18 KiB
분기 맵 노드 진행 (TODO E3) 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: 플레이어가 작성된 분기 맵(DAG)에서 다음 노드를 선택해 전투/엘리트/보스로 진행, 보스 클리어 시 "런 클리어".
Architecture: data/map.json(그래프)·data/enemies.json(다중 적)을 gen-slaydeck.mjs가 로드·주입. SlayDeckController에 맵 상태·네비게이션 메서드 추가, MapHud UI 생성. 자동 진행 대신 ShowMap→PickNode→StartCombat→보상→ShowMap 루프.
Tech Stack: Node.js ESM 생성기, MSW Lua codeblock/UI. 검증은 node --check+재생성+결정성+메이커 Play.
File Structure
- Create:
data/map.json— 분기 맵. - Modify:
data/enemies.json— slime_elite·slime_boss 추가. - Modify:
tools/gen-slaydeck.mjs— 맵/적 로드·검증·직렬화 헬퍼, method() returnType, 속성·메서드·MapHud UI.
검증: MSW Lua 단위테스트 불가 → 생성기 문법·재생성·결정성·메이커 Play.
Task 1: 데이터 + 로드·검증·직렬화 헬퍼
Files: Create data/map.json; Modify data/enemies.json, tools/gen-slaydeck.mjs
- Step 1:
data/map.json작성
{
"start": ["A", "B"],
"nodes": {
"A": { "type": "combat", "enemy": "slime", "row": 1, "col": -1, "next": ["C", "D"] },
"B": { "type": "combat", "enemy": "slime", "row": 1, "col": 1, "next": ["D", "E"] },
"C": { "type": "elite", "enemy": "slime_elite", "row": 2, "col": -2, "next": ["BOSS"] },
"D": { "type": "combat", "enemy": "slime", "row": 2, "col": 0, "next": ["BOSS"] },
"E": { "type": "combat", "enemy": "slime", "row": 2, "col": 2, "next": ["BOSS"] },
"BOSS": { "type": "boss", "enemy": "slime_boss", "row": 3, "col": 0, "next": [] }
}
}
- Step 2:
data/enemies.json에 엘리트·보스 추가 —slime항목 다음에:
"slime_elite": {
"name": "정예 슬라임",
"maxHp": 70,
"intents": [
{ "kind": "Attack", "value": 14 },
{ "kind": "Attack", "value": 8 },
{ "kind": "Defend", "value": 10 }
]
},
"slime_boss": {
"name": "슬라임 킹",
"maxHp": 120,
"intents": [
{ "kind": "Attack", "value": 18 },
{ "kind": "Defend", "value": 12 },
{ "kind": "Attack", "value": 10 },
{ "kind": "Attack", "value": 22 }
]
}
- Step 3: 생성기 상단에 map 로드·검증·헬퍼 추가 —
const ACTIVE_ENEMY = ...;다음에:
const MAP = JSON.parse(readFileSync('data/map.json', 'utf8'));
for (const id of MAP.start) {
if (!MAP.nodes[id]) throw new Error(`[gen-slaydeck] map.start에 없는 노드 id: ${id}`);
}
for (const [id, n] of Object.entries(MAP.nodes)) {
if (!ENEMIES.enemies[n.enemy]) throw new Error(`[gen-slaydeck] 노드 ${id}의 enemy 없음: ${n.enemy}`);
for (const nx of n.next) {
if (!MAP.nodes[nx]) throw new Error(`[gen-slaydeck] 노드 ${id}.next에 없는 노드 id: ${nx}`);
}
}
const MAX_ROW = Math.max(...Object.values(MAP.nodes).map((n) => n.row));
function luaIntentsArray(intents) {
return '{ ' + intents.map((it) => `{ kind = ${luaStr(it.kind)}, value = ${it.value} }`).join(', ') + ' }';
}
function luaEnemiesTable(enemies) {
const lines = Object.entries(enemies).map(([id, e]) =>
`\t${id} = { name = ${luaStr(e.name)}, maxHp = ${e.maxHp}, intents = ${luaIntentsArray(e.intents)} },`);
return `self.Enemies = {\n${lines.join('\n')}\n}`;
}
function luaMapNodesTable(nodes) {
const lines = Object.entries(nodes).map(([id, n]) => {
const nx = '{ ' + n.next.map(luaStr).join(', ') + ' }';
return `\t${id} = { type = ${luaStr(n.type)}, enemy = ${luaStr(n.enemy)}, row = ${n.row}, col = ${n.col}, next = ${nx} },`;
});
return `self.MapNodes = {\n${lines.join('\n')}\n}`;
}
function luaStartArray(start) {
return 'self.MapStart = { ' + start.map(luaStr).join(', ') + ' }';
}
- Step 4: method()에 ReturnType 파라미터 추가 — 기존 method 함수를:
function method(Name, Code, Arguments = [], ExecSpace = 0, ReturnType = 'void') {
return {
Return: { Type: ReturnType, DefaultValue: null, SyncDirection: 0, Attributes: [], Name: null },
Arguments,
Code,
Scope: 2,
ExecSpace,
Attributes: [],
Name,
};
}
- Step 5: JSON·문법 검사
Run: node -e "JSON.parse(require('fs').readFileSync('data/map.json','utf8')); JSON.parse(require('fs').readFileSync('data/enemies.json','utf8')); console.log('JSON OK')" && node --check tools/gen-slaydeck.mjs
Expected: JSON OK + 오류 없음
- Step 6: 커밋
git add data/map.json data/enemies.json tools/gen-slaydeck.mjs
git commit -m "data(E3): 분기 맵 map.json·엘리트/보스 적 + 직렬화 헬퍼"
Task 2: 맵 속성 + StartRun(맵 빌드·ShowMap)
Files: Modify tools/gen-slaydeck.mjs
- Step 1: 맵 상태 속성 추가 —
prop('boolean', 'RunActive', 'false'),다음에:
prop('any', 'Enemies'),
prop('any', 'MapNodes'),
prop('any', 'MapStart'),
prop('string', 'CurrentNodeId', '""'),
prop('string', 'CurrentEnemyId', '""'),
- Step 2: StartRun 교체 — 맵 빌드 + ShowMap:
method('StartRun', `self.PlayerMaxHp = 80
self.PlayerHp = self.PlayerMaxHp
self.Gold = 0
self.Floor = 0
self.RunLength = ${MAX_ROW}
self.RunDeck = { ${CARDS.starterDeck.map(luaStr).join(', ')} }
self.RunActive = true
${luaEnemiesTable(ENEMIES.enemies)}
${luaMapNodesTable(MAP.nodes)}
${luaStartArray(MAP.start)}
self.CurrentNodeId = ""
self.CurrentEnemyId = ""
self:BindButtons()
self:ShowMap()`),
- Step 3: 문법 검사
Run: node --check tools/gen-slaydeck.mjs
Expected: 오류 없음
- Step 4: 커밋
git add tools/gen-slaydeck.mjs
git commit -m "gen-slaydeck(E3): 맵 상태 속성·StartRun 맵 빌드/ShowMap"
Task 3: StartCombat·CheckCombatEnd·PickReward (맵 연동)
Files: Modify tools/gen-slaydeck.mjs
- Step 1: StartCombat 교체 — 적을 self.Enemies에서 로드, Floor=노드 row:
method('StartCombat', `self.MaxEnergy = 3
self.Turn = 0
local node = self.MapNodes[self.CurrentNodeId]
if node ~= nil then
self.Floor = node.row
end
local enemy = self.Enemies[self.CurrentEnemyId]
self.PlayerBlock = 0
self.EnemyName = enemy.name
self.EnemyMaxHp = enemy.maxHp
self.EnemyHp = self.EnemyMaxHp
self.EnemyBlock = 0
self.EnemyIntents = 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: CheckCombatEnd 교체 — 보스 노드면 런 클리어:
method('CheckCombatEnd', `if self.EnemyHp <= 0 then
self.CombatOver = true
self.Gold = self.Gold + ${GOLD_PER_WIN}
self:RenderRun()
local node = self.MapNodes[self.CurrentNodeId]
if node ~= nil and node.type == "boss" 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 3: PickReward 마지막을 ShowMap으로 — PickReward 코드의 마지막
self:StartCombat()를self:ShowMap()로 교체. (그 외 동일)
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:ShowMap()`, [{ Type: 'number', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'slot' }]),
- Step 4: 문법 검사
Run: node --check tools/gen-slaydeck.mjs
Expected: 오류 없음
- Step 5: 커밋
git add tools/gen-slaydeck.mjs
git commit -m "gen-slaydeck(E3): StartCombat 적 데이터화·보스 런클리어·보상후 맵복귀"
Task 4: ShowMap·IsReachable·PickNode·RenderMap + BindButtons
Files: Modify tools/gen-slaydeck.mjs
- Step 1: 맵 메서드 추가 — PickReward 메서드 다음(마지막
]);직전)에 삽입:
method('ShowMap', `self:RenderMap()
local hud = _EntityService:GetEntityByPath("/ui/DefaultGroup/MapHud")
if hud ~= nil then
hud.Enable = true
end`),
method('IsReachable', `local list
if self.CurrentNodeId == "" then
list = self.MapStart
else
local node = self.MapNodes[self.CurrentNodeId]
if node == nil then
return false
end
list = node.next
end
for i = 1, #list do
if list[i] == id then
return true
end
end
return false`, [{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'id' }], 0, 'boolean'),
method('RenderMap', `for id, node in pairs(self.MapNodes) do
local e = _EntityService:GetEntityByPath("/ui/DefaultGroup/MapHud/Node_" .. id)
if e ~= nil then
local reachable = self:IsReachable(id)
if e.SpriteGUIRendererComponent ~= nil then
if reachable then
e.SpriteGUIRendererComponent.Color = Color(0.3, 0.55, 0.85, 1)
else
e.SpriteGUIRendererComponent.Color = Color(0.2, 0.22, 0.26, 0.6)
end
end
if e.ButtonComponent ~= nil then
e.ButtonComponent.Enable = reachable
end
end
end`),
method('PickNode', `if self.RunActive ~= true then
return
end
if self:IsReachable(id) ~= true then
return
end
self.CurrentNodeId = id
self.CurrentEnemyId = self.MapNodes[id].enemy
local hud = _EntityService:GetEntityByPath("/ui/DefaultGroup/MapHud")
if hud ~= nil then
hud.Enable = false
end
self:StartCombat()`, [{ Type: 'string', DefaultValue: null, SyncDirection: 0, Attributes: [], Name: 'id' }]),
- Step 2: BindButtons에 맵 노드 버튼 바인딩 추가 — BindButtons 코드의 마지막
end(skip 바인딩) 다음에 추가. BindButtons 끝부분의 skip 블록 다음에 붙이도록, skip 블록을 아래로 교체:
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
local mapNodeIds = { ${Object.keys(MAP.nodes).map(luaStr).join(', ')} }
for i = 1, #mapNodeIds do
local nid = mapNodeIds[i]
local mn = _EntityService:GetEntityByPath("/ui/DefaultGroup/MapHud/Node_" .. nid)
if mn ~= nil and mn.ButtonComponent ~= nil then
mn:ConnectEvent(ButtonClickEvent, function() self:PickNode(nid) end)
end
end`),
(BindButtons 전체에서 기존 skip 블록 local skip = ... end)` 부분을 위 블록으로 교체)
- Step 3: 문법 검사
Run: node --check tools/gen-slaydeck.mjs
Expected: 오류 없음
- Step 4: 커밋
git add tools/gen-slaydeck.mjs
git commit -m "gen-slaydeck(E3): ShowMap/IsReachable/PickNode/RenderMap·맵 노드 바인딩"
Task 5: MapHud UI 생성
Files: Modify tools/gen-slaydeck.mjs (guid, upsertUi)
- Step 1: guid 'map' 분기 — ns 매핑에 추가:
const ns = prefix === 'hud' ? 0xd0 : prefix === 'dck' ? 0xca : prefix === 'cmb' ? 0xcb : prefix === 'rwd' ? 0xcc : prefix === 'map' ? 0xcd : 0xfe;
- Step 2: 필터 확장 — upsertUi 필터에 MapHud 추가:
ui.ContentProto.Entities = E.filter((e) => !e.path.startsWith('/ui/DefaultGroup/DeckHud') && !e.path.startsWith('/ui/DefaultGroup/CombatHud') && !e.path.startsWith('/ui/DefaultGroup/RewardHud') && !e.path.startsWith('/ui/DefaultGroup/MapHud'));
- Step 3: MapHud 그룹 생성 —
ui.ContentProto.Entities.push(...reward);다음에 삽입:
const TYPE_KO = { combat: '전투', elite: '엘리트', boss: '보스' };
const map = [];
const mapHud = entity({
id: guid('map', 0),
path: '/ui/DefaultGroup/MapHud',
modelId: 'uisprite',
entryId: 'UISprite',
componentNames: 'MOD.Core.UITransformComponent,MOD.Core.SpriteGUIRendererComponent',
displayOrder: 7,
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: 0.05, g: 0.06, b: 0.09, a: 0.9 }, type: 1, raycast: true }),
],
});
mapHud.jsonString.enable = false;
map.push(mapHud);
map.push(entity({
id: guid('map', 1),
path: '/ui/DefaultGroup/MapHud/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: 60 }, pos: { x: 0, y: 510 } }),
sprite({ color: TRANSPARENT }),
text({ value: '다음 노드 선택', fontSize: 40, bold: true, color: GOLD, alignment: 4 }),
],
}));
let mapN = 2;
for (const [id, node] of Object.entries(MAP.nodes)) {
const nodePath = `/ui/DefaultGroup/MapHud/Node_${id}`;
const pos = { x: node.col * 180, y: node.row * 170 - 80 };
map.push(entity({
id: guid('map', mapN++),
path: nodePath,
modelId: 'uisprite',
entryId: 'UISprite',
componentNames: 'MOD.Core.UITransformComponent,MOD.Core.SpriteGUIRendererComponent,MOD.Core.ButtonComponent',
displayOrder: node.row,
components: [
transform({ parentW: 1920, parentH: 1080, anchor: { x: 0.5, y: 0.5 }, pivot: { x: 0.5, y: 0.5 }, size: { x: 150, y: 80 }, pos }),
sprite({ color: { r: 0.3, g: 0.55, b: 0.85, a: 1 }, type: 1, raycast: true }),
button(),
],
}));
map.push(entity({
id: guid('map', mapN++),
path: `${nodePath}/Label`,
modelId: 'uitext',
entryId: 'UIText',
componentNames: 'MOD.Core.UITransformComponent,MOD.Core.SpriteGUIRendererComponent,MOD.Core.TextComponent',
displayOrder: 0,
components: [
transform({ parentW: 150, parentH: 80, anchor: { x: 0.5, y: 0.5 }, pivot: { x: 0.5, y: 0.5 }, size: { x: 144, y: 72 }, pos: { x: 0, y: 0 } }),
sprite({ color: TRANSPARENT }),
text({ value: `${TYPE_KO[node.type]}\n${ENEMIES.enemies[node.enemy].name}`, fontSize: 20, bold: true }),
],
}));
}
ui.ContentProto.Entities.push(...map);
- Step 4: 문법 검사
Run: node --check tools/gen-slaydeck.mjs
Expected: 오류 없음
- Step 5: 커밋
git add tools/gen-slaydeck.mjs
git commit -m "gen-slaydeck(E3): MapHud 노드 맵 UI 생성"
Task 6: 재생성 + 검증
Files: 생성물
- Step 1: 생성
Run: node tools/gen-slaydeck.mjs
Expected: Slay deck UI and combat codeblocks generated.
- Step 2: 메서드·UI·적 주입 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(['ShowMap','PickNode','IsReachable','RenderMap'].every(x=>n.includes(x))?'METHODS OK':'MISSING'); const sc=j.ContentProto.Json.Methods.find(m=>m.Name==='StartRun').Code; console.log(/slime_boss/.test(sc)&&/슬라임 킹/.test(sc)?'ENEMIES OK':'NO ENEMIES'); const u=JSON.parse(require('fs').readFileSync('ui/DefaultGroup.ui','utf8')); const has=p=>u.ContentProto.Entities.some(e=>e.path===p); console.log(has('/ui/DefaultGroup/MapHud')&&has('/ui/DefaultGroup/MapHud/Node_BOSS')&&has('/ui/DefaultGroup/MapHud/Node_A/Label')?'UI OK':'UI MISSING')"
Expected: METHODS OK / ENEMIES 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
Run: git checkout -- Global/common.gamelogic 2>/dev/null; git status --short
Expected: data/*, tools/gen-slaydeck.mjs, ui/DefaultGroup.ui, RootDesk/MyDesk/SlayDeckController.codeblock (+docs).
- Step 5: 생성물 커밋
git add ui/DefaultGroup.ui RootDesk/MyDesk/SlayDeckController.codeblock
git commit -m "재생성(E3): 분기 맵·다중 적 반영"
- Step 6: 메이커 Play 수동 검증 (MCP)
reload→Play: StartRun → MapHud(A·B만 클릭 가능) → PickNode("A") → 슬라임 전투 → 승리 → 보상 → 맵(C·D 활성) → PickNode("C") → 정예 슬라임(HP70) → ... → BOSS → 슬라임킹(HP120) → 승리 → "런 클리어!". 도달 불가 노드 PickNode → 무시. MCP는 PickNode/PlayCard/PickReward 직접 호출 + 상태 로그로 검증.
Self-Review
- Spec coverage: map.json/적(Task1), 맵 상태·StartRun(Task2), StartCombat 적데이터·보스클리어·보상후맵(Task3), Show/Pick/Reachable/RenderMap·바인딩(Task4), MapHud UI(Task5), 검증(Task6). 스펙 전 항목 매핑.
- Placeholder scan: 모든 단계 실제 코드/명령.
- Type consistency: 메서드
StartRun/ShowMap/IsReachable/PickNode/RenderMap/StartCombat/CheckCombatEnd/PickReward정의·호출 일치. 속성Enemies/MapNodes/MapStart/CurrentNodeId/CurrentEnemyId정의(Task2)·사용(Task3·4) 일치. UI 경로/ui/DefaultGroup/MapHud/Node_{id}·/Label가 codeblock(RenderMap/PickNode/BindButtons)·생성(Task5)에서 동일(노드 id는 map.json 키).IsReachable는 boolean 반환(method returnType param, Task1). enemy 필드name/maxHp/intents가 데이터·luaEnemiesTable·StartCombat에서 일치.