Files
2nd/10_Wiki/Topics/Frontend/Equipment-Crafting-and-Synthesis-Engine.md
T
Antigravity Agent f8b21af4be Wiki cleanup: error-doc removal, dedup merge, link normalization
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>
2026-05-20 23:52:15 +09:00

7.3 KiB
Raw Blame History

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
Crafting System
Item Synthesis
Forge System
none A 0.85 applied
game-dev
frontend
ui
crafting
gameplay
2026-05-10 pending
language framework
TypeScript 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

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