# 런 루프 코어 (TODO E1+E2) Implementation Plan > **For agentic workers:** REQUIRED SUB-SKILL: Use superpowers:subagent-driven-development (recommended) or superpowers:executing-plans to implement this plan task-by-task. Steps use checkbox (`- [ ]`) syntax for tracking. **Goal:** 단일 전투를 연속 N전투 런으로 확장 — 런 상태(HP/골드/덱) 영속 + 승리 후 카드 1택 보상 + 다음 전투 + N전투 후 "런 클리어". **Architecture:** 기존 `SlayDeckController`(gen-slaydeck.mjs 생성)에 런 상태·보상 메서드 추가. StartRun(영속 초기화·버튼 1회 바인딩) vs StartCombat(전투별 초기화, RunDeck에서 드로) 분리. RewardHud UI 생성. **Tech Stack:** Node.js ESM 생성기, MSW Lua codeblock/UI. 검증은 node --check+재생성+결정성+메이커 Play. --- ## File Structure - Modify: `tools/gen-slaydeck.mjs` — 유일 변경 대상. - `writeCodeblocks`: 런 상수, 새 속성, OnBeginPlay/StartRun/StartCombat/BindButtons/CheckCombatEnd/OfferReward/ApplyRewardVisual/PickReward/RenderRun/RenderCombat. - `upsertUi`: CombatHud에 Floor/Gold, RewardHud 그룹 생성, 필터 확장, guid 'rwd' 분기. MSW Lua 단위 테스트 불가 → 검증은 생성기 문법·재생성·결정성·메이커 Play. --- ### Task 1: 런 상수·속성·StartRun **Files:** Modify `tools/gen-slaydeck.mjs` - [ ] **Step 1: 런 상수 추가** — `writeCodeblocks()` 함수 본문 첫 줄에 삽입: ```js const RUN_LENGTH = 3; const GOLD_PER_WIN = 15; ``` - [ ] **Step 2: 새 속성 추가** — 속성 배열의 `prop('any', 'EnemyName'),` 다음에: ```js prop('any', 'RunDeck'), prop('number', 'Gold', '0'), prop('number', 'Floor', '0'), prop('number', 'RunLength', String(RUN_LENGTH)), prop('any', 'RewardChoices'), prop('boolean', 'RunActive', 'false'), ``` - [ ] **Step 3: OnBeginPlay → StartRun** — `method('OnBeginPlay', \`self:StartCombat()\`),` 를: ```js method('OnBeginPlay', `self:StartRun()`), ``` - [ ] **Step 4: StartRun 메서드 추가** — OnBeginPlay 다음에 삽입: ```js method('StartRun', `self.PlayerMaxHp = 80 self.PlayerHp = self.PlayerMaxHp self.Gold = 0 self.Floor = 0 self.RunLength = ${RUN_LENGTH} self.RunDeck = { ${CARDS.starterDeck.map(luaStr).join(', ')} } self.RunActive = true self:BindButtons() self:StartCombat()`), ``` - [ ] **Step 5: 문법 검사** Run: `node --check tools/gen-slaydeck.mjs` Expected: 오류 없음 - [ ] **Step 6: 커밋** ```bash git add tools/gen-slaydeck.mjs git commit -m "gen-slaydeck(E1): 런 상태 속성·StartRun 추가" ``` --- ### Task 2: StartCombat 수정 + BindButtons 수정 **Files:** Modify `tools/gen-slaydeck.mjs` - [ ] **Step 1: StartCombat 본문 교체** — `method('StartCombat', \`...\`)`의 코드를 아래로(HP 보존·Floor++·RunDeck에서 드로·BindButtons 호출 제거): ```js method('StartCombat', `self.MaxEnergy = 3 self.Turn = 0 self.Floor = self.Floor + 1 self.PlayerBlock = 0 self.EnemyName = ${luaStr(ACTIVE_ENEMY.name)} self.EnemyMaxHp = ${ACTIVE_ENEMY.maxHp} self.EnemyHp = self.EnemyMaxHp self.EnemyBlock = 0 ${luaIntentsTable(ACTIVE_ENEMY.intents)} self.EnemyIntentIndex = 1 self.CombatOver = false self.DiscardPile = {} self.Hand = {} ${luaCardsTable(CARDS.cards)} self.DrawPile = {} for i = 1, #self.RunDeck do self.DrawPile[i] = self.RunDeck[i] end self:Shuffle(self.DrawPile) self:RenderCombat() self:StartPlayerTurn()`), ``` - [ ] **Step 2: BindButtons에 보상 버튼 바인딩 추가** — BindButtons 코드 끝(마지막 `end` 다음)에 추가. 현재 마지막 부분: ``` for i = 1, 5 do local cardEntity = _EntityService:GetEntityByPath("/ui/DefaultGroup/CardHand/Card" .. tostring(i)) if cardEntity ~= nil and cardEntity.ButtonComponent ~= nil then cardEntity:ConnectEvent(ButtonClickEvent, function() self:PlayCard(i) end) end end ``` 뒤에 이어붙이도록 BindButtons 코드를 아래 전체로 교체: ```js method('BindButtons', `local endTurn = _EntityService:GetEntityByPath("/ui/DefaultGroup/DeckHud/EndTurnButton") if endTurn ~= nil and endTurn.ButtonComponent ~= nil then if self.EndTurnHandler ~= nil then endTurn:DisconnectEvent(ButtonClickEvent, self.EndTurnHandler) self.EndTurnHandler = nil end self.EndTurnHandler = endTurn:ConnectEvent(ButtonClickEvent, function() self:EndPlayerTurn() end) end for i = 1, 5 do local cardEntity = _EntityService:GetEntityByPath("/ui/DefaultGroup/CardHand/Card" .. tostring(i)) if cardEntity ~= nil and cardEntity.ButtonComponent ~= nil then cardEntity:ConnectEvent(ButtonClickEvent, function() self:PlayCard(i) end) end end for i = 1, 3 do local rc = _EntityService:GetEntityByPath("/ui/DefaultGroup/RewardHud/Reward" .. tostring(i)) if rc ~= nil and rc.ButtonComponent ~= nil then rc:ConnectEvent(ButtonClickEvent, function() self:PickReward(i) end) end end local skip = _EntityService:GetEntityByPath("/ui/DefaultGroup/RewardHud/Skip") if skip ~= nil and skip.ButtonComponent ~= nil then skip:ConnectEvent(ButtonClickEvent, function() self:PickReward(0) end) end`), ``` - [ ] **Step 3: 문법 검사** Run: `node --check tools/gen-slaydeck.mjs` Expected: 오류 없음 - [ ] **Step 4: 커밋** ```bash git add tools/gen-slaydeck.mjs git commit -m "gen-slaydeck(E1): StartCombat 런 분리(HP보존·RunDeck드로)·BindButtons 1회+보상버튼" ``` --- ### Task 3: CheckCombatEnd·OfferReward·PickReward·RenderRun **Files:** Modify `tools/gen-slaydeck.mjs` - [ ] **Step 1: CheckCombatEnd 교체** — 보상/런클리어/패배 분기: ```js method('CheckCombatEnd', `if self.EnemyHp <= 0 then self.CombatOver = true self.Gold = self.Gold + ${GOLD_PER_WIN} self:RenderRun() if self.Floor >= self.RunLength then self:ShowResult("런 클리어!") self.RunActive = false else self:OfferReward() end elseif self.PlayerHp <= 0 then self.CombatOver = true self:ShowResult("패배...") self.RunActive = false end`), ``` - [ ] **Step 2: OfferReward·ApplyRewardVisual·PickReward·RenderRun 추가** — RenderCombat 메서드 다음에 삽입: ```js method('OfferReward', `local pool = {} for id, _ in pairs(self.Cards) do table.insert(pool, id) end self.RewardChoices = {} for i = 1, 3 do self.RewardChoices[i] = pool[math.random(1, #pool)] self:ApplyRewardVisual(i, self.RewardChoices[i]) end local hud = _EntityService:GetEntityByPath("/ui/DefaultGroup/RewardHud") if hud ~= nil then hud.Enable = true end`), method('ApplyRewardVisual', `local c = self.Cards[cardId] if c == nil then return end local base = "/ui/DefaultGroup/RewardHud/Reward" .. tostring(slot) self:SetText(base .. "/Name", c.name) self:SetText(base .. "/Cost", tostring(c.cost)) self:SetText(base .. "/Desc", c.desc) local e = _EntityService:GetEntityByPath(base) if e ~= nil and e.SpriteGUIRendererComponent ~= nil then if c.kind == "Attack" then e.SpriteGUIRendererComponent.Color = Color(0.86, 0.42, 0.38, 1) elseif c.kind == "Skill" then e.SpriteGUIRendererComponent.Color = Color(0.42, 0.55, 0.85, 1) else e.SpriteGUIRendererComponent.Color = Color(0.46, 0.68, 0.52, 1) end end`, [ { Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'slot' }, { Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'cardId' }, ]), method('PickReward', `if self.CombatOver ~= true or self.RunActive ~= true then return end if slot ~= 0 and self.RewardChoices ~= nil then local id = self.RewardChoices[slot] if id ~= nil then table.insert(self.RunDeck, id) end end local hud = _EntityService:GetEntityByPath("/ui/DefaultGroup/RewardHud") if hud ~= nil then hud.Enable = false end self:StartCombat()`, [{ Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'slot' }]), method('RenderRun', `self:SetText("/ui/DefaultGroup/CombatHud/Floor", "층 " .. string.format("%d", self.Floor) .. "/" .. string.format("%d", self.RunLength)) self:SetText("/ui/DefaultGroup/CombatHud/Gold", "골드 " .. string.format("%d", self.Gold))`), ``` - [ ] **Step 3: RenderCombat 끝에 RenderRun 호출 추가** — RenderCombat 코드의 마지막 줄(`...PlayerBlock...`) 다음에 `\nself:RenderRun()` 추가. 즉 RenderCombat 마지막을: ``` self:SetText("/ui/DefaultGroup/CombatHud/PlayerBlock", "방어 " .. string.format("%d", self.PlayerBlock)) self:RenderRun() ``` 로. (Edit: 기존 마지막 줄 끝에 `\nself:RenderRun()` 삽입) - [ ] **Step 4: 문법 검사** Run: `node --check tools/gen-slaydeck.mjs` Expected: 오류 없음 - [ ] **Step 5: 커밋** ```bash git add tools/gen-slaydeck.mjs git commit -m "gen-slaydeck(E2): 보상(OfferReward/PickReward)·런 클리어·층/골드 렌더" ``` --- ### Task 4: UI — CombatHud 층/골드 + RewardHud **Files:** Modify `tools/gen-slaydeck.mjs` (`upsertUi`, `guid`) - [ ] **Step 1: guid 'rwd' 분기 추가** — guid()의 ns 매핑을: ```js const ns = prefix === 'hud' ? 0xd0 : prefix === 'dck' ? 0xca : prefix === 'cmb' ? 0xcb : prefix === 'rwd' ? 0xcc : 0xfe; ``` - [ ] **Step 2: 정리 필터 확장** — upsertUi 시작부 필터를: ```js ui.ContentProto.Entities = E.filter((e) => !e.path.startsWith('/ui/DefaultGroup/DeckHud') && !e.path.startsWith('/ui/DefaultGroup/CombatHud') && !e.path.startsWith('/ui/DefaultGroup/RewardHud')); ``` - [ ] **Step 3: CombatHud에 Floor·Gold 텍스트 추가** — `const result = entity({` 선언 직전(즉 result 추가 전)에 삽입: ```js for (const [suffix, pos, value, color] of [ ['Floor', { x: -820, y: 480 }, '층 1/3', GOLD], ['Gold', { x: 820, y: 480 }, '골드 0', { r: 0.98, g: 0.85, b: 0.4, a: 1 }], ]) { combat.push(entity({ id: guid('cmb', cmbN++), path: `/ui/DefaultGroup/CombatHud/${suffix}`, modelId: 'uitext', entryId: 'UIText', componentNames: 'MOD.Core.UITransformComponent,MOD.Core.SpriteGUIRendererComponent,MOD.Core.TextComponent', displayOrder: 9, components: [ transform({ parentW: 1920, parentH: 1080, anchor: { x: 0.5, y: 0.5 }, pivot: { x: 0.5, y: 0.5 }, size: { x: 240, y: 44 }, pos }), sprite({ color: TRANSPARENT }), text({ value, fontSize: 26, bold: true, color, alignment: 4 }), ], })); } ``` - [ ] **Step 4: RewardHud 그룹 생성** — `ui.ContentProto.Entities.push(...combat);` 직후, `JSON.parse(JSON.stringify(ui));` 직전에 삽입: ```js const reward = []; const rewardHud = entity({ id: guid('rwd', 0), path: '/ui/DefaultGroup/RewardHud', modelId: 'uisprite', entryId: 'UISprite', componentNames: 'MOD.Core.UITransformComponent,MOD.Core.SpriteGUIRendererComponent', displayOrder: 6, components: [ transform({ parentW: 1920, parentH: 1080, anchor: { x: 0.5, y: 0.5 }, pivot: { x: 0.5, y: 0.5 }, size: { x: 1920, y: 1080 }, pos: { x: 0, y: 0 }, align: ALIGN_CENTER }), sprite({ color: { r: 0.04, g: 0.05, b: 0.07, a: 0.86 }, type: 1, raycast: true }), ], }); rewardHud.jsonString.enable = false; reward.push(rewardHud); reward.push(entity({ id: guid('rwd', 1), path: '/ui/DefaultGroup/RewardHud/Title', modelId: 'uitext', entryId: 'UIText', componentNames: 'MOD.Core.UITransformComponent,MOD.Core.SpriteGUIRendererComponent,MOD.Core.TextComponent', displayOrder: 0, components: [ transform({ parentW: 1920, parentH: 1080, anchor: { x: 0.5, y: 0.5 }, pivot: { x: 0.5, y: 0.5 }, size: { x: 700, y: 64 }, pos: { x: 0, y: 300 } }), sprite({ color: TRANSPARENT }), text({ value: '보상 카드 선택', fontSize: 44, bold: true, color: GOLD, alignment: 4 }), ], })); let rwdN = 2; const rewardXs = [-300, 0, 300]; for (let i = 1; i <= 3; i++) { const cardPath = `/ui/DefaultGroup/RewardHud/Reward${i}`; reward.push(entity({ id: guid('rwd', rwdN++), path: cardPath, modelId: 'uisprite', entryId: 'UISprite', componentNames: 'MOD.Core.UITransformComponent,MOD.Core.SpriteGUIRendererComponent,MOD.Core.ButtonComponent', displayOrder: i, components: [ transform({ parentW: 1920, parentH: 1080, anchor: { x: 0.5, y: 0.5 }, pivot: { x: 0.5, y: 0.5 }, size: { x: CARD_W, y: CARD_H }, pos: { x: rewardXs[i - 1], y: 0 } }), sprite({ color: ATTACK, type: 1, raycast: true }), button(), ], })); for (const [suffix, cfg] of [ ['Cost', { size: { x: 50, y: 50 }, pos: { x: -60, y: 95 }, value: '1', fontSize: 34, bold: true }], ['Name', { size: { x: 160, y: 50 }, pos: { x: 0, y: 50 }, value: '카드', fontSize: 26, bold: true }], ['Desc', { size: { x: 160, y: 82 }, pos: { x: 0, y: -80 }, value: '', fontSize: 20, bold: false }], ]) { reward.push(entity({ id: guid('rwd', rwdN++), path: `${cardPath}/${suffix}`, modelId: 'uitext', entryId: 'UIText', componentNames: 'MOD.Core.UITransformComponent,MOD.Core.SpriteGUIRendererComponent,MOD.Core.TextComponent', displayOrder: suffix === 'Cost' ? 0 : suffix === 'Name' ? 1 : 2, components: [ transform({ parentW: CARD_W, parentH: CARD_H, anchor: { x: 0.5, y: 0.5 }, pivot: { x: 0.5, y: 0.5 }, size: cfg.size, pos: cfg.pos }), sprite({ color: TRANSPARENT }), text({ value: cfg.value, fontSize: cfg.fontSize, bold: cfg.bold }), ], })); } } reward.push(entity({ id: guid('rwd', rwdN++), path: '/ui/DefaultGroup/RewardHud/Skip', modelId: 'uibutton', entryId: 'UIButton', componentNames: 'MOD.Core.UITransformComponent,MOD.Core.SpriteGUIRendererComponent,MOD.Core.ButtonComponent,MOD.Core.TextComponent', displayOrder: 10, components: [ transform({ parentW: 1920, parentH: 1080, anchor: { x: 0.5, y: 0.5 }, pivot: { x: 0.5, y: 0.5 }, size: { x: 200, y: 60 }, pos: { x: 0, y: -260 } }), sprite({ color: DARK, type: 1, raycast: true }), button(), text({ value: '건너뛰기', fontSize: 26, bold: true, color: GOLD, alignment: 4 }), ], })); ui.ContentProto.Entities.push(...reward); ``` - [ ] **Step 5: 문법 검사** Run: `node --check tools/gen-slaydeck.mjs` Expected: 오류 없음 - [ ] **Step 6: 커밋** ```bash git add tools/gen-slaydeck.mjs git commit -m "gen-slaydeck(E2): CombatHud 층/골드 + RewardHud(보상 카드 3+건너뛰기) UI" ``` --- ### Task 5: 재생성 + 검증 **Files:** 생성물 2종 - [ ] **Step 1: 생성** Run: `node tools/gen-slaydeck.mjs` Expected: `Slay deck UI and combat codeblocks generated.` - [ ] **Step 2: 메서드·UI 생성 확인** Run: `node -e "const j=JSON.parse(require('fs').readFileSync('RootDesk/MyDesk/SlayDeckController.codeblock','utf8')); const n=j.ContentProto.Json.Methods.map(m=>m.Name); console.log(['StartRun','OfferReward','PickReward','RenderRun','ApplyRewardVisual'].every(x=>n.includes(x))?'METHODS OK':'MISSING'); const u=JSON.parse(require('fs').readFileSync('ui/DefaultGroup.ui','utf8')); console.log(u.ContentProto.Entities.some(e=>e.path==='/ui/DefaultGroup/RewardHud')&&u.ContentProto.Entities.some(e=>e.path==='/ui/DefaultGroup/CombatHud/Gold')?'UI OK':'UI MISSING')"` Expected: `METHODS OK` / `UI OK` - [ ] **Step 3: 결정성** Run: `node tools/gen-slaydeck.mjs >/dev/null && sha1sum ui/DefaultGroup.ui RootDesk/MyDesk/SlayDeckController.codeblock > /tmp/a.sha && node tools/gen-slaydeck.mjs >/dev/null && sha1sum ui/DefaultGroup.ui RootDesk/MyDesk/SlayDeckController.codeblock > /tmp/b.sha && diff /tmp/a.sha /tmp/b.sha && echo DETERMINISTIC` Expected: `DETERMINISTIC` - [ ] **Step 4: git status (의도 파일만)** Run: `git checkout -- Global/common.gamelogic 2>/dev/null; git status --short` Expected: `tools/gen-slaydeck.mjs`, `ui/DefaultGroup.ui`, `RootDesk/MyDesk/SlayDeckController.codeblock` (+docs). - [ ] **Step 5: 생성물 커밋** ```bash git add ui/DefaultGroup.ui RootDesk/MyDesk/SlayDeckController.codeblock git commit -m "재생성(E1+E2): 런 루프·보상 UI 반영" ``` - [ ] **Step 6: 메이커 Play 수동 검증 (사용자/MCP)** reload→Play: 승리 → RewardHud 카드 3장·골드+15·층 표시 → 1택 시 RunDeck+1·다음 전투(HP 유지) → 3전투째 승리 시 "런 클리어!". 패배 시 "패배...". MCP는 `PlayCard`/`EndPlayerTurn`/`PickReward` 직접 호출 + 상태 로그로 검증. --- ## Self-Review - **Spec coverage:** 상수·속성·StartRun(Task1), StartCombat분리·BindButtons1회(Task2), 보상·런클리어·렌더(Task3), 층/골드·RewardHud UI(Task4), 검증(Task5). 스펙 전 항목 매핑. - **Placeholder scan:** 모든 단계 실제 코드/명령. - **Type consistency:** 메서드명 `StartRun/StartCombat/BindButtons/CheckCombatEnd/OfferReward/ApplyRewardVisual/PickReward/RenderRun/RenderCombat` 정의·호출 일치. UI 경로 `/ui/DefaultGroup/RewardHud/Reward{1..3}/{Name,Cost,Desc}`·`/Skip`·`/CombatHud/{Floor,Gold}`가 codeblock(ApplyRewardVisual/RenderRun/BindButtons)과 생성(Task4) 일치. 속성 `RunDeck/Gold/Floor/RunLength/RewardChoices/RunActive` 정의(Task1)·사용(Task2·3) 일치.