refactor(cb): codeblock 메서드 161개를 cb/*.mjs 17 모듈로 분리 (codeblock 바이트 동일)
writeCodeblocks의 메서드를 연속-런 17 모듈(boot/state/soul/charselect/run/ deckturn/deckview/hand/combat/jobs/runend/render/reward/items/tooltip/map/shop)로 분리, methods 배열은 spread-concat(원본 순서 보존). prop 103개는 오케스트레이터 유지. 산출물 무변경(diffcheck: SlayDeckController.codeblock IDENTICAL). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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79
tools/deck/cb/jobs.mjs
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79
tools/deck/cb/jobs.mjs
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import { method, RUN_LENGTH, GOLD_PER_WIN, CARD_PRICE, REST_HEAL, RELIC_PRICE, ACT_COUNT, ACT_MAPS, LOBBY_MAP, LOBBY_SPAWN } from '../lib/codeblock.mjs';
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import { CARDS, ENEMIES, CLASSES, JOBS, SOUL_UNLOCKS, CARDFRAMES, RARITIES, MAP_ROWS, MAP_COLS, CHEST_CLOSED_RUID, CHEST_OPEN_RUID, NODEICONS, CHARS, CAM, RELICS, POTIONS, luaSoulShopTable, frameRuid, luaFramesTable, luaNodeIconsTable, luaRelicsTable, luaPotionsTable, luaIntentsArray, luaEnemiesTable, luaStr, luaJobsTable, luaCardsTable, luaDeckTable } from '../lib/data.mjs';
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import { UI_FILE, COMMON_FILE, UI_ROOT, GENERATED_UI_SECTIONS, UI_APPEND_ORDER, DISABLED_STOCK_CONTROLS, TRANSPARENT, DARK, GOLD, ATTACK, DEFEND, SKILL, DAMAGE_DIGIT_RUIDS, DAMAGE_POP_MAX_DIGITS, DAMAGE_POP_DIGIT_W, DAMAGE_POP_DIGIT_H, DAMAGE_POP_DIGIT_SPACING, MAX_MONSTERS, HEAD_OFFSET_Y, HP_BAR_W, WHITE, CARD_NAME_TEXT, CARD_DESC_TEXT, cardFaceLayout, CARD_W, CARD_H, CARD_SPACING, CARD_XS, ALIGN_CENTER, ALIGN_BOTTOM_CENTER, guid, transform, sprite, button, text, scrollLayoutGroup, popupLayerFor, uiOrderFor, displayOrderFor, applySortingOverride, entity, uiPath, sectionRoot, isGeneratedUiEntity, appendUiSection } from '../lib/ui-helpers.mjs';
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export const jobMethods = [
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method('ShowJobChoice', `self:SetEntityEnabled("/ui/DefaultGroup/CardHand", false)
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self:SetEntityEnabled("/ui/DefaultGroup/DeckHud", false)
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self:SetEntityEnabled("/ui/DefaultGroup/JobChoiceHud", true)`),
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method('PickJobReward', `self:SetEntityEnabled("/ui/DefaultGroup/JobChoiceHud", false)
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if kind == "relic" then
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local bid = self:PickNewRelic()
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if bid ~= "" then
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self:AddRelic(bid)
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local br = self.Relics[bid]
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if br ~= nil then
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self:Toast("유물 획득: " .. br.name)
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end
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end
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self:ContinueAfterBoss()
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else
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self:ShowJobSelect()
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end`, [{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'kind' }]),
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method('ShowJobSelect', `local opts = self.Jobs[self.SelectedClass]
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if opts == nil then
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opts = self.Jobs["warrior"]
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end
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self.JobOpts = opts
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for i = 1, 3 do
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local base = "/ui/DefaultGroup/JobSelectHud/Job_slot" .. tostring(i)
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local o = opts[i]
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if o ~= nil then
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self:SetEntityEnabled(base, true)
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self:SetText(base .. "/Name", o.name)
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self:SetText(base .. "/Desc", o.desc)
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local sc = self.Cards[o.starter]
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if sc ~= nil then
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self:SetText(base .. "/Starter", "대표 카드: " .. sc.name)
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end
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else
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self:SetEntityEnabled(base, false)
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end
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end
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self:SetEntityEnabled("/ui/DefaultGroup/JobSelectHud", true)`),
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method('JobLabel', `if self.PlayerJob ~= "" and self.Jobs ~= nil then
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for cls, list in pairs(self.Jobs) do
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for i = 1, #list do
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if list[i].id == self.PlayerJob then
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return list[i].name
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end
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end
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end
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end
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if self.SelectedClass == "warrior" then
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return "전사"
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elseif self.SelectedClass == "bandit" then
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return "도적"
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elseif self.SelectedClass == "magician" then
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return "마법사"
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end
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return "플레이어"`, [], 0, 'string'),
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method('SetJob', `self.PlayerJob = jobId
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local starter = ""
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local opts = self.Jobs[self.SelectedClass] or {}
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for i = 1, #opts do
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if opts[i].id == jobId then
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starter = opts[i].starter
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end
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end
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if starter ~= "" then
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table.insert(self.RunDeck, starter)
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local sc = self.Cards[starter]
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if sc ~= nil then
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self:Toast("2차 전직: " .. self:JobLabel() .. "! 신규 카드 — " .. sc.name)
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end
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end
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self:SetText("/ui/DefaultGroup/CombatHud/PlayerPanel/Name", self:JobLabel())
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self:SetEntityEnabled("/ui/DefaultGroup/JobSelectHud", false)
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self:ContinueAfterBoss()`, [{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'jobId' }]),
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];
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