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[7538] Hide some implementation details for reputation/forced faction reaction.
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3b3144004a
commit
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10 changed files with 148 additions and 117 deletions
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@ -6968,9 +6968,8 @@ bool Unit::IsHostileTo(Unit const* unit) const
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// forced reaction
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if(target_faction->faction)
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{
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ForcedReactions::const_iterator forceItr = ((Player*)tester)->m_forcedReactions.find(target_faction->faction);
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if(forceItr!=((Player*)tester)->m_forcedReactions.end())
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return forceItr->second <= REP_HOSTILE;
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if(ReputationRank const* force =((Player*)tester)->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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@ -6985,9 +6984,8 @@ bool Unit::IsHostileTo(Unit const* unit) const
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// forced reaction
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if(tester_faction->faction)
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{
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ForcedReactions::const_iterator forceItr = ((Player const*)target)->m_forcedReactions.find(tester_faction->faction);
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if(forceItr!=((Player const*)target)->m_forcedReactions.end())
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return forceItr->second <= REP_HOSTILE;
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if(ReputationRank const* force = ((Player*)target)->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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@ -7083,9 +7081,8 @@ bool Unit::IsFriendlyTo(Unit const* unit) const
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// forced reaction
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if(target_faction->faction)
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{
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ForcedReactions::const_iterator forceItr = ((Player const*)tester)->m_forcedReactions.find(target_faction->faction);
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if(forceItr!=((Player const*)tester)->m_forcedReactions.end())
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return forceItr->second >= REP_FRIENDLY;
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if(ReputationRank const* force =((Player*)tester)->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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@ -7100,9 +7097,8 @@ bool Unit::IsFriendlyTo(Unit const* unit) const
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// forced reaction
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if(tester_faction->faction)
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{
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ForcedReactions::const_iterator forceItr = ((Player const*)target)->m_forcedReactions.find(tester_faction->faction);
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if(forceItr!=((Player const*)target)->m_forcedReactions.end())
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return forceItr->second >= REP_FRIENDLY;
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if(ReputationRank const* force =((Player*)target)->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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