Item Drops

ItemDrops Plugin - Recommended Improvements

Living document for ongoing enhancements and optimizations

๐Ÿ“‹ Overview

This document tracks recommended improvements for the ItemDrops plugin, organized by priority and implementation complexity. Items are marked with their current status and implementation notes.

๐Ÿ—๏ธ Architecture & Code Quality

[ ] Interface Segregation

Priority: High | Status: Pending | Complexity: Medium

Current Issue: IDropTable has too many responsibilities (data access, validation, generation)

Recommended Solution:

// Split into focused interfaces
public interface IDropTable
{
    IReadOnlyList<IDrop> Drops { get; }
    int MinDrops { get; }
    int MaxDrops { get; }
    float DropChance { get; }
}

public interface IDropTableValidator
{
    DropTableValidationResult Validate();
}

public interface IDropGenerator
{
    IEnumerable<DropResult> GenerateDrops(LootContext context);
}

Benefits:

  • Better separation of concerns
  • Easier unit testing
  • More focused interfaces
  • Future extensibility

[ ] Factory Pattern for Drop Creation

Priority: High | Status: Pending | Complexity: Low

Current Issue: Drop creation logic scattered across multiple classes

Recommended Solution:

public static class DropFactory
{
    public static IDrop CreateItemDrop(string itemId, float weight, ItemRarity rarity = ItemRarity.Common)
    public static IDropCondition CreateCondition(string type, params object[] parameters)
    public static ILootModifier CreateModifier(string type, params object[] parameters)
}

Benefits:

  • Centralized creation logic
  • Easier configuration management
  • Consistent object initialization
  • Better error handling

[ ] Enhanced Builder Pattern

Priority: Medium | Status: Pending | Complexity: Medium

Current Issue: DropTableBuilder could be more expressive for common scenarios

Recommended Solution:

public class DropTableBuilder
{
    public DropTableBuilder WithCommonDrops(params string[] itemIds)
    public DropTableBuilder WithRareDrops(float chance, params string[] itemIds)
    public DropTableBuilder WithLevelScaling(int minLevel, int maxLevel)
    public DropTableBuilder WithLuckScaling(float baseLuck)
}

Benefits:

  • More expressive API
  • Reduced boilerplate
  • Common patterns built-in
  • Better readability

โšก Performance Optimizations

[ ] Object Pooling for DropResults

Priority: High | Status: Pending | Complexity: Medium

Current Issue: Frequent allocation of DropResult objects in high-drop scenarios

Recommended Solution:

public class DropResultPool
{
    private readonly ConcurrentQueue<DropResult> _pool = new();
    
    public DropResult Get() => _pool.TryDequeue(out var result) ? result : new DropResult();
    public void Return(DropResult result) => _pool.Enqueue(result);
}

Benefits:

  • Reduced GC pressure
  • Better performance in high-frequency scenarios
  • Memory efficiency

Implementation Notes:

  • Thread-safe for concurrent access
  • Automatic pool growth
  • Configurable maximum pool size

[ ] Lazy Loading for Drop Tables

Priority: Medium | Status: Pending | Complexity: Low

Current Issue: All drop tables loaded immediately, even unused ones

Recommended Solution:

public class LazyDropTable : IDropTable
{
    private readonly Func<DropTable> _factory;
    private DropTable? _innerTable;
    
    public IReadOnlyList<IDrop> Drops => GetTable().Drops;
    private DropTable GetTable() => _innerTable ??= _factory();
}

Benefits:

  • Faster startup times
  • Reduced memory usage
  • On-demand initialization

[ ] Caching Strategy

Priority: Medium | Status: Pending | Complexity: High

Current Issue: Repeated calculations for identical drop scenarios

Recommended Solution:

public class CachedDropCalculator : DropCalculator
{
    private readonly LRUCache<(string, int, float), List<DropResult>> _cache;
    
    public override List<DropResult> GenerateDrops(IDropTable table, LootContext context)
    {
        var key = (GetTableHash(table), context.Level, context.LuckModifier);
        return _cache.GetOrAdd(key, () => base.GenerateDrops(table, context));
    }
}

Benefits:

  • Significant performance gains for repeated scenarios
  • Configurable cache size
  • Thread-safe implementation

Implementation Notes:

  • Need robust hash function for drop tables
  • Cache invalidation strategy
  • Memory usage monitoring

๐Ÿ›ก๏ธ Error Handling & Validation

[ ] Result Pattern for Operations

Priority: High | Status: Pending | Complexity: Medium

Current Issue: Error handling inconsistent across the codebase

Recommended Solution:

public class DropGenerationResult
{
    public bool Success { get; init; }
    public IReadOnlyList<DropResult> Drops { get; init; } = Array.Empty<DropResult>();
    public IReadOnlyList<string> Errors { get; init; } = Array.Empty<string>();
    public IReadOnlyList<string> Warnings { get; init; } = Array.Empty<string>();
}

Benefits:

  • Consistent error handling
  • Better debugging information
  • Chainable operations
  • Type-safe error reporting

[ ] Comprehensive Validation

Priority: High | Status: Pending | Complexity: Low

Current Issue: Validation logic scattered and incomplete

Recommended Solution:

public class DropTableValidator
{
    public ValidationResult Validate(IDropTable table)
    {
        var result = new ValidationResult();
        
        // Validate weights
        if (table.Drops.Any(d => d.Weight <= 0))
            result.AddError("All drops must have positive weight");
            
        // Validate drop ranges
        if (table.MinDrops > table.MaxDrops)
            result.AddError("Min drops cannot exceed max drops");
            
        return result;
    }
}

Benefits:

  • Centralized validation logic
  • Consistent error messages
  • Extensible validation rules
  • Better debugging experience

๐Ÿงช Testing & Diagnostics

[ ] Test Data Factory

Priority: Medium | Status: Pending | Complexity: Low

Current Issue: Test setup code duplicated across test classes

Recommended Solution:

public static class DropTestDataFactory
{
    public static IDropTable CreateBasicTable()
    public static IDropTable CreateComplexTable()
    public static LootContext CreateHighLevelContext()
    public static LootContext CreateLowLuckContext()
}

Benefits:

  • Reduced test code duplication
  • Consistent test data
  • Easier test maintenance
  • Standardized test scenarios

[ ] Diagnostic Tools

Priority: Medium | Status: Pending | Complexity: Medium

Current Issue: Limited visibility into drop generation behavior

Recommended Solution:

public class DropTableDiagnostics
{
    public DropStatistics GetDetailedStatistics(IDropTable table, int simulations = 10000)
    public DropProbabilityMatrix GetProbabilityMatrix(IDropTable table)
    public string GenerateReport(IDropTable table)
}

Benefits:

  • Better debugging capabilities
  • Performance analysis tools
  • Statistical insights
  • Exportable reports

โš™๏ธ Configuration & Extensibility

[ ] Configuration System

Priority: Medium | Status: Pending | Complexity: Low

Current Issue: Hard-coded configuration values

Recommended Solution:

public class ItemDropsConfiguration
{
    public int DefaultSimulations { get; set; } = 1000;
    public bool EnableCaching { get; set; } = true;
    public int CacheSize { get; set; } = 1000;
    public LogLevel LogLevel { get; set; } = LogLevel.Warning;
}

Benefits:

  • Runtime configuration
  • Environment-specific settings
  • Easier debugging
  • Performance tuning

[ ] Plugin Architecture

Priority: Low | Status: Pending | Complexity: High

Current Issue: Limited extensibility points

Recommended Solution:

public interface IDropPlugin
{
    string Name { get; }
    void Initialize(IItemDropsContext context);
    void RegisterDropTypes(IDropTypeRegistry registry);
}

Benefits:

  • Third-party extensions
  • Modular architecture
  • Plugin ecosystem
  • Custom drop types

๐ŸŽฎ Engine Integration Improvements

[ ] Godot Signal System

Priority: Medium | Status: Pending | Complexity: Low

Current Issue: Limited event handling in Godot integration

Recommended Solution:

// Add to ItemDropsBus
[Signal] public delegate void DropGeneratedEventHandler(string itemId, Vector2 position);
[Signal] public delegate void DropCollectedEventHandler(string itemId, Node collector);
[Signal] public delegate void DropTableValidatedEventHandler(string tableId, bool isValid);

Benefits:

  • Godot-idiomatic event handling
  • Better integration with Godot scene tree
  • Visual scripting support

[ ] Unity Event System

Priority: Medium | Status: Pending | Complexity: Low

Current Issue: Limited event handling in Unity integration

Recommended Solution:

public static class ItemDropsEvents
{
    public static UnityEvent<string, Vector3> OnDropGenerated = new();
    public static UnityEvent<string, GameObject> OnDropCollected = new();
    public static UnityEvent<string, bool> OnDropTableValidated = new();
}

Benefits:

  • Unity-idiomatic event handling
  • Inspector integration
  • Visual scripting support

๐Ÿ“š Documentation & Examples

[ ] Sample Implementations

Priority: Low | Status: Pending | Complexity: Low

Current Issue: Limited examples for common use cases

Recommended Solution:

// Create example drop tables for common use cases
public static class CommonDropTables
{
    public static IDropTable BasicEnemyDrops { get; }
    public static IDropTable BossDrops { get; }
    public static IDropTable TreasureChestDrops { get; }
}

Benefits:

  • Quick start for developers
  • Common patterns documented
  • Reference implementations
  • Best practices showcase

[ ] Integration Guides

Priority: Low | Status: Pending | Complexity: Low

Current Issue: Documentation could be more comprehensive

Recommended Tasks:

  • Add comprehensive README with examples
  • Create demo scenes for both Godot and Unity
  • Add performance benchmarking tools
  • Create video tutorials

Benefits:

  • Better developer experience
  • Faster onboarding
  • Reduced support burden
  • Community growth

๐Ÿš€ Implementation Priority

Phase 1 (High Priority - Next Sprint)

  1. Interface Segregation - Foundation for better architecture
  2. Result Pattern - Consistent error handling
  3. Object Pooling - Performance optimization
  4. Factory Pattern - Centralized creation logic

Phase 2 (Medium Priority - Following Sprints)

  1. Enhanced Validation - Better error prevention
  2. Diagnostic Tools - Debugging capabilities
  3. Configuration System - Runtime flexibility
  4. Signal/Event Systems - Engine integration

Phase 3 (Low Priority - Future Enhancements)

  1. Plugin Architecture - Extensibility
  2. Caching Strategy - Advanced performance
  3. Sample Implementations - Documentation
  4. Integration Guides - Developer experience

๐Ÿ“Š Metrics & KPIs

Performance Targets

  • Drop Generation: < 1ms for typical tables (10 drops)
  • Memory Usage: < 10MB for 1000 drop tables
  • Startup Time: < 100ms for plugin initialization
  • Test Coverage: > 90% for Core library

Code Quality Targets

  • Cyclomatic Complexity: < 10 per method
  • Maintainability Index: > 80
  • Technical Debt: < 1 day
  • Documentation Coverage: > 80%

๐Ÿ”„ Review Process

Monthly Review

  • Assess implemented improvements
  • Update priority based on feedback
  • Add new improvement suggestions
  • Review performance metrics

Quarterly Review

  • Evaluate overall plugin health
  • Plan major architectural changes
  • Update roadmap based on user feedback
  • Review community contributions

๐Ÿ“ Implementation Notes

General Guidelines

  • Maintain POCS architecture principles
  • Ensure backward compatibility where possible
  • Add comprehensive tests for new features
  • Update documentation for all changes
  • Follow existing code style and patterns

Testing Requirements

  • Unit tests for all new Core features
  • Integration tests for engine-specific code
  • Performance benchmarks for optimizations
  • Compatibility tests for breaking changes

Documentation Requirements

  • Update README for user-facing changes
  • Add inline documentation for new APIs
  • Create examples for complex features
  • Update this improvements document

Last Updated: November 2025
Next Review: December 2025
Document Version: 1.0