--- id: wiki-2026-0508-equipment-crafting-and-synthesis title: Equipment Crafting and Synthesis Engine category: 10_Wiki/Topics status: verified canonical_id: self aliases: [Crafting System, Item Synthesis, Forge System] duplicate_of: none source_trust_level: A confidence_score: 0.85 verification_status: applied tags: [game-dev, frontend, ui, crafting, gameplay] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: TypeScript framework: React --- # Equipment Crafting and Synthesis Engine ## 매 한 줄 > **"매 input item 의 set 의 의 output item 의 deterministic/stochastic 의 transformation 의 system"**. Diablo, Path of Exile, Genshin Impact 의 의 matter 의 core loop. 2026 의 frontend 의 의 reactive preview + server-authoritative resolution 의 standard pattern. ## 매 핵심 ### 매 architecture layer - **Recipe 의 catalog**: input pattern → output spec (data-driven JSON). - **Resolver**: input 의 match 의 recipe 의 find 의 — pattern matching engine. - **Roller**: stochastic 의 modifier roll (affix, stat range). - **Preview UI**: reactive 의 — input 의 change 의 의 result 의 의 live recompute. - **Server commit**: 의 authoritative 의 final roll — 매 client 의 prediction 의 의 validate. ### 매 stochastic 의 vs 의 deterministic - **Deterministic**: 의 fixed output (e.g. base item + recipe → fixed legendary). - **Stochastic**: 의 random affix (rarity tier, stat range, modifier pool). - **Hybrid**: deterministic base + stochastic affix. ### 매 응용 1. RPG forge (sword + 의 gem → enchanted sword). 2. Gacha synthesis (3-star × 3 → 4-star upgrade). 3. Crafting MMORPG (pattern + 의 material → gear). 4. Auto-battler item merge (3 의 의 same → upgraded). ## 💻 패턴 ### Recipe 의 schema ```ts type Recipe = { id: string; inputs: ItemPattern[]; // ordered or set ordered: boolean; output: OutputSpec; cost?: { gold?: number; energy?: number }; unlockLevel?: number; }; type ItemPattern = | { kind: "exact"; itemId: string; qty: number } | { kind: "tag"; tag: string; rarity?: Rarity; qty: number }; type OutputSpec = | { kind: "fixed"; itemId: string } | { kind: "rolled"; baseItemId: string; affixPools: AffixPool[] }; ``` ### Resolver (pattern match) ```ts function findRecipe(inputs: Item[], catalog: Recipe[]): Recipe | null { return catalog.find((r) => matches(r, inputs)) ?? null; } function matches(recipe: Recipe, inputs: Item[]): boolean { const remaining = [...inputs]; for (const pat of recipe.inputs) { const idx = remaining.findIndex((it) => itemMatchesPattern(it, pat)); if (idx === -1) return false; remaining.splice(idx, 1); } return remaining.length === 0; } function itemMatchesPattern(item: Item, pat: ItemPattern): boolean { if (pat.kind === "exact") return item.itemId === pat.itemId; return item.tags.includes(pat.tag) && (!pat.rarity || item.rarity === pat.rarity); } ``` ### Affix roller (seeded) ```ts import { xoshiro256ss } from "./prng"; type AffixPool = { tag: string; weight: number; statRange: [number, number] }; function rollAffixes(pools: AffixPool[], count: number, seed: bigint): Affix[] { const rng = xoshiro256ss(seed); const result: Affix[] = []; const available = [...pools]; for (let i = 0; i < count && available.length > 0; i++) { const total = available.reduce((s, p) => s + p.weight, 0); let r = rng() * total; const idx = available.findIndex((p) => (r -= p.weight) < 0); const pool = available[idx]; available.splice(idx, 1); const [lo, hi] = pool.statRange; result.push({ tag: pool.tag, value: lo + rng() * (hi - lo) }); } return result; } ``` ### React 의 craft preview UI ```tsx function CraftBench({ inventory }: { inventory: Item[] }) { const [slots, setSlots] = useState([]); const recipe = useMemo(() => findRecipe(slots, RECIPE_CATALOG), [slots]); const preview = useMemo(() => { if (!recipe) return null; if (recipe.output.kind === "fixed") return { kind: "fixed", item: ITEM_DB[recipe.output.baseItemId] }; return { kind: "rolled", base: recipe.output.baseItemId, affixCount: recipe.output.affixPools.length }; }, [recipe]); return (
craft(slots)} />
); } ``` ### Server-authoritative commit ```ts // Client async function craft(inputs: Item[]) { const r = await fetch("/api/craft", { method: "POST", body: JSON.stringify({ inputIds: inputs.map((i) => i.instanceId) }), }); if (!r.ok) throw new Error("craft failed"); return r.json() as Promise; } // Server (authoritative seed) function handleCraft(req) { const inputs = loadInventory(req.userId, req.inputIds); const recipe = findRecipe(inputs, CATALOG); if (!recipe) return { ok: false, reason: "no_match" }; const seed = BigInt(`0x${randomBytes(8).toString("hex")}`); const result = applyOutput(recipe.output, seed); consumeInputs(req.userId, inputs); grantItem(req.userId, result); return { ok: true, item: result, seed: seed.toString() }; } ``` ### Drag-drop 의 slot ```tsx function Slot({ item, onDrop }: { item?: Item; onDrop: (it: Item) => void }) { return (
e.preventDefault()} onDrop={(e) => { const id = e.dataTransfer.getData("text/plain"); const it = INVENTORY.get(id); if (it) onDrop(it); }} className="border-2 border-dashed h-24 w-24 grid place-items-center" > {item ? : +}
); } ``` ### Probability 의 display ```tsx function ProbabilityBar({ pools }: { pools: AffixPool[] }) { const total = pools.reduce((s, p) => s + p.weight, 0); return ( ); } ``` ## 매 결정 기준 | 상황 | Approach | |---|---| | Casual game / mobile | Deterministic recipe — 매 predictability | | ARPG / Diablo-like | Stochastic affix + 의 base 의 deterministic | | Gacha / loot | Stochastic 의 의 server seed 의 authoritative | | Single-player offline | Client RNG 의 OK | | Multiplayer competitive | 매 server 의 의 seed 의 — anti-cheat | **기본값**: data-driven recipe + server-rolled affix + reactive preview UI. ## 🔗 Graph ## 🤖 LLM 활용 **언제**: crafting recipe schema 설계, affix pool weighting, preview reactive UI. **언제 X**: 매 simple 의 single-purpose game (puzzle, runner) — 매 over-engineering. ## ❌ 안티패턴 - **Client-only roll**: 매 trivially exploitable (replay, save-scum). - **Hard-coded recipe**: data-driven 의 X 의 — designer iteration 의 dev rebuild 의 require. - **Hidden probability**: regulator 의 (China, Korea, Japan) 의 force disclose. - **Synchronous animate-then-commit**: 매 latency 의 bad UX — optimistic preview 의 즉시 + server 의 confirm. ## 🧪 검증 / 중복 - Verified (Diablo IV crafting docs, Path of Exile wiki, Genshin gacha rates, GDC talks 의 crafting design). - 신뢰도 B+ — game-specific 의 variance. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — recipe schema + affix roller + server authority 추가 |