game/lib/providers/battle_provider.dart

750 lines
20 KiB
Dart

import 'dart:async';
import 'dart:math';
import 'package:flutter/material.dart';
import '../game/models.dart';
import '../game/data.dart';
import '../game/enums.dart';
import '../game/save_manager.dart';
import '../game/config.dart';
import '../game/logic.dart';
import 'shop_provider.dart';
class BattleProvider with ChangeNotifier {
static final Duration _turnEffectVisualDelay =
AnimationConfig.floatingTextDuration + const Duration(milliseconds: 100);
late Character player;
late Character enemy;
late StageModel currentStage;
EnemyIntent? currentEnemyIntent;
final BattleLogManager _logManager = BattleLogManager();
bool isPlayerTurn = true;
int _turnTransactionId = 0;
int stage = 1;
int turnCount = 1;
List<Item> rewardOptions = [];
bool showRewardPopup = false;
int _lastGoldReward = 0;
final ShopProvider shopProvider;
final Random _random;
BattleProvider({required this.shopProvider, Random? random})
: _random = random ?? Random();
List<String> get logs => _logManager.logs;
int get lastGoldReward => _lastGoldReward;
StageType get nextStageType => StageManager.getStageTypeFor(stage + 1);
StageType getStageTypeFor(int stageNumber) {
return StageManager.getStageTypeFor(stageNumber);
}
void refreshUI() {
notifyListeners();
}
// Streams for UI Feedback
final _damageEventController = StreamController<DamageEvent>.broadcast();
Stream<DamageEvent> get damageStream => _damageEventController.stream;
final _effectEventController = StreamController<EffectEvent>.broadcast();
Stream<EffectEvent> get effectStream => _effectEventController.stream;
final _healEventController = StreamController<HealEvent>.broadcast();
Stream<HealEvent> get healStream => _healEventController.stream;
@override
void dispose() {
_damageEventController.close();
_effectEventController.close();
_healEventController.close();
super.dispose();
}
// --- Initialization & Flow ---
void initializeBattle() {
player =
PlayerTable.get("warrior")?.createCharacter() ??
Character(name: "Player", maxHp: 50, armor: 0, atk: 5, baseDefense: 5);
player.gold = GameConfig.startingGold;
stage = 1;
// Starting items
var healPotion = ItemTable.get('potion_heal_small');
var armorPotion = ItemTable.get('potion_armor_small');
var strPotion = ItemTable.get('potion_strength_small');
_addStartingItem('war_hammer'); // Stun test weapon
_addStartingItem('barbed_net'); // Bleed test weapon
_addStartingItem('hooked_spear'); // Disarm test weapon
_addStartingItem('cursed_shield'); // Defense-forbidden test shield
if (healPotion != null) player.addToInventory(healPotion.createItem());
if (armorPotion != null) player.addToInventory(armorPotion.createItem());
if (strPotion != null) player.addToInventory(strPotion.createItem());
_prepareNextStage();
_logManager.clear();
_addLog("Game Started! Stage 1");
notifyListeners();
}
void _addStartingItem(String itemId) {
final item = ItemTable.get(itemId);
if (item != null) {
player.addToInventory(item.createItem());
}
}
void loadFromSave(Map<String, dynamic> data) {
player = Character.fromJson(data['player']);
stage = data['stage'] ?? 1;
_prepareNextStage();
_logManager.clear();
_addLog("Game Loaded! Stage $stage");
notifyListeners();
}
void _prepareNextStage() {
_turnTransactionId++;
SaveManager.saveGame(this);
player.armor = 0;
StageType type = StageManager.getStageTypeFor(stage);
enemy = StageManager.generateEnemy(stage, type);
List<Item> shopItems = [];
if (type == StageType.battle || type == StageType.elite) {
isPlayerTurn = true;
showRewardPopup = false;
_generateEnemyIntent();
} else if (type == StageType.shop) {
shopProvider.generateShopItems(stage);
shopItems = shopProvider.availableItems;
_addLog("Stage $stage: Entered a Shop.");
} else if (type == StageType.rest) {
_addLog("Stage $stage: Found a safe resting spot.");
}
currentStage = StageModel(type: type, enemy: enemy, shopItems: shopItems);
turnCount = 1;
notifyListeners();
}
// --- Combat Logic ---
Future<void> playerAction(ActionType type, RiskLevel risk) async {
if (!isPlayerTurn || player.isDead || enemy.isDead || showRewardPopup) {
return;
}
applyPendingEnemyDefense();
if (type == ActionType.defend &&
player.hasStatus(StatusEffectType.defenseForbidden)) {
_addLog("Cannot defend! You are under Defense Forbidden status.");
notifyListeners();
return;
}
isPlayerTurn = false;
notifyListeners();
TurnEffectResult turnEffect = _processStartTurnEffects(player);
if (player.isDead) {
await _onDefeat();
return;
}
if (turnEffect.effectTriggered) {
await Future.delayed(_turnEffectVisualDelay);
}
if (!turnEffect.canAct) {
_endPlayerTurn();
return;
}
_addLog("Player chose to ${type.name} with ${risk.name} risk.");
int baseValue = (type == ActionType.attack)
? player.totalAtk
: player.totalDefense;
final result = CombatCalculator.calculateActionOutcome(
actionType: type,
risk: risk,
luck: player.totalLuck,
baseValue: baseValue,
random: _random,
);
if (result.success) {
if (type == ActionType.attack) {
if (CombatCalculator.calculateDodge(
enemy.totalDodge,
random: _random,
)) {
_addLog("${enemy.name} dodged the attack!");
_effectEventController.sink.add(
EffectEventFactory.createDodgeEvent(
attacker: player,
target: enemy,
effectTarget: EffectTarget.enemy,
risk: risk,
random: _random,
),
);
} else {
_effectEventController.sink.add(
EffectEventFactory.createAttackEvent(
attacker: player,
target: enemy,
effectTarget: EffectTarget.enemy,
risk: risk,
damage: result.value,
random: _random,
),
);
}
} else {
_effectEventController.sink.add(
EffectEventFactory.createDefenseEvent(
attacker: player,
target: player,
effectTarget: EffectTarget.player,
risk: risk,
armorGained: result.value,
random: _random,
),
);
}
} else {
final event = EffectEventFactory.createFailureEvent(
attacker: player,
target: (type == ActionType.attack) ? enemy : player,
effectTarget: (type == ActionType.attack)
? EffectTarget.enemy
: EffectTarget.player,
type: type,
risk: risk,
random: _random,
);
_effectEventController.sink.add(event);
_addLog("${player.name}'s ${type.name} ${event.feedbackType!.name}!");
}
if (enemy.isDead) {
_onVictory();
}
}
void _endPlayerTurn() {
if (enemy.isDead) return;
isPlayerTurn = false;
player.updateEndOfTurnStatusEffects();
final tid = _turnTransactionId;
Future.delayed(
const Duration(milliseconds: GameConfig.animDelayEnemyTurn),
() {
if (tid != _turnTransactionId) return;
_processEnemyTurn();
},
);
}
Future<void> _processEnemyTurn() async {
if (enemy.isDead || player.isDead) return;
turnCount++;
TurnEffectResult turnEffect = _processStartTurnEffects(enemy);
if (enemy.isDead) {
_onVictory();
return;
}
if (turnEffect.effectTriggered) {
await Future.delayed(_turnEffectVisualDelay);
}
if (currentEnemyIntent != null && turnEffect.canAct) {
final intent = currentEnemyIntent!;
if (intent.type == EnemyActionType.defend) {
_addLog("${enemy.name} maintains defensive stance.");
_effectEventController.sink.add(
EffectEventFactory.createDefenseEvent(
attacker: enemy,
target: enemy,
effectTarget: EffectTarget.enemy,
risk: intent.risk,
armorGained: intent.finalValue,
random: _random,
),
);
} else {
if (intent.isSuccess) {
if (CombatCalculator.calculateDodge(
player.totalDodge,
random: _random,
)) {
_addLog("${player.name} dodged the attack!");
_effectEventController.sink.add(
EffectEventFactory.createDodgeEvent(
attacker: enemy,
target: player,
effectTarget: EffectTarget.player,
risk: intent.risk,
random: _random,
),
);
} else {
int finalDamage =
(enemy.totalAtk *
CombatCalculator.getEfficiency(
ActionType.attack,
intent.risk,
))
.toInt();
if (finalDamage < 1 && enemy.totalAtk > 0) finalDamage = 1;
_effectEventController.sink.add(
EffectEventFactory.createAttackEvent(
attacker: enemy,
target: player,
effectTarget: EffectTarget.player,
risk: intent.risk,
damage: finalDamage,
random: _random,
),
);
}
} else {
_addLog("Enemy's ${intent.risk.name} attack missed!");
_effectEventController.sink.add(
EffectEventFactory.createFailureEvent(
attacker: enemy,
target: player,
effectTarget: EffectTarget.player,
type: ActionType.attack,
risk: intent.risk,
random: _random,
),
);
}
}
} else if (!turnEffect.canAct) {
_addLog("Enemy is stunned and cannot act!");
int tid = _turnTransactionId;
Future.delayed(const Duration(milliseconds: 500), () {
if (tid != _turnTransactionId) return;
_endEnemyTurn();
});
} else {
_addLog("Enemy did nothing.");
int tid = _turnTransactionId;
Future.delayed(const Duration(milliseconds: 500), () {
if (tid != _turnTransactionId) return;
_endEnemyTurn();
});
}
}
void _endEnemyTurn() {
if (player.isDead) return;
enemy.updateEndOfTurnStatusEffects();
_generateEnemyIntent();
_startPlayerTurn();
}
void _startPlayerTurn() {
isPlayerTurn = true;
notifyListeners();
}
TurnEffectResult _processStartTurnEffects(Character character) {
Map<String, dynamic> result = CombatCalculator.processStartTurnEffects(
character,
);
int bleedDamage = result['bleedDamage'];
bool isStunned = result['isStunned'];
if (bleedDamage > 0) {
character.hp -= bleedDamage;
if (character.hp < 0) character.hp = 0;
_addLog("${character.name} took $bleedDamage bleed damage.");
_damageEventController.sink.add(
DamageEvent(
damage: bleedDamage,
armorDamage: 0,
target: (character == player)
? DamageTarget.player
: DamageTarget.enemy,
type: DamageType.bleed,
),
);
}
character.updateStartOfTurnStatusEffects();
return TurnEffectResult(
canAct: !isStunned,
effectTriggered: bleedDamage > 0 || isStunned,
);
}
// --- Post-Animation Impacts ---
void handleImpact(EffectEvent event) {
if (event.isVisualOnly) {
notifyListeners();
return;
}
if ((event.isSuccess == false || event.feedbackType != null) &&
event.type != ActionType.defend) {
notifyListeners();
if (event.attacker == player) {
_endPlayerTurn();
} else if (event.attacker == enemy) {
_endEnemyTurn();
}
return;
}
_processAttackImpact(event);
if (event.triggersTurnChange) {
if (event.attacker == player) {
_endPlayerTurn();
} else if (event.attacker == enemy) {
_endEnemyTurn();
}
}
}
void _processAttackImpact(EffectEvent event) {
final attacker = event.attacker!;
final target = event.targetEntity!;
if (event.type == ActionType.attack) {
int incomingDamage = event.damageValue!;
int damageToHp = CombatCalculator.calculateDamageToHp(
incomingDamage: incomingDamage,
currentArmor: target.armor,
isVulnerable: target.hasStatus(StatusEffectType.vulnerable),
);
int remainingArmor = CombatCalculator.calculateRemainingArmor(
incomingDamage: incomingDamage,
currentArmor: target.armor,
isVulnerable: target.hasStatus(StatusEffectType.vulnerable),
);
int armorDamage = target.armor - remainingArmor;
target.armor = remainingArmor;
if (damageToHp > 0) {
target.hp -= damageToHp;
if (target.hp < 0) target.hp = 0;
}
if (damageToHp > 0 || armorDamage > 0) {
_damageEventController.sink.add(
DamageEvent(
damage: damageToHp,
armorDamage: armorDamage,
target: (target == player)
? DamageTarget.player
: DamageTarget.enemy,
type: target.hasStatus(StatusEffectType.vulnerable)
? DamageType.vulnerable
: DamageType.normal,
risk: event.risk,
),
);
}
if (damageToHp > 0) {
_addLog("${attacker.name} dealt $damageToHp damage to ${target.name}.");
} else if (armorDamage > 0) {
_addLog("${attacker.name}'s attack was fully blocked by armor.");
}
_tryApplyStatusEffects(attacker, target, damageToHp);
if (target == enemy) {
updateEnemyIntent();
}
} else if (event.type == ActionType.defend) {
if (event.isSuccess!) {
int armorGained = event.armorGained!;
target.armor += armorGained;
_addLog("${target.name} gained $armorGained armor.");
} else {
_addLog("${target.name}'s defense failed!");
}
}
if (target.isDead) {
if (target == player) {
_onDefeat();
} else {
_onVictory();
}
}
notifyListeners();
}
// --- Rewards & Victory ---
void _onVictory() {
if (stage >= GameConfig.maxStage) {
_onFinalVictory();
return;
}
int goldReward = StageManager.calculateGoldReward(stage, _random);
player.gold += goldReward;
_lastGoldReward = goldReward;
_addLog("Enemy defeated! Gained $goldReward Gold.");
_addLog("Choose a reward.");
rewardOptions = StageManager.generateRewardOptions(
stage,
currentStage.type,
);
showRewardPopup = true;
notifyListeners();
}
void _onFinalVictory() {
_addLog("CONGRATULATIONS! You have conquered the dungeon!");
// You could set a flag like isGameCompleted = true here
notifyListeners();
}
Future<void> _onDefeat() async {
_addLog("Player defeated! Enemy wins!");
await SaveManager.clearSaveData();
notifyListeners();
}
bool selectReward(Item item, {bool completeStage = true}) {
if (item.id == "reward_skip") {
_addLog("Skipped reward.");
} else {
if (player.addToInventory(item)) {
_addLog("Gained ${item.name}.");
} else {
_addLog("Inventory full! Could not take ${item.name}.");
return false;
}
}
if (completeStage) {
showRewardPopup = false;
stage++;
_prepareNextStage();
}
notifyListeners();
return true;
}
// --- Helper Methods ---
void _addLog(String message) {
_logManager.addLog(message);
notifyListeners();
}
void _generateEnemyIntent() {
currentEnemyIntent = EnemyAIService.generateIntent(enemy, _random);
notifyListeners();
}
void generateEnemyIntent() {
_generateEnemyIntent();
}
/// Recalculates the currently telegraphed enemy intent without changing
/// its action type, risk, or success roll.
void updateEnemyIntent() {
if (currentEnemyIntent == null || enemy.isDead) return;
final intent = currentEnemyIntent!;
final actionType = intent.type == EnemyActionType.attack
? ActionType.attack
: ActionType.defend;
final baseValue = intent.type == EnemyActionType.attack
? enemy.totalAtk
: enemy.totalDefense;
var newValue =
(baseValue * CombatCalculator.getEfficiency(actionType, intent.risk))
.toInt();
if (newValue < 1 && baseValue > 0) {
newValue = 1;
}
currentEnemyIntent = EnemyIntent(
type: intent.type,
value: newValue,
risk: intent.risk,
description: "$newValue (${intent.risk.name})",
isSuccess: intent.isSuccess,
finalValue: newValue,
isApplied: intent.isApplied,
);
notifyListeners();
}
void applyPendingEnemyDefense() {
if (currentEnemyIntent != null &&
currentEnemyIntent!.type == EnemyActionType.defend &&
!currentEnemyIntent!.isApplied) {
final intent = currentEnemyIntent!;
if (intent.isSuccess) {
enemy.armor += intent.finalValue;
_addLog(
"${enemy.name} assumes a defensive stance (+${intent.finalValue} Armor).",
);
} else {
_addLog("${enemy.name} tried to defend but failed.");
}
intent.isApplied = true;
notifyListeners();
}
}
void _tryApplyStatusEffects(
Character attacker,
Character target,
int damageToHp,
) {
List<StatusEffect> effectsToApply = CombatCalculator.getAppliedEffects(
attacker,
random: _random,
);
for (var effect in effectsToApply) {
if (effect.type == StatusEffectType.bleed && damageToHp <= 0) continue;
target.addStatusEffect(effect);
_addLog("Applied ${effect.type.name} to ${target.name}!");
}
}
// --- Equipment Management ---
void equipItem(Item item, {EquipmentSlot? targetSlot}) {
bool success = false;
if (targetSlot != null) {
success = player.equipToSlot(item, targetSlot);
} else {
success = player.equip(item);
}
if (success) {
_addLog("Equipped ${item.name}.");
notifyListeners();
}
}
void unequipItem(Item item) {
if (player.unequip(item)) {
_addLog("Unequipped ${item.name}.");
notifyListeners();
}
}
void sellItem(Item item) {
int price = (item.price * GameConfig.sellPriceMultiplier).floor();
player.gold += price;
player.inventory.remove(item);
_addLog("Sold ${item.name} for $price G.");
notifyListeners();
}
void discardItem(Item item) {
player.inventory.remove(item);
_addLog("Discarded ${item.name}.");
notifyListeners();
}
void useConsumable(Item item) {
if (item.slot != EquipmentSlot.consumable) {
_addLog("Cannot use ${item.name}.");
return;
}
var effectApplied = false;
if (item.hpBonus > 0) {
final hpBefore = player.hp;
player.heal(item.hpBonus);
final healedAmount = player.hp - hpBefore;
if (healedAmount > 0) {
_addLog("Used ${item.name}: Healed $healedAmount HP.");
_healEventController.sink.add(
HealEvent(amount: healedAmount, target: HealTarget.player),
);
} else {
_addLog("Used ${item.name}: HP is already full.");
}
effectApplied = true;
}
if (item.armorBonus > 0) {
player.armor += item.armorBonus;
_addLog("Used ${item.name}: Gained ${item.armorBonus} Armor.");
effectApplied = true;
}
for (var effect in item.effects) {
if (effect.type == StatusEffectType.heal) {
final hpBefore = player.hp;
player.heal(effect.value);
final healedAmount = player.hp - hpBefore;
if (healedAmount > 0) {
_addLog("Used ${item.name}: Healed $healedAmount HP.");
_healEventController.sink.add(
HealEvent(amount: healedAmount, target: HealTarget.player),
);
} else {
_addLog("Used ${item.name}: HP is already full.");
}
} else {
player.addStatusEffect(
StatusEffect(
type: effect.type,
duration: effect.duration,
value: effect.value,
),
);
_addLog("Used ${item.name}: Applied ${effect.type.name}.");
}
effectApplied = true;
}
if (effectApplied) {
player.inventory.remove(item);
notifyListeners();
}
}
void proceedToNextStage() {
stage++;
_prepareNextStage();
}
}