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시스템 다이어그램 모음

본 문서는 주요 시스템의 흐름을 다이어그램으로 모은 곳이다. 각 다이어그램은 원본 시스템 문서에도 포함되어 있으며, 이 페이지는 한눈에 보기 위한 모음이다.

flowchart LR
subgraph LOBBY [🏠 로비]
  L[재정비<br/>NPC · 미션 · 상점]
end
subgraph TRANSIT [✨ 진입]
  E[인게임 진입<br/>씬 전환 연출]
end
subgraph RUNZONE [⚔️ 런]
  R[탐색 · 전투 · 루팅]
end
subgraph RESULT [🎯 정산]
  ES[✅ 탈출 성공<br/>획득 아이템 보존]
  EF[💀 탈출 실패<br/>휴대 전부 손실]
end

L -->|진입로 상호작용| E --> R
R -->|탈출 지점 점유| ES
R -->|사망·시간 초과·포기| EF
ES --> L
EF --> L

classDef lobby fill:#e0f2fe,stroke:#0284c7,stroke-width:2px,color:#075985
classDef transit fill:#ede9fe,stroke:#7c3aed,stroke-width:2px,color:#4c1d95
classDef run fill:#fef3c7,stroke:#d97706,stroke-width:2px,color:#78350f
classDef ok fill:#bbf7d0,stroke:#16a34a,stroke-width:2.5px,color:#14532d
classDef ng fill:#fecaca,stroke:#dc2626,stroke-width:2.5px,color:#7f1d1d
class L lobby
class E transit
class R run
class ES ok
class EF ng
linkStyle 2 stroke:#16a34a,stroke-width:2.5px
linkStyle 3 stroke:#dc2626,stroke-width:2.5px

원본: 핵심 루프.

flowchart LR
subgraph PREP [🏠 출정 전 준비]
  P[NPC · 인벤토리 · 미션]
end
subgraph TRANSIT [✨ 진입]
  T[씬 전환]
end
subgraph RUNZONE [⚔️ 런 중 행동]
  R[탐색 · 전투 · 루팅 · 생존]
end
subgraph RESULT [🎯 종료 사유]
  S[✅ 탈출 성공]
  D[💀 사망]
  O[⏰ 시간 초과]
end
L[🏠 로비 복귀]

P -->|진입로 상호작용| T --> R
R -->|탈출 점유 n초| S
R -->|HP 0| D
R -->|타이머 만료| O
S -->|SaveGame true| L
D -->|SaveGame false| L
O -->|SaveGame false| L

classDef prep fill:#e0f2fe,stroke:#0284c7,stroke-width:2px,color:#075985
classDef transit fill:#ede9fe,stroke:#7c3aed,stroke-width:2px,color:#4c1d95
classDef run fill:#fef3c7,stroke:#d97706,stroke-width:2px,color:#78350f
classDef ok fill:#bbf7d0,stroke:#16a34a,stroke-width:2.5px,color:#14532d
classDef ng fill:#fecaca,stroke:#dc2626,stroke-width:2.5px,color:#7f1d1d
classDef neutral fill:#f1f5f9,stroke:#64748b,stroke-width:2px,color:#0f172a
class P prep
class T transit
class R run
class S ok
class D,O ng
class L neutral
linkStyle 2 stroke:#16a34a,stroke-width:2.5px
linkStyle 3 stroke:#dc2626,stroke-width:2.5px
linkStyle 4 stroke:#dc2626,stroke-width:2.5px

원본: 런 구조.

flowchart LR
subgraph LOBBY [🏠 로비]
  L[로비 거점]
  S[📦 창고<br/>19×10=190칸]
end
subgraph CARRY [🎒 휴대 영역]
  P[휴대 인벤토리<br/>6×10=60칸]
end
subgraph RUNZONE [⚔️ 런]
  R[런]
end
subgraph RESULT [🎯 종료]
  K[✅ 자산 보존]
  X[💀 휴대 전체 손실]
end

L --> S
L --> P
S <-->|로비에서 자유 이동| P
P -->|런 진입| R
R -->|루팅으로 추가| P
R -->|탈출 성공| K
R -->|사망·실패| X
K --> P
X --> P

classDef lobby fill:#e0f2fe,stroke:#0284c7,stroke-width:2px,color:#075985
classDef store fill:#dbeafe,stroke:#1d4ed8,stroke-width:2px,color:#1e3a8a
classDef carry fill:#fef3c7,stroke:#d97706,stroke-width:2px,color:#78350f
classDef run fill:#fed7aa,stroke:#ea580c,stroke-width:2px,color:#7c2d12
classDef ok fill:#bbf7d0,stroke:#16a34a,stroke-width:2.5px,color:#14532d
classDef ng fill:#fecaca,stroke:#dc2626,stroke-width:2.5px,color:#7f1d1d
class L lobby
class S store
class P carry
class R run
class K ok
class X ng
linkStyle 5 stroke:#16a34a,stroke-width:3px
linkStyle 6 stroke:#dc2626,stroke-width:3px

원본: 인벤토리 / 창고.

flowchart TD
subgraph L1 [🗺️ 맵 단위]
  M[Map<br/>Map01 등]
end
subgraph L2 [🧱 모듈 단위]
  MM[MapModule<br/>맵 위 모듈]
end
subgraph L3 [📋 그룹 단위]
  MG[👹 MonsterGroup]
  IG[✨ ItemGroup]
  CG[📦 ChestGroup]
end
subgraph L4 [📍 핀 좌표]
  PM[ModulePinMonster]
  PI[ModulePinItem]
  PC[ModulePinChest]
end

M --> MM
MM --> MG --> PM
MM --> IG --> PI
MM --> CG --> PC

classDef map fill:#e0f2fe,stroke:#0284c7,stroke-width:2px,color:#075985
classDef module fill:#ede9fe,stroke:#7c3aed,stroke-width:2px,color:#4c1d95
classDef monster fill:#fecaca,stroke:#dc2626,stroke-width:2px,color:#7f1d1d
classDef item fill:#fef3c7,stroke:#d97706,stroke-width:2px,color:#78350f
classDef chest fill:#fed7aa,stroke:#ea580c,stroke-width:2px,color:#7c2d12
classDef pin fill:#f1f5f9,stroke:#64748b,stroke-width:1.5px,color:#0f172a
class M map
class MM module
class MG monster
class IG item
class CG chest
class PM,PI,PC pin

원본: 맵 모듈.

flowchart LR
Map01[🗺️ Map01]
BC[🏕️ BaseCamp<br/>군영<br/>몹 5그룹 · 상자 6핀]
LY[🌲 LumberYard<br/>벌목장<br/>몹 5그룹 · 상자 3핀]
HM[🏘️ Hamlet<br/>마을<br/>몹 17그룹 · 상자 11핀]
SZ[🚪 StartingZone<br/>시작 지역]

Map01 --> BC
Map01 --> LY
Map01 --> HM
Map01 --> SZ

classDef map fill:#e0f2fe,stroke:#0284c7,stroke-width:2px,color:#075985
classDef area fill:#fef3c7,stroke:#d97706,stroke-width:2px,color:#78350f
classDef start fill:#bbf7d0,stroke:#16a34a,stroke-width:2px,color:#14532d
class Map01 map
class BC,LY,HM area
class SZ start

원본: 맵 모듈 §3.

flowchart TD
subgraph GEN [✨ 맵 생성 시점]
  M[인게임 진입]
  A[드랍 가능 후보 확정<br/>몹 착용·상자 내용물]
end
subgraph RUNZONE [⚔️ 런 진행]
  R[탐색 · 전투]
end
subgraph LOOT [🎁 루팅 행위]
  L[💀 시체 루팅]
  C[📦 상자 루팅]
  I[✨ 낱개 획득]
end
subgraph CORRECT [🎲 시점 보정]
  D[수량 · 등급 보정<br/>행운/수량 스탯]
end
subgraph DONE [✅ 결과]
  P[인벤토리 적재]
end

M --> A --> R
R -->|몹 처치| L
R -->|상자 상호작용| C
R -->|낱개 줍기| I
L --> D
C --> D
D --> P
I --> P

classDef gen fill:#ede9fe,stroke:#7c3aed,stroke-width:2px,color:#4c1d95
classDef run fill:#fef3c7,stroke:#d97706,stroke-width:2px,color:#78350f
classDef loot fill:#fed7aa,stroke:#ea580c,stroke-width:2px,color:#7c2d12
classDef correct fill:#e9d5ff,stroke:#9333ea,stroke-width:2.5px,color:#581c87
classDef done fill:#bbf7d0,stroke:#16a34a,stroke-width:2.5px,color:#14532d
class M,A gen
class R run
class L,C,I loot
class D correct
class P done

원본: 아이템 / 루팅 / 드랍.

flowchart TD
subgraph IN [👹 입력]
  E[몬스터 공격]
  H{플레이어 상태}
end
subgraph DEFEND [🛡️ 방어 처리]
  P[✨ 패링 성공<br/>몬스터 그로기]
  B[🛡️ 막기 성공<br/>방어율 · 스태미너 소모]
  F[💥 가드 붕괴<br/>D × k_break]
  A[방어구 감산 + 흡수율]
end
subgraph RESULT [🎯 결과]
  HP[HP · 강인함 감소]
  ST[⚠️ 자세 풀림]
  D[💀 사망]
end

E --> H
H -->|패링| P
H -->|막기 성공| B --> A
H -->|막기 실패| F
H -->|무방비| A
A --> HP
HP -->|강인함 0| ST
HP -->|HP 0| D

classDef input fill:#fed7aa,stroke:#ea580c,stroke-width:2px,color:#7c2d12
classDef decide fill:#e9d5ff,stroke:#9333ea,stroke-width:2.5px,color:#581c87
classDef parry fill:#bbf7d0,stroke:#16a34a,stroke-width:2.5px,color:#14532d
classDef block fill:#dbeafe,stroke:#3b82f6,stroke-width:2px,color:#1e3a8a
classDef fail fill:#fecaca,stroke:#dc2626,stroke-width:2.5px,color:#7f1d1d
classDef neutral fill:#f1f5f9,stroke:#64748b,stroke-width:2px,color:#0f172a
class E input
class H decide
class P parry
class B,A block
class F fail
class HP neutral
class ST input
class D fail
linkStyle 1 stroke:#16a34a,stroke-width:2.5px
linkStyle 2 stroke:#3b82f6,stroke-width:2.5px
linkStyle 4 stroke:#dc2626,stroke-width:2.5px

원본: 전투 — HP 손실 / 데미지 흐름.

flowchart LR
subgraph CALM [😌 비전투]
  U[Unaware]
end
subgraph SUSPECT [🔍 의심]
  A[Alert]
  R[↩️ Return]
end
subgraph COMBAT [⚔️ 전투]
  W[Aware]
  C[Chase 추격]
  AT[Attack 공격]
  CF[Confront 대치]
end
subgraph HIT [💥 피격 후]
  H[Hitted / Stun / Groggy / FatalHit]
end
D[💀 Dead]

U -->|소리·실루엣| A
U -->|강한 자극·피격| W
A -->|시야·재소음·피격| W
A -->|일정 시간 무사건| R
R --> U
W --> C
W --> AT
W --> CF
C --> AT
CF --> AT
AT --> CF
W -->|이탈·100m| R
W -.피격.-> H
H --> W
W --> D

classDef calm fill:#bbf7d0,stroke:#16a34a,stroke-width:2px,color:#14532d
classDef alert fill:#fef3c7,stroke:#d97706,stroke-width:2px,color:#78350f
classDef combat fill:#fed7aa,stroke:#ea580c,stroke-width:2px,color:#7c2d12
classDef hit fill:#fce7f3,stroke:#be185d,stroke-width:2px,color:#831843
classDef dead fill:#fecaca,stroke:#dc2626,stroke-width:2.5px,color:#7f1d1d
class U calm
class A,R alert
class W,C,AT,CF combat
class H hit
class D dead

원본: 몬스터 AI / 패턴.

flowchart TB
subgraph Lobby [🏠 로비 — 산속 폐허·오두막]
  direction LR
  Bs[🔨 대장간<br/>대장장이<br/>수리·크래프팅·모루]
  Bp[🛒 잡화상<br/>보부상<br/>잡템 매매]
  Bh[🌿 약초방<br/>약초상<br/>치료·회복]
  Bj[🍶 주막<br/>주막 아줌마<br/>창고·휴식]
end
ENT1[🚪 기본 진입로]
ENT2[🚪 추가 진입로<br/>게임 진행 후]
Run[⚔️ 런 씬]

ENT1 --> Lobby
ENT2 --> Lobby
Lobby --> Run

classDef npc fill:#fef3c7,stroke:#d97706,stroke-width:2px,color:#78350f
classDef entry fill:#e0f2fe,stroke:#0284c7,stroke-width:2px,color:#075985
classDef run fill:#fed7aa,stroke:#ea580c,stroke-width:2px,color:#7c2d12
class Bs,Bp,Bh,Bj npc
class ENT1,ENT2 entry
class Run run

원본: 핵심 루프 §로비 구성, 미션 / NPC / 상인.

flowchart LR
subgraph SRC [📋 원천]
  S[Status<br/>STR/VIT/END/AGI/SEN/INT/LUK<br/>7종]
end
subgraph DERIVED [🔢 파생]
  St[Stat<br/>HP/Stamina/Speed/Weight<br/>16종]
end
subgraph RUNTIME [⏱️ 런타임]
  R[RuntimeStat<br/>실시간 출력값]
  UI[🖥️ HUD UI]
end
Items[🎒 장착 아이템]
Buffs[✨ 버프 / 디버프]

S -->|Δ-더블 힐 함수| St
St -->|런 시작 초기화| R
Items -.보정.-> R
Buffs -.보정.-> R
R -.이벤트.-> UI

classDef src fill:#e0f2fe,stroke:#0284c7,stroke-width:2px,color:#075985
classDef derived fill:#ede9fe,stroke:#7c3aed,stroke-width:2px,color:#4c1d95
classDef runtime fill:#fef3c7,stroke:#d97706,stroke-width:2px,color:#78350f
classDef ui fill:#bbf7d0,stroke:#16a34a,stroke-width:2px,color:#14532d
classDef mod fill:#fed7aa,stroke:#ea580c,stroke-width:2px,color:#7c2d12
class S src
class St derived
class R runtime
class UI ui
class Items,Buffs mod

원본: 캐릭터 스테이터스.

flowchart LR
X[❌ 미등장] -->|조건 충족| U[📋 미수령]
U -->|NPC 수락| P[⚙️ 진행중]
P -->|런 중 카운트 누적| P
P -->|모든 카운트 충족| C[✅ 완료]
C -->|NPC 보상 수령| Done[🎁 종료·보상]

classDef none fill:#f1f5f9,stroke:#64748b,stroke-width:2px,color:#0f172a
classDef start fill:#e0f2fe,stroke:#0284c7,stroke-width:2px,color:#075985
classDef progress fill:#fef3c7,stroke:#d97706,stroke-width:2px,color:#78350f
classDef done fill:#bbf7d0,stroke:#16a34a,stroke-width:2.5px,color:#14532d
classDef reward fill:#fed7aa,stroke:#ea580c,stroke-width:2.5px,color:#7c2d12
class X none
class U start
class P progress
class C done
class Done reward

원본: 미션 / NPC / 상인.

flowchart TD
subgraph WORLD [🌍 월드 상호작용]
  NPC[👤 NPC F]
  W1[📦 창고 F]
  W2[🔨 모루 F]
  W3[📦 상자 F]
  W4[💀 시체 F]
end
subgraph KEY [⌨️ 키 입력]
  K1[Tab]
  K2[ESC]
end
subgraph SYS [⚙️ 시스템 트리거]
  End[세션 종료]
end

NP[NPCPopup]
TP[TradeInventoryPopup]
MP[MissionPopup]
SP[StorageInventoryPopup]
AP[AnvilInventoryPopup]
CP[ChestInventoryPopup]
CO[CorpseInventoryPopup]
IP[InventoryPopup]
GM[GameMenuPopup]
GR[GameResultPopup]

NPC --> NP
NP --> TP
NP --> MP
W1 --> SP
W2 --> AP
W3 --> CP
W4 --> CO
K1 --> IP
K2 --> GM
End --> GR

classDef world fill:#fed7aa,stroke:#ea580c,stroke-width:2px,color:#7c2d12
classDef key fill:#e0f2fe,stroke:#0284c7,stroke-width:2px,color:#075985
classDef sys fill:#fce7f3,stroke:#be185d,stroke-width:2px,color:#831843
classDef popup fill:#ede9fe,stroke:#7c3aed,stroke-width:2px,color:#4c1d95
class NPC,W1,W2,W3,W4 world
class K1,K2 key
class End sys
class NP,TP,MP,SP,AP,CP,CO,IP,GM,GR popup

원본: UI / UX.