Files
DarkflameServer/dGame/dInventory/ItemSetPassiveAbility.h
Aaron Kimbrell e44eaf1862 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>
2026-09-28 22:30:58 -05:00

124 lines
3.8 KiB
C++

#pragma once
#include <array>
#include <string_view>
#include <vector>
#include "dCommonVars.h"
class Entity;
class ItemSet;
enum class PassiveAbilityTrigger
{
AssemblyImagination, // Less than 1 imagination
ParadoxHealth, // Less or equal to 1 health
SentinelArmor, // Less than 1 armor
VentureHealth, // Less than 3 health
EnemySmashed, // Enemy is smashed
};
/**
* What a stat-triggered set ability does, as set up by one of the live
* server's res/scripts/equipmenttriggers item scripts.
*/
struct ItemSetStatTrigger {
PassiveAbilityTrigger trigger; // the Lua "trigger" var (stat + threshold)
uint32_t skillID; // the Lua "skillID" var
uint32_t itemsRequired; // the Lua "itemsRequired" var
uint32_t setID; // the Lua "skillSet" var: the ItemSets row the script belongs to
float cooldown; // the Lua "factionCooldownTime" var; 0 for scripts without "isFactionSkill"
};
/**
* One set skill that runs when the wearer smashes something: a skill in the set's
* ItemSetSkills whose root behavior is DarkInspiration (the client's "OnKillFactionBehavior").
*/
struct ItemSetOnKillSkill {
uint32_t itemsRequired; // the skillSetWithN tier the skill comes from
uint32_t skillID;
uint32_t behaviorID;
};
/**
* Passive abilities that belong to an item set, activated when a PassiveAbilityTrigger condition is met
*/
class ItemSetPassiveAbility
{
public:
ItemSetPassiveAbility(PassiveAbilityTrigger trigger, Entity* parent, ItemSet* itemSet);
void Update(float deltaTime);
/**
* Attempts to trigger a passive ability for this item set, if this is the wrong trigger this is a no-op
* @param trigger the trigger to attempt to fire
*/
void Trigger(PassiveAbilityTrigger trigger, Entity* target = nullptr);
/**
* Activates the passive ability
*/
void Activate(Entity* target = nullptr);
/**
* Finds all the passive abilities of an item set, from the CDClient and the item scripts on its items
* @param itemSetID the item set to find abilities for
* @param items the LOTs in the set (ItemSets.itemIDs)
* @param skillSets the skills of each skillSetWithN tier, index 0 being skillSetWith2
* @param parent the parent to add to the passive abilities
* @param itemSet the item set to add to the passive abilities
* @return the passive abilities for the provided item set
*/
static std::vector<ItemSetPassiveAbility> FindAbilities(uint32_t itemSetID, const std::vector<LOT>& items, const std::array<std::vector<uint32_t>, 5>& skillSets, Entity* parent, ItemSet* itemSet);
/**
* The stat triggers the set's items carry. The live server set these up in the equipmenttriggers
* item scripts, which are linked to the items through their ScriptComponent.
*/
static std::vector<ItemSetStatTrigger> FindStatTriggers(uint32_t itemSetID, const std::vector<LOT>& items);
/**
* The on-kill skills among the set's skills: those whose root behavior is DarkInspiration.
*/
static std::vector<ItemSetOnKillSkill> FindOnKillSkills(const std::array<std::vector<uint32_t>, 5>& skillSets);
/**
* The trigger a live equipmenttriggers script sets up, by the script's file name (any path, any case).
* @return nullptr when the script is not a set stat trigger
*/
static const ItemSetStatTrigger* GetStatTriggerForScript(std::string_view scriptName);
private:
void OnEnemySmashed(Entity* target);
/**
* The means of triggering this ability
*/
PassiveAbilityTrigger m_Trigger;
/**
* What a stat trigger does, unused for EnemySmashed
*/
ItemSetStatTrigger m_StatTrigger{};
/**
* The skills an EnemySmashed ability runs
*/
std::vector<ItemSetOnKillSkill> m_OnKillSkills;
/**
* The owner of this ability
*/
Entity* m_Parent;
/**
* The item set this ability belongs to
*/
ItemSet* m_ItemSet;
/**
* The cooldown on this ability until it can be activated again
*/
float m_Cooldown;
};