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[11892] Really fix [11890]. This basicly reverts commit 11890
Remove the actually not required faction check in Player::GetNPCIfCanInteractWith - this is done by IsHostileTo a line before Improve the Player-login AtWar selection to also consider forced reactions Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
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85309aa3c1
commit
6aab5c1022
8 changed files with 70 additions and 61 deletions
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@ -5419,38 +5419,42 @@ bool Unit::IsHostileTo(Unit const* unit) const
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}
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// faction base cases
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FactionTemplateEntry const*tester_faction = tester->getFactionTemplateEntry();
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FactionTemplateEntry const*target_faction = target->getFactionTemplateEntry();
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if(!tester_faction || !target_faction)
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FactionTemplateEntry const* tester_faction = tester->getFactionTemplateEntry();
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FactionTemplateEntry const* target_faction = target->getFactionTemplateEntry();
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if (!tester_faction || !target_faction)
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return false;
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if(target->isAttackingPlayer() && tester->IsContestedGuard())
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if (target->isAttackingPlayer() && tester->IsContestedGuard())
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return true;
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// PvC forced reaction and reputation case
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if(tester->GetTypeId()==TYPEID_PLAYER)
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if (tester->GetTypeId() == TYPEID_PLAYER)
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{
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// forced reaction
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if(target_faction->faction)
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if (target_faction->faction)
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{
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if(ReputationRank const* force =((Player*)tester)->GetReputationMgr().GetForcedRankIfAny(target_faction))
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// forced reaction
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if (ReputationRank const* force =((Player*)tester)->GetReputationMgr().GetForcedRankIfAny(target_faction))
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return *force <= REP_HOSTILE;
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// if faction have reputation then hostile state for tester at 100% dependent from at_war state
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if(FactionEntry const* raw_target_faction = sFactionStore.LookupEntry(target_faction->faction))
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if(FactionState const* factionState = ((Player*)tester)->GetReputationMgr().GetState(raw_target_faction))
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if (FactionEntry const* raw_target_faction = sFactionStore.LookupEntry(target_faction->faction))
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if (FactionState const* factionState = ((Player*)tester)->GetReputationMgr().GetState(raw_target_faction))
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return (factionState->Flags & FACTION_FLAG_AT_WAR);
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}
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}
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// CvP forced reaction and reputation case
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else if (target->GetTypeId()==TYPEID_PLAYER)
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else if (target->GetTypeId() == TYPEID_PLAYER)
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{
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if (tester_faction->faction)
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{
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// forced reaction
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if (ReputationRank const* force = ((Player*)unit)->GetReputationMgr().GetForcedRankIfAny(tester_faction))
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return *force <= REP_HOSTILE;
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// apply reputation state
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FactionEntry const* raw_tester_faction = sFactionStore.LookupEntry(tester_faction->faction);
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if (raw_tester_faction && raw_tester_faction->reputationListID >=0 )
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return ((Player const*)target)->GetReputationMgr().GetRank(raw_tester_faction, true) <= REP_HOSTILE;
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if (raw_tester_faction && raw_tester_faction->reputationListID >= 0)
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return ((Player const*)target)->GetReputationMgr().GetRank(raw_tester_faction) <= REP_HOSTILE;
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}
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}
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@ -5529,36 +5533,40 @@ bool Unit::IsFriendlyTo(Unit const* unit) const
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// faction base cases
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FactionTemplateEntry const*tester_faction = tester->getFactionTemplateEntry();
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FactionTemplateEntry const*target_faction = target->getFactionTemplateEntry();
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if(!tester_faction || !target_faction)
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if (!tester_faction || !target_faction)
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return false;
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if(target->isAttackingPlayer() && tester->IsContestedGuard())
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if (target->isAttackingPlayer() && tester->IsContestedGuard())
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return false;
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// PvC forced reaction and reputation case
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if(tester->GetTypeId()==TYPEID_PLAYER)
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if (tester->GetTypeId() == TYPEID_PLAYER)
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{
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// forced reaction
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if(target_faction->faction)
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if (target_faction->faction)
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{
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if(ReputationRank const* force =((Player*)tester)->GetReputationMgr().GetForcedRankIfAny(target_faction))
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// forced reaction
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if (ReputationRank const* force =((Player*)tester)->GetReputationMgr().GetForcedRankIfAny(target_faction))
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return *force >= REP_FRIENDLY;
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// if faction have reputation then friendly state for tester at 100% dependent from at_war state
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if(FactionEntry const* raw_target_faction = sFactionStore.LookupEntry(target_faction->faction))
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if(FactionState const* factionState = ((Player*)tester)->GetReputationMgr().GetState(raw_target_faction))
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if (FactionEntry const* raw_target_faction = sFactionStore.LookupEntry(target_faction->faction))
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if (FactionState const* factionState = ((Player*)tester)->GetReputationMgr().GetState(raw_target_faction))
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return !(factionState->Flags & FACTION_FLAG_AT_WAR);
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}
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}
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// CvP forced reaction and reputation case
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else if (target->GetTypeId()==TYPEID_PLAYER)
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else if (target->GetTypeId() == TYPEID_PLAYER)
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{
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if (tester_faction->faction)
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{
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// forced reaction
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if (ReputationRank const* force =((Player*)unit)->GetReputationMgr().GetForcedRankIfAny(tester_faction))
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return *force >= REP_FRIENDLY;
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// apply reputation state
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if (FactionEntry const* raw_tester_faction = sFactionStore.LookupEntry(tester_faction->faction))
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if (raw_tester_faction->reputationListID >=0 )
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return ((Player const*)target)->GetReputationMgr().GetRank(raw_tester_faction, true) >= REP_FRIENDLY;
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return ((Player const*)target)->GetReputationMgr().GetRank(raw_tester_faction) >= REP_FRIENDLY;
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}
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}
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