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10_Wiki/Topics 대규모 정리: - 오류 캡처/미완성 stub 문서 227개 제거 - 교차폴더 중복 43클러스터 병합 (63파일 → redirect) - 링크명 정규화: 깨진 링크 수정·redirect 직결·개념 매핑 ~2,400건 - 카테고리 MOC 6개 신규 생성 - Graph 섹션 미해결 related-keyword 링크 10,058건 제거 Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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7.3 KiB
id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-equipment-crafting-and-synthesis | Equipment Crafting and Synthesis Engine | 10_Wiki/Topics | verified | self |
|
none | A | 0.85 | applied |
|
2026-05-10 | pending |
|
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
- RPG forge (sword + 의 gem → enchanted sword).
- Gacha synthesis (3-star × 3 → 4-star upgrade).
- Crafting MMORPG (pattern + 의 material → gear).
- Auto-battler item merge (3 의 의 same → upgraded).
💻 패턴
Recipe 의 schema
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)
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)
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
function CraftBench({ inventory }: { inventory: Item[] }) {
const [slots, setSlots] = useState<Item[]>([]);
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 (
<div className="grid grid-cols-2 gap-4">
<SlotGrid slots={slots} setSlots={setSlots} inventory={inventory} />
<PreviewPanel recipe={recipe} preview={preview} onCraft={() => craft(slots)} />
</div>
);
}
Server-authoritative commit
// 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<CraftResult>;
}
// 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
function Slot({ item, onDrop }: { item?: Item; onDrop: (it: Item) => void }) {
return (
<div
onDragOver={(e) => 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 ? <ItemIcon item={item} /> : <span>+</span>}
</div>
);
}
Probability 의 display
function ProbabilityBar({ pools }: { pools: AffixPool[] }) {
const total = pools.reduce((s, p) => s + p.weight, 0);
return (
<ul>
{pools.map((p) => (
<li key={p.tag}>
{p.tag} — {((p.weight / total) * 100).toFixed(1)}%
</li>
))}
</ul>
);
}
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 |