Files
DarkflameServer/tests/dGameTests/CMakeLists.txt
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

45 lines
1.5 KiB
CMake

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