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422 lines
17 KiB
422 lines
17 KiB
4 years ago
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/**
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* This feature addresses several bugs related to pipe bombs:
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* 1. Gaining extra explosive damage by shooting pipes with
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* a high fire rate weapon;
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* 2. Other players exploding one's pipes;
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* 3. Corpses and story NPCs exploding nearby pipes;
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* 4. Pipes being stuck in places where they cannot detect nearby
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* enemies and, therefore, not exploding.
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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 FixPipes extends Feature
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config(AcediaFixes);
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/**
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* There are two main culprits for the issues we are interested in:
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* `TakeDamage()` and `Timer()` methods. `TakeDamage()` lacks sufficient checks
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* for instigator allows for ways to damage it, causing explosion. It also
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* lacks any checks for whether pipe bom already exploded, allowing players to
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* damage it several time before it's destroyed, causing explosion every time.
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* `Timer()` method simply contains a porximity check for hostile pawns that
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* wrongfully detects certain actor (like `KF_StoryNPC` or players' corpses)
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* and cannot detect zeds around itself if pipe is placed in a way that
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* prevents it from having a direct line of sight towards zeds.
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* To fix our issues we have to somehow overload both of these methods,
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* which is impossible while keeping Acedia server-side. So we will have to
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* do some hacks.
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*
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* `TakeDamage()`. To override this method's behavior we will remove actor
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* collision from pipe bombs, preventing it from being directly damaged, then
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* add an `ExtendedZCollision` subclass around it to catch `TakeDamage()`
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* events that would normally target pipe bombs themselves. There we can add
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* additional checks to help us decide whether pipe bombs should actually
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* be damaged.
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*
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* `Timer()`. It would be simple to take control of this method by, say,
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* spamming `SetTimer(0.0, false)` every tick and then executing our own logic
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* elsewhere. However we only care about changin `Timer()`'s logic when pipe
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* bomb attempts to detect cnearby enemies and do not want to manage the rest
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* of `Timer()`'s logic.
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* Pipe bombs work like this: after being thrown they fall until they land,
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* invoking `Landed()` and `HitWall()` calls that start up the timer. Then
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* timer uses `ArmingCountDown` variable to count down the time for pipe to
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* "arm", that is, start functioning. It's after that that pipe starts to try
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* and detect nearby enemies until it decides to start exploding sequence,
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* instantly exploded with damage or disintegrated by siren's scream.
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* We want to catch the moment when `ArmingCountDown` reaches zero and
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* only then disable the timer. Then case we'll only need to reimplement logic
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* that takes care of enemy detection. We also do not need to constantly
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* re-reset the timer, since any code that will restart it would mean that
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* pipe bomb no longer needs to look for enemies.
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* When we detect enough enemies nearby or a change in pipe bomb's state
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* due to outside factors (being exploded or disintegrated) we simply need to
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* start it's the timer (if it was not done for us already).
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*/
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// NOTE #1: setting either of `preventMassiveDamage` or
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// `preventSuspiciousDamage` might change how and where pipes might fall on
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// the ground (for example, pipe hats shoul not work anymore). In most cases,
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// however, there should be no difference from vanilla gameplay.
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// Setting this to `true` fixes a mechanic that allows pipes to deal extra
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// damage when detonated with a high fire rate weapons: pipes will now always
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// deal the same amount of damage.
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var public const config bool preventMassiveDamage;
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// It's possible for teammates to explode one's pipe under certain
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// circumstances. Setting this setting to `true` will prevent that
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// from happening.
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var public const config bool preventSuspiciousDamage;
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// Setting this to `true` will prevent pipe bombs from being detonated by
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// the nearby corpses on other player.
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var public const config bool preventCorpseDetonation;
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// Setting this to `true` will prevents pipe bombs from being detonated by
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// nearby KFO NPCs (Ringmaster Lockheart).
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var public const config bool preventNPCDetonation;
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// Certain spots prevent pipe bombs from having a line of sight to the
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// nearby zeds, preventing them from ever exploding. This issue can be resolves
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// by checking zed's proximity not to the pipe itself, but to a point directly
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// above it (20 units above by default).
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// If you wish to disable this part of the feature - set it to zero or
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// negative value. Otherwise it is suggested to keep it at `20`.
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var public const config float proximityCheckElevation;
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// Since this feature needs to do proximity check instead of pipes, we will
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// need to track all the pipes we will be doing checks for.
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// This struct contains all reference to the pipe itself and everything
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// else we need to track.
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struct PipeRecord
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{
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// Pipe that this record tracks
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var PipeBombProjectile pipe;
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// Each pipe has a separate timer for their scheduled proximity checks,
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// so we need a separate variable to track when that time comes for
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// each and every pipe
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var float timerCountDown;
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// `true` if we have already intercepted (and replaced with our own)
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// the proximity check for the pipe in this record
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var bool proximityCheckIntercepted;
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// Reference to the `ExtendedZCollision` we created to catch
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// `TakeDamage()` event.
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var PipesSafetyCollision safetyCollision;
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};
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var private array<PipeRecord> pipeRecords;
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// Store the `bAlwaysRelevant` of the `class'PipeBombProjectile'` before this
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// feature activated to restore it in case it gets disabled
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// (we need to change `bAlwaysRelevant` in order to catch events of
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// pipe bombs spawning).
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var private bool pipesRelevancyFlag;
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protected function OnEnabled()
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{
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local PipeBombProjectile nextPipe;
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pipesRelevancyFlag = class'PipeBombProjectile'.default.bAlwaysRelevant;
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class'PipeBombProjectile'.default.bGameRelevant = false;
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// Fix pipes that are already lying about on the map
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foreach level.DynamicActors(class'KFMod.PipeBombProjectile', nextPipe) {
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RegisterPipe(nextPipe);
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}
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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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class'PipeBombProjectile'.default.bGameRelevant = pipesRelevancyFlag;
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for (i = 0; i < pipeRecords.length; i += 1) {
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ReleasePipe(pipeRecords[i]);
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}
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pipeRecords.length = 0;
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}
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// Adds new pipe to our list and does necessary steps to replace logic of
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// `TakeDamage()` and `Timer()` methods.
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public final function RegisterPipe(PipeBombProjectile newPipe)
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{
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local int i;
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local PipeRecord newRecord;
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if (newPipe == none) {
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return;
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}
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// Check whether we have already added this pipe
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for (i = 0; i < pipeRecords.length; i += 1)
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{
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if (pipeRecords[i].pipe == newPipe) {
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return;
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}
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}
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newRecord.pipe = newPipe;
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// Setup `PipesSafetyCollision` for catching `TakeDamage()` events
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// (only if we need to according to settings)
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if (NeedSafetyCollision())
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{
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newRecord.safetyCollision =
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class'PipesSafetyCollision'.static.ProtectPipes(newPipe);
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}
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newRecord.pipe = newPipe;
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pipeRecords[pipeRecords.length] = newRecord;
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// Intercept proximity checks (only if we need to according to settings)
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if (NeedManagedProximityChecks())
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{
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// We do this after we have added new pipe record to the complete list
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// so that we can redo the check early for
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// the previously recorded pipes
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InterceptProximityChecks();
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}
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}
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// Rolls back our changes to the pipe in the given `PipeRecord`.
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public final function ReleasePipe(PipeRecord pipeRecord)
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{
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if (pipeRecord.safetyCollision != none)
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{
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pipeRecord.safetyCollision.TurnOff();
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pipeRecord.safetyCollision = none;
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}
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if (pipeRecord.proximityCheckIntercepted && pipeRecord.pipe != none)
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{
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pipeRecord.proximityCheckIntercepted = false;
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if (IsPipeDoingProximityChecks(pipeRecord.pipe)) {
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pipeRecord.pipe.SetTimer(pipeRecord.timerCountDown, true);
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}
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}
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}
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// Checks whether we actually need to use replace logic of `TakeDamage()`
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// method according to settings.
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private final function bool NeedSafetyCollision()
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{
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if (preventMassiveDamage) return true;
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if (preventSuspiciousDamage) return true;
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return false;
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}
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// Checks whether we actually need to use replace logic of `Timer()`
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// method according to settings.
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private final function bool NeedManagedProximityChecks()
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{
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if (preventCorpseDetonation) return true;
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if (preventNPCDetonation) return true;
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if (proximityCheckElevation > 0.0) return true;
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return false;
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}
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// Removes dead records with pipe instances turned into `none`
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private final function CleanPipeRecords()
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{
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local int i;
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while (i < pipeRecords.length)
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{
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if (pipeRecords[i].pipe == none) {
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pipeRecords.Remove(i, 1);
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}
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else {
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i += 1;
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}
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}
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}
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// Tries to replace logic of `SetTimer()` with our own for every pipe we
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// keep track of that:
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// 1. Started doing proximity checks;
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// 2. Have not yet had it's logic replaced.
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private final function InterceptProximityChecks()
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{
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local int i;
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for (i = 0; i < pipeRecords.length; i += 1)
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{
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if (pipeRecords[i].proximityCheckIntercepted) continue;
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if (pipeRecords[i].pipe == none) continue;
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if (IsPipeDoingProximityChecks(pipeRecords[i].pipe))
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{
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pipeRecords[i].pipe.SetTimer(0, false);
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// Line 123 of "PipeBombProjectile.uc": `SetTimer(1.0,True);`
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pipeRecords[i].timerCountDown = 1.0;
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pipeRecords[i].proximityCheckIntercepted = true;
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}
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}
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}
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// Assumes `pipe != none`
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private final function bool IsPipeDoingProximityChecks(PipeBombProjectile pipe)
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{
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// These checks need to pass so that `Timer()` call from
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// "PipeBombProjectile.uc" enters the proximity check code
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// (starting at line 131)
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if (pipe.bHidden) return false;
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if (pipe.bTriggered) return false;
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if (pipe.bEnemyDetected) return false;
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return (pipe.ArmingCountDown < 0);
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}
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// Checks what pipes have their timers run out and doing proximity checks
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// for them
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private final function PerformProximityChecks(float delta)
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{
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local int i;
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local Vector checkLocation;
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for (i = 0; i < pipeRecords.length; i += 1)
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{
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if (pipeRecords[i].pipe == none) continue;
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// `timerCountDown` does not makes sense for pipes that
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// are not doing proxiity checks
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if (!IsPipeDoingProximityChecks(pipeRecords[i].pipe)) continue;
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pipeRecords[i].timerCountDown -= delta;
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if (pipeRecords[i].timerCountDown <= 0)
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{
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checkLocation = pipeRecords[i].pipe.location;
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if (proximityCheckElevation > 0) {
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checkLocation.z += proximityCheckElevation;
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}
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// This method repeats vanilla logic with some additional checks
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// and sets new timers by itself
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DoPipeProximityCheck(pipeRecords[i], checkLocation);
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}
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}
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}
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// Assumes `pipeRecord.pipe != none`
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// Original code is somewhat messy and was reworked in this more manageble
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// form as core logic is simple - for every nearby `Pawn` we increase the
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// percieved level for the pipe and when it reaches certain threshold
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// (`threatThreshhold = 1.0`) pipe explodes.
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// In native logic there are three cases for increasing threat level:
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// 1. Zeds increase it by a certain predefined
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// (in `KFMonster` class amount);
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// 2. Instigator (and his team, in case friendly fire is enabled and
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// they can be hurt by pipes) raise threat level by a negligible
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// amount (`0.001`) that will not lead to pipes exploding, but
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// will cause them to beep faster, warning about the danger;
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// 3. Some wacky code to check whether the `Pawn` is on the same team.
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// In a regualar killing floor game only something that is neither
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// player or zed can fit that. This is what causes corpses and
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// KFO NPCs to explode pipes.
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// Threat level is not directly set in vanilla code for
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// this case, instead performing two operations
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// `bEnemyDetected=true;` and `SetTimer(0.15,True);`.
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// However, given the code that follows these calls, executing them
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// is equivalent to adding `threatThreshhold` to the current
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// threat level. Which is what we do here instead.
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private final function DoPipeProximityCheck(
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out PipeRecord pipeRecord,
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Vector checkLocation)
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{
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local Pawn checkPawn;
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local float threatLevel;
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local PipeBombProjectile pipe;
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pipe = pipeRecord.pipe;
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pipe.bAlwaysRelevant = false;
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pipe.PlaySound(pipe.beepSound,, 0.5,, 50.0);
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// Out rewritten logic, which should do exactly the same:
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foreach VisibleCollidingActors( class'Pawn', checkPawn,
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pipe.detectionRadius, checkLocation)
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{
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threatLevel += GetThreatLevel(pipe, checkPawn);
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// Explosion! No need to bother with the rest of the `Pawn`s.
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if (threatLevel >= pipe.threatThreshhold) {
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break;
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}
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}
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// Resume vanilla code from "PipeBombProjectile.uc", lines from 169 to 181:
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if(threatLevel >= pipe.threatThreshhold)
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{
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pipe.bEnemyDetected = true;
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pipe.SetTimer(0.15, true);
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}
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else if(threatLevel > 0) {
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pipeRecord.timerCountDown = 0.5;
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}
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else {
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pipeRecord.timerCountDown = 1.0;
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}
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}
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// Threat level calculations are moves to a separate method to make algorithm
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// less cumbersome
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private final function float GetThreatLevel(
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PipeBombProjectile pipe,
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Pawn checkPawn)
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{
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local bool onSameTeam;
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local bool friendlyFireEnabled;
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local KFGameType kfGame;
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local PlayerReplicationInfo playerRI;
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local KFMonster zed;
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if (pipe == none) return 0.0;
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if (checkPawn == none) return 0.0;
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playerRI = checkPawn.playerReplicationInfo;
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if (pipe.level != none) {
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kfGame = KFGameType(pipe.level.game);
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}
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if (kfGame != none) {
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friendlyFireEnabled = kfGame.friendlyFireScale > 0;
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}
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// Warn teammates about pipes
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onSameTeam = playerRI != none && playerRI.team.teamIndex == pipe.placedTeam;
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if (checkPawn == pipe.instigator || (friendlyFireEnabled && onSameTeam)) {
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return 0.001;
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}
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// Count zed's threat score
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zed = KFMonster(checkPawn);
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if (zed != none) {
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return zed.motionDetectorThreat;
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}
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// Managed checks
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if (preventCorpseDetonation && checkPawn.health <= 0) {
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return 0.0;
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}
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if (preventNPCDetonation && KF_StoryNPC(CheckPawn) != none) {
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return 0.0;
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}
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// Something weird demands a special full-alert treatment.
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// Some checks are removed:
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// 1. Removed `checkPawn.Role == ROLE_Authority` check, since we are
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// working on server exclusively;
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// 2. Removed `checkPawn != instigator` since, if
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// `checkPawn == pipe.instigator`, previous `if` block will
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// prevent us from reaching this point
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if( playerRI != none && playerRI.team.teamIndex != pipe.placedTeam
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|| checkPawn.GetTeamNum() != pipe.placedTeam)
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{
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// Full threat score
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return pipe.threatThreshhold;
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}
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return 0.0;
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}
|
||
|
|
||
|
event Tick(float delta)
|
||
|
{
|
||
|
CleanPipeRecords();
|
||
|
if (NeedManagedProximityChecks())
|
||
|
{
|
||
|
InterceptProximityChecks();
|
||
|
PerformProximityChecks(delta);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
defaultproperties
|
||
|
{
|
||
|
preventMassiveDamage = true
|
||
|
preventSuspiciousDamage = true
|
||
|
onlyZedsAndPlayersCanDetonate = true
|
||
|
preventCorpseDetonation = true
|
||
|
preventNPCDetonation = true
|
||
|
proximityCheckElevation = 20.0
|
||
|
// Listeners
|
||
|
requiredListeners(0) = class'MutatorListener_FixPipes'
|
||
|
}
|