?"** (또는 "해제하시겠습니까?") 문구와 함께 [확인] / [취소] 버튼 제공.
5. [확인] 클릭 시 장비 교체 또는 해제 로직 실행.
## 관련 파일
- `lib/screens/battle_screen.dart`: 전투 UI, 예상 데미지/방어량 계산 및 표시
- `lib/screens/inventory_screen.dart`: 인벤토리 UI, 장착 및 해제 시 스탯 프리뷰 팝업
- `lib/providers/battle_provider.dart`: 전투 로직 및 확률 데이터 참조

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# 방패 아이템 추가 및 방어 메커니즘 개편
## 목표
게임에 '방패(Shield)' 장비 슬롯을 추가하고, 전투 중 '방어(Defend)' 행동의 효율 계산 방식을 공격력(ATK) 기반에서 방어력(Armor) 기반으로 변경합니다.
## 요청 사항
### 1. 장비 슬롯 및 아이템 속성 확장
- **EquipmentSlot 추가:** `shield` 슬롯을 추가합니다. (기존: weapon, armor, accessory)
- **Item 속성 추가:** 아이템에 물리적 방어력을 나타내는 `armorBonus` 속성을 추가합니다.
- 방패(Shield)와 갑옷(Armor) 아이템은 주로 `armorBonus`를 제공해야 합니다.
- 기존 갑옷(Armor) 아이템이 MaxHP를 올려주던 컨셉을 유지할지, 방어력으로 변경할지 결정이 필요하나, 요청에 따라 **방패는 Armor 포인트**를 올려주는 역할을 합니다.
### 2. 캐릭터 스탯 로직 변경
- **Total Armor 계산:** 캐릭터의 총 방어력(`totalArmor`)은 `기본 방어력 + 장착 아이템의 armorBonus 합계`로 계산됩니다.
- **기본 스탯:** 캐릭터 생성 시 적절한 기본 방어력(Base Armor)을 부여하거나 0으로 시작합니다.
### 3. 전투 시스템 (방어 행동) 변경
- **Defend 메커니즘 수정:**
- 기존: `Armor Gained = Total ATK * Efficiency`
- **변경:** `Armor Gained = Total Armor * Efficiency`
- 즉, 방어력이 높을수록 방어 행동(Defend) 시 더 단단한 일시적 보호막(Temporary Armor)을 얻게 됩니다.
- *주의:* `totalArmor`가 0이면 방어 행동의 효과가 0이 되므로, 최소한의 기본 방어력을 보장하거나 로직을 조정해야 합니다.
### 4. UI 및 아이템 생성 로직 업데이트
- **인벤토리 화면:** 방패 슬롯을 UI에 표시하고, 아이콘을 지정합니다.
- **보상 시스템:** 전투 승리 보상 목록에 '방패'가 등장하도록 추가합니다.
- **스탯 프리뷰:** 장비 교체 팝업 등에서 `Armor` 스탯의 변화도 보여주어야 합니다.
## 관련 파일
- `lib/game/model/item.dart`: `EquipmentSlot`, `Item` 필드 수정
- `lib/game/model/entity.dart`: `totalArmor` getter 추가 및 관련 로직
- `lib/providers/battle_provider.dart`: `defend` 로직 수정, 방패 드랍 로직 추가
- `lib/screens/inventory_screen.dart`: UI 업데이트

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# 아이템 테이블 구축 및 보상 시스템 개편
## 목표
하드코딩된 랜덤 아이템 생성 로직을 제거하고, 사전에 정의된 **아이템 드랍 테이블(Item Drop Table)**을 기반으로 보상을 생성하도록 시스템을 개편합니다. 또한, 게임 시작 시 기본 장비 지급 로직을 공식화합니다.
## 요청 사항
### 1. 아이템 데이터 테이블 생성
부위별로 다양한 아이템의 이름과 스탯 옵션을 정의하는 데이터 구조(List 또는 Map)를 만들어주세요.
각 아이템은 고정된 이름과 기본 스탯 범위를 가지거나, 티어별로 구분될 수 있습니다.
**예시 데이터 구조 (개념):**
* **Weapons:**
* "Rusty Sword" (ATK +3)
* "Iron Sword" (ATK +8)
* "Steel Claymore" (ATK +15)
* **Armors:**
* "Tattered Shirt" (HP +10)
* "Leather Vest" (HP +30)
* "Chainmail" (HP +60)
* **Shields:**
* "Wooden Lid" (DEF +2)
* "Round Shield" (DEF +5)
* "Tower Shield" (DEF +10)
* **Accessories:**
* "Old Ring" (ATK +1, HP +5)
* "Ruby Ring" (ATK +5, HP +10)
### 2. 스테이지 보상 로직 변경
- **기존:** `Random`으로 이름과 수치를 즉석에서 생성.
- **변경:**
1. 정의된 **아이템 테이블**에서 3개의 아이템을 무작위로 선택합니다. (중복 방지 권장)
2. 스테이지가 높아질수록 더 좋은 아이템이 나올 확률을 높이거나, 테이블 자체가 스테이지별로 나뉘어 있다면 해당 스테이지 그룹에서 선택합니다. (단순하게는 전체 풀에서 랜덤 선택하되, 스탯에 `stage` 변수를 약간 반영하여 강화된 상태로 드랍되게 할 수도 있습니다.)
### 3. 초기 장비 지급 (이미 적용됨, 확인 차원)
- 게임 시작(`initializeBattle`) 시, 플레이어에게 다음 기본 장비 세트를 지급하고 자동 장착시킵니다.
- **Weapon:** Wooden Sword (ATK+5)
- **Armor:** Leather Armor (HP+20)
- **Shield:** Wooden Shield (DEF+3)
- **Accessory:** Copper Ring (ATK+1, HP+5)
## 관련 파일
- `lib/game/data/item_table.dart` (새로 생성 필요: 아이템 데이터 관리)
- `lib/providers/battle_provider.dart` (보상 생성 로직 수정)

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# 아이템 선택 및 인벤토리 UI에 상세 옵션 표시
## 목표
업그레이드된 아이템 시스템에 맞춰, 아이템의 이름뿐만 아니라 해당 아이템이 제공하는 실제 스탯 보너스(공격력, 최대 체력, 방어력 등)를 사용자 인터페이스에 명확하게 표시하여 사용자가 아이템의 가치를 쉽게 파악할 수 있도록 합니다.
## 요청 사항
### 1. 아이템 선택창 (보상 팝업) 상세 옵션 표시
스테이지 클리어 후 보상 아이템을 선택하는 팝업(`SimpleDialog` 내 `SimpleDialogOption`)에 각 아이템의 이름과 설명 외에, 해당 아이템이 부여하는 **ATK 보너스, MaxHP 보너스, DEF 보너스**를 명확하게 표시해주세요.
- **표시 형식 예시:**
- "Iron Sword (+8 ATK)"
- "Leather Vest (+30 MaxHP)"
- "Wooden Shield (+3 DEF)"
- "Ruby Amulet (+3 ATK, +15 MaxHP)"
- 아이템의 description에 이 정보가 이미 포함되어 있더라도, 스탯 정보는 별도로 강조하여 시각적으로 쉽게 구분되도록 해주세요.
### 2. 인벤토리 UI (장착된 아이템 및 가방) 상세 옵션 표시
인벤토리 화면에서 장착된 아이템과 가방(인벤토리)에 있는 아이템 모두에 대해 상세 옵션을 표시해주세요.
- **장착된 아이템:** 각 슬롯에 장착된 아이템의 이름 아래에 해당 아이템이 부여하는 **ATK 보너스, MaxHP 보너스, DEF 보너스**를 표시합니다.
- **가방 아이템:** `GridView`로 표시되는 각 아이템 카드에 이름 아래에 **ATK 보너스, MaxHP 보너스, DEF 보너스**를 표시합니다.
- **표시 형식 예시:** (아이템 선택창과 유사하게)
- "Iron Sword"
- "+8 ATK"
- "Leather Vest"
- "+30 MaxHP"
- 스탯이 0인 경우(예: ATK 보너스만 있는 아이템의 HP 보너스)는 표시하지 않거나, "N/A" 등으로 표시할 수 있습니다. (표시하지 않는 것을 권장)
## 관련 파일
- `lib/screens/battle_screen.dart` (아이템 선택창/보상 팝업)
- `lib/screens/inventory_screen.dart` (인벤토리 및 장착 아이템 UI)
- `lib/game/model/item.dart` (Item 객체의 속성 참조)

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@ -34,6 +34,7 @@ dependencies:
# The following adds the Cupertino Icons font to your application.
# Use with the CupertinoIcons class for iOS style icons.
cupertino_icons: ^1.0.8
provider: ^6.0.5
dev_dependencies:
flutter_test:

93
test/character_test.dart Normal file
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import 'package:flutter_test/flutter_test.dart';
import 'package:game_test/game/model/entity.dart';
import 'package:game_test/game/model/item.dart';
void main() {
group('Character Equipment & HP Logic', () {
late Character player;
late Item armorHp50;
late Item armorHp100;
late Item armorHp20;
setUp(() {
player = Character(name: "TestPlayer", maxHp: 100, armor: 0, atk: 10);
armorHp50 = Item(
name: "Armor +50",
description: "HP +50",
atkBonus: 0,
hpBonus: 50,
slot: EquipmentSlot.armor,
);
armorHp100 = Item(
name: "Armor +100",
description: "HP +100",
atkBonus: 0,
hpBonus: 100,
slot: EquipmentSlot.armor,
);
armorHp20 = Item(
name: "Armor +20",
description: "HP +20",
atkBonus: 0,
hpBonus: 20,
slot: EquipmentSlot.armor,
);
// Add items to inventory initially
player.addToInventory(armorHp50);
player.addToInventory(armorHp100);
player.addToInventory(armorHp20);
});
test('Equipping item increases MaxHP and scales Current HP proportionally', () {
expect(player.hp, 100);
expect(player.totalMaxHp, 100);
player.equip(armorHp50); // From 100/100 (100% HP) to 150 MaxHP
expect(player.totalMaxHp, 150, reason: "Max HP should increase by 50");
expect(player.hp, 150, reason: "Current HP should scale to 100% of new MaxHP");
});
test('Unequipping item decreases MaxHP and scales Current HP proportionally', () {
player.equip(armorHp50); // HP becomes 150/150
player.unequip(armorHp50); // MaxHP becomes 100
expect(player.totalMaxHp, 100);
expect(player.hp, 100, reason: "Current HP should scale to 100% of new MaxHP");
});
test('Unequipping item clamps Current HP if it exceeds new MaxHP (Already 100% HP)', () {
player.equip(armorHp50); // HP becomes 150/150
// No need to heal(50) as it's already 150/150.
expect(player.hp, 150);
player.unequip(armorHp50); // MaxHP 100
expect(player.totalMaxHp, 100);
expect(player.hp, 100, reason: "Current HP should scale to 100% of new MaxHP");
});
test('Swapping items handles HP correctly (Upgrade and maintain percentage)', () {
player.equip(armorHp50); // HP 100/100 -> equip -> 150/150 (100%)
player.hp = 75; // Set HP to 75/150 (50%)
expect(player.hp, 75);
expect(player.totalMaxHp, 150);
player.equip(armorHp100); // Swap armorHp50 (HP+50) with armorHp100 (HP+100). New MaxHP is 200.
expect(player.totalMaxHp, 200);
expect(player.hp, 100, reason: "HP should scale to 50% of new MaxHP (200 * 0.5 = 100)");
expect(player.inventory.contains(armorHp50), true, reason: "Old item returned to inventory");
});
test('Swapping items handles HP correctly (Downgrade causing clamp due to percentage)', () {
player.equip(armorHp50); // HP 100/100 -> equip -> 150/150 (100%)
player.equip(armorHp20); // Swap armorHp50 (HP+50) with armorHp20 (HP+20). New MaxHP is 120.
expect(player.totalMaxHp, 120);
expect(player.hp, 120, reason: "HP should scale to 100% of new MaxHP (120 * 1.0 = 120)");
});
});
}

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// test/game_test.dart
import 'package:flutter_test/flutter_test.dart';
import 'package:game_test/game/game_instance.dart';
import 'package:game_test/game/game_manager.dart';
import 'package:game_test/game/model/entity.dart';
import 'package:game_test/game/model/stat.dart';
import 'package:game_test/game/model/item.dart';
void main() {
group('Game Core Logic Tests', () {
test('Stat calculation with Modifiers', () {
final strength = Stat(baseValue: 100);
expect(strength.value, 100.0);
// Add flat modifier
strength.addModifier(Modifier(type: ModifierType.flat, value: 10));
expect(strength.value, closeTo(110.0, 0.00001));
// Add percent modifier
strength.addModifier(Modifier(type: ModifierType.percent, value: 0.10)); // +10%
// 110 * (1 + 0.10) = 121
expect(strength.value, closeTo(121.0, 0.00001));
// Add another flat modifier
strength.addModifier(Modifier(type: ModifierType.flat, value: 20));
// (110 + 20) * (1 + 0.10) = 130 * 1.1 = 143
expect(strength.value, closeTo(143.0, 0.00001));
// Add another percent modifier
strength.addModifier(Modifier(type: ModifierType.percent, value: 0.05)); // +5%
// (110 + 20) * (1 + 0.10 + 0.05) = 130 * 1.15 = 149.5
expect(strength.value, closeTo(149.5, 0.00001));
// Remove a modifier
final flatModifier10 = Modifier(type: ModifierType.flat, value: 10);
strength.removeModifier(flatModifier10);
// (100 + 20) * (1 + 0.10 + 0.05) = 120 * 1.15 = 138
expect(strength.value, closeTo(138.0, 0.00001));
final percentModifier10 = Modifier(type: ModifierType.percent, value: 0.10);
strength.removeModifier(percentModifier10);
// (100 + 20) * (1 + 0.05) = 120 * 1.05 = 126
expect(strength.value, closeTo(126.0, 0.00001));
});
test('LivingEntity HP and damage', () {
final player = Player(id: 'p1', name: 'Test Player', baseHp: 100);
expect(player.hp.value, 100.0);
expect(player.isAlive, isTrue);
player.takeDamage(20);
expect(player.hp.value, 80.0);
expect(player.isAlive, isTrue);
player.takeDamage(90); // Should go to 0
expect(player.hp.value, 0.0);
expect(player.isAlive, isFalse);
player.heal(50);
expect(player.hp.value, 50.0);
expect(player.isAlive, isTrue);
});
group('Player Equipment Tests', () {
test('Player starts unarmed with base attack 1', () {
final player = Player(id: 'p1', name: 'Test Player', baseHp: 100);
expect(player.equippedWeapon?.id, 'unarmed_weapon');
expect(player.attack.value, closeTo(1.0, 0.00001));
});
test('Player equips a new weapon and attack changes', () {
final player = Player(id: 'p1', name: 'Test Player', baseHp: 100);
final sword = Weapon(
id: 'iron_sword',
name: '무쇠 검',
attackModifier: Modifier(type: ModifierType.flat, value: 10),
);
player.equipWeapon(sword);
expect(player.equippedWeapon?.id, 'iron_sword');
expect(player.attack.value, closeTo(10.0, 0.00001)); // Base attack from sword
});
test('Player unequips weapon and returns to unarmed', () {
final player = Player(id: 'p1', name: 'Test Player', baseHp: 100);
final sword = Weapon(
id: 'iron_sword',
name: '무쇠 검',
attackModifier: Modifier(type: ModifierType.flat, value: 10),
);
player.equipWeapon(sword);
expect(player.attack.value, closeTo(10.0, 0.00001));
player.unequipWeapon(EquipmentSlot.mainHand);
expect(player.equippedWeapon?.id, 'unarmed_weapon');
expect(player.attack.value, closeTo(1.0, 0.00001));
});
test('Equipping a new weapon replaces the old one', () {
final player = Player(id: 'p1', name: 'Test Player', baseHp: 100);
final sword = Weapon(
id: 'iron_sword',
name: '무쇠 검',
attackModifier: Modifier(type: ModifierType.flat, value: 10),
);
final axe = Weapon(
id: 'steel_axe',
name: '강철 도끼',
attackModifier: Modifier(type: ModifierType.flat, value: 15),
);
player.equipWeapon(sword);
expect(player.attack.value, closeTo(10.0, 0.00001));
player.equipWeapon(axe);
expect(player.equippedWeapon?.id, 'steel_axe');
expect(player.attack.value, closeTo(15.0, 0.00001));
});
});
test('GameInstance singleton and initialization', () async {
final instance1 = GameInstance();
final instance2 = GameInstance();
expect(instance1, same(instance2)); // Verify singleton
expect(instance1.isInitialized, isFalse);
await instance1.initialize();
expect(instance1.isInitialized, isTrue);
// Calling initialize again should not re-initialize
await instance2.initialize();
expect(instance2.isInitialized, isTrue);
});
test('GameManager initializes and player/enemies exist', () async {
final gameManager = GameManager();
// Allow some time for async initialization in GameManager constructor
await Future.delayed(const Duration(milliseconds: 100));
expect(gameManager.player, isNotNull);
expect(gameManager.player?.name, '용감한 검투사');
expect(gameManager.currentEnemies.length, 2);
});
test('GameManager player turn and enemy turn logic', () async {
final gameManager = GameManager();
await Future.delayed(const Duration(milliseconds: 100)); // Ensure initialization
final initialPlayerHp = gameManager.player!.hp.value;
final initialEnemyCount = gameManager.currentEnemies.length;
// Player attacks with medium risk (e.g., 0.6 for 60% success/damage)
gameManager.playerTurn(action: 'attack', risk: 0.6);
await Future.delayed(const Duration(milliseconds: 100)); // Allow enemy turn to complete
// Expect player to have taken damage from enemy's turn
expect(gameManager.player!.hp.value, lessThan(initialPlayerHp));
// Expect at least one enemy to have taken damage or been defeated
// The current simple logic removes enemy if defeated, so check count.
if (gameManager.currentEnemies.length < initialEnemyCount) {
print('Enemy was defeated during playerTurn test.');
} else {
final remainingEnemy = gameManager.currentEnemies.first;
expect(remainingEnemy.hp.value, closeTo(49.4, 0.00001));
}
});
});
}