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refactor: item set passive abilities come from the CDClient and item scripts
The server hardcoded each item set's passives by set ID. They now come from data: - On-kill bonuses (Paradox imagination, Sentinel armor repair, Bat Lord heal) are the set's DarkInspiration skills in ItemSetSkills. The client turns those into a status effect that casts the behavior's action when the wearer kills something of a faction in faction_list; the server now runs the same behavior on the smashed enemy, so the amounts, faction check and extra effects (e.g. rank 3 Sorcerer team imagination) follow the data. A behavior repeated in a higher tier does not stack. - Low imagination / low armor skills are what the live equipmenttriggers item scripts do. Items link to those scripts through their ScriptComponent; the script vars (skill, items required, set, cooldown) only exist in the scripts, so they are mirrored in a small table keyed by script name. The Sentinel scripts have no cooldown (was 11s). - Knockback immunity while quickbuilding comes from the Immunity behavior's immune_quickbuild_interrupts (the 5 item Assembly rank 2/3 set skill) instead of a set ID list; ImmunityBehavior now pops its immunities when an equip skill is uncast. Removes eItemSetPassiveAbilityID and InventoryComponent::HasAnyPassive (unused now). Refs #691 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -470,18 +470,10 @@ bool DestroyableComponent::IsCooldownImmune() const {
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bool DestroyableComponent::IsKnockbackImmune() const {
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auto* characterComponent = m_Parent->GetComponent<CharacterComponent>();
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auto* inventoryComponent = m_Parent->GetComponent<InventoryComponent>();
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if (characterComponent != nullptr && inventoryComponent != nullptr && characterComponent->GetCurrentActivity() == eGameActivity::QUICKBUILDING) {
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const auto hasPassive = inventoryComponent->HasAnyPassive({
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eItemSetPassiveAbilityID::EngineerRank2, eItemSetPassiveAbilityID::EngineerRank3,
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eItemSetPassiveAbilityID::SummonerRank2, eItemSetPassiveAbilityID::SummonerRank3,
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eItemSetPassiveAbilityID::InventorRank2, eItemSetPassiveAbilityID::InventorRank3,
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}, 5);
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if (hasPassive) {
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return true;
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}
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// Quickbuild interrupt immunity comes from Immunity behaviors, e.g. the 5 item Assembly rank 2 and 3 set skill (584)
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if (characterComponent != nullptr && characterComponent->GetCurrentActivity() == eGameActivity::QUICKBUILDING && GetImmuneToQuickbuildInterrupt()) {
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return true;
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}
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return IsImmune() || m_IsShielded || m_AttacksToBlock > 0;
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@@ -1357,21 +1357,6 @@ void InventoryComponent::TriggerPassiveAbility(PassiveAbilityTrigger trigger, En
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}
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}
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bool InventoryComponent::HasAnyPassive(const std::vector<eItemSetPassiveAbilityID>& passiveIDs, int32_t equipmentRequirement) const {
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for (auto* set : m_Itemsets) {
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if (set->GetEquippedCount() < equipmentRequirement) {
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continue;
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}
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// Check if the set has any of the passive abilities
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if (std::find(passiveIDs.begin(), passiveIDs.end(), static_cast<eItemSetPassiveAbilityID>(set->GetID())) != passiveIDs.end()) {
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return true;
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}
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}
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return false;
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}
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void InventoryComponent::DespawnPet() {
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auto* current = PetComponent::GetActivePet(m_Parent->GetObjectID());
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@@ -17,7 +17,6 @@
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#include "DatabasePet.h"
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#include "Component.h"
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#include "ItemSetPassiveAbility.h"
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#include "eItemSetPassiveAbilityID.h"
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#include "PossessorComponent.h"
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#include "eInventoryType.h"
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#include "eReplicaComponentType.h"
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@@ -358,14 +357,6 @@ public:
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*/
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void TriggerPassiveAbility(PassiveAbilityTrigger trigger, Entity* target = nullptr);
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/**
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* Returns if the entity has any of the passed passive abilities equipped
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* @param passiveIDs the IDs to check for
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* @param equipmentRequirement the number of equipment required to be allowed to have the ability
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* @return if the entity has any of the passed passive abilities equipped
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*/
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bool HasAnyPassive(const std::vector<eItemSetPassiveAbilityID>& passiveIDs, int32_t equipmentRequirement) const;
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/**
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* Despawns the currently active pet, if any
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*/
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@@ -466,6 +466,19 @@ void SkillComponent::HandleUnmanaged(const uint32_t behaviorId, const LWOOBJID t
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behavior->Handle(&context, bitStream, { target });
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}
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void SkillComponent::CalculateUnmanaged(const uint32_t behaviorId, const LWOOBJID caster, const LWOOBJID target) {
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BehaviorContext context{ caster, true };
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context.unmanaged = true;
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context.caster = caster;
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auto* behavior = Behavior::CreateBehavior(behaviorId);
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RakNet::BitStream bitStream{};
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behavior->Calculate(&context, bitStream, { target });
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}
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void SkillComponent::HandleUnCast(const uint32_t behaviorId, const LWOOBJID target) {
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BehaviorContext context{ target };
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@@ -174,6 +174,15 @@ public:
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*/
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static void HandleUnmanaged(uint32_t behaviorId, LWOOBJID target, LWOOBJID source = LWOOBJID_EMPTY);
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/**
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* Calculates a behavior on the server only, without syncing it to clients, for effects the
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* clients already run on their own (e.g. item set DarkInspiration status effects).
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* @param behaviorId the root behavior ID of the skill
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* @param caster the entity the behavior is cast by
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* @param target the entity the behavior targets
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*/
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static void CalculateUnmanaged(uint32_t behaviorId, LWOOBJID caster, LWOOBJID target);
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/**
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* Computes a server-side skill uncast calculation without an associated entity.
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* @param behaviorId the root behavior ID of the skill
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