Description
Implement loot generation system with configurable drop rates.
Depends on: Enemy and Item classes issues
LootResolver Class
ResolveLoot(Enemy enemy)
Returns List based on:
- Enemy's LootTable
- Configurable drop probability per item
- Special rules for boss enemies
Loot Rules
- Each item in LootTable has a drop probability (0.0 - 1.0)
- Dragon always drops at least one item
- Gold always equals enemy.GoldReward
- Random seed should be injectable for deterministic testing
Requirements
- Constructor accepts optional Random seed for testing
- Default uses unseeded Random for production
- Item drop rates are configurable per item
Acceptance Criteria
Description
Implement loot generation system with configurable drop rates.
Depends on: Enemy and Item classes issues
LootResolver Class
ResolveLoot(Enemy enemy)
Returns List based on:
Loot Rules
Requirements
Acceptance Criteria