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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>
45 lines
1.5 KiB
CMake
45 lines
1.5 KiB
CMake
set(DGAMETEST_SOURCES
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"GameDependencies.cpp"
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"LUBitStreamTests.cpp"
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"MailIdPinTests.cpp"
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"EconomyLedgerTests.cpp"
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"PlayerReportsLimitTests.cpp"
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"SlashCommandPermissionTests.cpp"
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"StaleSaveGuardTests.cpp"
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"ContrabandTests.cpp"
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"KnockbackTests.cpp"
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"CollisionFilterTests.cpp"
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"ItemSetPassiveAbilityTests.cpp"
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)
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add_subdirectory(dComponentsTests)
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list(APPEND DGAMETEST_SOURCES ${DCOMPONENTS_TESTS})
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add_subdirectory(dGameMessagesTests)
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list(APPEND DGAMETEST_SOURCES ${DGAMEMESSAGES_TESTS})
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add_subdirectory(dNetTests)
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list(APPEND DGAMETEST_SOURCES ${DNET_TESTS})
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file(COPY ${GAMEMESSAGE_TESTBITSTREAMS} DESTINATION ${CMAKE_CURRENT_BINARY_DIR})
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file(COPY ${COMPONENT_TEST_DATA} DESTINATION ${CMAKE_CURRENT_BINARY_DIR})
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# Add the executable. Remember to add all tests above this!
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add_executable(dGameTests ${DGAMETEST_SOURCES})
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target_include_directories(dGameTests PRIVATE "." "${PROJECT_SOURCE_DIR}/dChatServer" "${PROJECT_SOURCE_DIR}/dScripts")
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# Tests against the live CDClient look for it in the source tree's build folder
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target_compile_definitions(dGameTests PRIVATE PROJECT_SOURCE_DIR="${PROJECT_SOURCE_DIR}")
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if(APPLE)
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add_custom_target(dGameTestsLink
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${CMAKE_COMMAND} -E copy $<TARGET_FILE:MariaDB::ConnCpp> ${CMAKE_CURRENT_BINARY_DIR})
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add_dependencies(dGameTests dGameTestsLink)
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endif()
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target_link_libraries(dGameTests ${COMMON_LIBRARIES} GTest::gtest_main
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dGame dScripts dPhysics Detour Recast tinyxml2 dWorldServer dZoneManager dChatFilter dNavigation bcrypt MD5)
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# Discover the tests
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gtest_discover_tests(dGameTests)
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