[Skill Caps] Further improvements (#4205)

This commit is contained in:
Chris Miles
2024-03-24 12:04:26 -05:00
committed by GitHub
parent 823a5956de
commit cf7f0f4321
19 changed files with 94 additions and 77 deletions
-1
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@@ -166,7 +166,6 @@ SET(zone_sources
zone_event_scheduler.cpp
zone_npc_factions.cpp
zone_reload.cpp
zone_skill_caps.cpp
zoning.cpp
)
+3 -2
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@@ -27,6 +27,7 @@
#include "../common/repositories/bot_starting_items_repository.h"
#include "../common/data_verification.h"
#include "../common/repositories/criteria/content_filter_criteria.h"
#include "../common/skill_caps.h"
// This constructor is used during the bot create command
Bot::Bot(NPCType *npcTypeData, Client* botOwner) : NPC(npcTypeData, nullptr, glm::vec4(), Ground, false), rest_timer(1), ping_timer(1) {
@@ -1171,7 +1172,7 @@ uint16 Bot::GetPrimarySkillValue() {
}
uint16 Bot::MaxSkill(EQ::skills::SkillType skillid, uint16 class_, uint16 level) const {
return(content_db.GetSkillCap(class_, skillid, level));
return skill_caps.GetSkillCap(class_, skillid, level).cap;
}
uint32 Bot::GetTotalATK() {
@@ -6758,7 +6759,7 @@ void Bot::CalcBotStats(bool showtext) {
SetLevel(GetBotOwner()->GetLevel());
for (int sindex = 0; sindex <= EQ::skills::HIGHEST_SKILL; ++sindex) {
skills[sindex] = content_db.GetSkillCap(GetClass(), (EQ::skills::SkillType)sindex, GetLevel());
skills[sindex] = skill_caps.GetSkillCap(GetClass(), (EQ::skills::SkillType)sindex, GetLevel()).cap;
}
taunt_timer.Start(1000);
+5 -4
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@@ -73,6 +73,7 @@ extern volatile bool RunLoops;
#include "../common/events/player_event_logs.h"
#include "dialogue_window.h"
#include "../common/zone_store.h"
#include "../common/skill_caps.h"
extern QueryServ* QServ;
@@ -2771,7 +2772,7 @@ bool Client::CanHaveSkill(EQ::skills::SkillType skill_id) const
skill_id = EQ::skills::Skill2HPiercing;
}
return zone->GetSkillCap(GetClass(), skill_id, RuleI(Character, MaxLevel)).cap > 0;
return skill_caps.GetSkillCap(GetClass(), skill_id, RuleI(Character, MaxLevel)).cap > 0;
}
uint16 Client::MaxSkill(EQ::skills::SkillType skill_id, uint8 class_id, uint8 level) const
@@ -2784,7 +2785,7 @@ uint16 Client::MaxSkill(EQ::skills::SkillType skill_id, uint8 class_id, uint8 le
skill_id = EQ::skills::Skill2HPiercing;
}
return(content_db.GetSkillCap(class_id, skill_id, level));
return skill_caps.GetSkillCap(class_id, skill_id, level).cap;
}
uint8 Client::SkillTrainLevel(EQ::skills::SkillType skill_id, uint8 class_id)
@@ -2797,7 +2798,7 @@ uint8 Client::SkillTrainLevel(EQ::skills::SkillType skill_id, uint8 class_id)
skill_id = EQ::skills::Skill2HPiercing;
}
return zone->GetTrainLevel(class_id, skill_id, RuleI(Character, MaxLevel));
return skill_caps.GetTrainLevel(class_id, skill_id, RuleI(Character, MaxLevel));
}
uint16 Client::GetMaxSkillAfterSpecializationRules(EQ::skills::SkillType skillid, uint16 maxSkill)
@@ -11795,7 +11796,7 @@ void Client::MaxSkills()
auto current_skill_value = (
EQ::skills::IsSpecializedSkill(s.first) ?
MAX_SPECIALIZED_SKILL :
content_db.GetSkillCap(GetClass(), s.first, GetLevel())
skill_caps.GetSkillCap(GetClass(), s.first, GetLevel()).cap
);
if (GetSkill(s.first) < current_skill_value) {
+4
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@@ -86,6 +86,7 @@ extern volatile bool is_zone_loaded;
#include "../common/events/player_event_logs.h"
#include "../common/path_manager.h"
#include "../common/database/database_update.h"
#include "../common/skill_caps.h"
#include "zone_event_scheduler.h"
#include "zone_cli.h"
@@ -108,6 +109,7 @@ WorldContentService content_service;
PathManager path;
PlayerEventLogs player_event_logs;
DatabaseUpdate database_update;
SkillCaps skill_caps;
const SPDat_Spell_Struct* spells;
int32 SPDAT_RECORDS = -1;
@@ -307,6 +309,8 @@ int main(int argc, char **argv)
player_event_logs.SetDatabase(&database)->Init();
skill_caps.SetContentDatabase(&content_db)->LoadSkillCaps();
const auto c = EQEmuConfig::get();
if (c->auto_database_updates) {
if (database_update.SetDatabase(&database)->HasPendingUpdates()) {
+5 -4
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@@ -8,6 +8,7 @@
#include "zone.h"
#include "string_ids.h"
#include "../common/skill_caps.h"
extern volatile bool is_zone_loaded;
@@ -65,7 +66,7 @@ Merc::Merc(const NPCType* d, float x, float y, float z, float heading)
int r;
for (r = 0; r <= EQ::skills::HIGHEST_SKILL; r++) {
skills[r] = content_db.GetSkillCap(GetClass(), (EQ::skills::SkillType)r, GetLevel());
skills[r] = skill_caps.GetSkillCap(GetClass(), (EQ::skills::SkillType)r, GetLevel()).cap;
}
size = d->size;
@@ -770,16 +771,16 @@ void Merc::CalcRestState() {
}
bool Merc::HasSkill(EQ::skills::SkillType skill_id) const {
return((GetSkill(skill_id) > 0) && CanHaveSkill(skill_id));
return ((GetSkill(skill_id) > 0) && CanHaveSkill(skill_id));
}
bool Merc::CanHaveSkill(EQ::skills::SkillType skill_id) const {
return(content_db.GetSkillCap(GetClass(), skill_id, RuleI(Character, MaxLevel)) > 0);
return skill_caps.GetSkillCap(GetClass(), skill_id, RuleI(Character, MaxLevel)).cap > 0;
//if you don't have it by max level, then odds are you never will?
}
uint16 Merc::MaxSkill(EQ::skills::SkillType skillid, uint16 class_, uint16 level) const {
return(content_db.GetSkillCap(class_, skillid, level));
return skill_caps.GetSkillCap(class_, skillid, level).cap;
}
void Merc::FillSpawnStruct(NewSpawn_Struct* ns, Mob* ForWho) {
+3 -2
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@@ -48,6 +48,7 @@
#include "npc_scale_manager.h"
#include "bot.h"
#include "../common/skill_caps.h"
#include <stdio.h>
#include <string>
@@ -363,7 +364,7 @@ NPC::NPC(const NPCType *npc_type_data, Spawn2 *in_respawn, const glm::vec4 &posi
//give NPCs skill values...
int r;
for (r = 0; r <= EQ::skills::HIGHEST_SKILL; r++) {
skills[r] = content_db.GetSkillCap(GetClass(), (EQ::skills::SkillType)r, moblevel);
skills[r] = skill_caps.GetSkillCap(GetClass(), (EQ::skills::SkillType)r, moblevel).cap;
}
// some overrides -- really we need to be able to set skills for mobs in the DB
// There are some known low level SHM/BST pets that do not follow this, which supports
@@ -3437,7 +3438,7 @@ void NPC::RecalculateSkills()
{
int r;
for (r = 0; r <= EQ::skills::HIGHEST_SKILL; r++) {
skills[r] = content_db.GetSkillCap(GetClass(), (EQ::skills::SkillType)r, level);
skills[r] = skill_caps.GetSkillCap(GetClass(), (EQ::skills::SkillType)r, level).cap;
}
// some overrides -- really we need to be able to set skills for mobs in the DB
+2 -1
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@@ -59,6 +59,7 @@ Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#include "../common/events/player_event_logs.h"
#include "../common/repositories/guild_tributes_repository.h"
#include "../common/patches/patches.h"
#include "../common/skill_caps.h"
extern EntityList entity_list;
extern Zone* zone;
@@ -2101,7 +2102,7 @@ void WorldServer::HandleMessage(uint16 opcode, const EQ::Net::Packet &p)
{
if (zone && zone->IsLoaded()) {
zone->SendReloadMessage("Skill Caps");
zone->ReloadSkillCaps();
skill_caps.ReloadSkillCaps();
}
break;
-2
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@@ -1185,8 +1185,6 @@ bool Zone::Init(bool is_static) {
LoadBaseData();
LoadSkillCaps();
//Load merchant data
LoadMerchants();
-9
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@@ -453,12 +453,6 @@ public:
void LoadBaseData();
void ReloadBaseData();
// Skill Caps
inline void ClearSkillCaps() { m_skill_caps.clear(); }
SkillCapsRepository::SkillCaps GetSkillCap(uint8 class_id, EQ::skills::SkillType skill_id, uint8 level);
uint8 GetTrainLevel(uint8 class_id, EQ::skills::SkillType skill_id, uint8 level);
void LoadSkillCaps();
void ReloadSkillCaps();
private:
bool allow_mercs;
@@ -523,9 +517,6 @@ private:
// Base Data
std::vector<BaseDataRepository::BaseData> m_base_data = { };
// Skill Caps
std::vector<SkillCapsRepository::SkillCaps> m_skill_caps = { };
};
#endif
-84
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@@ -1,84 +0,0 @@
#include "zone.h"
SkillCapsRepository::SkillCaps Zone::GetSkillCap(uint8 class_id, EQ::skills::SkillType skill_id, uint8 level)
{
if (!IsPlayerClass(class_id)) {
return SkillCapsRepository::NewEntity();
}
for (const auto& e : m_skill_caps) {
if (
e.class_id == class_id &&
e.level == level &&
static_cast<EQ::skills::SkillType>(e.skill_id) == skill_id
) {
return e;
}
}
return SkillCapsRepository::NewEntity();
}
uint8 Zone::GetTrainLevel(uint8 class_id, EQ::skills::SkillType skill_id, uint8 level)
{
if (
!IsPlayerClass(class_id) ||
class_id > Class::PLAYER_CLASS_COUNT ||
static_cast<uint32>(skill_id) > (EQ::skills::HIGHEST_SKILL + 1)
) {
return 0;
}
const uint8 skill_cap_max_level = (
RuleI(Character, SkillCapMaxLevel) > 0 ?
RuleI(Character, SkillCapMaxLevel) :
RuleI(Character, MaxLevel)
);
const uint8 max_level = level > skill_cap_max_level ? level : skill_cap_max_level;
for (const auto& e : m_skill_caps) {
for (uint8 current_level = 1; current_level <= max_level; current_level++) {
if (
e.class_id == class_id &&
static_cast<EQ::skills::SkillType>(e.skill_id) == skill_id &&
e.level == current_level
) {
return current_level;
}
}
}
return 0;
}
void Zone::LoadSkillCaps()
{
const auto& l = SkillCapsRepository::All(content_db);
m_skill_caps.reserve(l.size());
for (const auto& e : l) {
if (
e.level < 1 ||
!IsPlayerClass(e.class_id) ||
static_cast<EQ::skills::SkillType>(e.skill_id) >= EQ::skills::SkillCount
) {
continue;
}
m_skill_caps.emplace_back(e);
}
LogInfo(
"Loaded [{}] Skill Cap Entr{}",
l.size(),
l.size() != 1 ? "ies" : "y"
);
}
void Zone::ReloadSkillCaps()
{
ClearSkillCaps();
LoadSkillCaps();
}