Refactor world composition for trap items
Currently, trap items are mapped to a badge in per-game, IGameConfiguration.traps
, as { "itemName": "badge" }
; this can be merged on world load to IWorldConfiguration.items
:
- Merge into
"items"
as{ "priority": ItemPriorityEnum.Custom, "badge": "..." }
- Remove the specialized
IWorldManager.getTrapBadge
function and any logic that depends on it - i.e. item priority / badge lookup - Remove the
PriorityEnum.Trap
entry - all composed trap items should be considered "custom", and can be overwritten by the player (see #12 (closed))