*The enemy of my enemy is my friend.

*Correct some reversed parameter ordering (team and vehId were swapped)

--HG--
branch : trunk
This commit is contained in:
maximius
2009-09-29 01:16:08 -07:00
parent 0a9addd224
commit aa5e2d3b28
2 changed files with 9 additions and 5 deletions
+5 -1
View File
@@ -1524,7 +1524,7 @@ bool Creature::LoadFromDB(uint32 guid, Map *map)
if (map->GetInstanceId() != 0) guid = objmgr.GenerateLowGuid(HIGHGUID_UNIT); if (map->GetInstanceId() != 0) guid = objmgr.GenerateLowGuid(HIGHGUID_UNIT);
uint16 team = 0; 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; return false;
//We should set first home position, because then AI calls home movement //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(!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(who->isInCombat())
if(Unit *victim = who->getAttackerForHelper()) if(Unit *victim = who->getAttackerForHelper())
if(IsWithinDistInMap(victim, sWorld.getConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS))) if(IsWithinDistInMap(victim, sWorld.getConfig(CONFIG_CREATURE_FAMILY_ASSISTANCE_RADIUS)))
+4 -4
View File
@@ -11305,7 +11305,7 @@ Unit* Creature::SelectVictim()
target = caster; target = caster;
break; break;
} }
}while (aura != tauntAuras.begin()); } while (aura != tauntAuras.begin());
} }
else else
target = getVictim(); target = getVictim();
@@ -11344,7 +11344,7 @@ Unit* Creature::SelectVictim()
else else
return NULL; 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); SetInFront(target);
return target; return target;
@@ -11358,7 +11358,7 @@ Unit* Creature::SelectVictim()
{ {
if((*itr) && canCreatureAttack(*itr) && (*itr)->GetTypeId() != TYPEID_PLAYER if((*itr) && canCreatureAttack(*itr) && (*itr)->GetTypeId() != TYPEID_PLAYER
&& !((Creature*)(*itr))->HasUnitTypeMask(UNIT_MASK_CONTROLABLE_GUARDIAN) && !((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; return NULL;
} }
@@ -11369,7 +11369,7 @@ Unit* Creature::SelectVictim()
// search nearby enemy before enter evade mode // search nearby enemy before enter evade mode
if(HasReactState(REACT_AGGRESSIVE)) if(HasReactState(REACT_AGGRESSIVE))
if(target = SelectNearestTarget()) 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; return target;
if(m_invisibilityMask) if(m_invisibilityMask)