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.getTrapBadgefunction and any logic that depends on it - i.e. item priority / badge lookup - Remove the
PriorityEnum.Trapentry - all composed trap items should be considered "custom", and can be overwritten by the player (see #12 (closed))