[7538] Hide some implementation details for reputation/forced faction reaction. Author: VladimirMangos

--HG--
branch : trunk
This commit is contained in:
megamage
2009-03-25 16:04:08 -06:00
parent 312b8e5b73
commit 02440eaa10
9 changed files with 147 additions and 116 deletions

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@@ -757,7 +757,7 @@ void AchievementMgr::UpdateAchievementCriteria(AchievementCriteriaTypes type, ui
continue;
uint32 counter = 0;
const FactionStateList factionStateList = GetPlayer()->GetFactionStateList();
FactionStateList const& factionStateList = GetPlayer()->GetFactionStateList();
for (FactionStateList::const_iterator iter = factionStateList.begin(); iter!= factionStateList.end(); ++iter)
{
FactionEntry const *factionEntry = sFactionStore.LookupEntry(iter->second.ID);

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@@ -876,15 +876,7 @@ void WorldSession::HandleSetFactionAtWar( WorldPacket & recv_data )
recv_data >> repListID;
recv_data >> flag;
FactionStateList::iterator itr = GetPlayer()->m_factions.find(repListID);
if (itr == GetPlayer()->m_factions.end())
return;
// always invisible or hidden faction can't change war state
if(itr->second.Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN) )
return;
GetPlayer()->SetFactionAtWar(&itr->second,flag);
GetPlayer()->SetFactionAtWar(repListID,flag);
}
//I think this function is never used :/ I dunno, but i guess this opcode not exists
@@ -892,7 +884,7 @@ void WorldSession::HandleSetFactionCheat( WorldPacket & /*recv_data*/ )
{
//CHECK_PACKET_SIZE(recv_data,4+4);
//sLog.outDebug("WORLD SESSION: HandleSetFactionCheat");
sLog.outError("WORLD SESSION: HandleSetFactionCheat, not expected call, please report.");
/*
uint32 FactionID;
uint32 Standing;
@@ -912,7 +904,7 @@ void WorldSession::HandleSetFactionCheat( WorldPacket & /*recv_data*/ )
}
}
*/
GetPlayer()->UpdateReputation();
GetPlayer()->SendFactionStates();
}
void WorldSession::HandleMeetingStoneInfo( WorldPacket & /*recv_data*/ )
@@ -977,11 +969,7 @@ void WorldSession::HandleSetWatchedFactionInactiveOpcode(WorldPacket & recv_data
uint8 inactive;
recv_data >> replistid >> inactive;
FactionStateList::iterator itr = _player->m_factions.find(replistid);
if (itr == _player->m_factions.end())
return;
_player->SetFactionInactive(&itr->second, inactive);
_player->SetFactionInactive(replistid, inactive);
}
void WorldSession::HandleToggleHelmOpcode( WorldPacket & /*recv_data*/ )

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@@ -895,14 +895,7 @@ bool ChatHandler::HandleLookupFactionCommand(const char* args)
FactionEntry const *factionEntry = sFactionStore.LookupEntry (id);
if (factionEntry)
{
FactionState const* repState = NULL;
if(target)
{
FactionStateList::const_iterator repItr = target->m_factions.find (factionEntry->reputationListID);
if(repItr != target->m_factions.end())
repState = &repItr->second;
}
FactionState const* repState = target ? target->GetFactionState(factionEntry) : NULL;
int loc = m_session ? m_session->GetSessionDbcLocale() : sWorld.GetDefaultDbcLocale();
std::string name = factionEntry->name[loc];
@@ -1065,7 +1058,7 @@ bool ChatHandler::HandleModifyRepCommand(const char * args)
}
target->SetFactionReputation(factionEntry,amount);
PSendSysMessage(LANG_COMMAND_MODIFY_REP, factionEntry->name[m_session->GetSessionDbcLocale()], factionId, GetNameLink(target).c_str(), target->GetReputation(factionId));
PSendSysMessage(LANG_COMMAND_MODIFY_REP, factionEntry->name[m_session->GetSessionDbcLocale()], factionId, GetNameLink(target).c_str(), target->GetReputation(factionEntry));
return true;
}
@@ -2345,14 +2338,16 @@ bool ChatHandler::HandlePInfoCommand(const char* args)
return false;
}
for(FactionStateList::const_iterator itr = target->m_factions.begin(); itr != target->m_factions.end(); ++itr)
FactionStateList const& targetFSL = target->GetFactionStateList();
for(FactionStateList::const_iterator itr = targetFSL.begin(); itr != targetFSL.end(); ++itr)
{
FactionEntry const *factionEntry = sFactionStore.LookupEntry(itr->second.ID);
char const* factionName = factionEntry ? factionEntry->name[m_session->GetSessionDbcLocale()] : "#Not found#";
ReputationRank rank = target->GetReputationRank(factionEntry);
std::string rankName = GetTrinityString(ReputationRankStrIndex[rank]);
std::ostringstream ss;
ss << itr->second.ID << ": |cffffffff|Hfaction:" << itr->second.ID << "|h[" << factionName << "]|h|r " << rankName << "|h|r (" << target->GetReputation(factionEntry) << ")";
ss << itr->second.ID << ": |cffffffff|Hfaction:" << itr->second.ID << "|h[" << factionName << "]|h|r " << rankName << "|h|r ("
<< target->GetReputation(factionEntry) << ")";
if(itr->second.Flags & FACTION_FLAG_VISIBLE)
ss << GetTrinityString(LANG_FACTION_VISIBLE);

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@@ -417,7 +417,8 @@ void WorldSession::HandleSetTargetOpcode( WorldPacket & recv_data )
if(!unit)
return;
_player->SetFactionVisibleForFactionTemplateId(unit->getFaction());
if(FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(unit->getFaction()))
_player->SetFactionVisible(factionTemplateEntry);
}
void WorldSession::HandleSetSelectionOpcode( WorldPacket & recv_data )
@@ -434,7 +435,8 @@ void WorldSession::HandleSetSelectionOpcode( WorldPacket & recv_data )
if(!unit)
return;
_player->SetFactionVisibleForFactionTemplateId(unit->getFaction());
if(FactionTemplateEntry const* factionTemplateEntry = sFactionTemplateStore.LookupEntry(unit->getFaction()))
_player->SetFactionVisible(factionTemplateEntry);
}
void WorldSession::HandleStandStateChangeOpcode( WorldPacket & recv_data )

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@@ -81,13 +81,11 @@ ObjectAccessor::GetNPCIfCanInteractWith(Player const &player, uint64 guid, uint3
return NULL;
// not unfriendly
FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(unit->getFaction());
if(factionTemplate)
{
FactionEntry const* faction = sFactionStore.LookupEntry(factionTemplate->faction);
if( faction && faction->reputationListID >= 0 && player.GetReputationRank(faction) <= REP_UNFRIENDLY)
return NULL;
}
if(FactionTemplateEntry const* factionTemplate = sFactionTemplateStore.LookupEntry(unit->getFaction()))
if(factionTemplate->faction)
if(FactionEntry const* faction = sFactionStore.LookupEntry(factionTemplate->faction))
if(faction->reputationListID >= 0 && player.GetReputationRank(faction) <= REP_UNFRIENDLY)
return NULL;
// not too far
if(!unit->IsWithinDistInMap(&player,INTERACTION_DISTANCE))

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@@ -5723,6 +5723,12 @@ void Player::SendFactionState(FactionState const* faction) const
}
}
void Player::SendFactionStates() const
{
for(FactionStateList::const_iterator itr = m_factions.begin(); itr != m_factions.end(); ++itr)
SendFactionState(&(itr->second));
}
void Player::SendInitialReputations()
{
WorldPacket data(SMSG_INITIALIZE_FACTIONS, (4+128*5));
@@ -5756,13 +5762,17 @@ void Player::SendInitialReputations()
GetSession()->SendPacket(&data);
}
FactionState const* Player::GetFactionState( FactionEntry const* factionEntry) const
void Player::SetFactionAtWar( RepListID repListID, bool on )
{
FactionStateList::const_iterator itr = m_factions.find(factionEntry->reputationListID);
if (itr != m_factions.end())
return &itr->second;
FactionStateList::iterator itr = m_factions.find(repListID);
if (itr == m_factions.end())
return;
return NULL;
// always invisible or hidden faction can't change war state
if(itr->second.Flags & (FACTION_FLAG_INVISIBLE_FORCED|FACTION_FLAG_HIDDEN) )
return;
SetFactionAtWar(&itr->second,on);
}
void Player::SetFactionAtWar(FactionState* faction, bool atWar)
@@ -5783,6 +5793,15 @@ void Player::SetFactionAtWar(FactionState* faction, bool atWar)
faction->Changed = true;
}
void Player::SetFactionInactive( RepListID repListID, bool on )
{
FactionStateList::iterator itr = m_factions.find(repListID);
if (itr == m_factions.end())
return;
SetFactionInactive(&itr->second,on);
}
void Player::SetFactionInactive(FactionState* faction, bool inactive)
{
// always invisible or hidden faction can't be inactive
@@ -5801,23 +5820,17 @@ void Player::SetFactionInactive(FactionState* faction, bool inactive)
faction->Changed = true;
}
void Player::SetFactionVisibleForFactionTemplateId(uint32 FactionTemplateId)
void Player::SetFactionVisible(FactionTemplateEntry const*factionTemplateEntry)
{
FactionTemplateEntry const*factionTemplateEntry = sFactionTemplateStore.LookupEntry(FactionTemplateId);
if(!factionTemplateEntry)
if(!factionTemplateEntry->faction)
return;
if(factionTemplateEntry->faction)
SetFactionVisibleForFactionId(factionTemplateEntry->faction);
if(FactionEntry const *factionEntry = sFactionStore.LookupEntry(factionTemplateEntry->faction))
SetFactionVisible(factionEntry);
}
void Player::SetFactionVisibleForFactionId(uint32 FactionId)
void Player::SetFactionVisible(FactionEntry const *factionEntry)
{
FactionEntry const *factionEntry = sFactionStore.LookupEntry(FactionId);
if(!factionEntry)
return;
if(factionEntry->reputationListID < 0)
return;
@@ -6024,30 +6037,11 @@ bool Player::ModifyOneFactionReputation(FactionEntry const* factionEntry, int32
SetFactionVisible(&itr->second);
for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
{
if(uint32 questid = GetQuestSlotQuestId(i))
{
Quest const* qInfo = objmgr.GetQuestTemplate(questid);
if( qInfo && qInfo->GetRepObjectiveFaction() == factionEntry->ID )
{
QuestStatusData& q_status = mQuestStatus[questid];
if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
{
if(GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue())
if ( CanCompleteQuest( questid ) )
CompleteQuest( questid );
}
else if( q_status.m_status == QUEST_STATUS_COMPLETE )
{
if(GetReputation(factionEntry) < qInfo->GetRepObjectiveValue())
IncompleteQuest( questid );
}
}
}
}
ReputationChanged(factionEntry);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_REPUTATION,factionEntry->ID);
GetAchievementMgr().UpdateAchievementCriteria(ACHIEVEMENT_CRITERIA_TYPE_GAIN_EXALTED_REPUTATION,factionEntry->ID);
SendFactionState(&(itr->second));
return true;
@@ -6120,6 +6114,27 @@ bool Player::SetOneFactionReputation(FactionEntry const* factionEntry, int32 sta
return false;
}
void Player::ApplyForceReaction( uint32 faction_id,ReputationRank rank,bool apply )
{
if(apply)
m_forcedReactions[faction_id] = rank;
else
m_forcedReactions.erase(faction_id);
}
void Player::SendForceReactions()
{
WorldPacket data;
data.Initialize(SMSG_SET_FORCED_REACTIONS, 4+m_forcedReactions.size()*(4+4));
data << uint32(m_forcedReactions.size());
for(ForcedReactions::const_iterator itr = m_forcedReactions.begin(); itr != m_forcedReactions.end(); ++itr)
{
data << uint32(itr->first); // faction_id (Faction.dbc)
data << uint32(itr->second); // reputation rank
}
SendDirectMessage(&data);
}
//Calculate total reputation percent player gain with quest/creature level
int32 Player::CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, bool for_quest)
{
@@ -12941,7 +12956,8 @@ void Player::AddQuest( Quest const *pQuest, Object *questGiver )
AdjustQuestReqItemCount( pQuest, questStatusData );
if( pQuest->GetRepObjectiveFaction() )
SetFactionVisibleForFactionId(pQuest->GetRepObjectiveFaction());
if(FactionEntry const* factionEntry = sFactionStore.LookupEntry(pQuest->GetRepObjectiveFaction()))
SetFactionVisible(factionEntry);
uint32 qtime = 0;
if( pQuest->HasFlag( QUEST_TRINITY_FLAGS_TIMED ) )
@@ -14086,6 +14102,34 @@ void Player::MoneyChanged( uint32 count )
}
}
void Player::ReputationChanged(FactionEntry const* factionEntry )
{
for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )
{
if(uint32 questid = GetQuestSlotQuestId(i))
{
if(Quest const* qInfo = objmgr.GetQuestTemplate(questid))
{
if(qInfo->GetRepObjectiveFaction() == factionEntry->ID )
{
QuestStatusData& q_status = mQuestStatus[questid];
if( q_status.m_status == QUEST_STATUS_INCOMPLETE )
{
if(GetReputation(factionEntry) >= qInfo->GetRepObjectiveValue())
if ( CanCompleteQuest( questid ) )
CompleteQuest( questid );
}
else if( q_status.m_status == QUEST_STATUS_COMPLETE )
{
if(GetReputation(factionEntry) < qInfo->GetRepObjectiveValue())
IncompleteQuest( questid );
}
}
}
}
}
}
bool Player::HasQuestForItem( uint32 itemid ) const
{
for( int i = 0; i < MAX_QUEST_LOG_SIZE; ++i )

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@@ -52,7 +52,6 @@ class UpdateMask;
class SpellCastTargets;
class PlayerSocial;
class OutdoorPvP;
class AchievementMgr;
class Vehicle;
typedef std::deque<Mail*> PlayerMails;
@@ -1221,6 +1220,7 @@ class TRINITY_DLL_SPEC Player : public Unit
void CastedCreatureOrGO( uint32 entry, uint64 guid, uint32 spell_id );
void TalkedToCreature( uint32 entry, uint64 guid );
void MoneyChanged( uint32 value );
void ReputationChanged(FactionEntry const* factionEntry );
bool HasQuestForItem( uint32 itemid ) const;
bool HasQuestForGO(int32 GOId) const;
void UpdateForQuestsGO();
@@ -1700,9 +1700,16 @@ class TRINITY_DLL_SPEC Player : public Unit
bool RewardPlayerAndGroupAtKill(Unit* pVictim);
bool isHonorOrXPTarget(Unit* pVictim);
FactionStateList m_factions;
ForcedReactions m_forcedReactions;
FactionStateList const& GetFactionStateList() { return m_factions; }
FactionState const* GetFactionState(RepListID id) const
{
FactionStateList::const_iterator repItr = m_factions.find (id);
return repItr != m_factions.end() ? &repItr->second : NULL;
}
FactionState const* GetFactionState(FactionEntry const* factionEntry) const
{
return factionEntry->reputationListID >= 0 ? GetFactionState(factionEntry->reputationListID) : NULL;
}
uint32 GetDefaultReputationFlags(const FactionEntry *factionEntry) const;
int32 GetBaseReputation(const FactionEntry *factionEntry) const;
int32 GetReputation(uint32 faction_id) const;
@@ -1716,23 +1723,27 @@ class TRINITY_DLL_SPEC Player : public Unit
const static int32 Reputation_Bottom = -42000;
bool ModifyFactionReputation(uint32 FactionTemplateId, int32 DeltaReputation);
bool ModifyFactionReputation(FactionEntry const* factionEntry, int32 standing);
bool ModifyOneFactionReputation(FactionEntry const* factionEntry, int32 standing);
bool SetFactionReputation(uint32 FactionTemplateId, int32 standing);
bool SetFactionReputation(FactionEntry const* factionEntry, int32 standing);
bool SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing);
int32 CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, bool for_quest);
void RewardReputation(Unit *pVictim, float rate);
void RewardReputation(Quest const *pQuest);
void SetInitialFactions();
void UpdateReputation() const;
void SendFactionState(FactionState const* faction) const;
void SendInitialReputations();
FactionState const* GetFactionState( FactionEntry const* factionEntry) const;
void SetFactionAtWar(FactionState* faction, bool atWar);
void SetFactionInactive(FactionState* faction, bool inactive);
void SetFactionVisible(FactionState* faction);
void SetFactionVisibleForFactionTemplateId(uint32 FactionTemplateId);
void SetFactionVisibleForFactionId(uint32 FactionId);
void SetFactionAtWar(RepListID repListID, bool atWar);
void SetFactionInactive(RepListID repListID, bool inactive);
void SetFactionVisible(FactionTemplateEntry const* factionTemplateEntry);
void SetFactionVisible(FactionEntry const* factionEntry);
ReputationRank const* GetForcedRankIfAny(FactionTemplateEntry const* factionTemplateEntry) const
{
ForcedReactions::const_iterator forceItr = m_forcedReactions.find(factionTemplateEntry->faction);
return forceItr != m_forcedReactions.end() ? &forceItr->second : NULL;
}
void ApplyForceReaction(uint32 faction_id,ReputationRank rank,bool apply);
void SendForceReactions();
void SendFactionStates() const;
void UpdateSkillsForLevel();
void UpdateSkillsToMaxSkillsForLevel(); // for .levelup
void ModifySkillBonus(uint32 skillid,int32 val, bool talent);
@@ -2356,15 +2367,20 @@ class TRINITY_DLL_SPEC Player : public Unit
DeclinedName *m_declinedname;
Runes *m_runes;
AchievementMgr m_achievementMgr;
private:
// internal common parts for CanStore/StoreItem functions
uint8 _CanStoreItem_InSpecificSlot( uint8 bag, uint8 slot, ItemPosCountVec& dest, ItemPrototype const *pProto, uint32& count, bool swap, Item *pSrcItem ) const;
uint8 _CanStoreItem_InBag( uint8 bag, ItemPosCountVec& dest, ItemPrototype const *pProto, uint32& count, bool merge, bool non_specialized, Item *pSrcItem, uint8 skip_bag, uint8 skip_slot ) const;
uint8 _CanStoreItem_InInventorySlots( uint8 slot_begin, uint8 slot_end, ItemPosCountVec& dest, ItemPrototype const *pProto, uint32& count, bool merge, Item *pSrcItem, uint8 skip_bag, uint8 skip_slot ) const;
Item* _StoreItem( uint16 pos, Item *pItem, uint32 count, bool clone, bool update );
void UpdateKnownCurrencies(uint32 itemId, bool apply);
void UpdateKnownCurrencies(uint32 itemId, bool apply);
int32 CalculateReputationGain(uint32 creatureOrQuestLevel, int32 rep, bool for_quest);
void SetFactionVisible(FactionState* faction);
void SetFactionAtWar(FactionState* faction, bool atWar);
void SetFactionInactive(FactionState* faction, bool inactive);
bool ModifyOneFactionReputation(FactionEntry const* factionEntry, int32 standing);
bool SetOneFactionReputation(FactionEntry const* factionEntry, int32 standing);
void AdjustQuestReqItemCount( Quest const* pQuest, QuestStatusData& questStatusData );
GridReference<Player> m_gridRef;
@@ -2380,6 +2396,10 @@ class TRINITY_DLL_SPEC Player : public Unit
uint8 m_MirrorTimerFlags;
uint8 m_MirrorTimerFlagsLast;
bool m_isInWater;
AchievementMgr m_achievementMgr;
FactionStateList m_factions;
ForcedReactions m_forcedReactions;
};
void AddItemsSetItem(Player*player,Item *item);

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@@ -2933,20 +2933,8 @@ void Aura::HandleForceReaction(bool apply, bool Real)
uint32 faction_id = m_modifier.m_miscvalue;
uint32 faction_rank = m_modifier.m_amount;
if(apply)
player->m_forcedReactions[faction_id] = ReputationRank(faction_rank);
else
player->m_forcedReactions.erase(faction_id);
WorldPacket data;
data.Initialize(SMSG_SET_FORCED_REACTIONS, 4+player->m_forcedReactions.size()*(4+4));
data << uint32(player->m_forcedReactions.size());
for(ForcedReactions::const_iterator itr = player->m_forcedReactions.begin(); itr != player->m_forcedReactions.end(); ++itr)
{
data << uint32(itr->first); // faction_id (Faction.dbc)
data << uint32(itr->second); // reputation rank
}
player->SendDirectMessage(&data);
player->ApplyForceReaction(faction_id,ReputationRank(faction_rank),apply);
player->SendForceReactions();
}
void Aura::HandleAuraModSkill(bool apply, bool Real)

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@@ -7875,9 +7875,8 @@ bool Unit::IsHostileTo(Unit const* unit) const
// forced reaction
if(target_faction->faction)
{
ForcedReactions::const_iterator forceItr = ((Player*)tester)->m_forcedReactions.find(target_faction->faction);
if(forceItr!=((Player*)tester)->m_forcedReactions.end())
return forceItr->second <= REP_HOSTILE;
if(ReputationRank const* force =((Player*)tester)->GetForcedRankIfAny(target_faction))
return *force <= REP_HOSTILE;
// if faction have reputation then hostile state for tester at 100% dependent from at_war state
if(FactionEntry const* raw_target_faction = sFactionStore.LookupEntry(target_faction->faction))
@@ -7892,9 +7891,8 @@ bool Unit::IsHostileTo(Unit const* unit) const
// forced reaction
if(tester_faction->faction)
{
ForcedReactions::const_iterator forceItr = ((Player const*)target)->m_forcedReactions.find(tester_faction->faction);
if(forceItr!=((Player const*)target)->m_forcedReactions.end())
return forceItr->second <= REP_HOSTILE;
if(ReputationRank const* force = ((Player*)target)->GetForcedRankIfAny(tester_faction))
return *force <= REP_HOSTILE;
// apply reputation state
FactionEntry const* raw_tester_faction = sFactionStore.LookupEntry(tester_faction->faction);
@@ -7990,9 +7988,8 @@ bool Unit::IsFriendlyTo(Unit const* unit) const
// forced reaction
if(target_faction->faction)
{
ForcedReactions::const_iterator forceItr = ((Player const*)tester)->m_forcedReactions.find(target_faction->faction);
if(forceItr!=((Player const*)tester)->m_forcedReactions.end())
return forceItr->second >= REP_FRIENDLY;
if(ReputationRank const* force =((Player*)tester)->GetForcedRankIfAny(target_faction))
return *force >= REP_FRIENDLY;
// if faction have reputation then friendly state for tester at 100% dependent from at_war state
if(FactionEntry const* raw_target_faction = sFactionStore.LookupEntry(target_faction->faction))
@@ -8007,9 +8004,8 @@ bool Unit::IsFriendlyTo(Unit const* unit) const
// forced reaction
if(tester_faction->faction)
{
ForcedReactions::const_iterator forceItr = ((Player const*)target)->m_forcedReactions.find(tester_faction->faction);
if(forceItr!=((Player const*)target)->m_forcedReactions.end())
return forceItr->second >= REP_FRIENDLY;
if(ReputationRank const* force =((Player*)target)->GetForcedRankIfAny(tester_faction))
return *force >= REP_FRIENDLY;
// apply reputation state
if(FactionEntry const* raw_tester_faction = sFactionStore.LookupEntry(tester_faction->faction))