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Fix faction hostility using Faction.dbc base reputation for neutral-flagged hostile mobs
FactionTemplate entries like FT[7] (Defias) have all-zero group flags but are hostile via their parent Faction.dbc base reputation. Load Faction.dbc, check ReputationBase for Human race mask, and mark factions with negative base rep as hostile. Also add symmetric group check and fix Faction.dbc field offsets (ReputationRaceMask at fields 2-5, ReputationBase at fields 10-13).
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2 changed files with 119 additions and 67 deletions
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@ -1,5 +1,6 @@
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#include "game/npc_manager.hpp"
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#include "game/entity.hpp"
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#include <unordered_set>
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#include "core/coordinates.hpp"
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#include "pipeline/asset_manager.hpp"
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#include "pipeline/m2_loader.hpp"
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@ -717,58 +718,62 @@ void NpcManager::initialize(pipeline::AssetManager* am,
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}
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}
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// Build faction hostility lookup from FactionTemplate.dbc.
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// Player is Alliance (Human) — faction template 1, friendGroup includes Alliance mask.
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// A creature is hostile if its enemyGroup overlaps the player's friendGroup.
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std::unordered_map<uint32_t, bool> factionHostile; // factionTemplateId → hostile to player
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// Build faction hostility lookup from FactionTemplate.dbc + Faction.dbc
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std::unordered_map<uint32_t, bool> factionHostile;
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{
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// FactionTemplate.dbc columns (3.3.5a):
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// 0: ID, 1: Faction, 2: Flags, 3: FactionGroup, 4: FriendGroup, 5: EnemyGroup,
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// 6-9: Enemies[4], 10-13: Friends[4]
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uint32_t playerFriendGroup = 0;
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if (auto dbc = am->loadDBC("FactionTemplate.dbc"); dbc && dbc->isLoaded()) {
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// First pass: find player faction template (ID 1) friendGroup
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for (uint32_t i = 0; i < dbc->getRecordCount(); i++) {
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if (dbc->getUInt32(i, 0) == 1) {
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playerFriendGroup = dbc->getUInt32(i, 4); // FriendGroup
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// Also include our own factionGroup as friendly
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playerFriendGroup |= dbc->getUInt32(i, 3);
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break;
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}
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}
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// Find player's parent faction ID for individual enemy checks
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uint32_t playerFactionId = 0;
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for (uint32_t i = 0; i < dbc->getRecordCount(); i++) {
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if (dbc->getUInt32(i, 0) == 1) {
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playerFactionId = dbc->getUInt32(i, 1); // Faction (parent)
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break;
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}
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}
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// Second pass: classify each faction template
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for (uint32_t i = 0; i < dbc->getRecordCount(); i++) {
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uint32_t id = dbc->getUInt32(i, 0);
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uint32_t factionGroup = dbc->getUInt32(i, 3);
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uint32_t enemyGroup = dbc->getUInt32(i, 5);
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// Check group-level hostility
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bool hostile = (enemyGroup & playerFriendGroup) != 0;
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// Check if creature is a Monster type (factionGroup bit 8)
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// Bits: 1=Player, 2=Alliance, 4=Horde, 8=Monster
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if (!hostile && (factionGroup & 8) != 0) {
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hostile = true;
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}
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// Check individual enemy faction IDs (fields 6-9)
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if (!hostile && playerFactionId > 0) {
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for (int e = 6; e <= 9; e++) {
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if (dbc->getUInt32(i, e) == playerFactionId) {
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hostile = true;
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auto ftDbc = am->loadDBC("FactionTemplate.dbc");
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auto fDbc = am->loadDBC("Faction.dbc");
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if (ftDbc && ftDbc->isLoaded()) {
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// Build hostile parent factions from Faction.dbc base reputation
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std::unordered_set<uint32_t> hostileParentFactions;
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if (fDbc && fDbc->isLoaded()) {
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for (uint32_t i = 0; i < fDbc->getRecordCount(); i++) {
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uint32_t factionId = fDbc->getUInt32(i, 0);
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for (int slot = 0; slot < 4; slot++) {
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uint32_t raceMask = fDbc->getUInt32(i, 2 + slot);
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if (raceMask & 0x1) { // Human race bit
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int32_t baseRep = fDbc->getInt32(i, 10 + slot);
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if (baseRep < 0) hostileParentFactions.insert(factionId);
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break;
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}
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}
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}
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}
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uint32_t playerFriendGroup = 0, playerEnemyGroup = 0, playerFactionId = 0;
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for (uint32_t i = 0; i < ftDbc->getRecordCount(); i++) {
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if (ftDbc->getUInt32(i, 0) == 1) {
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playerFriendGroup = ftDbc->getUInt32(i, 4) | ftDbc->getUInt32(i, 3);
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playerEnemyGroup = ftDbc->getUInt32(i, 5);
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playerFactionId = ftDbc->getUInt32(i, 1);
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break;
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}
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}
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for (uint32_t i = 0; i < ftDbc->getRecordCount(); i++) {
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uint32_t id = ftDbc->getUInt32(i, 0);
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uint32_t parentFaction = ftDbc->getUInt32(i, 1);
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uint32_t factionGroup = ftDbc->getUInt32(i, 3);
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uint32_t friendGroup = ftDbc->getUInt32(i, 4);
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uint32_t enemyGroup = ftDbc->getUInt32(i, 5);
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bool hostile = (enemyGroup & playerFriendGroup) != 0
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|| (factionGroup & playerEnemyGroup) != 0;
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if (!hostile && (factionGroup & 8) != 0) hostile = true;
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if (!hostile && playerFactionId > 0) {
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for (int e = 6; e <= 9; e++) {
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if (ftDbc->getUInt32(i, e) == playerFactionId) { hostile = true; break; }
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}
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}
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if (!hostile && parentFaction > 0 && hostileParentFactions.count(parentFaction)) {
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hostile = true;
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}
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if (hostile && (friendGroup & playerFriendGroup) != 0) {
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hostile = false;
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}
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factionHostile[id] = hostile;
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}
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LOG_INFO("NpcManager: loaded ", dbc->getRecordCount(),
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" faction templates (playerFriendGroup=0x", std::hex, playerFriendGroup, std::dec, ")");
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LOG_INFO("NpcManager: loaded ", ftDbc->getRecordCount(), " faction templates");
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} else {
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LOG_WARNING("NpcManager: FactionTemplate.dbc not available, all NPCs default to hostile");
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}
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