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  • Multiworld WatcherMultiworld Watcher
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  • #28
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Issue created Apr 05, 2022 by Adam "MrBond" Ziegler@MrBondOwner

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))
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