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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>
122 lines
4.0 KiB
C++
122 lines
4.0 KiB
C++
#include "ImmunityBehavior.h"
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#include "BehaviorBranchContext.h"
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#include "BehaviorContext.h"
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#include "EntityManager.h"
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#include "Game.h"
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#include "Logger.h"
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#include "DestroyableComponent.h"
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#include "ControllablePhysicsComponent.h"
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#include "eStateChangeType.h"
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void ImmunityBehavior::Handle(BehaviorContext* context, RakNet::BitStream& bitStream, const BehaviorBranchContext branch) {
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auto* target = Game::entityManager->GetEntity(branch.target);
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if (!target) {
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LOG("Failed to find target (%llu)!", branch.target);
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return;
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}
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auto* destroyableComponent = target->GetComponent<DestroyableComponent>();
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if (destroyableComponent) {
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destroyableComponent->SetStatusImmunity(
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eStateChangeType::PUSH,
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this->m_ImmuneToBasicAttack,
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this->m_ImmuneToDamageOverTime,
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this->m_ImmuneToKnockback,
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this->m_ImmuneToInterrupt,
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this->m_ImmuneToSpeed,
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this->m_ImmuneToImaginationGain,
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this->m_ImmuneToImaginationLoss,
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this->m_ImmuneToQuickbuildInterrupt,
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this->m_ImmuneToPullToPoint
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);
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}
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auto* controllablePhysicsComponent = target->GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent) {
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controllablePhysicsComponent->SetStunImmunity(
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eStateChangeType::PUSH,
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context->caster,
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this->m_ImmuneToStunAttack,
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this->m_ImmuneToStunEquip,
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this->m_ImmuneToStunInteract,
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this->m_ImmuneToStunJump,
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this->m_ImmuneToStunMove,
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this->m_ImmuneToStunTurn,
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this->m_ImmuneToStunUseItem
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);
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}
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context->RegisterTimerBehavior(this, branch, target->GetObjectID());
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}
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void ImmunityBehavior::Calculate(BehaviorContext* context, RakNet::BitStream& bitStream, BehaviorBranchContext branch) {
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Handle(context, bitStream, branch);
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}
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void ImmunityBehavior::Timer(BehaviorContext* context, BehaviorBranchContext branch, const LWOOBJID second) {
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auto* target = Game::entityManager->GetEntity(second);
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if (!target) {
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LOG("Failed to find target (%llu)!", second);
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return;
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}
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auto* destroyableComponent = target->GetComponent<DestroyableComponent>();
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if (destroyableComponent) {
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destroyableComponent->SetStatusImmunity(
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eStateChangeType::POP,
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this->m_ImmuneToBasicAttack,
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this->m_ImmuneToDamageOverTime,
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this->m_ImmuneToKnockback,
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this->m_ImmuneToInterrupt,
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this->m_ImmuneToSpeed,
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this->m_ImmuneToImaginationGain,
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this->m_ImmuneToImaginationLoss,
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this->m_ImmuneToQuickbuildInterrupt,
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this->m_ImmuneToPullToPoint
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);
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}
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auto* controllablePhysicsComponent = target->GetComponent<ControllablePhysicsComponent>();
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if (controllablePhysicsComponent) {
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controllablePhysicsComponent->SetStunImmunity(
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eStateChangeType::POP,
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context->caster,
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this->m_ImmuneToStunAttack,
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this->m_ImmuneToStunEquip,
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this->m_ImmuneToStunInteract,
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this->m_ImmuneToStunJump,
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this->m_ImmuneToStunMove,
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this->m_ImmuneToStunTurn,
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this->m_ImmuneToStunUseItem
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);
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}
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}
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void ImmunityBehavior::UnCast(BehaviorContext* context, BehaviorBranchContext branch) {
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Timer(context, branch, branch.target);
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}
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void ImmunityBehavior::Load() {
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//Stun
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this->m_ImmuneToStunAttack = GetBoolean("immune_stun_attack", false);
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this->m_ImmuneToStunEquip = GetBoolean("immune_stun_equip", false);
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this->m_ImmuneToStunInteract = GetBoolean("immune_stun_interact", false);
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this->m_ImmuneToStunMove = GetBoolean("immune_stun_move", false);
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this->m_ImmuneToStunTurn = GetBoolean("immune_stun_rotate", false);
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// Status
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this->m_ImmuneToBasicAttack = GetBoolean("immune_basic_attack", false);
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this->m_ImmuneToDamageOverTime = GetBoolean("immune_damage_over_time", false);
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this->m_ImmuneToKnockback = GetBoolean("immune_knockback", false);
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this->m_ImmuneToInterrupt = GetBoolean("immune_interrupt", false);
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this->m_ImmuneToSpeed = GetBoolean("immune_speed", false);
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this->m_ImmuneToImaginationGain = GetBoolean("immune_imagination_gain", false);
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this->m_ImmuneToImaginationLoss = GetBoolean("immune_imagination_loss", false);
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this->m_ImmuneToQuickbuildInterrupt = GetBoolean("immune_quickbuild_interrupts", false);
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this->m_ImmuneToPullToPoint = GetBoolean("immune_pulltopoint", false);
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}
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