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// packages/feature_game_spider/lib/controllers/spider_game_controller.dart
import 'dart:async';
import 'dart:math';
import 'package:flutter/material.dart';
import 'package:service_api/service_api.dart';
import '../models/spider_card.dart';
import '../models/spider_difficulty.dart';
import '../models/spider_game_state.dart';
class SpiderGameController with ChangeNotifier {
late final SpiderDifficulty difficulty;
late final String userId;
late final String? userName;
late SpiderGameState _currentState;
SpiderGameState get currentState => _currentState;
final List<SpiderGameHistory> _undoHistory = [];
Timer? _timer;
int _secondsElapsed = 0;
int get secondsElapsed => _secondsElapsed;
bool _isGameCompleted = false;
bool get isGameCompleted => _isGameCompleted;
List<SpiderCard> _draggedCards = [];
List<SpiderCard> get draggedCards => _draggedCards;
int _undoCount = 0;
int get undoCount => _undoCount;
static const int maxUndoCount = 5;
List<SpiderCard> _cardsToDealAnimate = [];
List<SpiderCard> get cardsToDealAnimate => _cardsToDealAnimate;
void clearDealAnimationTrigger() {
debugPrint("[LOG] clearDealAnimationTrigger: CALLED. Clearing animation queue (Current count: ${_cardsToDealAnimate.length}).");
_cardsToDealAnimate.clear();
}
List<SpiderCard> _cardsToAnimateStack = [];
List<SpiderCard> get cardsToAnimateStack => _cardsToAnimateStack;
int _animationSourcePileIndex = -1;
int get animationSourcePileIndex => _animationSourcePileIndex;
int _animationTargetFoundationIndex = -1;
int get animationTargetFoundationIndex => _animationTargetFoundationIndex;
bool get canUndo {
return _undoHistory.isNotEmpty &&
!_isGameCompleted &&
_undoCount < maxUndoCount;
}
void setUserInfo(String userId, String? userName) {
this.userId = userId;
this.userName = userName;
}
void startNewGame(SpiderDifficulty difficulty) {
this.difficulty = difficulty;
_undoHistory.clear();
_isGameCompleted = false;
_undoCount = 0;
_cardsToDealAnimate = [];
_cardsToAnimateStack = [];
final List<SpiderCard> deck = _createDeck(difficulty.numSuits);
deck.shuffle(Random());
final (List<List<SpiderCard>> tableau, List<SpiderCard> stock) =
_dealCards(deck, difficulty.numCardsDistribution);
_currentState = SpiderGameState(
tableau: tableau,
stock: stock,
foundation: [], // 👈 비어있는 리스트
moves: 0,
);
_startTimer();
notifyListeners();
}
void restartGame() {
startNewGame(difficulty);
}
// ( _createDeck, _dealCards, _startTimer, stopTimer 는 동일 )
List<SpiderCard> _createDeck(int numSuits) {
final List<SpiderSuit> suitsToUse =
SpiderSuit.values.take(numSuits).toList();
final List<SpiderCard> deck = [];
int cardId = 0;
final int setsPerSuit = (104 / 13) ~/ numSuits;
for (int i = 0; i < setsPerSuit; i++) {
for (final suit in suitsToUse) {
for (int rank = 1; rank <= 13; rank++) {
deck.add(SpiderCard(id: cardId++, suit: suit, rank: rank));
}
}
}
return deck;
}
(List<List<SpiderCard>>, List<SpiderCard>) _dealCards(
List<SpiderCard> shuffledDeck, String distribution) {
final List<List<SpiderCard>> tableau = List.generate(10, (_) => []);
final List<SpiderCard> stock = List.from(shuffledDeck);
final parts = distribution.split(',');
final int longStacksCount = 4;
final int longStackSize = int.parse(parts[0]);
final int shortStackSize = int.parse(parts[1]);
for (int i = 0; i < 10; i++) {
final int stackSize = (i < longStacksCount) ? longStackSize : shortStackSize;
for (int j = 0; j < stackSize; j++) {
tableau[i].add(stock.removeLast());
}
if (tableau[i].isNotEmpty) {
tableau[i].last.isFaceUp = true;
}
}
return (tableau, stock);
}
void _startTimer() {
_timer?.cancel();
_secondsElapsed = 0;
_timer = Timer.periodic(const Duration(seconds: 1), (timer) {
_secondsElapsed++;
notifyListeners();
});
}
void stopTimer() {
_timer?.cancel();
}
/// 🔽 덱 분배 (애니메이션 트리거)
void dealFromStock() {
debugPrint("[LOG] dealFromStock: CALLED. Checking conditions...");
if (_currentState.stock.isEmpty) {
debugPrint("[LOG] dealFromStock: FAILED (Stock is empty)");
return;
}
if (_isGameCompleted) {
debugPrint("[LOG] dealFromStock: FAILED (Game completed)");
return;
}
if (_cardsToDealAnimate.isNotEmpty) {
debugPrint("[LOG] dealFromStock: FAILED (Animation already in progress)");
return;
}
if (_draggedCards.isNotEmpty) {
debugPrint("[LOG] dealFromStock: FAILED (A card drag is in progress)");
return;
}
final bool hasEmptyPile = _currentState.tableau.any((pile) => pile.isEmpty);
debugPrint("[LOG] dealFromStock: Checking for empty piles... Result: $hasEmptyPile");
if (hasEmptyPile) {
debugPrint("[LOG] dealFromStock: FAILED (Empty pile found)");
return;
}
debugPrint("[LOG] dealFromStock: All checks passed. Saving undo state.");
_saveUndoState();
final int cardsToDealCount = min(10, _currentState.stock.length);
debugPrint("[LOG] dealFromStock: Preparing ${cardsToDealCount} cards for animation.");
for (int i = 0; i < cardsToDealCount; i++) {
_cardsToDealAnimate.add(_currentState.stock.removeLast());
}
debugPrint("[LOG] dealFromStock: Cards moved to _cardsToDealAnimate queue (Total: ${_cardsToDealAnimate.length}). Notifying listeners...");
notifyListeners();
}
/// 🔽 덱 분배 애니메이션이 끝난 후 UI가 호출
void finalizeDealFromStock(List<SpiderCard> dealtCards) {
debugPrint("[LOG] finalizeDealFromStock: CALLED. Finalizing ${dealtCards.length} cards.");
for (int i = 0; i < dealtCards.length; i++) {
final card = dealtCards[i];
card.isFaceUp = true;
_currentState.tableau[i].add(card);
}
_currentState = _currentState.copyWith(moves: _currentState.moves + 1);
debugPrint("[LOG] finalizeDealFromStock: FINISHED. Calling _checkCompletedStacks...");
_checkCompletedStacks();
}
// ( onDragStarted, onDragCancelled, onCardsDropped, _moveCards 는 동일 )
void onDragStarted(List<SpiderCard> cards) {
_draggedCards = cards;
for (var card in cards) { card.isBeingDragged = true; }
notifyListeners();
}
void onDragCancelled() {
for (var card in _draggedCards) { card.isBeingDragged = false; }
_draggedCards = [];
notifyListeners();
}
void onCardsDropped(List<SpiderCard> cards, int targetPileIndex) {
final int sourcePileIndex = _findPileIndexForCard(cards.first);
for (var card in cards) { card.isBeingDragged = false; }
_draggedCards = [];
_moveCards(cards, sourcePileIndex, targetPileIndex);
}
void _moveCards(List<SpiderCard> cards, int fromIndex, int toIndex) {
if (fromIndex == toIndex) {
notifyListeners(); return;
}
_saveUndoState();
final sourcePile = _currentState.tableau[fromIndex];
sourcePile.removeRange(sourcePile.length - cards.length, sourcePile.length);
if (sourcePile.isNotEmpty && !sourcePile.last.isFaceUp) {
sourcePile.last.isFaceUp = true;
}
final targetPile = _currentState.tableau[toIndex];
targetPile.addAll(cards);
_currentState = _currentState.copyWith(moves: _currentState.moves + 1);
_checkCompletedStacks();
}
int undo() {
if (!canUndo) return _undoCount;
final prevState = _undoHistory.removeLast();
_currentState = SpiderGameState.fromHistory(prevState);
_undoCount++;
notifyListeners();
return _undoCount;
}
// ( canPickUpCard, getDraggableStack, isValidMove 는 동일 )
bool canPickUpCard(SpiderCard card) {
for (final pile in _currentState.tableau) {
if (pile.isNotEmpty && pile.last == card) return true;
}
return false;
}
List<SpiderCard> getDraggableStack(SpiderCard tappedCard) {
final int pileIndex = _findPileIndexForCard(tappedCard);
if (pileIndex == -1) return [];
final pile = _currentState.tableau[pileIndex];
final int cardIndex = pile.indexOf(tappedCard);
if (cardIndex == -1 || !tappedCard.isFaceUp) return [];
final List<SpiderCard> draggableStack = [tappedCard];
for (int i = cardIndex + 1; i < pile.length; i++) {
final prevCard = pile[i - 1];
final currentCard = pile[i];
if (currentCard.isFaceUp &&
prevCard.rank == currentCard.rank + 1 &&
prevCard.suit == currentCard.suit)
{
draggableStack.add(currentCard);
} else {
return [];
}
}
return draggableStack;
}
bool isValidMove(List<SpiderCard> cardsToMove, int targetPileIndex) {
if (cardsToMove.isEmpty) return false;
final targetPile = _currentState.tableau[targetPileIndex];
if (targetPile.isEmpty) return true;
final SpiderCard topCardToMove = cardsToMove.first;
final SpiderCard targetTopCard = targetPile.last;
return topCardToMove.rank == targetTopCard.rank - 1;
}
/// 🔽 _checkCompletedStacks (애니메이션 트리거)
void _checkCompletedStacks() {
// 🔽 [수정] 애니메이션이 실행 중이면 중복 검사 방지
if (_cardsToAnimateStack.isNotEmpty) return;
bool stackCompleted = false;
for (int i = 0; i < _currentState.tableau.length; i++) {
final pile = _currentState.tableau[i];
if (pile.length < 13) continue;
final List<SpiderCard> last13Cards = pile.sublist(pile.length - 13);
bool isComplete = true;
final SpiderSuit targetSuit = last13Cards.first.suit;
for (int j = 0; j < 13; j++) {
final card = last13Cards[j];
if (!card.isFaceUp || card.suit != targetSuit || card.rank != (13 - j)) {
isComplete = false;
break;
}
}
if (isComplete) {
// 🔽 [수정] 컨트롤러의 큐에만 추가 (인덱스 저장)
_cardsToAnimateStack = last13Cards;
_animationSourcePileIndex = i;
_animationTargetFoundationIndex = _currentState.foundation.length;
stackCompleted = true;
break;
}
}
if (stackCompleted) {
notifyListeners(); // 👈 UI에 애니메이션을 그리라고 알림
} else {
_checkGameCompletion();
}
}
/// 🔽 [수정] 스택 완성 애니메이션이 끝난 후 UI가 호출 (인자 받도록 변경)
void finalizeStackCompletion(List<SpiderCard> cardsToAnimate, int sourceIndex) {
debugPrint("[LOG] finalizeStackCompletion: CALLED. Source Index: $sourceIndex");
// 🔽 [수정] 크래시 방지
if (sourceIndex < 0 || sourceIndex >= _currentState.tableau.length) {
debugPrint("[LOG] finalizeStackCompletion: FAILED. Invalid Source Index: $sourceIndex");
return;
}
_currentState.foundation.add(cardsToAnimate);
final pile = _currentState.tableau[sourceIndex];
if (pile.length >= cardsToAnimate.length) {
pile.removeRange(pile.length - cardsToAnimate.length, pile.length);
} else {
debugPrint("[LOG] finalizeStackCompletion: WARNING. Pile length was ${pile.length}, expected >= ${cardsToAnimate.length}.");
}
if (pile.isNotEmpty && !pile.last.isFaceUp) {
pile.last.isFaceUp = true;
}
// 🔽 [삭제] 인덱스 리셋 불필요 (지역 변수로 처리됨)
// _animationSourcePileIndex = -1;
// _animationTargetFoundationIndex = -1;
_checkGameCompletion(); // 👈 [핵심] 게임 완료 검사
}
// 🔽 [복원됨]
void clearStackAnimationTrigger() {
debugPrint("[LOG] clearStackAnimationTrigger: CALLED. Clearing animation queue (Current count: ${_cardsToAnimateStack.length}).");
_cardsToAnimateStack.clear();
}
void _checkGameCompletion() {
if (_currentState.foundation.length == 8 && !_isGameCompleted) {
_isGameCompleted = true;
stopTimer();
debugPrint("게임 완료! 이동: ${_currentState.moves}, 시간: $_secondsElapsed");
notifyListeners(); // 👈 [수정] 게임이 '완료'되었을 때만 notify
} else if (!_isGameCompleted) {
// 🔽 [수정] 게임이 완료되지 '않았을' 때도 notify (카드 이동 등을 반영하기 위해)
notifyListeners();
}
// (게임이 완료된 후에는 더 이상 notify하지 않음)
}
// ( _saveUndoState, _findPileIndexForCard, submitRank, dispose 는 동일 )
void _saveUndoState() {
_undoHistory.add(SpiderGameHistory.fromState(_currentState));
if (_undoHistory.length > 20) {
_undoHistory.removeAt(0);
}
}
int _findPileIndexForCard(SpiderCard card) {
return _currentState.tableau.indexWhere((pile) => pile.contains(card));
}
Future<RankSubmissionResult> submitRank(String playerName) async {
final puzzleService = PuzzleService();
final identityService = IdentityService();
final rankDto = UnifiedRankDto(
userId: userId,
gameType: 'SPIDER',
contextId: difficulty.contextId,
playerName: playerName,
primaryScore: _currentState.moves,
secondaryScore: _secondsElapsed,
);
final result = await puzzleService.submitRank(rankDto);
await identityService.saveUserName(playerName);
final int currentMaxLevel = await identityService.getMaxUnlockedLevel(gameType: 'SPIDER');
if (currentMaxLevel < 99) {
if (difficulty.levelIndex >= currentMaxLevel) {
int nextLevel = difficulty.levelIndex + 1;
if (nextLevel > SpiderDifficulties.allDifficulties.length) {
await identityService.saveMaxUnlockedLevel(99, gameType: 'SPIDER');
} else {
await identityService.saveMaxUnlockedLevel(nextLevel, gameType: 'SPIDER');
}
}
}
return result;
}
@override
void dispose() {
_timer?.cancel();
super.dispose();
}
}
extension GameStateCopyWith on SpiderGameState {
SpiderGameState copyWith({
List<List<SpiderCard>>? tableau,
List<SpiderCard>? stock,
List<List<SpiderCard>>? foundation,
int? moves,
}) {
return SpiderGameState(
tableau: tableau ?? this.tableau,
stock: stock ?? this.stock,
foundation: foundation ?? this.foundation,
moves: moves ?? this.moves,
);
}
}