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AAEmu / AAEmu / 23501378159
5%

Build:
DEFAULT BRANCH: develop
Ran 24 Mar 2026 04:48PM UTC
Jobs 1
Files 2056
Run time 7min
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24 Mar 2026 04:45PM UTC coverage: 3.854% (-1.2%) from 5.02%
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feat(game): Implements crime and evidence system (#1396)

* feat(game): implement base of crime reporting and management system

- Introduce `CrimeManager` and `CrimeIdManager` to handle the lifecycle of in-game crime events, including database persistence and ID allocation.
- Implement `CSReportCrimePacket` logic to allow players to report crimes via evidence doodads (e.g., bloodstains).
- Add the `crime` database table and integrate it into the `SaveManager` loop.
- Provide a `doodad crime` admin subcommand for spawning test evidence with specific criminal and victim data.

* feat(game): implement bloodstain evidence generation for PvP crimes

- Generate small and large bloodstain doodads when damaging or killing friendly players.
- Refactor aggro management from `Npc` to the base `Unit` class to support player-to-player combat state tracking.
- Update `DoodadManager` to allow spawning system-driven doodads that bypass inventory requirements and housing checks.
- Implement `GetOwnerCharacter()` across various unit types to ensure crimes are correctly attributed to the responsible player.
- Add missing primary keys to the `crime` database table.

* feat(game): refactor CrimeManager to use dependency injection

- Replace static singleton access in `CrimeManager` with injected manager instances for `ICrimeIdManager`, `IZoneManager`, and `IDoodadManager`.
- Update `ICrimeManager` and `IDoodadManager` interfaces to expose methods required for evidence generation and system-driven doodad spawning.
- Added comments for placeholder logic of `DeletedEventIds` that supports upcoming trial and evidence tampering mechanics.

* feat(game): implement player assault tracking to improve crime reporting

- Track "AssaultedBy" and "AssaultOn" states to accurately identify the aggressor in PvP encounters.
- Prevent crime evidence (bloodstains) from being generated when a player retaliates against an initial attacker.
- Automatically clear assault records when combat s... (continued)

6 of 458 new or added lines in 33 files covered. (1.31%)

16 existing lines in 12 files now uncovered.

2033 of 52750 relevant lines covered (3.85%)

0.06 hits per line

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Jobs
ID Job ID Ran Files Coverage
1 23501378159.1 24 Mar 2026 04:48PM UTC 2056
5.0
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Source Files on build 23501378159
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