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[Code] SkillCaps Global to Singleton Cleanup (#4933)
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+5
-5
@@ -1242,7 +1242,7 @@ uint16 Bot::GetPrimarySkillValue() {
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}
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uint16 Bot::MaxSkill(EQ::skills::SkillType skillid, uint16 class_, uint16 level) const {
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return skill_caps.GetSkillCap(class_, skillid, level).cap;
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return SkillCaps::Instance()->GetSkillCap(class_, skillid, level).cap;
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}
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uint32 Bot::GetTotalATK() {
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@@ -3575,7 +3575,7 @@ void Bot::Depop() {
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RemoveAllAuras();
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Mob* bot_pet = GetPet();
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if (bot_pet) {
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if (bot_pet->Charmed()) {
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bot_pet->BuffFadeByEffect(SE_Charm);
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@@ -7342,7 +7342,7 @@ void Bot::CalcBotStats(bool showtext) {
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SetLevel(GetBotOwner()->GetLevel());
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for (int sindex = 0; sindex <= EQ::skills::HIGHEST_SKILL; ++sindex) {
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skills[sindex] = skill_caps.GetSkillCap(GetClass(), (EQ::skills::SkillType)sindex, GetLevel()).cap;
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skills[sindex] = SkillCaps::Instance()->GetSkillCap(GetClass(), (EQ::skills::SkillType)sindex, GetLevel()).cap;
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}
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taunt_timer.Start(1000);
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@@ -11274,7 +11274,7 @@ void Bot::SetSpellTypePriority(uint16 spell_type, uint8 priority_type, uint16 pr
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std::list<BotSpellTypeOrder> Bot::GetSpellTypesPrioritized(uint8 priority_type) {
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std::list<BotSpellTypeOrder> cast_order;
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for (uint16 i = BotSpellTypes::START; i <= BotSpellTypes::END; i++) {
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BotSpellTypeOrder typeSettings = {
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.spellType = i,
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@@ -13463,4 +13463,4 @@ bool Bot::HasControllablePet(uint8 ranks_required) {
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return GetClass() != Class::Enchanter ||
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GetPet()->GetPetType() != petAnimation ||
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GetAA(aaAnimationEmpathy) >= ranks_required;
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}
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}
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+4
-4
@@ -3196,7 +3196,7 @@ bool Client::CanHaveSkill(EQ::skills::SkillType skill_id) const
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skill_id = EQ::skills::Skill2HPiercing;
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}
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return skill_caps.GetSkillCap(GetClass(), skill_id, RuleI(Character, MaxLevel)).cap > 0;
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return SkillCaps::Instance()->GetSkillCap(GetClass(), skill_id, RuleI(Character, MaxLevel)).cap > 0;
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}
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uint16 Client::MaxSkill(EQ::skills::SkillType skill_id, uint8 class_id, uint8 level) const
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@@ -3209,7 +3209,7 @@ uint16 Client::MaxSkill(EQ::skills::SkillType skill_id, uint8 class_id, uint8 le
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skill_id = EQ::skills::Skill2HPiercing;
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}
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return skill_caps.GetSkillCap(class_id, skill_id, level).cap;
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return SkillCaps::Instance()->GetSkillCap(class_id, skill_id, level).cap;
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}
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uint8 Client::GetSkillTrainLevel(EQ::skills::SkillType skill_id, uint8 class_id)
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@@ -3222,7 +3222,7 @@ uint8 Client::GetSkillTrainLevel(EQ::skills::SkillType skill_id, uint8 class_id)
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skill_id = EQ::skills::Skill2HPiercing;
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}
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return skill_caps.GetSkillTrainLevel(class_id, skill_id, RuleI(Character, MaxLevel));
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return SkillCaps::Instance()->GetSkillTrainLevel(class_id, skill_id, RuleI(Character, MaxLevel));
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}
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uint16 Client::GetMaxSkillAfterSpecializationRules(EQ::skills::SkillType skillid, uint16 maxSkill)
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@@ -12099,7 +12099,7 @@ void Client::MaxSkills()
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auto current_skill_value = (
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EQ::skills::IsSpecializedSkill(s.first) ?
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MAX_SPECIALIZED_SKILL :
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skill_caps.GetSkillCap(GetClass(), s.first, GetLevel()).cap
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SkillCaps::Instance()->GetSkillCap(GetClass(), s.first, GetLevel()).cap
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);
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if (GetSkill(s.first) < current_skill_value) {
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+1
-2
@@ -108,7 +108,6 @@ ZoneEventScheduler event_scheduler;
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WorldContentService content_service;
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PlayerEventLogs player_event_logs;
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DatabaseUpdate database_update;
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SkillCaps skill_caps;
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EvolvingItemsManager evolving_items_manager;
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const SPDat_Spell_Struct* spells;
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@@ -314,7 +313,7 @@ int main(int argc, char **argv)
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player_event_logs.SetDatabase(&database)->Init();
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skill_caps.SetContentDatabase(&content_db)->LoadSkillCaps();
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SkillCaps::Instance()->SetContentDatabase(&content_db)->LoadSkillCaps();
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const auto c = EQEmuConfig::get();
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if (c->auto_database_updates) {
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+3
-3
@@ -67,7 +67,7 @@ Merc::Merc(const NPCType* d, float x, float y, float z, float heading)
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int r;
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for (r = 0; r <= EQ::skills::HIGHEST_SKILL; r++) {
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skills[r] = skill_caps.GetSkillCap(GetClass(), (EQ::skills::SkillType)r, GetLevel()).cap;
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skills[r] = SkillCaps::Instance()->GetSkillCap(GetClass(), (EQ::skills::SkillType)r, GetLevel()).cap;
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}
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size = d->size;
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@@ -774,12 +774,12 @@ bool Merc::HasSkill(EQ::skills::SkillType skill_id) const {
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}
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bool Merc::CanHaveSkill(EQ::skills::SkillType skill_id) const {
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return skill_caps.GetSkillCap(GetClass(), skill_id, RuleI(Character, MaxLevel)).cap > 0;
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return SkillCaps::Instance()->GetSkillCap(GetClass(), skill_id, RuleI(Character, MaxLevel)).cap > 0;
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//if you don't have it by max level, then odds are you never will?
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}
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uint16 Merc::MaxSkill(EQ::skills::SkillType skillid, uint16 class_, uint16 level) const {
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return skill_caps.GetSkillCap(class_, skillid, level).cap;
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return SkillCaps::Instance()->GetSkillCap(class_, skillid, level).cap;
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}
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void Merc::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) {
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+2
-2
@@ -370,7 +370,7 @@ NPC::NPC(const NPCType *npc_type_data, Spawn2 *in_respawn, const glm::vec4 &posi
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//give NPCs skill values...
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int r;
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for (r = 0; r <= EQ::skills::HIGHEST_SKILL; r++) {
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skills[r] = skill_caps.GetSkillCap(GetClass(), (EQ::skills::SkillType)r, moblevel).cap;
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skills[r] = SkillCaps::Instance()->GetSkillCap(GetClass(), (EQ::skills::SkillType)r, moblevel).cap;
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}
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// some overrides -- really we need to be able to set skills for mobs in the DB
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// There are some known low level SHM/BST pets that do not follow this, which supports
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@@ -3726,7 +3726,7 @@ void NPC::RecalculateSkills()
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{
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int r;
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for (r = 0; r <= EQ::skills::HIGHEST_SKILL; r++) {
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skills[r] = skill_caps.GetSkillCap(GetClass(), (EQ::skills::SkillType)r, level).cap;
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skills[r] = SkillCaps::Instance()->GetSkillCap(GetClass(), (EQ::skills::SkillType)r, level).cap;
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}
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// some overrides -- really we need to be able to set skills for mobs in the DB
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@@ -4627,7 +4627,7 @@ void WorldServer::ProcessReload(const ServerReload::Request& request)
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break;
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case ServerReload::Type::SkillCaps:
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skill_caps.ReloadSkillCaps();
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SkillCaps::Instance()->ReloadSkillCaps();
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break;
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case ServerReload::Type::DataBucketsCache:
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