910 lines
27 KiB
Dart
910 lines
27 KiB
Dart
import 'dart:async'; // StreamController 사용을 위해 import
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import 'dart:math';
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import 'package:flutter/material.dart';
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import 'package:provider/provider.dart'; // For context.read in _prepareNextStage
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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/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 '../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/logic/battle_log_manager.dart';
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import '../game/logic/combat_calculator.dart';
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class EnemyIntent {
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final EnemyActionType type;
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final int value;
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final RiskLevel risk;
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final String description;
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final bool isSuccess;
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final int finalValue;
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EnemyIntent({
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required this.type,
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required this.value,
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required this.risk,
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required this.description,
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required this.isSuccess,
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required this.finalValue,
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});
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}
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class BattleProvider with ChangeNotifier {
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late Character player;
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late Character enemy; // Kept for compatibility, active during Battle/Elite
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late StageModel currentStage; // The current stage object
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EnemyIntent? currentEnemyIntent;
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final BattleLogManager _logManager = BattleLogManager();
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bool isPlayerTurn = true;
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int stage = 1;
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int turnCount = 1;
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List<Item> rewardOptions = [];
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bool showRewardPopup = false;
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int _lastGoldReward = 0; // New: Stores gold gained from last victory
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List<String> get logs => _logManager.logs;
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int get lastGoldReward => _lastGoldReward;
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void refreshUI() {
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notifyListeners();
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}
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// Damage Event Stream
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final _damageEventController = StreamController<DamageEvent>.broadcast();
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Stream<DamageEvent> get damageStream => _damageEventController.stream;
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// Effect Event Stream
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final _effectEventController = StreamController<EffectEvent>.broadcast();
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Stream<EffectEvent> get effectStream => _effectEventController.stream;
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// Dependency injection
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final ShopProvider shopProvider;
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BattleProvider({required this.shopProvider}) {
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// initializeBattle(); // Do not auto-start logic
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}
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@override
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void dispose() {
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_damageEventController.close(); // StreamController 닫기
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_effectEventController.close();
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super.dispose();
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}
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void loadFromSave(Map<String, dynamic> data) {
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stage = data['stage'];
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turnCount = data['turnCount'];
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player = Character.fromJson(data['player']);
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_logManager.clear();
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_addLog("Game Loaded! Resuming Stage $stage");
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_prepareNextStage();
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notifyListeners();
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}
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void initializeBattle() {
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stage = 1;
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turnCount = 1;
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// Load player from PlayerTable
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final playerTemplate = PlayerTable.get("warrior");
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if (playerTemplate != null) {
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player = playerTemplate.createCharacter();
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} else {
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// Fallback if data is missing
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player = Character(
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name: "Player",
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maxHp: 50,
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armor: 0,
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atk: 5,
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baseDefense: 5,
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);
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}
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// Give test gold
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player.gold = GameConfig.startingGold;
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// Provide starter equipment
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// final starterSword = Item(
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// id: "starter_sword",
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// name: "Wooden Sword",
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// description: "A basic sword",
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// atkBonus: 5,
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// hpBonus: 0,
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// slot: EquipmentSlot.weapon,
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// );
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// final starterArmor = Item(
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// id: "starter_armor",
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// name: "Leather Armor",
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// description: "Basic protection",
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// atkBonus: 0,
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// hpBonus: 20,
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// slot: EquipmentSlot.armor,
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// );
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// final starterShield = Item(
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// id: "starter_shield",
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// name: "Wooden Shield",
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// description: "A small shield",
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// atkBonus: 0,
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// hpBonus: 0,
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// armorBonus: 3,
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// slot: EquipmentSlot.shield,
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// );
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// final starterRing = Item(
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// id: "starter_ring",
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// name: "Copper Ring",
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// description: "A simple ring",
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// atkBonus: 1,
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// hpBonus: 5,
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// slot: EquipmentSlot.accessory,
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// );
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// player.addToInventory(starterSword);
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// player.equip(starterSword);
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// player.addToInventory(starterArmor);
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// player.equip(starterArmor);
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// player.addToInventory(starterShield);
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// player.equip(starterShield);
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// player.addToInventory(starterRing);
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// player.equip(starterRing);
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// Add new status effect items for testing
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player.addToInventory(ItemTable.weapons[3].createItem()); // Stunning Hammer
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player.addToInventory(ItemTable.weapons[4].createItem()); // Jagged Dagger
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player.addToInventory(ItemTable.weapons[5].createItem()); // Sunderer Axe
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player.addToInventory(ItemTable.shields[3].createItem()); // Cursed Shield
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_prepareNextStage();
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_logManager.clear();
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_addLog("Game Started! Stage 1");
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notifyListeners();
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}
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void _prepareNextStage() {
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// Save Game at the start of each stage
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SaveManager.saveGame(this);
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StageType type;
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// Stage Type Logic
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if (stage % GameConfig.eliteStageInterval == 0) {
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type = StageType.elite; // Every 10th stage is a Boss/Elite
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} else if (stage % GameConfig.shopStageInterval == 0) {
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type = StageType.shop; // Every 5th stage is a Shop (except 10, 20...)
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} else if (stage % GameConfig.restStageInterval == 0) {
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type = StageType.rest; // Every 8th stage is a Rest
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} else {
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type = StageType.battle;
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}
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// Prepare Data based on Type
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Character? newEnemy;
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List<Item> shopItems = [];
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if (type == StageType.battle || type == StageType.elite) {
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bool isElite = type == StageType.elite;
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EnemyTemplate template = EnemyTable.getRandomEnemy(stage: stage, isElite: isElite);
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newEnemy = template.createCharacter(stage: stage);
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// Assign to the main 'enemy' field for UI compatibility
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enemy = newEnemy;
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isPlayerTurn = true;
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showRewardPopup = false;
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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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} else if (type == StageType.shop) {
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// Generate random items for shop using ShopProvider
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shopProvider.generateShopItems(stage);
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shopItems = shopProvider.availableItems;
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// Dummy enemy to prevent null errors in existing UI (until UI is fully updated)
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enemy = Character(name: "Merchant", maxHp: 9999, armor: 0, atk: 0);
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_addLog("Stage $stage: Entered a Shop.");
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} else if (type == StageType.rest) {
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// Dummy enemy
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enemy = Character(name: "Campfire", maxHp: 9999, armor: 0, atk: 0);
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_addLog("Stage $stage: Found a safe resting spot.");
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}
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currentStage = StageModel(
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type: type,
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enemy: newEnemy,
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shopItems: shopItems, // Pass items from ShopProvider
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);
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turnCount = 1;
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notifyListeners();
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}
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// Shop-related methods are now handled by ShopProvider
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// Replaces _spawnEnemy
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// void _spawnEnemy() { ... } - Removed
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Future<void> _onDefeat() async {
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_addLog("Player defeated! Enemy wins!");
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await SaveManager.clearSaveData();
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notifyListeners();
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}
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/// Handle player's action choice
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Future<void> playerAction(ActionType type, RiskLevel risk) async {
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if (!isPlayerTurn || player.isDead || enemy.isDead || showRewardPopup)
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return;
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// Update Enemy Status Effects at the start of Player's turn (user request)
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enemy.updateStatusEffects();
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// 1. Check for Defense Forbidden status
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if (type == ActionType.defend &&
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player.hasStatus(StatusEffectType.defenseForbidden)) {
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_addLog("Cannot defend! You are under Defense Forbidden status.");
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notifyListeners(); // 상태 변경을 알림
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_endPlayerTurn();
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return;
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}
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isPlayerTurn = false;
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notifyListeners();
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// 2. Process Start-of-Turn Effects (Stun, Bleed)
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bool canAct = _processStartTurnEffects(player);
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if (player.isDead) {
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await _onDefeat();
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return;
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}
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if (!canAct) {
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_endPlayerTurn(); // Skip turn if stunned
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return;
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}
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_addLog("Player chose to ${type.name} with ${risk.name} risk.");
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// Calculate Outcome using CombatCalculator
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int baseValue = (type == ActionType.attack) ? player.totalAtk : player.totalDefense;
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final result = CombatCalculator.calculateActionOutcome(
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risk: risk,
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luck: player.totalLuck,
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baseValue: baseValue
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);
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if (result.success) {
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if (type == ActionType.attack) {
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int damage = result.value;
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final eventId =
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DateTime.now().millisecondsSinceEpoch.toString() +
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Random().nextInt(1000).toString();
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_effectEventController.sink.add(
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EffectEvent(
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id: eventId,
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type: ActionType.attack,
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risk: risk,
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target: EffectTarget.enemy,
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feedbackType: null,
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),
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);
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// Animation Delays
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int delay = GameConfig.animDelayNormal;
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if (risk == RiskLevel.safe) delay = GameConfig.animDelaySafe;
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if (risk == RiskLevel.risky) delay = GameConfig.animDelayRisky;
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await Future.delayed(Duration(milliseconds: delay));
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// Calculate Damage to HP using CombatCalculator
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int damageToHp = CombatCalculator.calculateDamageToHp(
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incomingDamage: damage,
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currentArmor: enemy.armor,
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isVulnerable: enemy.hasStatus(StatusEffectType.vulnerable)
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);
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// Calculate Remaining Armor
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int remainingArmor = CombatCalculator.calculateRemainingArmor(
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incomingDamage: damage,
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currentArmor: enemy.armor,
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isVulnerable: enemy.hasStatus(StatusEffectType.vulnerable)
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);
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// Log details
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if (enemy.armor > 0) {
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int absorbed = enemy.armor - remainingArmor;
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if (damageToHp == 0) {
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_addLog("Enemy's armor absorbed all damage.");
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} else {
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_addLog("Enemy's armor absorbed $absorbed damage.");
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}
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}
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enemy.armor = remainingArmor;
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if (damageToHp > 0) {
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// Note: _applyDamage internally handles Vulnerable multiplier again for the DamageEvent and logs.
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// To avoid double application, we should just pass the raw damage to _applyDamage
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// OR refactor _applyDamage.
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// Let's refactor _applyDamage to just apply the final value since we calculated it here.
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// actually _applyDamage handles the reduction of HP.
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// Let's call a simplified version or just do it here.
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enemy.hp -= damageToHp;
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if (enemy.hp < 0) enemy.hp = 0;
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_damageEventController.sink.add(
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DamageEvent(
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damage: damageToHp,
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target: DamageTarget.enemy,
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type: enemy.hasStatus(StatusEffectType.vulnerable) ? DamageType.vulnerable : DamageType.normal
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),
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);
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_addLog("Player dealt $damageToHp damage to Enemy.");
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} else {
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_addLog("Player's attack was fully blocked by armor.");
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}
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// Try applying status effects
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_tryApplyStatusEffects(player, enemy);
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} else {
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// Defense Success
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_effectEventController.sink.add(
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EffectEvent(
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id:
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DateTime.now().millisecondsSinceEpoch.toString() +
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Random().nextInt(1000).toString(),
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type: ActionType.defend,
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risk: risk,
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target: EffectTarget.player,
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feedbackType: null,
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),
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);
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int armorGained = result.value;
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player.armor += armorGained;
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_addLog("Player gained $armorGained armor.");
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}
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} else {
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// Failure
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if (type == ActionType.attack) {
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_addLog("Player's attack missed!");
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_effectEventController.sink.add(
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EffectEvent(
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id:
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DateTime.now().millisecondsSinceEpoch.toString() +
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Random().nextInt(1000).toString(),
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type: type,
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risk: risk,
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target: EffectTarget.enemy,
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feedbackType: BattleFeedbackType.miss,
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),
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);
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} else {
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_addLog("Player's defense failed!");
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_effectEventController.sink.add(
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EffectEvent(
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id:
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DateTime.now().millisecondsSinceEpoch.toString() +
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Random().nextInt(1000).toString(),
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type: type,
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risk: risk,
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target: EffectTarget.player,
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feedbackType: BattleFeedbackType.failed,
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),
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);
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}
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}
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if (enemy.isDead) {
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_onVictory();
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return;
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}
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_endPlayerTurn();
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}
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void _endPlayerTurn() {
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// Update durations at end of turn
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player.updateStatusEffects();
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// Check if enemy is dead from bleed
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if (enemy.isDead) {
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_onVictory();
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return;
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}
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Future.delayed(
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const Duration(milliseconds: GameConfig.animDelayEnemyTurn),
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() => _enemyTurn(),
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);
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}
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Future<void> _enemyTurn() async {
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if (!isPlayerTurn && (player.isDead || enemy.isDead)) return;
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_addLog("Enemy's turn...");
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await Future.delayed(
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const Duration(milliseconds: GameConfig.animDelayEnemyTurn),
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);
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// Enemy Turn Start Logic
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// Armor decay
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if (enemy.armor > 0) {
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enemy.armor = (enemy.armor * GameConfig.armorDecayRate).toInt();
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_addLog("Enemy's armor decayed to ${enemy.armor}.");
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}
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// 1. Process Start-of-Turn Effects for Enemy
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bool canAct = _processStartTurnEffects(enemy);
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// Check death from bleed before acting
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if (enemy.isDead) {
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_onVictory();
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return;
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// return; // Already handled by _processStartTurnEffects if damage applied
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}
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if (canAct && currentEnemyIntent != null) {
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final intent = currentEnemyIntent!;
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if (intent.type == EnemyActionType.defend) {
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// Already handled in _generateEnemyIntent
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_addLog("Enemy maintains defensive stance.");
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} else {
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// Attack Logic
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if (intent.isSuccess) {
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_effectEventController.sink.add(
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EffectEvent(
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id:
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DateTime.now().millisecondsSinceEpoch.toString() +
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Random().nextInt(1000).toString(),
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type: ActionType.attack,
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risk: intent.risk,
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target: EffectTarget.player,
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feedbackType: null, // 공격 성공이므로 feedbackType 없음
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),
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);
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// Fix: Wait for animation to play before applying damage
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// Determine delay based on risk level
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int delay = GameConfig.animDelayNormal;
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if (intent.risk == RiskLevel.safe) delay = GameConfig.animDelaySafe;
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if (intent.risk == RiskLevel.risky) delay = GameConfig.animDelayRisky;
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// Add small buffer to ensure visual impact happens before text (300ms)
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await Future.delayed(Duration(milliseconds: delay + 300));
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int incomingDamage = intent.finalValue;
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// Calculate Damage using Calculator
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int damageToHp = CombatCalculator.calculateDamageToHp(
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incomingDamage: incomingDamage,
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currentArmor: player.armor,
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isVulnerable: player.hasStatus(StatusEffectType.vulnerable)
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);
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int remainingArmor = CombatCalculator.calculateRemainingArmor(
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incomingDamage: incomingDamage,
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currentArmor: player.armor,
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isVulnerable: player.hasStatus(StatusEffectType.vulnerable)
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);
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if (player.armor > 0) {
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int absorbed = player.armor - remainingArmor;
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if (damageToHp == 0) {
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_addLog("Armor absorbed all damage.");
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} else {
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_addLog("Armor absorbed $absorbed damage.");
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}
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}
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player.armor = remainingArmor;
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if (damageToHp > 0) {
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player.hp -= damageToHp;
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if (player.hp < 0) player.hp = 0;
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_damageEventController.sink.add(
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DamageEvent(
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damage: damageToHp,
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target: DamageTarget.player,
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type: player.hasStatus(StatusEffectType.vulnerable) ? DamageType.vulnerable : DamageType.normal
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),
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);
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_addLog("Enemy dealt $damageToHp damage to Player HP.");
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}
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// Try applying status effects from enemy equipment
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_tryApplyStatusEffects(enemy, player);
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} else {
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_addLog("Enemy's ${intent.risk.name} attack missed!");
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_effectEventController.sink.add(
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EffectEvent(
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id:
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DateTime.now().millisecondsSinceEpoch.toString() +
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Random().nextInt(1000).toString(),
|
|
type: ActionType.attack, // 적의 공격이므로 ActionType.attack
|
|
risk: intent.risk,
|
|
target: EffectTarget.player, // 플레이어가 회피했으므로 플레이어 위치에 이펙트
|
|
feedbackType: BattleFeedbackType.miss, // 변경: MISS 피드백
|
|
),
|
|
);
|
|
}
|
|
}
|
|
} else if (!canAct) {
|
|
_addLog("Enemy is stunned and cannot act!");
|
|
} else {
|
|
_addLog("Enemy did nothing.");
|
|
}
|
|
|
|
// Generate next intent
|
|
if (!player.isDead) {
|
|
_generateEnemyIntent();
|
|
}
|
|
|
|
// Player Turn Start Logic
|
|
// Armor decay
|
|
if (player.armor > 0) {
|
|
player.armor = (player.armor * GameConfig.armorDecayRate).toInt();
|
|
_addLog("Player's armor decayed to ${player.armor}.");
|
|
}
|
|
|
|
if (player.isDead) {
|
|
await _onDefeat();
|
|
return;
|
|
}
|
|
|
|
isPlayerTurn = true;
|
|
turnCount++;
|
|
notifyListeners();
|
|
}
|
|
|
|
/// Process effects that happen at the start of the turn (Bleed, Stun).
|
|
/// Returns true if the character can act, false if stunned.
|
|
bool _processStartTurnEffects(Character character) {
|
|
final result = CombatCalculator.processStartTurnEffects(character);
|
|
|
|
int totalBleed = result['bleedDamage'];
|
|
bool isStunned = result['isStunned'];
|
|
|
|
// 1. Bleed Damage
|
|
if (totalBleed > 0) {
|
|
character.hp -= totalBleed;
|
|
if (character.hp < 0) character.hp = 0;
|
|
_addLog("${character.name} takes $totalBleed bleed damage!");
|
|
|
|
// Emit DamageEvent for bleed
|
|
_damageEventController.sink.add(
|
|
DamageEvent(
|
|
damage: totalBleed,
|
|
target: (character == player) ? DamageTarget.player : DamageTarget.enemy,
|
|
type: DamageType.bleed,
|
|
),
|
|
);
|
|
}
|
|
|
|
// 2. Stun Check
|
|
if (isStunned) {
|
|
_addLog("${character.name} is stunned!");
|
|
}
|
|
|
|
return !isStunned;
|
|
}
|
|
|
|
/// Tries to apply status effects from attacker's equipment to the target.
|
|
void _tryApplyStatusEffects(Character attacker, Character target) {
|
|
List<StatusEffect> effectsToApply = CombatCalculator.getAppliedEffects(attacker);
|
|
|
|
for (var effect in effectsToApply) {
|
|
target.addStatusEffect(effect);
|
|
_addLog("Applied ${effect.type.name} to ${target.name}!");
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void _addLog(String message) {
|
|
_logManager.addLog(message);
|
|
notifyListeners();
|
|
}
|
|
|
|
void _onVictory() {
|
|
// Calculate Gold Reward
|
|
// Base 10 + (Stage * 5) + Random variance
|
|
final random = Random();
|
|
int goldReward = GameConfig.baseGoldReward + (stage * GameConfig.goldRewardPerStage) + random.nextInt(GameConfig.goldRewardVariance);
|
|
|
|
player.gold += goldReward;
|
|
_lastGoldReward = goldReward; // Store for UI display
|
|
_addLog("Enemy defeated! Gained $goldReward Gold.");
|
|
_addLog("Choose a reward.");
|
|
|
|
ItemTier currentTier = ItemTier.tier1;
|
|
if (stage > GameConfig.tier2StageMax)
|
|
currentTier = ItemTier.tier3;
|
|
else if (stage > GameConfig.tier1StageMax)
|
|
currentTier = ItemTier.tier2;
|
|
|
|
rewardOptions = [];
|
|
|
|
bool isElite = currentStage.type == StageType.elite;
|
|
bool isTier1 = currentTier == ItemTier.tier1;
|
|
|
|
// Get 3 distinct items
|
|
for (int i = 0; i < 3; i++) {
|
|
ItemRarity? minRarity;
|
|
ItemRarity? maxRarity;
|
|
|
|
// 1. Elite Reward Logic (First Item only)
|
|
if (isElite && i == 0) {
|
|
if (isTier1) {
|
|
// Tier 1 Elite: Guaranteed Rare
|
|
minRarity = ItemRarity.rare;
|
|
maxRarity = ItemRarity.rare; // Or allow higher? Request said "Guaranteed Rare 1 drop". Let's fix to Rare.
|
|
} else {
|
|
// Tier 2/3 Elite: Guaranteed Legendary
|
|
minRarity = ItemRarity.legendary;
|
|
// maxRarity = ItemRarity.legendary; // Optional, but let's allow Unique too if weights permit, or fix to Legendary. Request said "Guaranteed Legendary".
|
|
}
|
|
}
|
|
// 2. Standard Reward Logic (Others)
|
|
else {
|
|
if (isTier1) {
|
|
// Tier 1 Normal/Other Rewards: Max Magic (No Rare+)
|
|
maxRarity = ItemRarity.magic;
|
|
}
|
|
// Tier 2/3 Normal: No extra restrictions
|
|
}
|
|
|
|
ItemTemplate? item = ItemTable.getRandomItem(
|
|
tier: currentTier,
|
|
minRarity: minRarity,
|
|
maxRarity: maxRarity
|
|
);
|
|
|
|
if (item != null) {
|
|
rewardOptions.add(item.createItem(stage: stage));
|
|
}
|
|
}
|
|
|
|
// Add "None" (Skip) Option
|
|
// We can represent "None" as a null or a special Item.
|
|
// Using a special Item with ID "reward_skip" is safer for List<Item>.
|
|
rewardOptions.add(
|
|
Item(
|
|
id: "reward_skip",
|
|
name: "Skip Reward",
|
|
description: "Take nothing and move on.",
|
|
atkBonus: 0,
|
|
hpBonus: 0,
|
|
slot: EquipmentSlot.accessory,
|
|
),
|
|
);
|
|
|
|
showRewardPopup = true;
|
|
notifyListeners();
|
|
}
|
|
|
|
bool selectReward(Item item) {
|
|
if (item.id == "reward_skip") {
|
|
_addLog("Skipped reward.");
|
|
_completeStage();
|
|
return true;
|
|
} else {
|
|
bool added = player.addToInventory(item);
|
|
if (added) {
|
|
_addLog("Added ${item.name} to inventory.");
|
|
_completeStage();
|
|
return true;
|
|
} else {
|
|
_addLog("Inventory is full! Could not take ${item.name}.");
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
|
|
void _completeStage() {
|
|
// Heal player after selecting reward
|
|
int healAmount = GameMath.floor(
|
|
player.totalMaxHp * GameConfig.stageHealRatio,
|
|
);
|
|
player.heal(healAmount);
|
|
_addLog("Stage Cleared! Recovered $healAmount HP.");
|
|
|
|
stage++;
|
|
showRewardPopup = false;
|
|
|
|
_prepareNextStage();
|
|
|
|
// Log moved to _prepareNextStage
|
|
|
|
// isPlayerTurn = true; // Handled in _prepareNextStage for battles
|
|
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();
|
|
}
|
|
|
|
void discardItem(Item item) {
|
|
if (player.inventory.remove(item)) {
|
|
_addLog("Discarded ${item.name}.");
|
|
notifyListeners();
|
|
}
|
|
}
|
|
|
|
void sellItem(Item item) {
|
|
if (player.inventory.remove(item)) {
|
|
int sellPrice = GameMath.floor(
|
|
item.price * GameConfig.sellPriceMultiplier,
|
|
);
|
|
player.gold += sellPrice;
|
|
_addLog("Sold ${item.name} for $sellPrice G.");
|
|
notifyListeners();
|
|
}
|
|
}
|
|
|
|
/// Proceed to next stage from non-battle stages (Shop, Rest)
|
|
void proceedToNextStage() {
|
|
stage++;
|
|
_prepareNextStage();
|
|
}
|
|
|
|
void _generateEnemyIntent() {
|
|
if (enemy.isDead) {
|
|
currentEnemyIntent = null;
|
|
return;
|
|
}
|
|
|
|
final random = Random();
|
|
|
|
// Decide Action Type
|
|
// If baseDefense is 0, CANNOT defend.
|
|
bool canDefend = enemy.baseDefense > 0;
|
|
// Check for DefenseForbidden status
|
|
if (enemy.hasStatus(StatusEffectType.defenseForbidden)) {
|
|
canDefend = false;
|
|
}
|
|
bool isAttack = true;
|
|
|
|
if (canDefend) {
|
|
// 70% Attack, 30% Defend
|
|
isAttack = random.nextDouble() < BattleConfig.enemyAttackChance;
|
|
} else {
|
|
isAttack = true;
|
|
}
|
|
|
|
// Decide Risk Level
|
|
RiskLevel risk = RiskLevel.values[random.nextInt(RiskLevel.values.length)];
|
|
double efficiency = 1.0;
|
|
switch (risk) {
|
|
case RiskLevel.safe:
|
|
efficiency = BattleConfig.safeEfficiency;
|
|
break;
|
|
case RiskLevel.normal:
|
|
efficiency = BattleConfig.normalEfficiency;
|
|
break;
|
|
case RiskLevel.risky:
|
|
efficiency = BattleConfig.riskyEfficiency;
|
|
break;
|
|
}
|
|
|
|
if (isAttack) {
|
|
// Attack Intent
|
|
// Variance removed as per request
|
|
int damage = (enemy.totalAtk * efficiency).toInt();
|
|
if (damage < 1) damage = 1;
|
|
|
|
// Calculate success immediately
|
|
bool success = false;
|
|
switch (risk) {
|
|
case RiskLevel.safe:
|
|
success = random.nextDouble() < BattleConfig.safeBaseChance;
|
|
break;
|
|
case RiskLevel.normal:
|
|
success = random.nextDouble() < BattleConfig.normalBaseChance;
|
|
break;
|
|
case RiskLevel.risky:
|
|
success = random.nextDouble() < BattleConfig.riskyBaseChance;
|
|
break;
|
|
}
|
|
|
|
currentEnemyIntent = EnemyIntent(
|
|
type: EnemyActionType.attack,
|
|
value: damage,
|
|
risk: risk,
|
|
description: "Attacks for $damage (${risk.name})",
|
|
isSuccess: success,
|
|
finalValue: damage,
|
|
);
|
|
} else {
|
|
// Defend Intent
|
|
int baseDef = enemy.totalDefense;
|
|
// Variance removed
|
|
int armor = (baseDef * 2 * efficiency).toInt();
|
|
|
|
// Calculate success immediately
|
|
bool success = false;
|
|
switch (risk) {
|
|
case RiskLevel.safe:
|
|
success = random.nextDouble() < BattleConfig.safeBaseChance;
|
|
break;
|
|
case RiskLevel.normal:
|
|
success = random.nextDouble() < BattleConfig.normalBaseChance;
|
|
break;
|
|
case RiskLevel.risky:
|
|
success = random.nextDouble() < BattleConfig.riskyBaseChance;
|
|
break;
|
|
}
|
|
|
|
currentEnemyIntent = EnemyIntent(
|
|
type: EnemyActionType.defend,
|
|
value: armor,
|
|
risk: risk,
|
|
description: "Defends for $armor (${risk.name})",
|
|
isSuccess: success,
|
|
finalValue: armor,
|
|
);
|
|
|
|
// Apply defense immediately if successful
|
|
if (success) {
|
|
enemy.armor += armor;
|
|
_addLog("Enemy prepares defense! (+$armor Armor)");
|
|
_effectEventController.sink.add(
|
|
EffectEvent(
|
|
id:
|
|
DateTime.now().millisecondsSinceEpoch.toString() +
|
|
Random().nextInt(1000).toString(),
|
|
type: ActionType.defend,
|
|
risk: risk,
|
|
target: EffectTarget.enemy,
|
|
feedbackType: null, // 방어 성공이므로 feedbackType 없음
|
|
),
|
|
);
|
|
} else {
|
|
_addLog("Enemy tried to defend but fumbled!");
|
|
}
|
|
}
|
|
notifyListeners();
|
|
}
|
|
}
|