feat(loot): seed tier-1 items and the ash rat and road bandit loot tables

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Bastian Wagner
2026-08-19 23:59:08 +02:00
parent 35559e3d2b
commit c58a46b7d9
4 changed files with 354 additions and 15 deletions

View File

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import { EquipmentSlot } from '../../items/equipment-slot.enum';
import { ItemRarity } from '../../items/item-rarity.enum';
import { ItemType } from '../../items/item-type.enum';
import {
ASH_RAT_LOOT_TABLE_ID,
ITEM_IDS,
ItemKey,
ROAD_BANDIT_LOOT_TABLE_ID,
} from './item.constants';
export interface SeedItemDefinition {
id: string;
key: ItemKey;
name: string;
description: string;
type: ItemType;
equipmentSlot: EquipmentSlot | null;
rarity: ItemRarity;
tier: number;
requiredLevel: number;
weaponDamage: number;
bonusHp: number;
bonusAttack: number;
bonusArmor: number;
sellPrice: number;
iconPath: string;
}
function item(
key: ItemKey,
name: string,
description: string,
type: ItemType,
equipmentSlot: EquipmentSlot | null,
rarity: ItemRarity,
stats: Partial<Pick<SeedItemDefinition, 'weaponDamage' | 'bonusHp' | 'bonusAttack' | 'bonusArmor'>> = {},
): SeedItemDefinition {
return {
id: ITEM_IDS[key],
key,
name,
description,
type,
equipmentSlot,
rarity,
tier: 1,
requiredLevel: 1,
weaponDamage: stats.weaponDamage ?? 0,
bonusHp: stats.bonusHp ?? 0,
bonusAttack: stats.bonusAttack ?? 0,
bonusArmor: stats.bonusArmor ?? 0,
// Always 0: no merchants exist in Slice 0.4, and the balancing doc's
// Grenzmarken table lists purchase prices, not sell prices.
sellPrice: 0,
iconPath: `/images/items/${key}.png`,
};
}
// Stats from docs/Ashen_Realms_Balancing_Items_Loot_Design_V1.md §19.
export const ITEM_DEFINITIONS: SeedItemDefinition[] = [
item(
'worn-short-sword',
'Abgenutztes Kurzschwert',
'Die Klinge eines Rekruten, öfter geschliffen als geführt.',
ItemType.WEAPON,
EquipmentSlot.WEAPON,
ItemRarity.COMMON,
{ weaponDamage: 8 },
),
item(
'bandit-blade',
'Räuberklinge',
'Eine grob gezahnte Klinge, geschmiedet für schnelle Überfälle.',
ItemType.WEAPON,
EquipmentSlot.WEAPON,
ItemRarity.COMMON,
{ weaponDamage: 11, bonusAttack: 1 },
),
item(
'ash-blade',
'Aschenklinge',
'In der Glut der Aschenfelder gehärtet; die Schneide glimmt noch.',
ItemType.WEAPON,
EquipmentSlot.WEAPON,
ItemRarity.RARE,
{ weaponDamage: 15, bonusAttack: 2 },
),
item(
'bandit-hood',
'Räuberhaube',
'Vernarbtes Leder, das Gesicht und Absicht des Trägers verbirgt.',
ItemType.ARMOR,
EquipmentSlot.HEAD,
ItemRarity.COMMON,
{ bonusArmor: 3, bonusHp: 5 },
),
item(
'reinforced-leather-jacket',
'Verstärkte Lederjacke',
'Mit Eisenplatten benähtes Leder, schwer und verlässlich.',
ItemType.ARMOR,
EquipmentSlot.CHEST,
ItemRarity.RARE,
{ bonusArmor: 7, bonusHp: 10 },
),
item(
'raider-gloves',
'Plündererhandschuhe',
'Beschlagene Handschuhe, abgegriffen von fremdem Gut.',
ItemType.ARMOR,
EquipmentSlot.HANDS,
ItemRarity.COMMON,
{ bonusArmor: 3, bonusAttack: 1 },
),
item(
'guardsman-legs',
'Wachmannsbeinkleid',
'Beinzeug der Grenzwacht, an den Knien geflickt.',
ItemType.ARMOR,
EquipmentSlot.LEGS,
ItemRarity.RARE,
{ bonusArmor: 5, bonusHp: 5 },
),
item(
'ash-boots',
'Aschenstiefel',
'Stiefel, die durch glimmende Felder getragen wurden und blieben.',
ItemType.ARMOR,
EquipmentSlot.FEET,
ItemRarity.RARE,
{ bonusArmor: 4, bonusHp: 5 },
),
item(
'borderwatch-sigil',
'Zeichen der Grenzwacht',
'Das Wappen eines Turms, den es nicht mehr gibt.',
ItemType.ARMOR,
EquipmentSlot.AMULET,
ItemRarity.RARE,
{ bonusAttack: 3, bonusHp: 10 },
),
item(
'burned-captain-pendant',
'Anhänger des verbrannten Hauptmanns',
'Ein Schädel aus Schlacke, in dem die Glut nie erlosch.',
ItemType.ARMOR,
EquipmentSlot.AMULET,
ItemRarity.EPIC,
{ bonusAttack: 3, bonusHp: 15, bonusArmor: 2 },
),
// Seeded as content only. Slice 0.4 implements no consumable use, and the
// Straßenräuber loot entry for it is deliberately deferred (spec §16).
item(
'small-healing-potion',
'Kleiner Heiltrank',
'Ein bitterer Sud, der Wunden für einen Atemzug vergessen lässt.',
ItemType.CONSUMABLE,
null,
ItemRarity.COMMON,
),
item(
'ash-pelt',
'Aschenfell',
'Versengtes Fell, zäh wie Leder und grau von Ascheflug.',
ItemType.MATERIAL,
null,
ItemRarity.COMMON,
),
];
export const LOOT_TABLES = [
{ id: ASH_RAT_LOOT_TABLE_ID, key: 'ash-rat-loot', name: 'Aschenratte Beute' },
{ id: ROAD_BANDIT_LOOT_TABLE_ID, key: 'road-bandit-loot', name: 'Straßenräuber Beute' },
];
export interface SeedLootTableEntry {
lootTableId: string;
itemDefinitionId: string;
position: number;
dropChance: string;
minQuantity: number;
maxQuantity: number;
enabled: boolean;
}
function entry(
lootTableId: string,
key: ItemKey,
position: number,
dropChance: string,
): SeedLootTableEntry {
return {
lootTableId,
itemDefinitionId: ITEM_IDS[key],
position,
dropChance,
minQuantity: 1,
maxQuantity: 1,
enabled: true,
};
}
/**
* Drop chances from docs/Ashen_Realms_Balancing_Items_Loot_Design_V1.md §2728.
* Every entry is an independent roll (spec §17), rolled in `position` order.
*
* DEFERRED: the Straßenräuber table also lists 10 % Kleiner Heiltrank. It is
* omitted here because Slice 0.4 implements no consumables (spec §16).
*/
export const LOOT_TABLE_ENTRIES: SeedLootTableEntry[] = [
entry(ASH_RAT_LOOT_TABLE_ID, 'ash-pelt', 1, '0.6000'),
entry(ASH_RAT_LOOT_TABLE_ID, 'worn-short-sword', 2, '0.0800'),
entry(ROAD_BANDIT_LOOT_TABLE_ID, 'bandit-blade', 1, '0.1800'),
entry(ROAD_BANDIT_LOOT_TABLE_ID, 'bandit-hood', 2, '0.1200'),
entry(ROAD_BANDIT_LOOT_TABLE_ID, 'raider-gloves', 3, '0.0800'),
];