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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>
46 lines
1.4 KiB
C++
46 lines
1.4 KiB
C++
#pragma once
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#include "Behavior.h"
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class ImmunityBehavior final : public Behavior
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{
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public:
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/*
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* Inherited
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*/
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explicit ImmunityBehavior(const uint32_t behaviorId) : Behavior(behaviorId) {
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}
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void Handle(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) override;
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void Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) override;
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void Timer(BehaviorContext* context, BehaviorBranchContext branch, LWOOBJID second) override;
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// Removes the immunities again when an equipped item's or item set's skill is uncast
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void UnCast(BehaviorContext* context, BehaviorBranchContext branch) override;
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void Load() override;
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private:
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// stuns
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bool m_ImmuneToStunAttack = false;
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bool m_ImmuneToStunEquip = false;
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bool m_ImmuneToStunInteract = false;
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bool m_ImmuneToStunJump = false; // Unused
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bool m_ImmuneToStunMove = false;
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bool m_ImmuneToStunTurn = false;
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bool m_ImmuneToStunUseItem = false; // Unused
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//status
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bool m_ImmuneToBasicAttack = false;
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bool m_ImmuneToDamageOverTime = false;
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bool m_ImmuneToKnockback = false;
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bool m_ImmuneToInterrupt = false;
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bool m_ImmuneToSpeed = false;
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bool m_ImmuneToImaginationGain = false;
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bool m_ImmuneToImaginationLoss = false;
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bool m_ImmuneToQuickbuildInterrupt = false;
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bool m_ImmuneToPullToPoint = false; // Unused in cdclient, but used in client
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};
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