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[2pts] Implement loot system #14

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Description

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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

  • LootResolver class created
  • ResolveLoot(Enemy enemy) method implemented
  • Returns List based on LootTable
  • Supports configurable drop probability per item
  • Dragon always drops at least one item
  • Gold amount equals enemy.GoldReward
  • Constructor accepts optional Random seed
  • Deterministic loot generation with seed for testing
  • Default random behavior for production
  • Class documented with XML comments

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