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>
This commit is contained in:
Aaron Kimbrell
2026-09-27 04:18:51 -05:00
parent 347a0a7286
commit e44eaf1862
13 changed files with 494 additions and 353 deletions

View File

@@ -17,7 +17,6 @@
#include "DatabasePet.h"
#include "Component.h"
#include "ItemSetPassiveAbility.h"
#include "eItemSetPassiveAbilityID.h"
#include "PossessorComponent.h"
#include "eInventoryType.h"
#include "eReplicaComponentType.h"
@@ -358,14 +357,6 @@ public:
*/
void TriggerPassiveAbility(PassiveAbilityTrigger trigger, Entity* target = nullptr);
/**
* Returns if the entity has any of the passed passive abilities equipped
* @param passiveIDs the IDs to check for
* @param equipmentRequirement the number of equipment required to be allowed to have the ability
* @return if the entity has any of the passed passive abilities equipped
*/
bool HasAnyPassive(const std::vector<eItemSetPassiveAbilityID>& passiveIDs, int32_t equipmentRequirement) const;
/**
* Despawns the currently active pet, if any
*/