game/lib/providers/battle_provider.dart

223 lines
6.4 KiB
Dart

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();
}
}