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312 lines
14 KiB
312 lines
14 KiB
3 years ago
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/**
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* This feature addresses the bug that allows teammates to explode some of
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* the player's projectiles by damaging them even when friendly fire is
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* turned off, therefore killing the player (whether by accident or not).
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*
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* Problem is solved by "disarming" projectiles vulnerable to this
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* friendly fire and replacing them with our own class of projectile that is
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* spawned only on a server and does additional safety checks to ensure it will
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* only explode when it is expected from it.
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* Copyright 2021 Anton Tarasenko
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*------------------------------------------------------------------------------
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* This file is part of Acedia.
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*
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* Acedia is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3 of the License, or
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* (at your option) any later version.
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*
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* Acedia is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
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*/
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class FixProjectileFF_Feature extends Feature;
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/**
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* All projectiles vulnerable to this bug (we consider only those that can
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* explode and harm the player) are derived from `ROBallisticProjectile`. When
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* one of them is spawned we will:
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* 1. Set it's damage parameters to zero, to ensure that it won't damage
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* anyone or anything if other measures fail;
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* 2. Disable it's collision, preventing it from being accessed via
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* `VisibleCollidingActors()` method that is usually used to damage
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* these projectiles.
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* Then we spawn our own version of the projectile with fixed
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* `TakeDamage()` that does additional check that either it's projectile's
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* owner that damages it or friendly fire is enabled.
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* To do this replacement we will need to catch the moment when vanilla
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* projectile spawns. Unfortunately, this cannot be done by default, since all
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* projectiles have `bGameRelevant` flag set to `true`, which prevents
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* `CheckReplacement()` from being called for them. So, when feature is
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* enabled, it forces all the projectiles we are interested in to have
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* `bGameRelevant = false`.
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*
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* Issue arises from the fact that these two projectiles can desynchronize:
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* old projectile, that client sees, might not be in the same location as the
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* new one (especially since we are disabling collisions for the old one), that
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* deals damage. There are two cases to consider, depending on
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* the `bNetTemporary` of the old projectile:
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* 1. `bNetTemporary == true`: projectile version on client side is
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* independent from the server-side's one. In this case there is
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* nothing we can do. In fact, vanilla game suffers from this very bug
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* that makes, say, M79 projectile fly past the zed it exploded
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* (usually after killing it). To deal with this we would need
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* the ability to affect client's code, which cannot be done in
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* the server mode.
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* 2. `bNetTemporary == false`: projectile version on client side is
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* actually synchronized with the server-side's one. In this case we
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* will simply make new projectile to constantly force the old one to
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* be in the same place at the same rotation. We will also propagate
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* various state-changing events such as exploding, disintegrating from
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* siren's scream or sticking to the wall/zed. That is, we will make
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* the old projectile (that client can see) "the face" of the new one
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* (that client cannot see). Only "The Orca Bomb Propeller" and
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* "SealSqueal Harpoon Bomber" fall into this group.
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*/
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// By default (`ignoreFriendlyFire == false`), when friendly fire is enabled
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// (at any level), this fix allows other players to explode one's projectiles.
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// By setting this to `true` you will force this fix to prevent it no matter
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// what, even when server has full friendly fire enabled.
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var private /*config*/ bool ignoreFriendlyFire;
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// Stores what pairs of projectile classes that describe what (vulnerable)
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// class must be replaced with what (protected class). It also remembers the
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// previous state of `bGameRelevant` for replaceable class to restore it in
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// case this feature is disabled.
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struct ReplacementRule
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{
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// `bGameRelevant` before this feature set it to `false`
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var bool relevancyFlag;
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var class<ROBallisticProjectile> vulnerableClass;
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var class<ROBallisticProjectile> protectedClass;
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};
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var private const array<ReplacementRule> rules;
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protected function OnEnabled()
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{
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local int i;
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for (i = 0; i < rules.length; i += 1)
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{
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if (rules[i].vulnerableClass == none) continue;
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if (rules[i].protectedClass == none) continue;
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rules[i].relevancyFlag = rules[i].vulnerableClass.default.bGameRelevant;
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rules[i].vulnerableClass.default.bGameRelevant = false;
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}
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_.unreal.mutator.OnCheckReplacement(self).connect = CheckReplacement;
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}
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protected function OnDisabled()
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{
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local int i;
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for (i = 0; i < rules.length; i += 1)
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{
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if (rules[i].vulnerableClass == none) continue;
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if (rules[i].protectedClass == none) continue;
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rules[i].vulnerableClass.default.bGameRelevant = rules[i].relevancyFlag;
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}
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_.unreal.mutator.OnCheckReplacement(self).Disconnect();
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}
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protected function SwapConfig(FeatureConfig config)
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{
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local FixProjectileFF newConfig;
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newConfig = FixProjectileFF(config);
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if (newConfig == none) {
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return;
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}
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ignoreFriendlyFire = newConfig.ignoreFriendlyFire;
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default.ignoreFriendlyFire = ignoreFriendlyFire;
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}
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private function bool CheckReplacement(Actor other, out byte isSuperRelevant)
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{
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local ROBallisticProjectile projectile;
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local class<ROBallisticProjectile> newClass;
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projectile = ROBallisticProjectile(other);
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if (projectile == none) {
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return true;
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}
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projectile.bGameRelevant = true;
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newClass = FindFixedClass(projectile.class);
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if (newClass == none || newClass == projectile.class) {
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return true;
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}
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ReplaceProjectileWith(ROBallisticProjectile(other), newClass);
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return true;
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}
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private function ReplaceProjectileWith(
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ROBallisticProjectile oldProjectile,
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class<ROBallisticProjectile> replacementClass)
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{
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local Pawn instigator;
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local ROBallisticProjectile newProjectile;
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if (oldProjectile == none) return;
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if (replacementClass == none) return;
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instigator = oldProjectile.instigator;
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if (instigator == none) return;
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newProjectile = instigator.Spawn( replacementClass,,,
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oldProjectile.location,
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oldProjectile.rotation);
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if (newProjectile == none) return;
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// Move projectile damage data to make sure new projectile deals
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// exactly the same damage as the old one and the old one no longer
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// deals any.
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// Technically we only need to zero `oldProjectile` damage values for
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// most weapons, since they are automatically the same for the
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// new projectile.
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// However `KFMod.HuskGun` is an exception that changes these values
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// depending of the charge, so we need to either consider this as a
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// special case or just move values all the time - which is what we have
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// chosen to do.
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newProjectile.damage = oldProjectile.damage;
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oldProjectile.damage = 0;
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newProjectile.damageRadius = oldProjectile.damageRadius;
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oldProjectile.damageRadius = 0;
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MoveImpactDamage(oldProjectile, newProjectile);
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// New projectile must govern all of the mechanics, so make the old mimic
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// former's movements as close as possible
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SetupOldProjectileAsFace(oldProjectile, newProjectile);
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}
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// Make old projectile behave as close to the new one as possible
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private function SetupOldProjectileAsFace(
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ROBallisticProjectile oldProjectile,
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ROBallisticProjectile newProjectile)
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{
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local FixProjectileFFClass_SPGrenadeProjectile newProjectileAsOrca;
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local FixProjectileFFClass_SealSquealProjectile newProjectileAsHarpoon;
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if (oldProjectile == none) return;
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if (newProjectile == none) return;
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// Removing collisions:
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// 1. Avoids unnecessary bumping into zeds and other `Actor`s;
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// 2. Removes `oldProjectile` from being accessible by
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// `VisibleCollidingActors()`, therefore avoiding unwanted
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// `TakeDamage()` calls from friendly fire.
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oldProjectile.SetCollision(false, false);
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// Prevent `oldProjectile` from dealing explosion damage in case something
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// still damages and explodes it
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oldProjectile.bHurtEntry = true;
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// We can only make client-side projectile follow new server-side one for
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// two projectile classes
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newProjectileAsOrca =
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FixProjectileFFClass_SPGrenadeProjectile(newProjectile);
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if (newProjectileAsOrca != none)
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{
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newProjectileAsOrca.SetFace(SPGrenadeProjectile(oldProjectile));
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return;
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}
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newProjectileAsHarpoon =
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FixProjectileFFClass_SealSquealProjectile(newProjectile);
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if (newProjectileAsHarpoon != none) {
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newProjectileAsHarpoon.SetFace(SealSquealProjectile(oldProjectile));
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}
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}
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// `impactDamage` is separately defined in 4 different base classes of interest
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// and moving (or zeroing) it is cumbersome enough to warrant a separate method
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private function MoveImpactDamage(
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ROBallisticProjectile oldProjectile,
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ROBallisticProjectile newProjectile)
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{
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local LAWProj oldProjectileAsLaw, newProjectileAsLaw;
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local M79GrenadeProjectile oldProjectileAsM79, newProjectileAsM79;
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local SPGrenadeProjectile oldProjectileAsOrca, newProjectileAsOrca;
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local SealSquealProjectile oldProjectileAsHarpoon, newProjectileAsHarpoon;
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if (oldProjectile == none) return;
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if (newProjectile == none) return;
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// L.A.W + derivatives:
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// Zed guns, Flare Revolver, Husk Gun
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oldProjectileAsLaw = LawProj(oldProjectile);
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newProjectileAsLaw = LawProj(newProjectile);
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if (oldProjectileAsLaw != none && newProjectileAsLaw != none)
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{
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newProjectileAsLaw.impactDamage = oldProjectileAsLaw.impactDamage;
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oldProjectileAsLaw.impactDamage = 0;
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return;
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}
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// M79 Grenade Launcher + derivatives:
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// M32, M4 203
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oldProjectileAsM79 = M79GrenadeProjectile(oldProjectile);
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newProjectileAsM79 = M79GrenadeProjectile(newProjectile);
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if (oldProjectileAsM79 != none && newProjectileAsM79 != none)
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{
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newProjectileAsM79.impactDamage = oldProjectileAsM79.impactDamage;
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oldProjectileAsM79.impactDamage = 0;
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return;
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}
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// The Orca Bomb Propeller
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oldProjectileAsOrca = SPGrenadeProjectile(oldProjectile);
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newProjectileAsOrca = SPGrenadeProjectile(newProjectile);
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if (oldProjectileAsOrca != none && newProjectileAsOrca != none)
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{
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newProjectileAsOrca.impactDamage = oldProjectileAsOrca.impactDamage;
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oldProjectileAsOrca.impactDamage = 0;
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return;
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}
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// SealSqueal Harpoon Bomber
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oldProjectileAsHarpoon = SealSquealProjectile(oldProjectile);
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newProjectileAsHarpoon = SealSquealProjectile(newProjectile);
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if (oldProjectileAsHarpoon != none && newProjectileAsHarpoon != none)
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{
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newProjectileAsHarpoon.impactDamage =
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oldProjectileAsHarpoon.impactDamage;
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oldProjectileAsHarpoon.impactDamage = 0;
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return;
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}
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}
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// Returns "fixed" class that no longer explodes from random damage
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private final function class<ROBallisticProjectile> FindFixedClass(
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class<ROBallisticProjectile> projectileClass)
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{
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local int i;
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local array<ReplacementRule> rulesCopy;
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if (projectileClass == none) {
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return none;
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}
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rulesCopy = default.rules;
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for (i = 0; i < rulesCopy.length; i += 1)
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{
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if (rulesCopy[i].vulnerableClass == projectileClass) {
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return rulesCopy[i].protectedClass;
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}
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}
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return projectileClass;
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}
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// Check if, according to this fix, projectiles should explode from
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// friendly fire
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// If `FixProjectileFF` in disabled always returns `false`.
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public static final function bool IsFriendlyFireAcceptable()
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{
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if (default.ignoreFriendlyFire) {
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return false;
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}
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return __().unreal.GetKFGameType().friendlyFireScale > 0;
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}
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defaultproperties
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{
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configClass = class'FixProjectileFF'
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ignoreFriendlyFire = false
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rules(0) = (vulnerableClass=class'KFMod.M79GrenadeProjectile',protectedClass=class'FixProjectileFFClass_M79GrenadeProjectile')
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rules(1) = (vulnerableClass=class'KFMod.M32GrenadeProjectile',protectedClass=class'FixProjectileFFClass_M32GrenadeProjectile')
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rules(2) = (vulnerableClass=class'KFMod.LAWProj',protectedClass=class'FixProjectileFFClass_LAWProj')
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rules(3) = (vulnerableClass=class'KFMod.M203GrenadeProjectile',protectedClass=class'FixProjectileFFClass_M203GrenadeProjectile')
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rules(4) = (vulnerableClass=class'KFMod.ZEDGunProjectile',protectedClass=class'FixProjectileFFClass_ZEDGunProjectile')
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rules(5) = (vulnerableClass=class'KFMod.ZEDMKIIPrimaryProjectile',protectedClass=class'FixProjectileFFClass_ZEDMKIIPrimaryProjectile')
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rules(6) = (vulnerableClass=class'KFMod.ZEDMKIISecondaryProjectile',protectedClass=class'FixProjectileFFClass_ZEDMKIISecondaryProjectile')
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rules(7) = (vulnerableClass=class'KFMod.FlareRevolverProjectile',protectedClass=class'FixProjectileFFClass_FlareRevolverProjectile')
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rules(8) = (vulnerableClass=class'KFMod.HuskGunProjectile',protectedClass=class'FixProjectileFFClass_HuskGunProjectile')
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rules(9) = (vulnerableClass=class'KFMod.SPGrenadeProjectile',protectedClass=class'FixProjectileFFClass_SPGrenadeProjectile')
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rules(10) = (vulnerableClass=class'KFMod.SealSquealProjectile',protectedClass=class'FixProjectileFFClass_SealSquealProjectile')
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}
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