eqemu-server/common/skill_caps.cpp
Alex King c50fda0f73
[Performance] Improve SkillCaps::GetTrainLevel() Efficiency (#4350)
* [Performance] Improve SkillCaps::GetTrainLevel() Efficiency

* Finalize
2024-05-26 18:55:00 -05:00

87 lines
1.9 KiB
C++

#include "skill_caps.h"
#include "timer.h"
SkillCaps *SkillCaps::SetContentDatabase(Database *db)
{
m_content_database = db;
return this;
}
SkillCapsRepository::SkillCaps SkillCaps::GetSkillCap(uint8 class_id, EQ::skills::SkillType skill_id, uint8 level)
{
if (!IsPlayerClass(class_id)) {
return SkillCapsRepository::NewEntity();
}
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;
}
return SkillCapsRepository::NewEntity();
}
uint8 SkillCaps::GetSkillTrainLevel(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;
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()) {
return current_level;
}
}
return 0;
}
void SkillCaps::LoadSkillCaps()
{
const auto& l = SkillCapsRepository::All(*m_content_database);
m_skill_caps.clear();
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;
}
LogInfo(
"Loaded [{}] Skill Cap Entr{}",
l.size(),
l.size() != 1 ? "ies" : "y"
);
}
void SkillCaps::ReloadSkillCaps()
{
ClearSkillCaps();
LoadSkillCaps();
}