[Skills] Fix caps out of bounds issue (#4377)

* wip

* More adjustments
This commit is contained in:
Chris Miles
2024-06-01 16:09:34 -05:00
committed by GitHub
parent 16f21893a3
commit eae05167f8
3 changed files with 56 additions and 21 deletions
+48 -14
View File
@@ -1,6 +1,15 @@
#include "skill_caps.h"
#include "timer.h"
// cache the skill cap max level in the database
std::map<uint8_t, int32_t> skill_max_level = {};
uint8 skill_cap_max_level = (
RuleI(Character, SkillCapMaxLevel) > 0 ?
RuleI(Character, SkillCapMaxLevel) :
RuleI(Character, MaxLevel)
);
SkillCaps *SkillCaps::SetContentDatabase(Database *db)
{
m_content_database = db;
@@ -8,15 +17,30 @@ SkillCaps *SkillCaps::SetContentDatabase(Database *db)
return this;
}
int32_t SkillCaps::GetSkillCapMaxLevel(uint8 class_id, EQ::skills::SkillType skill_id)
{
// pull the max value defined in the database if it exists
auto it = skill_max_level.find((class_id * 1000000) + skill_id);
if (it != skill_max_level.end()) {
return it->second;
}
return skill_cap_max_level;
}
SkillCapsRepository::SkillCaps SkillCaps::GetSkillCap(uint8 class_id, EQ::skills::SkillType skill_id, uint8 level)
{
if (!IsPlayerClass(class_id)) {
if (!IsPlayerClass(class_id) || static_cast<uint32>(skill_id) > EQ::skills::HIGHEST_SKILL + 1) {
return SkillCapsRepository::NewEntity();
}
const uint64_t key = (class_id * 1000000) + (level * 1000) + static_cast<uint32>(skill_id);
const uint8 max_level = GetSkillCapMaxLevel(class_id, skill_id);
if (level > max_level) {
level = max_level;
}
auto pos = m_skill_caps.find(key);
const uint64_t key = (class_id * 1000000) + (level * 1000) + static_cast<uint32>(skill_id);
auto pos = m_skill_caps.find(key);
if (pos != m_skill_caps.end()) {
return pos->second;
}
@@ -30,19 +54,12 @@ uint8 SkillCaps::GetSkillTrainLevel(uint8 class_id, EQ::skills::SkillType skill_
!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;
const uint64_t key = (class_id * 1000000) + (level * 1000) + static_cast<uint32>(skill_id);
for (uint8 current_level = 1; current_level <= max_level; current_level++) {
auto pos = m_skill_caps.find(key);
if (pos != m_skill_caps.end()) {
@@ -55,21 +72,38 @@ uint8 SkillCaps::GetSkillTrainLevel(uint8 class_id, EQ::skills::SkillType skill_
void SkillCaps::LoadSkillCaps()
{
const auto& l = SkillCapsRepository::All(*m_content_database);
const auto &l = SkillCapsRepository::All(*m_content_database);
m_skill_caps.clear();
for (const auto& e: l) {
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;
}
const uint64_t key = (e.class_id * 1000000) + (e.level * 1000) + e.skill_id;
m_skill_caps[key] = e;
const int max_level_key = (e.class_id * 1000000) + e.skill_id;
auto it = skill_max_level.find(max_level_key);
if (it != skill_max_level.end()) {
// Key found, update the value if the new level is higher
if (e.level > it->second) {
it->second = e.level;
}
// we never want to exceed the defined rule skill cap max level
if (it->second > skill_cap_max_level) {
it->second = skill_cap_max_level;
}
}
else {
// Key not found, insert the new key-value pair
skill_max_level[max_level_key] = e.level;
}
}
LogInfo(
+1
View File
@@ -13,6 +13,7 @@ public:
uint8 GetSkillTrainLevel(uint8 class_id, EQ::skills::SkillType skill_id, uint8 level);
void LoadSkillCaps();
void ReloadSkillCaps();
static int32_t GetSkillCapMaxLevel(uint8 class_id, EQ::skills::SkillType skill_id);
SkillCaps *SetContentDatabase(Database *db);
private: