Bug fixes for Killing Floor
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/**
* This feature addressed two inventory issues:
* 1. Players carrying amount of weapons that shouldn't be allowed by the
* weight limit.
* 2. Players carrying two variants of the same gun.
* For example carrying both M32 and camo M32.
* Single and dual version of the same weapon are also considered
* the same gun, so you can't carry both MK23 and dual MK23 or
* dual handcannons and golden handcannon.
*
* It fixes them by doing repeated checks to find violations of those rules
* and destroys all droppable weapons of people that use this exploit.
* Copyright 2020 - 2021 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
* Acedia is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, version 3 of the License, or
* (at your option) any later version.
*
* Acedia is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class FixInventoryAbuse_Feature extends Feature;
var private Timer checkTimer;
// How often (in seconds) should we do our inventory validations?
// We shouldn't really worry about performance, but there's also no need to
// do this check too often.
var private /*config*/ float checkInterval;
struct DualiesPair
{
var class<KFWeaponPickup> single;
var class<KFWeaponPickup> dual;
};
// For this fix to properly work, this array must contain an entry for
// every dual weapon in the game (like pistols, with single and dual versions).
// It's made configurable in case of custom dual weapons.
var private /*config*/ array<DualiesPair> dualiesClasses;
protected function OnEnabled()
{
local float actualInterval;
actualInterval = checkInterval;
if (actualInterval <= 0) {
actualInterval = 0.25;
}
checkTimer = _.time.StartTimer(actualInterval, true);
checkTimer.OnElapsed(self).connect = Timer;
}
protected function OnDisabled()
{
_.memory.Free(checkTimer);
}
protected function SwapConfig(FeatureConfig config)
{
local FixInventoryAbuse newConfig;
newConfig = FixInventoryAbuse(config);
if (newConfig == none) {
return;
}
checkInterval = newConfig.checkInterval;
dualiesClasses = newConfig.dualiesClasses;
if (checkTimer != none) {
checkTimer.SetInterval(checkInterval);
}
}
// Did player with this controller contribute to the latest dosh generation?
private final function bool IsWeightLimitViolated(KFHumanPawn playerPawn)
{
if (playerPawn == none) return false;
return (playerPawn.currentWeight > playerPawn.maxCarryWeight);
}
// Returns a root pickup class.
// For non-dual weapons, root class is defined as either:
// 1. the first variant (reskin), if there are variants for that weapon;
// 2. and as the class itself, if there are no variants.
// For dual weapons (all dual pistols) root class is defined as
// a root of their single version.
// This definition is useful because:
// ~ Vanilla game rules are such that player can only have two weapons
// in the inventory if they have different roots;
// ~ Root is easy to find.
private final function class<KFWeaponPickup> GetRootPickupClass(KFWeapon weapon)
{
local int i;
local class<KFWeaponPickup> root;
if (weapon == none) return none;
// Start with a pickup of the given weapons
root = class<KFWeaponPickup>(weapon.default.pickupClass);
if (root == none) return none;
// In case it's a dual version - find corresponding single pickup class
// (it's root would be the same).
for (i = 0; i < dualiesClasses.length; i += 1)
{
if (dualiesClasses[i].dual == root)
{
root = dualiesClasses[i].single;
break;
}
}
// Take either first variant class or the class itself, -
// it's going to be root by definition.
if (root.default.variantClasses.length > 0)
{
root = class<KFWeaponPickup>(root.default.variantClasses[0]);
}
return root;
}
// Returns `true` if passed pawn has two weapons that are just variants of
// each other (they have the same root, see `GetRootPickupClass()`).
private final function bool HasDuplicateGuns(KFHumanPawn playerPawn)
{
local int i, j;
local Inventory inv;
local KFWeapon nextWeapon;
local class<KFWeaponPickup> rootClass;
local array< class<Pickup> > rootList;
if (playerPawn == none) return false;
// First find a root for every weapon in the pawn's inventory.
for (inv = playerPawn.inventory; inv != none; inv = inv.inventory)
{
nextWeapon = KFWeapon(inv);
if (nextWeapon == none) continue;
if (nextWeapon.bKFNeverThrow) continue;
rootClass = GetRootPickupClass(nextWeapon);
if (rootClass != none) {
rootList[rootList.length] = rootClass;
}
}
// Then just check obtained roots for duplicates.
for (i = 0; i < rootList.length; i += 1)
{
for (j = i + 1; j < rootList.length; j += 1)
{
if (rootList[i] == rootList[j]) {
return true;
}
}
}
return false;
}
private final function Vector DropWeapon(KFWeapon weaponToDrop)
{
local Vector x, y, z;
local Vector weaponVelocity;
local Vector dropLocation;
local KFHumanPawn playerPawn;
if (weaponToDrop == none) return Vect(0, 0, 0);
playerPawn = KFHumanPawn(weaponToDrop.instigator);
if (playerPawn == none) return Vect(0, 0, 0);
// Calculations from `PlayerController.ServerThrowWeapon()`
weaponVelocity = Vector(playerPawn.GetViewRotation());
weaponVelocity *= (playerPawn.velocity dot weaponVelocity) + 150;
weaponVelocity += Vect(0, 0, 100);
// Calculations from `Pawn.TossWeapon()`
GetAxes(playerPawn.rotation, x, y, z);
dropLocation = playerPawn.location + 0.8 * playerPawn.collisionRadius * x -
0.5 * playerPawn.collisionRadius * y;
// Do the drop
weaponToDrop.velocity = weaponVelocity;
weaponToDrop.DropFrom(dropLocation);
}
// Kill the gun devil!
private final function DropEverything(KFHumanPawn playerPawn)
{
local int i;
local Inventory inv;
local KFWeapon nextWeapon;
local array<KFWeapon> weaponList;
if (playerPawn == none) return;
// Going through the linked list while removing items can be tricky,
// so just find all weapons first.
for (inv = playerPawn.inventory; inv != none; inv = inv.inventory)
{
nextWeapon = KFWeapon(inv);
if (nextWeapon == none) continue;
if (nextWeapon.bKFNeverThrow) continue;
weaponList[weaponList.length] = nextWeapon;
}
// And destroy them later.
for(i = 0; i < weaponList.length; i += 1) {
DropWeapon(weaponList[i]);
}
}
private function Timer(Timer source)
{
local int i;
local KFHumanPawn nextPawn;
local ConnectionService service;
local array<ConnectionService.Connection> connections;
service = ConnectionService(class'ConnectionService'.static.GetInstance());
if (service == none) return;
connections = service.GetActiveConnections();
for (i = 0; i < connections.length; i += 1)
{
nextPawn = none;
if (connections[i].controllerReference != none) {
nextPawn = KFHumanPawn(connections[i].controllerReference.pawn);
}
if (IsWeightLimitViolated(nextPawn) || HasDuplicateGuns(nextPawn)) {
DropEverything(nextPawn);
}
}
}
defaultproperties
{
configClass = class'FixInventoryAbuse'
checkInterval = 0.25
dualiesClasses(0)=(single=class'KFMod.SinglePickup',dual=class'KFMod.DualiesPickup')
dualiesClasses(1)=(single=class'KFMod.Magnum44Pickup',dual=class'KFMod.Dual44MagnumPickup')
dualiesClasses(2)=(single=class'KFMod.MK23Pickup',dual=class'KFMod.DualMK23Pickup')
dualiesClasses(3)=(single=class'KFMod.DeaglePickup',dual=class'KFMod.DualDeaglePickup')
dualiesClasses(4)=(single=class'KFMod.GoldenDeaglePickup',dual=class'KFMod.GoldenDualDeaglePickup')
dualiesClasses(5)=(single=class'KFMod.FlareRevolverPickup',dual=class'KFMod.DualFlareRevolverPickup')
}