import Phaser from 'phaser'; import { soundDirector } from '../audio/SoundDirector'; import { equipmentExpToNext, equipmentSlotLabels, equipmentSlots, getItem, type EquipmentSlot } from '../data/battleItems'; import { getUnitClass } from '../data/battleRules'; import { defaultBattleScenario, secondBattleScenario } from '../data/battles'; import { firstBattleBonds, firstBattleUnits, secondBattleIntroPages, type PortraitKey, type UnitData } from '../data/scenario'; import { applyCampBondExp, getCampaignState, getFirstBattleReport, markCampaignStep, saveCampaignState, type CampaignState, type FirstBattleReport } from '../state/campaignState'; import { palette } from '../ui/palette'; type CampTab = 'status' | 'dialogue' | 'supplies'; type CampDialogue = { id: string; title: string; unitIds: [string, string]; bondId: string; rewardExp: number; lines: string[]; }; type CampTabButtonView = { tab: CampTab; bg: Phaser.GameObjects.Rectangle; text: Phaser.GameObjects.Text; }; type CampSupplyDefinition = { label: string; title: string; description: string; healHp: number; bondExp: number; }; type SortieChecklistItem = { label: string; complete: boolean; detail: string; }; const portraitKeys: Record = { liuBei: 'portrait-liu-bei', guanYu: 'portrait-guan-yu', zhangFei: 'portrait-zhang-fei' }; const portraitByUnitId: Record = { 'liu-bei': 'liuBei', 'guan-yu': 'guanYu', 'zhang-fei': 'zhangFei' }; const campSupplies: CampSupplyDefinition[] = [ { label: '콩', title: '콩', description: '선택 장수의 병력을 12 회복합니다.', healHp: 12, bondExp: 0 }, { label: '탁주', title: '탁주', description: '선택 장수의 병력을 8 회복하고 연결된 공명 경험치를 2 올립니다.', healHp: 8, bondExp: 2 } ]; const campSupplyByLabel = new Map(campSupplies.map((supply) => [supply.label, supply])); const campDialogues: CampDialogue[] = [ { id: 'liu-guan-after-first-battle', title: '의리를 다지는 밤', unitIds: ['liu-bei', 'guan-yu'], bondId: 'liu-bei__guan-yu', rewardExp: 14, lines: [ '유비: 운장, 오늘 그대가 앞을 막아 주지 않았다면 백성들을 지키지 못했을 것이오.', '관우: 형님의 뜻이 분명했기에 칼을 들 수 있었습니다. 다음 싸움에서도 길을 열겠습니다.', '유비: 우리의 맹세가 전장에서 더 단단해지는구려.' ] }, { id: 'liu-zhang-after-first-battle', title: '거친 용기를 붙잡다', unitIds: ['liu-bei', 'zhang-fei'], bondId: 'liu-bei__zhang-fei', rewardExp: 14, lines: [ '장비: 형님, 다음엔 제가 먼저 뛰쳐나가 두령 놈을 단번에 꺾겠습니다!', '유비: 익덕의 용맹은 든든하나, 백성이 뒤에 있음을 잊지 말아야 하오.', '장비: 하하! 형님 말이라면 참아 보겠습니다. 대신 싸울 때는 크게 치겠습니다.' ] }, { id: 'guan-zhang-after-first-battle', title: '칼과 창의 약속', unitIds: ['guan-yu', 'zhang-fei'], bondId: 'guan-yu__zhang-fei', rewardExp: 12, lines: [ '관우: 익덕, 적이 흩어질 때 너무 깊이 들어가면 형님이 걱정하신다.', '장비: 운장 형님이 옆을 받쳐 준다면 걱정할 일이 없지 않습니까?', '관우: 좋다. 다음 전장에서는 서로의 빈틈을 먼저 살피자.' ] } ]; export class CampScene extends Phaser.Scene { private campaign?: CampaignState; private report?: FirstBattleReport; private selectedUnitId = 'liu-bei'; private activeTab: CampTab = 'status'; private selectedDialogueId = campDialogues[0].id; private contentObjects: Phaser.GameObjects.GameObject[] = []; private dialogueObjects: Phaser.GameObjects.GameObject[] = []; private sortieObjects: Phaser.GameObjects.GameObject[] = []; private tabButtons: CampTabButtonView[] = []; private visitedTabs = new Set(); constructor() { super('CampScene'); } create() { this.contentObjects = []; this.dialogueObjects = []; this.sortieObjects = []; this.tabButtons = []; this.visitedTabs = new Set(['status']); this.campaign = getCampaignState(); this.report = this.campaign.firstBattleReport ?? getFirstBattleReport() ?? this.createFallbackReport(); this.selectedUnitId = this.currentUnits().find((unit) => unit.faction === 'ally')?.id ?? 'liu-bei'; soundDirector.playMusic('militia-theme'); const { width, height } = this.scale; this.add.image(width / 2, height / 2, 'story-militia').setDisplaySize(width * 1.08, height * 1.08).setAlpha(0.62); this.add.rectangle(0, 0, width, height, 0x06090d, 0.54).setOrigin(0); this.add.rectangle(0, 0, width, 84, 0x06090d, 0.52).setOrigin(0); this.add.text(42, 28, '탁현 의용군 군영', { fontFamily: '"Malgun Gothic", "Noto Sans KR", sans-serif', fontSize: '30px', color: '#f2e3bf', fontStyle: '700', stroke: '#05070a', strokeThickness: 4 }); this.add.text(42, 64, this.reportSummary(), { fontFamily: '"Malgun Gothic", "Noto Sans KR", sans-serif', fontSize: '14px', color: '#d4dce6' }); this.renderStaticButtons(); this.render(); } private createFallbackReport(): FirstBattleReport { const allies = firstBattleUnits.filter((unit) => unit.faction === 'ally'); return { battleId: defaultBattleScenario.id, battleTitle: defaultBattleScenario.title, outcome: 'victory', turnNumber: 1, rewardGold: 300, defeatedEnemies: 0, totalEnemies: firstBattleUnits.filter((unit) => unit.faction === 'enemy').length, objectives: [], units: allies.map((unit) => JSON.parse(JSON.stringify(unit)) as UnitData), bonds: firstBattleBonds.map((bond) => ({ ...bond, battleExp: 0 })), itemRewards: [], completedCampDialogues: [], createdAt: new Date().toISOString() }; } private reportSummary() { if (!this.report) { return ''; } const achieved = this.report.objectives.filter((objective) => objective.achieved).length; const gold = this.campaign?.gold ?? this.report.rewardGold; return `첫 전투 ${this.report.turnNumber}턴 승리 · 군자금 ${gold} · 목표 ${achieved}/${this.report.objectives.length} · 격파 ${this.report.defeatedEnemies}/${this.report.totalEnemies}`; } private renderStaticButtons() { this.addTabButton('장수', 'status', 742, 38); this.addTabButton('대화', 'dialogue', 830, 38); this.addTabButton('정비', 'supplies', 918, 38); this.addCommandButton('저장', 1002, 38, 76, () => { soundDirector.playSelect(); this.campaign = saveCampaignState(getCampaignState()); this.showCampNotice(`슬롯 ${this.campaign.activeSaveSlot}에 군영 진행을 저장했습니다.`); this.render(); }); this.addCommandButton('다음 이야기', 1120, 38, 142, () => { soundDirector.playSelect(); this.showSortiePrep(); }); } private addTabButton(label: string, tab: CampTab, x: number, y: number) { const bg = this.add.rectangle(x, y, 76, 34, 0x182431, 0.94); bg.setStrokeStyle(1, palette.blue, 0.62); bg.setInteractive({ useHandCursor: true }); bg.on('pointerdown', () => { soundDirector.playSelect(); this.activeTab = tab; this.render(); }); const text = this.add.text(x, y, label, { fontFamily: '"Malgun Gothic", "Noto Sans KR", sans-serif', fontSize: '16px', color: '#f2e3bf', fontStyle: '700' }); text.setOrigin(0.5); text.setInteractive({ useHandCursor: true }); text.on('pointerdown', () => { soundDirector.playSelect(); this.activeTab = tab; this.render(); }); this.tabButtons.push({ tab, bg, text }); this.updateTabButtons(); } private updateTabButtons() { this.tabButtons.forEach(({ tab, bg, text }) => { const active = this.activeTab === tab; bg.setFillStyle(active ? 0x25384a : 0x182431, active ? 0.98 : 0.94); bg.setStrokeStyle(1, active ? palette.gold : palette.blue, active ? 0.86 : 0.62); text.setColor(active ? '#fff2b8' : '#f2e3bf'); }); } private addCommandButton(label: string, x: number, y: number, width: number, action: () => void) { const bg = this.add.rectangle(x, y, width, 36, 0x1a2630, 0.96); bg.setStrokeStyle(1, palette.gold, 0.8); bg.setInteractive({ useHandCursor: true }); bg.on('pointerover', () => bg.setFillStyle(0x283947, 0.98)); bg.on('pointerout', () => bg.setFillStyle(0x1a2630, 0.96)); bg.on('pointerdown', action); const text = this.add.text(x, y, label, { fontFamily: '"Malgun Gothic", "Noto Sans KR", sans-serif', fontSize: '16px', color: '#f2e3bf', fontStyle: '700' }); text.setOrigin(0.5); text.setInteractive({ useHandCursor: true }); text.on('pointerdown', action); } private render() { this.clearContent(); this.visitedTabs.add(this.activeTab); this.updateTabButtons(); this.renderUnitColumn(); this.renderReportPanel(); if (this.activeTab === 'dialogue') { this.renderDialoguePanel(); return; } if (this.activeTab === 'supplies') { this.renderSuppliesPanel(); return; } this.renderStatusPanel(); } private showSortiePrep() { this.hideSortiePrep(); this.campaign = getCampaignState(); this.report = this.campaign.firstBattleReport ?? this.report; const depth = 40; const width = 900; const height = 560; const x = Math.floor((this.scale.width - width) / 2); const y = Math.floor((this.scale.height - height) / 2); const shade = this.trackSortie(this.add.rectangle(0, 0, this.scale.width, this.scale.height, 0x020406, 0.68)); shade.setOrigin(0); shade.setDepth(depth); shade.setInteractive(); const panel = this.trackSortie(this.add.rectangle(x, y, width, height, 0x101820, 0.98)); panel.setOrigin(0); panel.setDepth(depth + 1); panel.setStrokeStyle(3, palette.gold, 0.92); const title = this.trackSortie(this.add.text(x + 34, y + 28, '출진 준비', this.textStyle(30, '#f2e3bf', true))); title.setDepth(depth + 2); const subtitle = this.trackSortie( this.add.text(x + 34, y + 70, '다음 전장으로 향하기 전 부대 상태와 준비 항목을 확인합니다.', this.textStyle(15, '#d4dce6')) ); subtitle.setDepth(depth + 2); this.renderSortieBriefing(x + 34, y + 112, 396, 152, depth + 2); this.renderSortieChecklist(x + 462, y + 112, 404, 170, depth + 2); this.renderSortieUnitSummary(x + 34, y + 292, 832, 148, depth + 2); this.renderSortieRewardHint(x + 34, y + 462, 548, 52, depth + 2); this.addSortieButton('군영으로', x + width - 298, y + height - 44, 124, () => { soundDirector.playSelect(); this.hideSortiePrep(); }, depth + 3); this.addSortieButton('출진', x + width - 152, y + height - 44, 124, () => { soundDirector.playSelect(); this.startVictoryStory(); }, depth + 3); } private renderSortieBriefing(x: number, y: number, width: number, height: number, depth: number) { const bg = this.trackSortie(this.add.rectangle(x, y, width, height, 0x0d141c, 0.92)); bg.setOrigin(0); bg.setDepth(depth); bg.setStrokeStyle(1, palette.blue, 0.48); const briefing = this.nextSortieBriefing(); this.trackSortie(this.add.text(x + 18, y + 14, briefing.eyebrow, this.textStyle(18, '#f2e3bf', true))).setDepth(depth + 1); this.trackSortie(this.add.text(x + 18, y + 48, briefing.title, this.textStyle(23, '#d8b15f', true))).setDepth(depth + 1); this.trackSortie( this.add.text(x + 18, y + 84, briefing.description, { ...this.textStyle(14, '#d4dce6'), wordWrap: { width: width - 36, useAdvancedWrap: true }, lineSpacing: 4 }) ).setDepth(depth + 1); } private renderSortieChecklist(x: number, y: number, width: number, height: number, depth: number) { const bg = this.trackSortie(this.add.rectangle(x, y, width, height, 0x0d141c, 0.92)); bg.setOrigin(0); bg.setDepth(depth); bg.setStrokeStyle(1, palette.gold, 0.5); this.trackSortie(this.add.text(x + 18, y + 14, '준비 체크', this.textStyle(18, '#f2e3bf', true))).setDepth(depth + 1); this.sortieChecklist().forEach((item, index) => { const rowY = y + 42 + index * 27; const color = item.complete ? '#a8ffd0' : '#ffdf7b'; const status = item.complete ? '완료' : '주의'; this.trackSortie(this.add.text(x + 18, rowY, status, this.textStyle(13, color, true))).setDepth(depth + 1); this.trackSortie(this.add.text(x + 70, rowY, item.label, this.textStyle(14, '#d4dce6', true))).setDepth(depth + 1); const detail = this.trackSortie(this.add.text(x + 190, rowY, item.detail, this.textStyle(12, item.complete ? '#9fb0bf' : '#d8b15f'))); detail.setDepth(depth + 1); }); } private renderSortieUnitSummary(x: number, y: number, width: number, height: number, depth: number) { const bg = this.trackSortie(this.add.rectangle(x, y, width, height, 0x0d141c, 0.92)); bg.setOrigin(0); bg.setDepth(depth); bg.setStrokeStyle(1, palette.blue, 0.48); this.trackSortie(this.add.text(x + 18, y + 14, '출진 부대', this.textStyle(18, '#f2e3bf', true))).setDepth(depth + 1); this.currentUnits() .filter((unit) => unit.faction === 'ally') .forEach((unit, index) => { const rowY = y + 52 + index * 30; this.trackSortie(this.add.text(x + 18, rowY, `${unit.name} Lv ${unit.level}`, this.textStyle(14, '#f2e3bf', true))).setDepth(depth + 1); this.trackSortie(this.add.text(x + 132, rowY, unit.className, this.textStyle(13, '#9fb0bf', true))).setDepth(depth + 1); this.trackSortie(this.add.text(x + 236, rowY, `병력 ${unit.hp}/${unit.maxHp}`, this.textStyle(13, '#d4dce6', true))).setDepth(depth + 1); this.drawSortieBar(x + 338, rowY + 6, 128, 7, unit.hp / unit.maxHp, palette.green, depth + 1); const equipment = equipmentSlots .map((slot) => { const state = unit.equipment[slot]; return `${equipmentSlotLabels[slot]} Lv${state.level}`; }) .join(' '); this.trackSortie(this.add.text(x + 496, rowY, equipment, this.textStyle(12, '#d4dce6'))).setDepth(depth + 1); }); } private renderSortieRewardHint(x: number, y: number, width: number, height: number, depth: number) { const bg = this.trackSortie(this.add.rectangle(x, y, width, height, 0x151f2a, 0.9)); bg.setOrigin(0); bg.setDepth(depth); bg.setStrokeStyle(1, palette.gold, 0.4); const completedDialogues = this.completedCampDialogues().length; const inventory = this.inventoryLabels().join(', '); const reward = this.campaign?.latestBattleId === secondBattleScenario.id ? '예상 보상: 다음 장 개방' : '예상 보상: 군자금, 소모품, 의용군 명성'; this.trackSortie(this.add.text(x + 16, y + 10, reward, this.textStyle(13, '#f2e3bf', true))).setDepth(depth + 1); this.trackSortie(this.add.text(x + 16, y + 30, `현재 준비: 대화 ${completedDialogues}/${campDialogues.length} · 보유 ${inventory || '없음'}`, this.textStyle(12, '#d4dce6'))).setDepth(depth + 1); } private nextSortieBriefing() { if (this.campaign?.latestBattleId === secondBattleScenario.id) { return { eyebrow: '다음 이야기', title: '넓어지는 전장', description: '황건 잔당 추격을 마친 의용군은 탁현을 넘어 더 큰 난세의 흐름을 마주합니다. 다음 장으로 향하기 전 전투 결과를 정리합니다.' }; } return { eyebrow: '다음 전장', title: secondBattleScenario.title, description: '탁현을 물러난 황건 잔당이 인근 마을을 위협하고 있습니다. 의용군은 첫 승리의 기세를 몰아 추격에 나섭니다.' }; } private sortieChecklist(): SortieChecklistItem[] { const units = this.currentUnits().filter((unit) => unit.faction === 'ally'); const liuBei = units.find((unit) => unit.id === 'liu-bei'); const injured = units.filter((unit) => unit.hp < unit.maxHp); const supplyCount = campSupplies.reduce((total, supply) => total + this.inventoryAmount(supply.label), 0); const completedDialogues = this.completedCampDialogues().length; return [ { label: '유비 생존', complete: Boolean(liuBei && liuBei.hp > 0), detail: liuBei ? `병력 ${liuBei.hp}/${liuBei.maxHp}` : '유비 없음' }, { label: '부상 장수 확인', complete: injured.length === 0, detail: injured.length === 0 ? '전원 완전한 병력' : `${injured.map((unit) => unit.name).join(', ')} 회복 권장` }, { label: '소모품 보유', complete: supplyCount > 0, detail: supplyCount > 0 ? `보유 ${supplyCount}` : '정비 탭에서 보급 확인' }, { label: '공명 대화', complete: completedDialogues >= campDialogues.length, detail: `${completedDialogues}/${campDialogues.length} 완료` }, { label: '장비 상태', complete: this.visitedTabs.has('status'), detail: this.visitedTabs.has('status') ? '장수 탭 확인됨' : '장수 탭 확인 권장' } ]; } private addSortieButton(label: string, x: number, y: number, width: number, action: () => void, depth: number) { const bg = this.trackSortie(this.add.rectangle(x, y, width, 36, 0x1a2630, 0.96)); bg.setDepth(depth); bg.setStrokeStyle(1, label === '출진' ? palette.gold : palette.blue, 0.78); bg.setInteractive({ useHandCursor: true }); bg.on('pointerover', () => bg.setFillStyle(0x283947, 0.98)); bg.on('pointerout', () => bg.setFillStyle(0x1a2630, 0.96)); bg.on('pointerdown', action); const text = this.trackSortie(this.add.text(x, y, label, this.textStyle(15, '#f2e3bf', true))); text.setOrigin(0.5); text.setDepth(depth + 1); text.setInteractive({ useHandCursor: true }); text.on('pointerdown', action); } private startVictoryStory() { if (this.campaign?.latestBattleId === secondBattleScenario.id) { this.scene.start('StoryScene', { pages: secondBattleScenario.victoryPages, nextScene: 'TitleScene' }); return; } markCampaignStep('second-battle'); this.scene.start('StoryScene', { pages: secondBattleIntroPages, nextScene: 'BattleScene', nextSceneData: { battleId: secondBattleScenario.id } }); } private hideSortiePrep() { this.sortieObjects.forEach((object) => object.destroy()); this.sortieObjects = []; } private trackSortie(object: T) { this.sortieObjects.push(object); return object; } private drawSortieBar(x: number, y: number, width: number, height: number, ratio: number, color: number, depth: number) { const track = this.trackSortie(this.add.rectangle(x, y, width, height, 0x070b10, 0.86)); track.setOrigin(0); track.setDepth(depth); const fill = this.trackSortie(this.add.rectangle(x, y, Math.max(2, width * Phaser.Math.Clamp(ratio, 0, 1)), height, color, 0.96)); fill.setOrigin(0); fill.setDepth(depth + 1); } private renderUnitColumn() { const allies = this.currentUnits().filter((unit) => unit.faction === 'ally'); allies.forEach((unit, index) => { const x = 42; const y = 120 + index * 150; const active = this.selectedUnitId === unit.id; const bg = this.track(this.add.rectangle(x, y, 318, 126, active ? 0x25384a : 0x111922, active ? 0.96 : 0.86)); bg.setOrigin(0); bg.setStrokeStyle(2, active ? palette.gold : palette.blue, active ? 0.9 : 0.46); bg.setInteractive({ useHandCursor: true }); bg.on('pointerdown', () => { soundDirector.playSelect(); this.selectedUnitId = unit.id; this.render(); }); const portraitKey = portraitByUnitId[unit.id]; if (portraitKey) { const portrait = this.track(this.add.image(x + 58, y + 62, portraitKeys[portraitKey])); portrait.setDisplaySize(92, 92); } this.track(this.add.text(x + 116, y + 20, `${unit.name} Lv ${unit.level}`, this.textStyle(21, '#f2e3bf', true))); this.track(this.add.text(x + 116, y + 51, `${unit.className} · HP ${unit.hp}/${unit.maxHp}`, this.textStyle(14, '#d4dce6'))); this.track(this.add.text(x + 116, y + 78, `경험 ${unit.exp}/100`, this.textStyle(14, '#d8b15f', true))); this.drawBar(x + 116, y + 104, 176, 8, unit.exp / 100, palette.gold); }); } private renderReportPanel() { const report = this.report; if (!report) { return; } const x = 42; const y = 590; const bg = this.track(this.add.rectangle(x, y, 1180, 84, 0x101820, 0.86)); bg.setOrigin(0); bg.setStrokeStyle(1, palette.gold, 0.48); this.track(this.add.text(x + 18, y + 14, '전투 보고', this.textStyle(18, '#f2e3bf', true))); this.track( this.add.text( x + 18, y + 43, `MVP ${report.mvp?.name ?? '-'} · 보상 ${report.rewardGold} · 전리품 ${report.itemRewards.join(', ') || '없음'}`, this.textStyle(15, '#d4dce6') ) ); } private renderStatusPanel() { const unit = this.selectedUnit(); if (!unit) { return; } const x = 394; const y = 120; const bg = this.track(this.add.rectangle(x, y, 828, 444, 0x101820, 0.9)); bg.setOrigin(0); bg.setStrokeStyle(1, palette.blue, 0.56); const unitClass = getUnitClass(unit.classKey); const portraitKey = portraitByUnitId[unit.id]; const portraitFrame = this.track(this.add.rectangle(x + 84, y + 90, 122, 122, 0x0b1219, 0.92)); portraitFrame.setStrokeStyle(2, palette.gold, 0.62); if (portraitKey) { const portrait = this.track(this.add.image(x + 84, y + 90, portraitKeys[portraitKey])); portrait.setDisplaySize(112, 112); } this.track(this.add.text(x + 166, y + 22, `${unit.name} Lv ${unit.level}`, this.textStyle(27, '#f2e3bf', true))); this.track(this.add.text(x + 166, y + 60, `${unit.className} · ${unitClass.family} · ${unitClass.role}`, this.textStyle(15, '#d8b15f', true))); this.track( this.add.text(x + 166, y + 91, unitClass.description, { ...this.textStyle(14, '#d4dce6'), wordWrap: { width: 324, useAdvancedWrap: true }, lineSpacing: 2 }) ); this.renderDetailGauge('병력', `${unit.hp}/${unit.maxHp}`, unit.hp / unit.maxHp, x + 166, y + 142, 300, palette.green); this.renderDetailGauge('경험', `${unit.exp}/100`, unit.exp / 100, x + 166, y + 168, 300, palette.gold); const statX = x + 524; const stats = [ ['공격', unit.attack], ['이동', unit.move], ['무력', unit.stats.might], ['지력', unit.stats.intelligence], ['통솔', unit.stats.leadership], ['민첩', unit.stats.agility], ['운', unit.stats.luck] ] as const; stats.forEach(([label, value], index) => { this.renderStatCard(label, `${value}`, statX + (index % 2) * 128, y + 22 + Math.floor(index / 2) * 42, 116); }); this.track(this.add.text(x + 24, y + 210, '장비', this.textStyle(20, '#f2e3bf', true))); equipmentSlots.forEach((slot, index) => { this.renderEquipmentCard(unit, slot, x + 24 + index * 260, y + 244, 244, 102); }); this.renderSelectedUnitBondPanel(unit, x + 24, y + 362, 780); } private renderDialoguePanel() { const x = 394; const y = 120; const bg = this.track(this.add.rectangle(x, y, 828, 444, 0x101820, 0.9)); bg.setOrigin(0); bg.setStrokeStyle(1, palette.gold, 0.58); this.track(this.add.text(x + 24, y + 22, '장수 대화', this.textStyle(24, '#f2e3bf', true))); this.track(this.add.text(x + 24, y + 56, '대화를 보면 해당 장수들의 공명 경험치가 오릅니다.', this.textStyle(14, '#d4dce6'))); campDialogues.forEach((dialogue, index) => { const completed = this.completedCampDialogues().includes(dialogue.id); const rowY = y + 96 + index * 64; const selected = this.selectedDialogueId === dialogue.id; const row = this.track(this.add.rectangle(x + 24, rowY, 320, 48, selected ? 0x25384a : 0x151f2a, selected ? 0.96 : 0.86)); row.setOrigin(0); row.setStrokeStyle(1, completed ? palette.green : selected ? palette.gold : palette.blue, selected ? 0.72 : 0.46); row.setInteractive({ useHandCursor: true }); row.on('pointerdown', () => { soundDirector.playSelect(); this.selectedDialogueId = dialogue.id; this.render(); }); this.track(this.add.text(x + 38, rowY + 8, dialogue.title, this.textStyle(15, completed ? '#a8ffd0' : '#f2e3bf', true))); this.track(this.add.text(x + 38, rowY + 29, `${this.unitName(dialogue.unitIds[0])} · ${this.unitName(dialogue.unitIds[1])} 공명 +${dialogue.rewardExp}`, this.textStyle(12, '#9fb0bf'))); }); this.renderSelectedDialogue(x + 372, y + 96, 416, 300); this.renderBondList(x + 24, y + 308, 320); } private renderSelectedDialogue(x: number, y: number, width: number, height: number) { const dialogue = campDialogues.find((candidate) => candidate.id === this.selectedDialogueId) ?? campDialogues[0]; const completed = this.completedCampDialogues().includes(dialogue.id); const bg = this.track(this.add.rectangle(x, y, width, height, 0x0d141c, 0.92)); bg.setOrigin(0); bg.setStrokeStyle(1, completed ? palette.green : palette.gold, 0.5); this.track(this.add.text(x + 18, y + 16, dialogue.title, this.textStyle(20, '#f2e3bf', true))); this.track( this.add.text(x + 18, y + 52, dialogue.lines.join('\n\n'), { ...this.textStyle(15, '#d4dce6'), wordWrap: { width: width - 36, useAdvancedWrap: true }, lineSpacing: 5 }) ); const buttonLabel = completed ? '대화 완료' : `대화 보기 공명 +${dialogue.rewardExp}`; const button = this.track(this.add.rectangle(x + width / 2, y + height - 34, 220, 34, completed ? 0x17231d : 0x1a2630, 0.96)); button.setStrokeStyle(1, completed ? palette.green : palette.gold, 0.76); if (!completed) { button.setInteractive({ useHandCursor: true }); button.on('pointerdown', () => this.completeDialogue(dialogue)); } const text = this.track(this.add.text(x + width / 2, y + height - 34, buttonLabel, this.textStyle(15, completed ? '#a8ffd0' : '#f2e3bf', true))); text.setOrigin(0.5); if (!completed) { text.setInteractive({ useHandCursor: true }); text.on('pointerdown', () => this.completeDialogue(dialogue)); } } private renderBondList(x: number, y: number, width: number) { this.track(this.add.text(x, y, '공명', this.textStyle(18, '#f2e3bf', true))); this.currentBonds().forEach((bond, index) => { const rowY = y + 32 + index * 36; const first = this.unitName(bond.unitIds[0]); const second = this.unitName(bond.unitIds[1]); this.track(this.add.text(x, rowY, `${first}·${second} Lv ${bond.level}`, this.textStyle(13, '#d4dce6'))); this.drawBar(x + 136, rowY + 6, width - 136, 7, bond.exp / 100, bond.battleExp > 0 ? palette.gold : palette.blue); }); } private renderSuppliesPanel() { const x = 394; const y = 120; const bg = this.track(this.add.rectangle(x, y, 828, 444, 0x101820, 0.9)); bg.setOrigin(0); bg.setStrokeStyle(1, palette.blue, 0.56); this.track(this.add.text(x + 24, y + 22, '정비와 보급', this.textStyle(24, '#f2e3bf', true))); this.track(this.add.text(x + 24, y + 58, '소모품은 왼쪽에서 선택한 장수에게 사용됩니다.', this.textStyle(14, '#d4dce6'))); const unit = this.selectedUnit(); if (unit) { this.renderSupplyTargetCard(unit, x + 24, y + 94, 342, 86); } campSupplies.forEach((supply, index) => { this.renderSupplyUseRow(supply, x + 390, y + 94 + index * 74, 390); }); this.track(this.add.text(x + 24, y + 202, '전리품과 명성', this.textStyle(19, '#f2e3bf', true))); const trophies = this.nonConsumableInventoryLabels(); if (trophies.length === 0) { this.track(this.add.text(x + 24, y + 236, '소모품 외 전리품 없음', this.textStyle(13, '#9fb0bf'))); } else { trophies.forEach((reward, index) => { this.renderSupplyBox(reward, x + 24 + index * 154, y + 232); }); } this.track(this.add.text(x + 24, y + 306, '부대 장비 요약', this.textStyle(19, '#f2e3bf', true))); this.currentUnits() .filter((unit) => unit.faction === 'ally') .forEach((unit, index) => { const rowY = y + 342 + index * 30; this.track(this.add.text(x + 24, rowY, unit.name, this.textStyle(14, '#f2e3bf', true))); equipmentSlots.forEach((slot, slotIndex) => { const state = unit.equipment[slot]; const item = getItem(state.itemId); const slotX = x + 104 + slotIndex * 220; this.track(this.add.text(slotX, rowY - 2, `${equipmentSlotLabels[slot]} ${item.name} Lv${state.level}`, this.textStyle(11, '#d4dce6'))); this.drawBar(slotX, rowY + 17, 176, 6, state.exp / equipmentExpToNext(state.level), item.rank === 'treasure' ? palette.gold : palette.blue); }); }); } private renderSupplyBox(label: string, x: number, y: number) { const bg = this.track(this.add.rectangle(x, y, 138, 50, 0x151f2a, 0.9)); bg.setOrigin(0); bg.setStrokeStyle(1, palette.gold, 0.52); this.track(this.add.text(x + 14, y + 15, label, this.textStyle(16, '#f2e3bf', true))); } private renderSupplyTargetCard(unit: UnitData, x: number, y: number, width: number, height: number) { const bg = this.track(this.add.rectangle(x, y, width, height, 0x0d141c, 0.92)); bg.setOrigin(0); bg.setStrokeStyle(1, palette.gold, 0.48); this.track(this.add.text(x + 16, y + 12, '사용 대상', this.textStyle(15, '#f2e3bf', true))); this.track(this.add.text(x + 16, y + 38, `${unit.name} ${unit.className} Lv ${unit.level}`, this.textStyle(16, '#d4dce6', true))); this.track(this.add.text(x + 16, y + 62, `병력 ${unit.hp}/${unit.maxHp}`, this.textStyle(13, '#9fb0bf', true))); this.drawBar(x + 118, y + 68, width - 138, 8, unit.hp / unit.maxHp, palette.green); } private renderSupplyUseRow(supply: CampSupplyDefinition, x: number, y: number, width: number) { const unit = this.selectedUnit(); const amount = this.inventoryAmount(supply.label); const enabled = Boolean(unit && this.canUseSupply(supply, unit)); const bg = this.track(this.add.rectangle(x, y, width, 62, enabled ? 0x151f2a : 0x111820, enabled ? 0.92 : 0.76)); bg.setOrigin(0); bg.setStrokeStyle(1, enabled ? palette.gold : 0x53606c, enabled ? 0.62 : 0.38); this.track(this.add.text(x + 14, y + 10, `${supply.title} x${amount}`, this.textStyle(16, amount > 0 ? '#f2e3bf' : '#7f8994', true))); this.track( this.add.text(x + 14, y + 34, supply.description, { ...this.textStyle(12, enabled ? '#c8d2dd' : '#77818c'), wordWrap: { width: width - 128, useAdvancedWrap: true } }) ); const button = this.track(this.add.rectangle(x + width - 54, y + 31, 82, 30, enabled ? 0x1a2630 : 0x121922, enabled ? 0.96 : 0.72)); button.setStrokeStyle(1, enabled ? palette.gold : 0x53606c, enabled ? 0.76 : 0.42); const buttonText = this.track(this.add.text(x + width - 54, y + 31, enabled ? '사용' : '불가', this.textStyle(13, enabled ? '#f2e3bf' : '#7f8994', true))); buttonText.setOrigin(0.5); if (enabled) { const action = () => this.useSupply(supply); button.setInteractive({ useHandCursor: true }); button.on('pointerover', () => button.setFillStyle(0x283947, 0.98)); button.on('pointerout', () => button.setFillStyle(0x1a2630, 0.96)); button.on('pointerdown', action); buttonText.setInteractive({ useHandCursor: true }); buttonText.on('pointerdown', action); } } private canUseSupply(supply: CampSupplyDefinition, unit: UnitData) { if (this.inventoryAmount(supply.label) <= 0) { return false; } if (supply.healHp > 0 && unit.hp < unit.maxHp) { return true; } return supply.bondExp > 0 && this.currentBonds().some((bond) => bond.unitIds.includes(unit.id)); } private useSupply(supply: CampSupplyDefinition) { const campaign = this.campaign ?? getCampaignState(); const target = campaign.roster.find((unit) => unit.id === this.selectedUnitId); if (!target) { this.showCampNotice('사용할 장수를 선택하세요.'); return; } if ((campaign.inventory[supply.label] ?? 0) <= 0) { this.showCampNotice(`${supply.title}이 없습니다.`); return; } const previousHp = target.hp; target.hp = Math.min(target.maxHp, target.hp + supply.healHp); const hpGain = target.hp - previousHp; const bondGain = this.applySupplyBondExp(campaign, target.id, supply.bondExp); if (hpGain <= 0 && bondGain <= 0) { this.showCampNotice(`${target.name}에게 지금은 사용할 필요가 없습니다.`); return; } campaign.inventory[supply.label] -= 1; if (campaign.inventory[supply.label] <= 0) { delete campaign.inventory[supply.label]; } this.syncReportUnitHp(campaign, target.id, target.hp); this.campaign = saveCampaignState(campaign); this.report = this.campaign.firstBattleReport ?? this.report; soundDirector.playEffect('exp-gain', { volume: 0.24, stopAfterMs: 620 }); const hpText = hpGain > 0 ? `병력 +${hpGain}` : ''; const bondText = bondGain > 0 ? `공명 +${supply.bondExp}` : ''; this.showCampNotice(`${target.name} ${supply.title} 사용 · ${[hpText, bondText].filter(Boolean).join(' / ')}`); this.render(); } private applySupplyBondExp(campaign: CampaignState, unitId: string, amount: number) { if (amount <= 0) { return 0; } let affected = 0; campaign.bonds .filter((bond) => bond.unitIds.includes(unitId)) .forEach((bond) => { this.advanceCampBond(bond, amount); affected += 1; const reportBond = campaign.firstBattleReport?.bonds.find((candidate) => candidate.id === bond.id); if (reportBond) { reportBond.level = bond.level; reportBond.exp = bond.exp; reportBond.battleExp = bond.battleExp; } }); return affected * amount; } private advanceCampBond(bond: CampaignState['bonds'][number], amount: number) { bond.battleExp += amount; bond.exp += amount; while (bond.exp >= 100) { bond.exp -= 100; bond.level = Math.min(100, bond.level + 1); } } private syncReportUnitHp(campaign: CampaignState, unitId: string, hp: number) { const reportUnit = campaign.firstBattleReport?.units.find((unit) => unit.id === unitId); if (reportUnit) { reportUnit.hp = hp; } } private renderDetailGauge(label: string, value: string, ratio: number, x: number, y: number, width: number, color: number) { this.track(this.add.text(x, y - 2, label, this.textStyle(13, '#9fb0bf', true))); this.drawBar(x + 54, y + 6, width - 134, 8, ratio, color); const valueText = this.track(this.add.text(x + width, y - 3, value, this.textStyle(13, '#f2e3bf', true))); valueText.setOrigin(1, 0); } private renderStatCard(label: string, value: string, x: number, y: number, width: number) { const bg = this.track(this.add.rectangle(x, y, width, 34, 0x151f2a, 0.82)); bg.setOrigin(0); bg.setStrokeStyle(1, 0x53606c, 0.38); this.track(this.add.text(x + 10, y + 8, label, this.textStyle(12, '#9fb0bf', true))); const valueText = this.track(this.add.text(x + width - 10, y + 5, value, this.textStyle(17, '#f2e3bf', true))); valueText.setOrigin(1, 0); } private renderEquipmentCard(unit: UnitData, slot: EquipmentSlot, x: number, y: number, width: number, height: number) { const state = unit.equipment[slot]; const item = getItem(state.itemId); const next = equipmentExpToNext(state.level); const isTreasure = item.rank === 'treasure'; const bg = this.track(this.add.rectangle(x, y, width, height, isTreasure ? 0x1f2430 : 0x151f2a, 0.92)); bg.setOrigin(0); bg.setStrokeStyle(1, isTreasure ? palette.gold : palette.blue, isTreasure ? 0.68 : 0.42); const iconFrame = this.track(this.add.rectangle(x + 28, y + 29, 42, 42, 0x0a1017, 0.92)); iconFrame.setStrokeStyle(1, isTreasure ? palette.gold : 0x53606c, isTreasure ? 0.72 : 0.48); const icon = this.track(this.add.image(x + 28, y + 29, `item-${item.id}`)); icon.setDisplaySize(30, 30); this.track(this.add.text(x + 58, y + 12, `${equipmentSlotLabels[slot]} · ${item.name}`, this.textStyle(14, isTreasure ? '#f4dfad' : '#d4dce6', true))); this.track(this.add.text(x + 58, y + 34, `${isTreasure ? '보물' : '일반'} Lv ${state.level}`, this.textStyle(12, isTreasure ? '#d8b15f' : '#9fb0bf', true))); const valueText = this.track(this.add.text(x + width - 12, y + 34, `${state.exp}/${next}`, this.textStyle(12, '#f0e4c8', true))); valueText.setOrigin(1, 0); this.drawBar(x + 58, y + 57, width - 74, 7, state.exp / next, isTreasure ? palette.gold : palette.blue); this.track( this.add.text(x + 14, y + 72, `${this.itemBonusText(item)} · ${item.effects[0] ?? item.description}`, { ...this.textStyle(11, '#c8d2dd'), wordWrap: { width: width - 28, useAdvancedWrap: true } }) ); } private renderSelectedUnitBondPanel(unit: UnitData, x: number, y: number, width: number) { const bonds = this.currentBonds().filter((bond) => bond.unitIds.includes(unit.id)); const bg = this.track(this.add.rectangle(x, y, width, 62, 0x0d141c, 0.9)); bg.setOrigin(0); bg.setStrokeStyle(1, palette.gold, 0.42); this.track(this.add.text(x + 14, y + 9, '공명 관계', this.textStyle(16, '#f2e3bf', true))); if (bonds.length === 0) { this.track(this.add.text(x + 120, y + 22, '아직 연결된 공명 관계가 없습니다.', this.textStyle(13, '#9fb0bf'))); return; } bonds.forEach((bond, index) => { const cardX = x + 116 + index * 322; const partnerId = bond.unitIds.find((unitId) => unitId !== unit.id) ?? bond.unitIds[0]; const partnerName = this.unitName(partnerId); this.track(this.add.text(cardX, y + 10, `${partnerName} · ${bond.title}`, this.textStyle(13, '#d4dce6', true))); this.track(this.add.text(cardX, y + 32, `Lv ${bond.level} ${bond.exp}/100 전투 +${bond.battleExp}`, this.textStyle(12, bond.battleExp > 0 ? '#d8b15f' : '#9fb0bf', true))); this.drawBar(cardX + 176, y + 38, 120, 7, bond.exp / 100, bond.battleExp > 0 ? palette.gold : palette.blue); }); } private itemBonusText(item: ReturnType) { const bonuses = [ item.attackBonus ? `공격 +${item.attackBonus}` : '', item.defenseBonus ? `방어 +${item.defenseBonus}` : '', item.strategyBonus ? `책략 +${item.strategyBonus}` : '' ].filter(Boolean); return bonuses.join(' / ') || '특수 보정 없음'; } private completeDialogue(dialogue: CampDialogue) { const updated = applyCampBondExp(dialogue.id, dialogue.bondId, dialogue.rewardExp); if (updated) { this.report = updated; this.campaign = getCampaignState(); } else if (this.report && !this.report.completedCampDialogues.includes(dialogue.id)) { this.report.completedCampDialogues.push(dialogue.id); const bond = this.report.bonds.find((candidate) => candidate.id === dialogue.bondId); if (bond) { bond.battleExp += dialogue.rewardExp; bond.exp += dialogue.rewardExp; } } soundDirector.playEffect('exp-gain', { volume: 0.28, stopAfterMs: 700 }); this.showDialogueReward(dialogue); this.render(); } private showDialogueReward(dialogue: CampDialogue) { this.showCampNotice(`${dialogue.title} 완료 · 공명 +${dialogue.rewardExp}`); } private showCampNotice(message: string) { this.dialogueObjects.forEach((object) => object.destroy()); this.dialogueObjects = []; const box = this.add.rectangle(this.scale.width / 2, 104, 440, 52, 0x101820, 0.96); box.setStrokeStyle(2, palette.gold, 0.84); box.setDepth(30); const text = this.add.text(this.scale.width / 2, 104, message, this.textStyle(17, '#f2e3bf', true)); text.setOrigin(0.5); text.setDepth(31); this.dialogueObjects.push(box, text); this.tweens.add({ targets: this.dialogueObjects, alpha: 0, delay: 1300, duration: 320, onComplete: () => { this.dialogueObjects.forEach((object) => object.destroy()); this.dialogueObjects = []; } }); } private selectedUnit() { return this.currentUnits().find((unit) => unit.id === this.selectedUnitId); } private unitName(unitId: string) { return this.currentUnits().find((unit) => unit.id === unitId)?.name ?? unitId; } private currentUnits() { if (this.campaign?.roster.length) { return this.campaign.roster; } return this.report?.units ?? []; } private currentBonds() { if (this.campaign?.bonds.length) { return this.campaign.bonds; } return this.report?.bonds ?? []; } private completedCampDialogues() { if (this.campaign) { return this.campaign.completedCampDialogues; } return this.report?.completedCampDialogues ?? []; } private inventoryLabels() { const inventory = this.campaign?.inventory ?? {}; const entries = Object.entries(inventory).filter(([, amount]) => amount > 0); if (entries.length > 0) { return entries.map(([label, amount]) => `${label} ${amount}`); } return this.report?.itemRewards.length ? this.report.itemRewards : ['콩 1', '탁주 1']; } private nonConsumableInventoryLabels() { const entries = Object.entries(this.campaign?.inventory ?? {}).filter(([label, amount]) => { return amount > 0 && !campSupplyByLabel.has(label); }); if (entries.length > 0) { return entries.map(([label, amount]) => `${label} ${amount}`); } return this.inventoryLabels().filter((label) => { const normalized = label.replace(/\s+\d+$/, '').trim(); return !campSupplyByLabel.has(normalized); }); } private inventoryAmount(label: string) { return this.campaign?.inventory[label] ?? 0; } private drawBar(x: number, y: number, width: number, height: number, ratio: number, color: number) { const track = this.track(this.add.rectangle(x, y, width, height, 0x070b10, 0.86)); track.setOrigin(0); const fill = this.track(this.add.rectangle(x, y, Math.max(2, width * Phaser.Math.Clamp(ratio, 0, 1)), height, color, 0.96)); fill.setOrigin(0); } private textStyle(fontSize: number, color: string, bold = false): Phaser.Types.GameObjects.Text.TextStyle { return { fontFamily: '"Malgun Gothic", "Noto Sans KR", sans-serif', fontSize: `${fontSize}px`, color, fontStyle: bold ? '700' : '400' }; } private track(object: T) { this.contentObjects.push(object); return object; } private clearContent() { this.contentObjects.forEach((object) => object.destroy()); this.contentObjects = []; } getDebugState() { return { scene: this.scene.key, activeTab: this.activeTab, sortieVisible: this.sortieObjects.length > 0, selectedUnitId: this.selectedUnitId, selectedDialogueId: this.selectedDialogueId, campaign: this.campaign ? { step: this.campaign.step, gold: this.campaign.gold, inventory: this.campaign.inventory, roster: this.campaign.roster.map((unit) => ({ id: unit.id, name: unit.name, hp: unit.hp, maxHp: unit.maxHp })), completedCampDialogues: this.campaign.completedCampDialogues } : null, report: this.report ? { rewardGold: this.report.rewardGold, objectives: this.report.objectives, completedCampDialogues: this.report.completedCampDialogues, bonds: this.report.bonds.map((bond) => ({ id: bond.id, level: bond.level, exp: bond.exp, battleExp: bond.battleExp })) } : null }; } }