eqemu-server/zone/zone_skill_caps.cpp
Alex King d7ea290b6b
[Skill Caps] Remove from shared memory and simplify (#4069)
* [Skill Caps] Remove from shared memory and simplify

- Removes Skill Caps loading from shared memory and puts it into zone.
- Adds `id` column to `skill_caps`.
- Remove primary keys and use `id` as primary key.
- Add unique index using `skill_id`, `class_id`, `level`, and `cap`.
- Renames `class` to `class_id` in `skill_caps` table.
- Renames `skillID` to `skill_id` in `skill_caps` table.
- Regenerates Skill Caps repository.
- Adds `#reload skill_caps` to reload skill caps in real time.

* Update groups.cpp

* Update groups.cpp
2024-03-23 18:52:40 -05:00

85 lines
1.7 KiB
C++

#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();
}