refactoring : barrel pattern
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@@ -3,26 +3,17 @@ import 'dart:math';
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import 'package:flutter/material.dart';
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import '../game/model/entity.dart';
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import '../game/model/item.dart';
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import '../game/model/status_effect.dart';
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import '../game/model/stage.dart';
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import '../game/data/item_table.dart';
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import '../game/models.dart';
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import '../game/data.dart';
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import '../game/data/enemy_table.dart';
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import '../game/data/player_table.dart';
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import '../utils/game_math.dart';
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import '../utils.dart';
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import '../game/enums.dart';
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import '../game/model/damage_event.dart'; // DamageEvent import
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import '../game/model/effect_event.dart'; // EffectEvent import
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import '../game/save_manager.dart';
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import '../game/config/game_config.dart';
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import '../game/config/battle_config.dart'; // Import BattleConfig
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import 'shop_provider.dart'; // Import ShopProvider
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import '../game/config.dart';
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import 'shop_provider.dart';
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import '../game/logic/battle_log_manager.dart';
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import '../game/logic/combat_calculator.dart';
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import '../game/logic.dart';
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class EnemyIntent {
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final EnemyActionType type;
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@@ -1,10 +1,8 @@
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import 'package:flutter/material.dart';
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import '../game/model/item.dart';
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import '../game/model/entity.dart';
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import '../game/data/item_table.dart';
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import '../game/models.dart';
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import '../game/data.dart';
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import '../game/enums.dart';
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import '../game/config/game_config.dart';
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import '../utils/game_math.dart';
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import '../game/config.dart';
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class ShopProvider with ChangeNotifier {
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List<Item> availableItems = [];
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@@ -25,7 +23,8 @@ class ShopProvider with ChangeNotifier {
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currentTier = ItemTier.tier2;
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availableItems = [];
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for (int i = 0; i < 4; i++) { // Generate 4 items
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for (int i = 0; i < 4; i++) {
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// Generate 4 items
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ItemTemplate? template = ItemTable.getRandomItem(tier: currentTier);
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if (template != null) {
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availableItems.add(template.createItem(stage: stage));
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@@ -38,7 +37,9 @@ class ShopProvider with ChangeNotifier {
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const int rerollCost = GameConfig.shopRerollCost;
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if (player.gold >= rerollCost) {
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player.gold -= rerollCost;
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generateShopItems(currentStageNumber); // Regenerate based on current stage
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generateShopItems(
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currentStageNumber,
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); // Regenerate based on current stage
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_lastShopMessage = "Shop items rerolled for $rerollCost G.";
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notifyListeners();
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return true;
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