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).
This commit is contained in:
Kelsi 2026-02-06 17:15:46 -08:00
parent a8d0aaad27
commit 462afd6bce
2 changed files with 119 additions and 67 deletions

View file

@ -1,5 +1,6 @@
#include "core/application.hpp" #include "core/application.hpp"
#include "core/coordinates.hpp" #include "core/coordinates.hpp"
#include <unordered_set>
#include "core/spawn_presets.hpp" #include "core/spawn_presets.hpp"
#include "core/logger.hpp" #include "core/logger.hpp"
#include "rendering/renderer.hpp" #include "rendering/renderer.hpp"
@ -628,48 +629,94 @@ void Application::setupUICallbacks() {
loadOnlineWorldTerrain(mapId, x, y, z); loadOnlineWorldTerrain(mapId, x, y, z);
}); });
// Load faction hostility map from FactionTemplate.dbc (used for both single-player and online) // Load faction hostility map from FactionTemplate.dbc + Faction.dbc
if (assetManager && assetManager->isInitialized()) { if (assetManager && assetManager->isInitialized()) {
if (auto dbc = assetManager->loadDBC("FactionTemplate.dbc"); dbc && dbc->isLoaded()) { auto ftDbc = assetManager->loadDBC("FactionTemplate.dbc");
auto fDbc = assetManager->loadDBC("Faction.dbc");
if (ftDbc && ftDbc->isLoaded()) {
// Build set of hostile parent faction IDs from Faction.dbc base reputation
// Faction.dbc: field 0=ID, fields 13-16=ReputationBase[4], fields 5-8=ReputationRaceMask[4]
// Human = race 1 = raceMask bit 0 (0x1)
std::unordered_set<uint32_t> hostileParentFactions;
if (fDbc && fDbc->isLoaded()) {
for (uint32_t i = 0; i < fDbc->getRecordCount(); i++) {
uint32_t factionId = fDbc->getUInt32(i, 0);
// Check each of the 4 reputation slots for Human race mask
for (int slot = 0; slot < 4; slot++) {
uint32_t raceMask = fDbc->getUInt32(i, 2 + slot); // ReputationRaceMask[4] at fields 2-5
if (raceMask & 0x1) { // Human race bit
int32_t baseRep = fDbc->getInt32(i, 10 + slot); // ReputationBase[4] at fields 10-13
if (baseRep < 0) {
hostileParentFactions.insert(factionId);
}
break;
}
}
}
LOG_INFO("Faction.dbc: ", hostileParentFactions.size(), " factions hostile to Humans");
}
// Get player faction template data
uint32_t playerFriendGroup = 0; uint32_t playerFriendGroup = 0;
for (uint32_t i = 0; i < dbc->getRecordCount(); i++) { uint32_t playerEnemyGroup = 0;
if (dbc->getUInt32(i, 0) == 1) { // Human player faction template
playerFriendGroup = dbc->getUInt32(i, 4) | dbc->getUInt32(i, 3);
break;
}
}
// Find player's parent faction ID for individual enemy checks
uint32_t playerFactionId = 0; uint32_t playerFactionId = 0;
for (uint32_t i = 0; i < dbc->getRecordCount(); i++) { for (uint32_t i = 0; i < ftDbc->getRecordCount(); i++) {
if (dbc->getUInt32(i, 0) == 1) { if (ftDbc->getUInt32(i, 0) == 1) { // Human player faction template
playerFactionId = dbc->getUInt32(i, 1); playerFriendGroup = ftDbc->getUInt32(i, 4) | ftDbc->getUInt32(i, 3);
playerEnemyGroup = ftDbc->getUInt32(i, 5);
playerFactionId = ftDbc->getUInt32(i, 1);
break; break;
} }
} }
// Build hostility map for each faction template
std::unordered_map<uint32_t, bool> factionMap; std::unordered_map<uint32_t, bool> factionMap;
for (uint32_t i = 0; i < dbc->getRecordCount(); i++) { for (uint32_t i = 0; i < ftDbc->getRecordCount(); i++) {
uint32_t id = dbc->getUInt32(i, 0); uint32_t id = ftDbc->getUInt32(i, 0);
uint32_t factionGroup = dbc->getUInt32(i, 3); uint32_t parentFaction = ftDbc->getUInt32(i, 1);
uint32_t enemyGroup = dbc->getUInt32(i, 5); uint32_t factionGroup = ftDbc->getUInt32(i, 3);
bool hostile = (enemyGroup & playerFriendGroup) != 0; uint32_t friendGroup = ftDbc->getUInt32(i, 4);
// Monster factionGroup bit (8) = hostile to players uint32_t enemyGroup = ftDbc->getUInt32(i, 5);
// Bits: 1=Player, 2=Alliance, 4=Horde, 8=Monster
// 1. Symmetric group check (WoW's actual hostility formula)
bool hostile = (enemyGroup & playerFriendGroup) != 0
|| (factionGroup & playerEnemyGroup) != 0;
// 2. Monster factionGroup bit (8)
if (!hostile && (factionGroup & 8) != 0) { if (!hostile && (factionGroup & 8) != 0) {
hostile = true; hostile = true;
} }
// Check individual enemy faction IDs (fields 6-9)
// 3. Individual enemy faction IDs (fields 6-9)
if (!hostile && playerFactionId > 0) { if (!hostile && playerFactionId > 0) {
for (int e = 6; e <= 9; e++) { for (int e = 6; e <= 9; e++) {
if (dbc->getUInt32(i, e) == playerFactionId) { if (ftDbc->getUInt32(i, e) == playerFactionId) {
hostile = true; hostile = true;
break; break;
} }
} }
} }
// 4. Parent faction base reputation check (Faction.dbc)
if (!hostile && parentFaction > 0) {
if (hostileParentFactions.count(parentFaction)) {
hostile = true;
}
}
// 5. If explicitly friendly (friendGroup includes player), override to non-hostile
if (hostile && (friendGroup & playerFriendGroup) != 0) {
hostile = false;
}
factionMap[id] = hostile; factionMap[id] = hostile;
} }
uint32_t hostileCount = 0;
for (const auto& [fid, h] : factionMap) { if (h) hostileCount++; }
gameHandler->setFactionHostileMap(std::move(factionMap)); gameHandler->setFactionHostileMap(std::move(factionMap));
LOG_INFO("Loaded faction hostility data (playerFriendGroup=0x", std::hex, playerFriendGroup, std::dec, ")"); LOG_INFO("Loaded faction hostility: ", hostileCount, "/", ftDbc->getRecordCount(),
" hostile (playerFriendGroup=0x", std::hex, playerFriendGroup, std::dec, ")");
} }
} }

View file

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