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/**
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* This feature fixes several issues related to the selling price of both
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* single and dual pistols, all originating from the existence of dual weapons.
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* Most notable issue is the ability to "print" money by buying and
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* selling pistols in a certain way.
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*
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* It fixes all of the issues by manually setting pistols'
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* 'SellValue' variables to proper values.
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* Fix only works with vanilla pistols, as it's unpredictable what
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* custom ones can do and they can handle these issues on their own
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* in a better way.
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* Copyright 2020 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 FixDualiesCost extends Feature
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config(AcediaFixes);
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/**
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* Issues with pistols' cost may look varied and surface in
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* a plethora of ways, but all of them originate from the two main errors
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* in vanilla's code:
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* 1. If you have a pistol in your inventory at the time when you
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* buy/pickup another one - the sell value of resulting dualies is
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* incorrectly set to the sell value of the second pistol;
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* 2. When player has dual pistols and drops one on the floor, -
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* the sell value for the one left with the player isn't set.
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* All weapons in Killing Floor get sell value assigned to them
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* (appropriately, in a 'SellValue' variable). This is to ensure that the sell
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* price is set the moment players buys the gun. Otherwise, due to ridiculous
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* perked discounts, you'd be able to buy a pistol at 30% price
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* as sharpshooter, but sell at 75% of a price as any other perk,
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* resulting in 45% of pure profit.
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* Unfortunately, that's exactly what happens when 'SellValue' isn't set
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* (left as it's default value of '-1'): sell value of such weapons is
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* determined only at the moment of sale and depends on the perk of the seller,
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* allowing for possible exploits.
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*
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* These issues are fixed by directly assigning
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* proper values to 'SellValue'. To do that we need to detect when player
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* buys/sells/drops/picks up weapons, which we accomplish by catching
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* 'CheckReplacement' event for weapon instances. This approach has two issues.
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* One is that, if vanilla's code sets an incorrect sell value, -
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* it's doing it after weapon is spawned and, therefore,
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* after 'CheckReplacement' call, so we have, instead, to remember to do
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* it later, as early as possible
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* (either the next tick or before another operation with weapons).
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* Another issue is that when you have a pistol and pick up a pistol of
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* the same type, - at the moment dualies instance is spawned,
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* the original pistol in player's inventory is gone and we can't use
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* it's sell value to calculate new value of dual pistols.
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* This problem is solved by separately recording the value for every
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* single pistol every tick.
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* However, if pistol pickups are placed close enough together on the map,
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* player can start touching them (which triggers a pickup) at the same time,
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* picking them both in a single tick. This leaves us no room to record
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* the value of a single pistol players picks up first.
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* To get it we use game rules to catch 'OverridePickupQuery' event that's
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* called before the first one gets destroyed,
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* but after it's sell value was already set.
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* Last issue is that when player picks up a second pistol - we don't know
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* it's sell value and, therefore, can't calculate value of dual pistols.
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* This is resolved by recording that value directly from a pickup,
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* in abovementioned function 'OverridePickupQuery'.
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* NOTE: 9mm is an exception due to the fact that you always have at least
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* one and the last one can't be sold. We'll deal with it by setting
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* the following rule: sell value of the un-droppable pistol is always 0
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* and the value of a pair of 9mms is the value of the single droppable pistol.
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*/
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// Some issues involve possible decrease in pistols' price and
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// don't lead to exploit, but are still bugs and require fixing.
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// If you have a Deagle in your inventory and then get another one
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// (by either buying or picking it off the ground) - the price of resulting
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// dual pistols will be set to the price of the last deagle,
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// like the first one wasn't worth anything at all.
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// In particular this means that (prices are off-perk for more clarity):
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// 1. If you buy dual deagles (-1000 do$h) and then sell them at 75% of
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// the cost (+750 do$h), you lose 250 do$h;
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// 2. If you first buy a deagle (-500 do$h), then buy
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// the second one (-500 do$h) and then sell them, you'll only get
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// 75% of the cost of 1 deagle (+375 do$h), now losing 625 do$h;
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// 3. So if you already have bought a deagle (-500 do$h),
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// you can get a more expensive weapon by doing a stupid thing
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// and first selling your Deagle (+375 do$h),
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// then buying dual deagles (-1000 do$h).
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// If you sell them after that, you'll gain 75% of the cost of
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// dual deagles (+750 do$h), leaving you with losing only 375 do$h.
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// Of course, situations described above are only relevant if you're planning
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// to sell your weapons at some point and most people won't even notice it.
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// But such an oversight still shouldn't exist in a game and we fix it by
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// setting sell value of dualies as a sum of values of each pistol.
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// Yet, fixing this issue leads to players having more expensive
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// (while fairly priced) weapons than on vanilla, technically making
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// the game easier. And some people might object to having that in
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// a whitelisted bug-fixing feature.
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// These people are, without a question, complete degenerates.
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// But making mods for only non-mentally challenged isn't inclusive.
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// So we add this option.
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// Set it to 'false' if you only want to fix ammo printing
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// and leave the rest of the bullshit as-is.
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var private config const bool allowSellValueIncrease;
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// Describe all the possible pairs of dual pistols in a vanilla game.
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struct DualiesPair
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{
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var class<KFWeapon> single;
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var class<KFWeapon> dual;
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};
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var private const array<DualiesPair> dualiesClasses;
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// Describe sell values that need to be applied at earliest later point.
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struct WeaponValuePair
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{
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var KFWeapon weapon;
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var float value;
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};
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var private const array<WeaponValuePair> pendingValues;
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// Describe sell values of all currently existing single pistols.
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struct WeaponDataRecord
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{
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var KFWeapon reference;
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var class<KFWeapon> class;
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var float value;
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// The whole point of this structure is to remember value of a weapon
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// after it's destroyed. Since 'reference' will become 'none' by then,
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// we will use the 'owner' reference to identify the weapon.
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var Pawn owner;
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};
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var private const array<WeaponDataRecord> storedValues;
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// Sell value of the last seen pickup in 'OverridePickupQuery'
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var private int nextSellValue;
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protected function OnEnabled()
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{
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local KFWeapon nextWeapon;
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// Find all frags, that spawned when this fix wasn't running.
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foreach level.DynamicActors(class'KFMod.KFWeapon', nextWeapon) {
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RegisterSinglePistol(nextWeapon, false);
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}
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level.game.AddGameModifier(Spawn(class'DualiesCostRule'));
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}
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protected function OnDisabled()
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{
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local GameRules rulesIter;
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local DualiesCostRule ruleToDestroy;
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// Check first rule
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if (level.game.gameRulesModifiers == none) return;
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ruleToDestroy = DualiesCostRule(level.game.gameRulesModifiers);
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if (ruleToDestroy != none)
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{
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level.game.gameRulesModifiers = ruleToDestroy.nextGameRules;
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ruleToDestroy.Destroy();
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return;
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}
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// Check rest of the rules
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rulesIter = level.game.gameRulesModifiers;
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while (rulesIter != none)
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{
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ruleToDestroy = DualiesCostRule(rulesIter.nextGameRules);
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if (ruleToDestroy != none)
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{
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rulesIter.nextGameRules = ruleToDestroy.nextGameRules;
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ruleToDestroy.Destroy();
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}
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rulesIter = rulesIter.nextGameRules;
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}
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}
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public final function SetNextSellValue(int newValue)
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{
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nextSellValue = newValue;
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}
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// Finds a weapon of a given class in given 'Pawn' 's inventory.
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// Returns 'none' if weapon isn't there.
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private final function KFWeapon GetWeaponOfClass(
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Pawn playerPawn,
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class<KFWeapon> weaponClass
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)
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{
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local Inventory invIter;
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if (playerPawn == none) return none;
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invIter = playerPawn.inventory;
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while (invIter != none)
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{
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if (invIter.class == weaponClass) {
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return KFWeapon(invIter);
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}
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invIter = invIter.inventory;
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}
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return none;
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}
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// Gets weapon index in our record of dual pistol classes.
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// Second variable determines whether we're searching for single
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// or dual variant:
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// ~ 'true' - searching for single
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// ~ 'false' - for dual
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// Returns '-1' if weapon isn't found
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// (dual MK23 won't be found as a single weapon).
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private final function int GetIndexAs(KFWeapon weapon, bool asSingle)
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{
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local int i;
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if (weapon == none) return -1;
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for (i = 0; i < dualiesClasses.length; i += 1)
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{
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if (asSingle && dualiesClasses[i].single == weapon.class) {
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return i;
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}
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if (!asSingle && dualiesClasses[i].dual == weapon.class) {
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return i;
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}
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}
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return -1;
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}
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// Calculates full cost of a weapon with a discount,
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// dependent on it's instigator's perk.
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private final function float GetFullCost(KFWeapon weapon)
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{
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local float cost;
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local class<KFWeaponPickup> pickupClass;
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local KFPlayerReplicationInfo instigatorRI;
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if (weapon == none) return 0.0;
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pickupClass = class<KFWeaponPickup>(weapon.default.pickupClass);
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if (pickupClass == none) return 0.0;
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cost = pickupClass.default.cost;
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if (weapon.instigator != none)
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{
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instigatorRI =
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KFPlayerReplicationInfo(weapon.instigator.playerReplicationInfo);
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}
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if (instigatorRI != none && instigatorRI.clientVeteranSkill != none)
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{
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cost *= instigatorRI.clientVeteranSkill.static
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.GetCostScaling(instigatorRI, pickupClass);
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}
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return cost;
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}
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// If passed weapon is a pistol - we start tracking it's value;
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// Otherwise - do nothing.
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public final function RegisterSinglePistol(
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KFWeapon singlePistol,
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bool justSpawned
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)
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{
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local WeaponDataRecord newRecord;
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if (singlePistol == none) return;
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if (GetIndexAs(singlePistol, true) < 0) return;
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newRecord.reference = singlePistol;
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newRecord.class = singlePistol.class;
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newRecord.owner = singlePistol.instigator;
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if (justSpawned)
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{
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newRecord.value = nextSellValue;
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}
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else
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{
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newRecord.value = singlePistol.sellValue;
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}
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storedValues[storedValues.length] = newRecord;
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}
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// Fixes sell value after player throws one pistol out of a pair.
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public final function FixCostAfterThrow(KFWeapon singlePistol)
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{
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local int index;
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local KFWeapon dualPistols;
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if (singlePistol == none) return;
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index = GetIndexAs(singlePistol, true);
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if (index < 0) return;
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dualPistols = GetWeaponOfClass( singlePistol.instigator,
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dualiesClasses[index].dual);
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if (dualPistols == none) return;
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// Sell value recorded into 'dualPistols' will end up as a value of
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// a dropped pickup.
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// Sell value of 'singlePistol' will be the value for the pistol,
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// left in player's hands.
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if (dualPistols.class == class'KFMod.Single')
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{
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// 9mm is an exception.
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// Remaining weapon costs nothing.
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singlePistol.sellValue = 0;
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// We don't change the sell value of the dropped weapon,
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// as it's default behavior to transfer full value of a pair to it.
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return;
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}
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// For other pistols - divide the value.
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singlePistol.sellValue = dualPistols.sellValue / 2;
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dualPistols.sellValue = singlePistol.sellValue;
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}
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// Fixes sell value after buying a pair of dual pistols,
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// if player already had a single version.
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public final function FixCostAfterBuying(KFWeapon dualPistols)
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{
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local int index;
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local KFWeapon singlePistol;
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local WeaponValuePair newPendingValue;
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if (dualPistols == none) return;
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index = GetIndexAs(dualPistols, false);
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if (index < 0) return;
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singlePistol = GetWeaponOfClass(dualPistols.instigator,
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dualiesClasses[index].single);
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if (singlePistol == none) return;
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// 'singlePistol' will get destroyed, so it's sell value is irrelevant.
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// 'dualPistols' will be the new pair of pistols, but it's value will
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// get overwritten by vanilla's code after this function.
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// So we must add it to pending values to be changed later.
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newPendingValue.weapon = dualPistols;
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if (dualPistols.class == class'KFMod.Dualies')
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{
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// 9mm is an exception.
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// The value of pair of 9mms is the price of additional pistol,
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// that defined as a price of a pair in game.
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newPendingValue.value = GetFullCost(dualPistols) * 0.75;
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}
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else
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{
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// Otherwise price of a pair is the price of two pistols:
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// 'singlePistol.sellValue' - the one we had
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// '(FullCost / 2) * 0.75' - and the one we bought
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newPendingValue.value = singlePistol.sellValue
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+ (GetFullCost(dualPistols) / 2) * 0.75;
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|
|
|
}
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|
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|
pendingValues[pendingValues.length] = newPendingValue;
|
|
|
|
}
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|
|
|
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|
// Fixes sell value after player picks up a single pistol,
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|
|
// while already having one of the same time in his inventory.
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|
|
|
public final function FixCostAfterPickUp(KFWeapon dualPistols)
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|
|
|
{
|
|
|
|
local int i;
|
|
|
|
local int index;
|
|
|
|
local KFWeapon singlePistol;
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|
|
|
local WeaponValuePair newPendingValue;
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|
|
if (dualPistols == none) return;
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|
|
// In both cases of:
|
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|
|
// 1. buying dualies, without having a single pistol of
|
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|
|
// corresponding type;
|
|
|
|
// 2. picking up a second pistol, while having another one;
|
|
|
|
// by the time of 'CheckReplacement' (and, therefore, this function)
|
|
|
|
// is called, there's no longer any single pistol in player's inventory
|
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|
|
// (in first case it never was there, in second - it got destroyed).
|
|
|
|
// To distinguish between those possibilities we can check the owner of
|
|
|
|
// the spawned weapon, since it's only set to instigator at the time of
|
|
|
|
// 'CheckReplacement' when player picks up a weapon.
|
|
|
|
// So we require that owner exists.
|
|
|
|
if (dualPistols.owner == none) return;
|
|
|
|
index = GetIndexAs(dualPistols, false);
|
|
|
|
if (index < 0) return;
|
|
|
|
singlePistol = GetWeaponOfClass(dualPistols.instigator,
|
|
|
|
dualiesClasses[index].single);
|
|
|
|
if (singlePistol != none) return;
|
|
|
|
|
|
|
|
if (nextSellValue == -1) {
|
|
|
|
nextSellValue = GetFullCost(dualPistols) * 0.75;
|
|
|
|
}
|
|
|
|
for (i = 0; i < storedValues.length; i += 1)
|
|
|
|
{
|
|
|
|
if (storedValues[i].reference != none) continue;
|
|
|
|
if (storedValues[i].class != dualiesClasses[index].single) continue;
|
|
|
|
if (storedValues[i].owner != dualPistols.instigator) continue;
|
|
|
|
newPendingValue.weapon = dualPistols;
|
|
|
|
newPendingValue.value = storedValues[i].value + nextSellValue;
|
|
|
|
pendingValues[pendingValues.length] = newPendingValue;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
public final function ApplyPendingValues()
|
|
|
|
{
|
|
|
|
local int i;
|
|
|
|
for (i = 0; i < pendingValues.length; i += 1)
|
|
|
|
{
|
|
|
|
if (pendingValues[i].weapon == none) continue;
|
|
|
|
// Our fixes can only increase the correct ('!= -1')
|
|
|
|
// sell value of weapons, so if we only need to change sell value
|
|
|
|
// if we're allowed to increase it or it's incorrect.
|
|
|
|
if (allowSellValueIncrease || pendingValues[i].weapon.sellValue == -1) {
|
|
|
|
pendingValues[i].weapon.sellValue = pendingValues[i].value;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
pendingValues.length = 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
public final function StoreSinglePistolValues()
|
|
|
|
{
|
|
|
|
local int i;
|
|
|
|
i = 0;
|
|
|
|
while (i < storedValues.length)
|
|
|
|
{
|
|
|
|
if (storedValues[i].reference == none)
|
|
|
|
{
|
|
|
|
storedValues.Remove(i, 1);
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
storedValues[i].owner = storedValues[i].reference.instigator;
|
|
|
|
storedValues[i].value = storedValues[i].reference.sellValue;
|
|
|
|
i += 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
event Tick(float delta)
|
|
|
|
{
|
|
|
|
ApplyPendingValues();
|
|
|
|
StoreSinglePistolValues();
|
|
|
|
}
|
|
|
|
|
|
|
|
defaultproperties
|
|
|
|
{
|
|
|
|
allowSellValueIncrease = true
|
|
|
|
// Inner variables
|
|
|
|
dualiesClasses(0)=(single=class'KFMod.Single',dual=class'KFMod.Dualies')
|
|
|
|
dualiesClasses(1)=(single=class'KFMod.Magnum44Pistol',dual=class'KFMod.Dual44Magnum')
|
|
|
|
dualiesClasses(2)=(single=class'KFMod.MK23Pistol',dual=class'KFMod.DualMK23Pistol')
|
|
|
|
dualiesClasses(3)=(single=class'KFMod.Deagle',dual=class'KFMod.DualDeagle')
|
|
|
|
dualiesClasses(4)=(single=class'KFMod.GoldenDeagle',dual=class'KFMod.GoldenDualDeagle')
|
|
|
|
dualiesClasses(5)=(single=class'KFMod.FlareRevolver',dual=class'KFMod.DualFlareRevolver')
|
|
|
|
// Listeners
|
|
|
|
requiredListeners(0) = class'MutatorListener_FixDualiesCost'
|
|
|
|
}
|