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Fix/refactor sod build #3
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…can remove later.
…glance while doing dev
…ng seems to be working now.
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Given we're successfully getting through build stages and only getting test failures, I'm OK shipping this since there's a TON that will need to get ripped out anyways, like any SoD-specific spells, APLs, and gear sets. Each class' tests can be rebuilt once they have functional APLs and gearsets.
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Skimmed through, not sure where the test changes are coming from but like Backstabi said we will need to rebuild the APL and tests up to begin with. Might be worth setting up basic level 60 tests and APL's casting the common filler level 60 spell for each class so we can understand any other changes we make.
We can make test and make update-tests to set the baseline for now atleast.
Test result differences are due to item effects in sim/common/sod no longer being included because the import paths in includes.go are changed. It should be fine to ignore test differences. |
Initial effort to rename
sod
toclassic
for the majority of paths. There are still a couple left, but those were tied to SOD-specific content we should remove, so I left them there for the sake of identifying them for removal in the future. Apologies for the absurdly large PR; however there are a LOT of absolute paths within the application which all had to be changed fromsod
toclassic
.This addresses both #1 and #2 . Tried to keep them separate, but got lost and just did it all.