Implement tactical combat loop

This commit is contained in:
2026-06-22 11:34:16 +09:00
parent 19740a8c34
commit cbde3da8cd

View File

@@ -8,7 +8,7 @@ import {
type UnitData,
type UnitStats
} from '../data/scenario';
import { getTerrainRule, getUnitClass, type TerrainType } from '../data/battleRules';
import { getTerrainRule, getUnitClass, type TerrainType, type UnitClassKey } from '../data/battleRules';
import {
equipmentExpToNext,
equipmentSlotLabels,
@@ -59,11 +59,12 @@ type UnitView = {
type UnitDirection = 'south' | 'east' | 'north' | 'west';
type BattlePhase = 'idle' | 'moving' | 'command';
type BattlePhase = 'idle' | 'moving' | 'command' | 'targeting';
type BattleCommand = 'attack' | 'strategy' | 'item' | 'wait';
type RosterTab = 'ally' | 'enemy';
type ActiveFaction = 'ally' | 'enemy';
type MapMenuAction = 'endTurn' | 'roster' | 'bond' | 'situation' | 'bgm' | 'close';
type EnemyAiBehavior = 'aggressive' | 'guard' | 'hold';
type CommandButton = {
command: BattleCommand;
@@ -98,8 +99,43 @@ type EquipmentGrowthResult = {
leveled: boolean;
};
type CombatPreview = {
attacker: UnitData;
defender: UnitData;
damage: number;
hitRate: number;
terrainLabel: string;
};
type CombatResult = CombatPreview & {
defeated: boolean;
weaponGrowth: EquipmentGrowthResult;
armorGrowth: EquipmentGrowthResult;
bondExp: number;
};
const maxEquipmentLevel = 9;
const attackRangeByClass: Partial<Record<UnitClassKey, number>> = {
archer: 2
};
const enemyAiByUnitId: Record<string, EnemyAiBehavior> = {
'rebel-a': 'aggressive',
'rebel-b': 'guard',
'rebel-c': 'hold',
'rebel-leader': 'guard'
};
const defaultEnemyAiByClass: Partial<Record<UnitClassKey, EnemyAiBehavior>> = {
archer: 'hold',
cavalry: 'aggressive',
yellowTurban: 'guard',
rebelLeader: 'guard'
};
const guardDetectionRange = 5;
const commandLabels: Record<BattleCommand, string> = {
attack: '공격',
strategy: '책략',
@@ -147,10 +183,13 @@ export class BattleScene extends Phaser.Scene {
private commandButtons: CommandButton[] = [];
private commandMenuObjects: Array<Phaser.GameObjects.Rectangle | Phaser.GameObjects.Text> = [];
private mapMenuObjects: Array<Phaser.GameObjects.Rectangle | Phaser.GameObjects.Text> = [];
private turnPromptObjects: Phaser.GameObjects.GameObject[] = [];
private unitViews = new Map<string, UnitView>();
private actedUnitIds = new Set<string>();
private bondStates = new Map<string, BondState>();
private attackIntents: AttackIntent[] = [];
private battleLog: string[] = [];
private enemyHomeTiles = new Map<string, { x: number; y: number }>();
private pendingMove?: PendingMove;
private debugOverlay?: Phaser.GameObjects.Text;
@@ -162,6 +201,8 @@ export class BattleScene extends Phaser.Scene {
const { width, height } = this.scale;
this.layout = this.createLayout(width, height);
this.bondStates = this.createBondStates();
this.enemyHomeTiles = this.createEnemyHomeTiles();
this.battleLog = [];
soundDirector.playMusic('battle-prep');
this.input.mouse?.disableContextMenu();
this.input.on('pointerdown', (pointer: Phaser.Input.Pointer) => {
@@ -317,12 +358,28 @@ export class BattleScene extends Phaser.Scene {
private selectUnit(unit: UnitData) {
this.hideMapMenu();
this.hideTurnEndPrompt();
if (this.phase === 'command') {
if (this.phase === 'targeting' && this.selectedUnit) {
if (unit.faction !== this.selectedUnit.faction && unit.hp > 0) {
this.tryResolveAttackTarget(this.selectedUnit, unit);
return;
}
this.renderUnitDetail(this.selectedUnit, '공격할 적 부대를 선택하세요. 우클릭하면 명령 선택으로 돌아갑니다.');
return;
}
if (this.phase === 'command' || this.phase === 'targeting') {
this.setInfo('먼저 현재 장수의 행동을 결정하세요.\n공격, 책략, 도구, 대기 중 하나를 선택해야 합니다.');
return;
}
if (unit.hp <= 0) {
this.renderRosterPanel(unit.faction, '이미 퇴각한 부대입니다.');
return;
}
if (unit.faction !== 'ally') {
this.selectedUnit = undefined;
this.pendingMove = undefined;
@@ -469,7 +526,7 @@ export class BattleScene extends Phaser.Scene {
}
private isOccupied(x: number, y: number, exceptUnitId?: string) {
return firstBattleUnits.some((unit) => unit.id !== exceptUnitId && unit.x === x && unit.y === y);
return firstBattleUnits.some((unit) => unit.id !== exceptUnitId && unit.hp > 0 && unit.x === x && unit.y === y);
}
private tileCenterX(x: number) {
@@ -537,6 +594,11 @@ export class BattleScene extends Phaser.Scene {
return;
}
if (choicePointer.leftButtonDown()) {
if (command === 'attack') {
this.beginAttackTargeting(unit);
return;
}
this.completeUnitAction(unit, command);
}
};
@@ -577,6 +639,9 @@ export class BattleScene extends Phaser.Scene {
return;
}
this.finishUnitAction(unit, this.commandResultMessage(unit, command));
return;
this.actedUnitIds.add(unit.id);
this.phase = 'idle';
this.selectedUnit = undefined;
@@ -591,6 +656,164 @@ export class BattleScene extends Phaser.Scene {
this.renderRosterPanel('ally', `${actionMessage}\n${turnHint}`);
}
private beginAttackTargeting(unit: UnitData) {
if (this.phase !== 'command' || this.selectedUnit?.id !== unit.id || this.actedUnitIds.has(unit.id)) {
return;
}
const targets = this.attackableTargets(unit);
if (targets.length === 0) {
this.renderUnitDetail(unit, '현재 위치에서 공격 가능한 적이 없습니다. 다른 명령을 선택하거나 우클릭으로 이동을 취소하세요.');
return;
}
this.phase = 'targeting';
this.hideCommandMenu();
this.clearMarkers();
this.renderUnitDetail(unit, '붉은 칸의 적을 선택하면 공격합니다. 우클릭하면 명령 선택으로 돌아갑니다.');
this.showAttackTargets(unit, targets);
soundDirector.playSelect();
}
private showAttackTargets(attacker: UnitData, targets = this.attackableTargets(attacker)) {
targets.forEach((target) => {
const preview = this.combatPreview(attacker, target);
const marker = this.add.rectangle(
this.layout.gridX + target.x * this.layout.tileSize,
this.layout.gridY + target.y * this.layout.tileSize,
this.layout.tileSize,
this.layout.tileSize,
0xc93b30,
0.3
);
marker.setOrigin(0);
marker.setStrokeStyle(2, 0xffd27a, 0.9);
marker.setDepth(9);
marker.setInteractive({ useHandCursor: true });
marker.on('pointerover', () => {
marker.setFillStyle(0xd9503f, 0.44);
this.renderAttackPreview(preview);
});
marker.on('pointerout', () => marker.setFillStyle(0xc93b30, 0.3));
marker.on('pointerdown', (pointer: Phaser.Input.Pointer) => {
if (pointer.leftButtonDown()) {
this.tryResolveAttackTarget(attacker, target);
}
});
this.markers.push(marker);
});
}
private tryResolveAttackTarget(attacker: UnitData, target: UnitData) {
if (this.phase !== 'targeting' || this.selectedUnit?.id !== attacker.id) {
return;
}
if (!this.canAttack(attacker, target)) {
this.renderUnitDetail(attacker, '사거리 밖의 적입니다. 붉은 칸으로 표시된 적을 선택하세요.');
return;
}
const result = this.resolveAttack(attacker, target);
this.clearMarkers();
this.finishUnitAction(attacker, this.formatCombatResult(result));
}
private renderAttackPreview(preview: CombatPreview) {
this.renderUnitDetail(
preview.defender,
`${preview.attacker.name} 공격 예측\n피해 ${preview.damage} / 명중 ${preview.hitRate}% / 지형 ${preview.terrainLabel}`
);
}
private finishUnitAction(unit: UnitData, message: string) {
this.actedUnitIds.add(unit.id);
this.phase = 'idle';
this.selectedUnit = undefined;
this.pendingMove = undefined;
this.hideCommandMenu();
this.hideTurnEndPrompt();
this.applyActedStyle(unit);
soundDirector.playSelect();
const remaining = this.remainingAllyCount();
const turnHint =
remaining > 0
? `${remaining}명의 아군이 아직 행동할 수 있습니다.`
: '모든 아군이 행동했습니다. 턴 종료 여부를 선택하세요.';
this.pushBattleLog(message);
this.renderRosterPanel('ally', `${message}\n${turnHint}`);
if (remaining === 0) {
this.showTurnEndPrompt(message);
}
}
private attackableTargets(attacker: UnitData) {
return firstBattleUnits.filter((target) => this.canAttack(attacker, target));
}
private canAttack(attacker: UnitData, target: UnitData) {
if (attacker.faction === target.faction || target.hp <= 0) {
return false;
}
return this.tileDistance(attacker, target) <= this.attackRange(attacker);
}
private attackRange(unit: UnitData) {
return attackRangeByClass[unit.classKey] ?? 1;
}
private combatPreview(attacker: UnitData, defender: UnitData): CombatPreview {
const terrain = firstBattleMap.terrain[defender.y][defender.x];
const terrainRule = getTerrainRule(terrain);
const attackPower = attacker.attack + this.equipmentAttackBonus(attacker) + Math.floor(attacker.stats.might / 12);
const defensePower = this.equipmentDefenseBonus(defender) + Math.floor(defender.stats.leadership / 18) + Math.floor(terrainRule.defenseBonus / 3);
const bondBonus = attacker.faction === 'ally' ? this.strongestBondBonus(attacker.id).damageBonus : 0;
const damage = Phaser.Math.Clamp(Math.round((attackPower - defensePower) * (1 + bondBonus / 100)), 3, defender.maxHp);
const hitRate = Phaser.Math.Clamp(84 + Math.floor((attacker.stats.agility - defender.stats.agility) / 4), 65, 98);
return {
attacker,
defender,
damage,
hitRate,
terrainLabel: terrainRule.label
};
}
private resolveAttack(attacker: UnitData, defender: UnitData): CombatResult {
const preview = this.combatPreview(attacker, defender);
const weaponGrowth = this.awardEquipmentExp(attacker, 'weapon', this.weaponExpGain(attacker));
const armorGrowth = this.awardEquipmentExp(defender, 'armor', 6);
const bondExp = attacker.faction === 'ally' ? this.recordBondAttackIntent(attacker, defender) : 0;
defender.hp = Math.max(0, defender.hp - preview.damage);
this.faceUnitToward(attacker, defender);
this.flashDamage(defender, preview.damage);
if (defender.hp <= 0) {
this.applyDefeatedStyle(defender);
} else {
this.syncUnitMotion(defender);
}
return {
...preview,
defeated: defender.hp <= 0,
weaponGrowth,
armorGrowth,
bondExp
};
}
private formatCombatResult(result: CombatResult) {
const defeated = result.defeated ? `\n${result.defender.name} 퇴각!` : `\n${result.defender.name} HP ${result.defender.hp}/${result.defender.maxHp}`;
const bond = result.bondExp > 0 ? `\n공명 경험치 +${result.bondExp}` : '';
return `${result.attacker.name} 공격\n${result.defender.name}에게 ${result.damage} 피해${defeated}\n${this.formatEquipmentGrowth(result.weaponGrowth)}\n${this.formatEquipmentGrowth(result.armorGrowth)}${bond}`;
}
private commandResultMessage(unit: UnitData, command: BattleCommand) {
if (command === 'attack') {
return this.recordAttackIntent(unit);
@@ -605,7 +828,7 @@ export class BattleScene extends Phaser.Scene {
}
private remainingAllyCount() {
return firstBattleUnits.filter((unit) => unit.faction === 'ally' && !this.actedUnitIds.has(unit.id)).length;
return firstBattleUnits.filter((unit) => unit.faction === 'ally' && unit.hp > 0 && !this.actedUnitIds.has(unit.id)).length;
}
private createBondStates() {
@@ -620,7 +843,19 @@ export class BattleScene extends Phaser.Scene {
);
}
private createEnemyHomeTiles() {
return new Map(
firstBattleUnits
.filter((unit) => unit.faction === 'enemy')
.map((unit) => [unit.id, { x: unit.x, y: unit.y }] as const)
);
}
private handleRightClick(pointer: Phaser.Input.Pointer) {
if (this.cancelAttackTargeting()) {
return;
}
if (this.cancelPendingMove()) {
return;
}
@@ -655,11 +890,12 @@ export class BattleScene extends Phaser.Scene {
}
private showMapMenu(pointerX: number, pointerY: number) {
if (this.phase === 'command') {
if (this.phase === 'command' || this.phase === 'targeting') {
return;
}
this.hideMapMenu();
this.hideTurnEndPrompt();
this.clearMarkers();
this.selectedUnit = undefined;
this.pendingMove = undefined;
@@ -746,7 +982,7 @@ export class BattleScene extends Phaser.Scene {
this.renderSituationPanel('이미 적군 행동 중입니다.');
return;
}
if (this.phase === 'command') {
if (this.phase === 'command' || this.phase === 'targeting') {
this.setInfo('현재 장수의 행동을 먼저 결정하세요.');
return;
}
@@ -756,6 +992,13 @@ export class BattleScene extends Phaser.Scene {
this.phase = 'idle';
this.clearMarkers();
this.hideCommandMenu();
this.hideTurnEndPrompt();
this.activeFaction = 'enemy';
this.updateTurnText();
this.renderSituationPanel('아군 턴을 종료했습니다.\n적군이 행동을 시작합니다.');
void this.runEnemyTurn();
return;
this.activeFaction = 'enemy';
this.updateTurnText();
@@ -765,6 +1008,159 @@ export class BattleScene extends Phaser.Scene {
this.time.delayedCall(700, () => this.beginNextAllyTurn());
}
private async runEnemyTurn() {
const enemies = firstBattleUnits.filter((unit) => unit.faction === 'enemy' && unit.hp > 0);
const messages: string[] = [];
for (const enemy of enemies) {
const message = await this.executeEnemyAction(enemy);
if (message) {
messages.push(message);
this.pushBattleLog(message);
this.renderSituationPanel(messages.slice(-3).join('\n'));
}
await this.delay(260);
}
this.time.delayedCall(520, () => this.beginNextAllyTurn());
}
private async executeEnemyAction(enemy: UnitData) {
const behavior = this.enemyBehavior(enemy);
let target = this.chooseEnemyTarget(enemy, behavior);
if (!target) {
return `${enemy.name}: 대기`;
}
if (!this.canAttack(enemy, target) && behavior !== 'hold') {
const destination = this.chooseApproachTile(enemy, target);
if (destination && (destination.x !== enemy.x || destination.y !== enemy.y)) {
enemy.x = destination.x;
enemy.y = destination.y;
await this.moveUnitViewAsync(enemy, destination.x, destination.y, this.unitViews.get(enemy.id), 260);
}
}
target = this.chooseTargetInRange(enemy) ?? target;
if (this.canAttack(enemy, target)) {
const result = this.resolveAttack(enemy, target);
return this.formatEnemyCombatResult(result, behavior);
}
return `${enemy.name}: ${this.enemyBehaviorLabel(behavior)} 태세로 접근`;
}
private chooseEnemyTarget(enemy: UnitData, behavior: EnemyAiBehavior) {
if (behavior === 'hold') {
return this.chooseTargetInRange(enemy);
}
const nearest = this.nearestAliveUnit(enemy, 'ally');
if (!nearest) {
return undefined;
}
if (behavior === 'guard') {
const home = this.enemyHomeTiles.get(enemy.id) ?? { x: enemy.x, y: enemy.y };
const distanceFromHome = Math.abs(nearest.x - home.x) + Math.abs(nearest.y - home.y);
if (distanceFromHome > guardDetectionRange && !this.canAttack(enemy, nearest)) {
return undefined;
}
}
return nearest;
}
private chooseTargetInRange(enemy: UnitData) {
return firstBattleUnits
.filter((unit) => unit.faction === 'ally' && unit.hp > 0 && this.canAttack(enemy, unit))
.sort((a, b) => a.hp - b.hp || this.tileDistance(enemy, a) - this.tileDistance(enemy, b))[0];
}
private chooseApproachTile(enemy: UnitData, target: UnitData) {
const candidates = [{ x: enemy.x, y: enemy.y, cost: 0 }, ...this.reachableTiles(enemy)];
return candidates
.filter((tile) => !this.isOccupied(tile.x, tile.y, enemy.id))
.sort((a, b) => {
const aDistance = Math.abs(a.x - target.x) + Math.abs(a.y - target.y);
const bDistance = Math.abs(b.x - target.x) + Math.abs(b.y - target.y);
const aTerrain = getTerrainRule(firstBattleMap.terrain[a.y][a.x]).defenseBonus;
const bTerrain = getTerrainRule(firstBattleMap.terrain[b.y][b.x]).defenseBonus;
return aDistance - bDistance || bTerrain - aTerrain || a.cost - b.cost;
})[0];
}
private nearestAliveUnit(unit: UnitData, faction: UnitData['faction']) {
return firstBattleUnits
.filter((candidate) => candidate.faction === faction && candidate.hp > 0)
.sort((a, b) => this.tileDistance(unit, a) - this.tileDistance(unit, b))[0];
}
private enemyBehavior(enemy: UnitData): EnemyAiBehavior {
return enemyAiByUnitId[enemy.id] ?? defaultEnemyAiByClass[enemy.classKey] ?? 'guard';
}
private enemyBehaviorLabel(behavior: EnemyAiBehavior) {
if (behavior === 'aggressive') {
return '추격';
}
if (behavior === 'hold') {
return '고수';
}
return '경계';
}
private formatEnemyCombatResult(result: CombatResult, behavior: EnemyAiBehavior) {
const defeated = result.defeated ? ` / ${result.defender.name} 퇴각` : ` / ${result.defender.name} HP ${result.defender.hp}/${result.defender.maxHp}`;
return `${result.attacker.name} ${this.enemyBehaviorLabel(behavior)} 공격: ${result.defender.name}에게 ${result.damage} 피해${defeated}`;
}
private delay(ms: number) {
return new Promise<void>((resolve) => {
this.time.delayedCall(ms, () => resolve());
});
}
private moveUnitViewAsync(
unit: UnitData,
x: number,
y: number,
view = this.unitViews.get(unit.id),
duration = 260
) {
return new Promise<void>((resolve) => {
if (!view) {
resolve();
return;
}
const targetX = this.tileCenterX(x);
const targetY = this.tileCenterY(y);
const direction = this.directionFromDelta(targetX - view.sprite.x, targetY - view.sprite.y);
this.tweens.killTweensOf([view.sprite, view.label]);
this.playUnitWalk(view, direction);
this.tweens.add({
targets: view.sprite,
x: targetX,
y: targetY,
duration,
ease: 'Sine.easeInOut',
onComplete: () => {
this.syncUnitMotion(unit, view, direction);
resolve();
}
});
this.tweens.add({
targets: view.label,
x: targetX,
y: targetY + this.layout.tileSize * 0.52,
duration,
ease: 'Sine.easeInOut'
});
});
}
private beginNextAllyTurn() {
this.turnNumber += 1;
this.activeFaction = 'ally';
@@ -782,6 +1178,10 @@ export class BattleScene extends Phaser.Scene {
private resetActedStyles() {
this.unitViews.forEach((view, unitId) => {
const unit = firstBattleUnits.find((candidate) => candidate.id === unitId);
if (unit && unit.hp <= 0) {
this.applyDefeatedStyle(unit);
return;
}
view.sprite.postFX.clear();
view.sprite.clearTint();
view.sprite.setAlpha(1);
@@ -796,6 +1196,32 @@ export class BattleScene extends Phaser.Scene {
});
}
private recordBondAttackIntent(unit: UnitData, target: UnitData) {
const partners = this.attackIntents
.filter((intent) => intent.targetId === target.id && intent.attackerId !== unit.id)
.map((intent) => intent.attackerId);
let gained = 0;
partners.forEach((partnerId) => {
const bond = this.findBond(unit.id, partnerId);
if (!bond) {
return;
}
bond.battleExp += 4;
bond.exp += 4;
while (bond.exp >= 100) {
bond.exp -= 100;
bond.level = Math.min(100, bond.level + 1);
}
gained += 4;
});
this.attackIntents = this.attackIntents.filter((intent) => intent.attackerId !== unit.id);
this.attackIntents.push({ attackerId: unit.id, targetId: target.id });
return gained;
}
private recordAttackIntent(unit: UnitData) {
const target = this.findNearestEnemy(unit);
const weaponGrowth = this.awardEquipmentExp(unit, 'weapon', this.weaponExpGain(unit));
@@ -922,6 +1348,21 @@ export class BattleScene extends Phaser.Scene {
};
}
private cancelAttackTargeting() {
if (this.phase !== 'targeting' || !this.selectedUnit) {
return false;
}
const unit = this.selectedUnit;
const view = this.unitViews.get(unit.id);
this.phase = 'command';
this.clearMarkers();
soundDirector.playSelect();
this.showCommandMenu(unit, view?.sprite.x ?? this.tileCenterX(unit.x), view?.sprite.y ?? this.tileCenterY(unit.y));
this.renderUnitDetail(unit, '공격 선택을 취소했습니다. 명령을 다시 선택하세요.');
return true;
}
private cancelPendingMove() {
if (this.phase !== 'command' || !this.pendingMove) {
return false;
@@ -1038,6 +1479,142 @@ export class BattleScene extends Phaser.Scene {
view.label.setBackgroundColor('');
}
private applyDefeatedStyle(unit: UnitData) {
const view = this.unitViews.get(unit.id);
if (!view) {
return;
}
view.sprite.stop();
view.sprite.disableInteractive();
view.sprite.postFX.clear();
view.sprite.postFX.addColorMatrix().grayscale(1);
view.sprite.setAlpha(0.22);
view.sprite.setTint(0x4f4f4f);
view.label.setAlpha(0.3);
view.label.setColor('#8a8a8a');
}
private faceUnitToward(unit: UnitData, target: UnitData) {
const view = this.unitViews.get(unit.id);
if (!view) {
return;
}
const direction = this.directionFromDelta(target.x - unit.x, target.y - unit.y);
this.syncUnitMotion(unit, view, direction);
}
private flashDamage(unit: UnitData, damage: number) {
const view = this.unitViews.get(unit.id);
if (!view) {
return;
}
const popup = this.add.text(view.sprite.x, view.sprite.y - this.layout.tileSize * 0.5, `-${damage}`, {
fontFamily: '"Malgun Gothic", "Noto Sans KR", sans-serif',
fontSize: '20px',
color: '#ffdf7b',
stroke: '#220909',
strokeThickness: 4,
fontStyle: '700'
});
popup.setOrigin(0.5);
popup.setDepth(30);
view.sprite.setTintFill(0xffe0a3);
this.time.delayedCall(120, () => {
if (unit.hp <= 0) {
this.applyDefeatedStyle(unit);
} else {
view.sprite.clearTint();
this.syncUnitMotion(unit, view);
}
});
this.tweens.add({
targets: popup,
y: popup.y - 28,
alpha: 0,
duration: 520,
ease: 'Sine.easeOut',
onComplete: () => popup.destroy()
});
}
private showTurnEndPrompt(message?: string) {
this.hideTurnEndPrompt();
const width = 360;
const height = 156;
const left = this.layout.mapX + this.layout.mapWidth / 2 - width / 2;
const top = this.layout.mapY + this.layout.mapHeight / 2 - height / 2;
const panel = this.add.rectangle(left, top, width, height, 0x101821, 0.96);
panel.setOrigin(0);
panel.setDepth(40);
panel.setStrokeStyle(2, palette.gold, 0.9);
this.turnPromptObjects.push(panel);
const title = this.add.text(left + width / 2, top + 26, '모든 아군의 행동이 종료되었습니다.', {
fontFamily: '"Malgun Gothic", "Noto Sans KR", sans-serif',
fontSize: '20px',
color: '#f2e3bf',
fontStyle: '700'
});
title.setOrigin(0.5);
title.setDepth(41);
this.turnPromptObjects.push(title);
const body = this.add.text(left + width / 2, top + 58, '턴을 종료하시겠습니까?', {
fontFamily: '"Malgun Gothic", "Noto Sans KR", sans-serif',
fontSize: '17px',
color: '#d4dce6'
});
body.setOrigin(0.5);
body.setDepth(41);
this.turnPromptObjects.push(body);
const buttons = [
{ label: '턴 종료', x: left + 106, action: () => this.endAllyTurn() },
{ label: '전장 확인', x: left + 254, action: () => this.hideTurnEndPrompt() }
];
buttons.forEach(({ label, x, action }) => {
const bg = this.add.rectangle(x, top + 112, 116, 36, 0x1a2630, 0.95);
bg.setDepth(41);
bg.setStrokeStyle(1, label === '턴 종료' ? palette.gold : palette.blue, 0.72);
bg.setInteractive({ useHandCursor: true });
bg.on('pointerover', () => bg.setFillStyle(0x283947, 0.98));
bg.on('pointerout', () => bg.setFillStyle(0x1a2630, 0.95));
bg.on('pointerdown', action);
this.turnPromptObjects.push(bg);
const text = this.add.text(x, top + 112, label, {
fontFamily: '"Malgun Gothic", "Noto Sans KR", sans-serif',
fontSize: '16px',
color: '#f2e3bf',
fontStyle: '700'
});
text.setOrigin(0.5);
text.setDepth(42);
text.setInteractive({ useHandCursor: true });
text.on('pointerdown', action);
this.turnPromptObjects.push(text);
});
void message;
}
private hideTurnEndPrompt() {
this.turnPromptObjects.forEach((object) => object.destroy());
this.turnPromptObjects = [];
}
private pushBattleLog(message: string) {
const firstLine = message.split('\n')[0];
this.battleLog = [firstLine, ...this.battleLog].slice(0, 8);
}
private renderBondPanel(message?: string) {
this.clearSidePanelContent();
const { panelX, panelY, panelWidth } = this.layout;
@@ -1406,6 +1983,14 @@ export class BattleScene extends Phaser.Scene {
}, 0);
}
private equipmentDefenseBonus(unit: UnitData) {
return equipmentSlots.reduce((total, slot) => {
const item = getItem(unit.equipment[slot].itemId);
const levelBonus = slot === 'armor' ? unit.equipment[slot].level - 1 : 0;
return total + (item.defenseBonus ?? 0) + levelBonus;
}, 0);
}
private renderSmallValueBox(x: number, y: number, label: string, value: string) {
const boxWidth = (this.layout.panelWidth - 60) / 2;
const bg = this.trackSideObject(this.add.rectangle(x, y, boxWidth, 38, 0x16212d, 0.92));
@@ -1511,11 +2096,14 @@ export class BattleScene extends Phaser.Scene {
: null,
actedUnitIds: Array.from(this.actedUnitIds),
attackIntents: this.attackIntents.map((intent) => ({ ...intent })),
battleLog: [...this.battleLog],
units: firstBattleUnits.map((unit) => ({
id: unit.id,
name: unit.name,
faction: unit.faction,
classKey: unit.classKey,
ai: unit.faction === 'enemy' ? this.enemyBehavior(unit) : null,
attackRange: this.attackRange(unit),
hp: unit.hp,
maxHp: unit.maxHp,
x: unit.x,