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authormaximius <none@none>2009-09-29 01:16:08 -0700
committermaximius <none@none>2009-09-29 01:16:08 -0700
commitaa5e2d3b2810ed38129254d007e943f155e79111 (patch)
tree02914d1ca1a0d9075d867d35a906fcfed7331efb /src
parent0a9addd224076f0a555535b6b08a342f61d056c8 (diff)
*The enemy of my enemy is my friend.
*Correct some reversed parameter ordering (team and vehId were swapped) --HG-- branch : trunk
Diffstat (limited to 'src')
-rw-r--r--src/game/Creature.cpp6
-rw-r--r--src/game/Unit.cpp8
2 files changed, 9 insertions, 5 deletions
diff --git a/src/game/Creature.cpp b/src/game/Creature.cpp
index b9499a9b8b5..3440c0793b9 100644
--- a/src/game/Creature.cpp
+++ b/src/game/Creature.cpp
@@ -1524,7 +1524,7 @@ bool Creature::LoadFromDB(uint32 guid, Map *map)
if (map->GetInstanceId() != 0) guid = objmgr.GenerateLowGuid(HIGHGUID_UNIT);
uint16 team = 0;
- if(!Create(guid,map,data->phaseMask,data->id,team,0,data->posX,data->posY,data->posZ,data->orientation,data))
+ if(!Create(guid,map,data->phaseMask,data->id,0,team,data->posX,data->posY,data->posZ,data->orientation,data))
return false;
//We should set first home position, because then AI calls home movement
@@ -1689,6 +1689,10 @@ bool Creature::canStartAttack(Unit const* who, bool force) const
if(!force)
{
+ // if victim(1) has a victim(2), and victim(2) is a non-friendly player, don't attack victim(1) unless forced
+ if(who->getVictim() && who->getVictim()->GetCharmerOrOwnerPlayerOrPlayerItself() && !IsFriendlyTo(who->getVictim())
+ return false;
+
if(who->isInCombat())
if(Unit *victim = who->getAttackerForHelper())
if(IsWithinDistInMap(victim, sWorld.getConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS)))
diff --git a/src/game/Unit.cpp b/src/game/Unit.cpp
index 1406a048b3a..b7cd49c668b 100644
--- a/src/game/Unit.cpp
+++ b/src/game/Unit.cpp
@@ -11305,7 +11305,7 @@ Unit* Creature::SelectVictim()
target = caster;
break;
}
- }while (aura != tauntAuras.begin());
+ } while (aura != tauntAuras.begin());
}
else
target = getVictim();
@@ -11344,7 +11344,7 @@ Unit* Creature::SelectVictim()
else
return NULL;
- if(target && (!target->getVictim() || !target->isAttackingPlayer() || IsFriendlyTo(target->getVictim()))) // if the victim of target is a player, only defend the victim if we are friendly
+ if(target && (!target->getVictim() || IsFriendlyTo(target->getVictim())) // if victim(1) has a victim(2), only attack victim(1) if we are friendly with victim(2)
{
SetInFront(target);
return target;
@@ -11358,7 +11358,7 @@ Unit* Creature::SelectVictim()
{
if((*itr) && canCreatureAttack(*itr) && (*itr)->GetTypeId() != TYPEID_PLAYER
&& !((Creature*)(*itr))->HasUnitTypeMask(UNIT_MASK_CONTROLABLE_GUARDIAN)
- && (!(*itr)->getVictim() || !(*itr)->isAttackingPlayer() || IsFriendlyTo((*itr)->getVictim()))) // if the victim of target is a player, only defend the victim if we are friendly
+ // && (!(*itr)->getVictim() || IsFriendlyTo((*itr)->getVictim()))) // if victim(1) has a victim(2), only attack victim(1) if we are friendly with victim(2)
return NULL;
}
@@ -11369,7 +11369,7 @@ Unit* Creature::SelectVictim()
// search nearby enemy before enter evade mode
if(HasReactState(REACT_AGGRESSIVE))
if(target = SelectNearestTarget())
- if(!target->getVictim() || !target->isAttackingPlayer() || IsFriendlyTo(target->getVictim())) // if the victim of target is a player, only defend the victim if we are friendly
+ if(!target->getVictim() || IsFriendlyTo(target->getVictim())) // if victim(1) has a victim(2), only attack victim(1) if we are friendly with victim(2)
return target;
if(m_invisibilityMask)