Entities/Unit: Fix aggression checks when testing player pets vs neutral creatures. Pets will no longer be able to attack unattackable creatures in some situations. Fixes and closes #16659.

(cherry picked from commit bf4d8ad310e41fd365246f52f5eef06b3106d930)

# Conflicts:
#	src/server/game/Entities/Unit/Unit.cpp
This commit is contained in:
treeston
2016-04-16 01:54:40 +01:00
committed by DDuarte
parent 0f867ab6d7
commit 213c6b73c8
+15 -17
View File
@@ -10062,25 +10062,26 @@ bool Unit::_IsValidAttackTarget(Unit const* target, SpellInfo const* bySpell, Wo
|| target->GetReactionTo(this) > REP_NEUTRAL)
return false;
Player const* playerAffectingAttacker = HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE) ? GetAffectingPlayer() : nullptr;
Player const* playerAffectingTarget = target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE) ? target->GetAffectingPlayer() : nullptr;
// Not all neutral creatures can be attacked (even some unfriendly faction does not react aggresive to you, like Sporaggar)
if (GetReactionTo(target) == REP_NEUTRAL &&
target->GetReactionTo(this) <= REP_NEUTRAL)
if (
(playerAffectingAttacker && !playerAffectingTarget) ||
(!playerAffectingAttacker && playerAffectingTarget)
)
{
if (!(target->GetTypeId() == TYPEID_PLAYER && GetTypeId() == TYPEID_PLAYER) &&
!(target->GetTypeId() == TYPEID_UNIT && GetTypeId() == TYPEID_UNIT))
Player const* player = playerAffectingAttacker ? playerAffectingAttacker : playerAffectingTarget;
Unit const* creature = playerAffectingAttacker ? target : this;
if (FactionTemplateEntry const* factionTemplate = creature->GetFactionTemplateEntry())
{
Player const* player = target->GetTypeId() == TYPEID_PLAYER ? target->ToPlayer() : ToPlayer();
Unit const* creature = target->GetTypeId() == TYPEID_UNIT ? target : this;
if (FactionTemplateEntry const* factionTemplate = creature->GetFactionTemplateEntry())
{
if (!(player->GetReputationMgr().GetForcedRankIfAny(factionTemplate)))
if (!(player->GetReputationMgr().GetForcedRankIfAny(factionTemplate)))
if (FactionEntry const* factionEntry = sFactionStore.LookupEntry(factionTemplate->Faction))
if (FactionState const* repState = player->GetReputationMgr().GetState(factionEntry))
if (!(repState->Flags & FACTION_FLAG_AT_WAR))
return false;
if (FactionState const* repState = player->GetReputationMgr().GetState(factionEntry))
if (!(repState->Flags & FACTION_FLAG_AT_WAR))
return false;
}
}
}
@@ -10088,9 +10089,6 @@ bool Unit::_IsValidAttackTarget(Unit const* target, SpellInfo const* bySpell, Wo
if (creatureAttacker && creatureAttacker->GetCreatureTemplate()->type_flags & CREATURE_TYPEFLAGS_TREAT_AS_RAID_UNIT)
return false;
Player const* playerAffectingAttacker = HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE) ? GetAffectingPlayer() : NULL;
Player const* playerAffectingTarget = target->HasFlag(UNIT_FIELD_FLAGS, UNIT_FLAG_PVP_ATTACKABLE) ? target->GetAffectingPlayer() : NULL;
// check duel - before sanctuary checks
if (playerAffectingAttacker && playerAffectingTarget)
if (playerAffectingAttacker->duel && playerAffectingAttacker->duel->opponent == playerAffectingTarget && playerAffectingAttacker->duel->startTime != 0)