Browse Source

Refactor to support AcediaCore's `FeatureConfig`s

master
Anton Tarasenko 3 years ago
parent
commit
a4055931d9
  1. 22
      config/AcediaFixes.ini
  2. 5
      sources/FixAmmoSelling/AmmoPickupStalker.uc
  3. 359
      sources/FixAmmoSelling/FixAmmoSelling.uc
  4. 8
      sources/FixAmmoSelling/FixAmmoSellingService.uc
  5. 447
      sources/FixAmmoSelling/FixAmmoSelling_Feature.uc
  6. 94
      sources/FixAmmoSelling/MutatorListener_FixAmmoSelling.uc
  7. 249
      sources/FixDoshSpam/FixDoshSpam.uc
  8. 298
      sources/FixDoshSpam/FixDoshSpam_Feature.uc
  9. 51
      sources/FixDoshSpam/MutatorListener_FixDoshSpam.uc
  10. 441
      sources/FixDualiesCost/FixDualiesCost.uc
  11. 485
      sources/FixDualiesCost/FixDualiesCost_Feature.uc
  12. 43
      sources/FixDualiesCost/MutatorListener_FixDualiesCost.uc
  13. 181
      sources/FixFFHack/FixFFHack.uc
  14. 186
      sources/FixFFHack/FixFFHack_Feature.uc
  15. 237
      sources/FixInfiniteNades/FixInfiniteNades.uc
  16. 273
      sources/FixInfiniteNades/FixInfiniteNades_Feature.uc
  17. 5
      sources/FixInfiniteNades/FixedFragFire.uc
  18. 45
      sources/FixInfiniteNades/MutatorListener_FixInfiniteNades.uc
  19. 243
      sources/FixInventoryAbuse/FixInventoryAbuse.uc
  20. 237
      sources/FixInventoryAbuse/FixInventoryAbuse_Feature.uc
  21. 57
      sources/FixLogSpam/FixLogSpam.uc
  22. 93
      sources/FixLogSpam/FixLogSpam_Feature.uc
  23. 50
      sources/FixLogSpam/SpamPickup/HelperPickup.uc
  24. 40
      sources/FixLogSpam/SpamPickup/MutatorListener_FixLogSpam_Pickup.uc
  25. 441
      sources/FixPipes/FixPipes.uc
  26. 480
      sources/FixPipes/FixPipes_Feature.uc
  27. 39
      sources/FixPipes/MutatorListener_FixPipes.uc
  28. 9
      sources/FixPipes/PipesSafetyCollision.uc
  29. 141
      sources/FixProjectileFF/FixProjectileFF.uc
  30. 312
      sources/FixProjectileFF/FixProjectileFF_Feature.uc
  31. 2
      sources/FixProjectileFF/FixedClasses/FixProjectileFFClass_FlareRevolverProjectile.uc
  32. 2
      sources/FixProjectileFF/FixedClasses/FixProjectileFFClass_HuskGunProjectile.uc
  33. 2
      sources/FixProjectileFF/FixedClasses/FixProjectileFFClass_LAWProj.uc
  34. 2
      sources/FixProjectileFF/FixedClasses/FixProjectileFFClass_M203GrenadeProjectile.uc
  35. 2
      sources/FixProjectileFF/FixedClasses/FixProjectileFFClass_M32GrenadeProjectile.uc
  36. 2
      sources/FixProjectileFF/FixedClasses/FixProjectileFFClass_M79GrenadeProjectile.uc
  37. 2
      sources/FixProjectileFF/FixedClasses/FixProjectileFFClass_SPGrenadeProjectile.uc
  38. 2
      sources/FixProjectileFF/FixedClasses/FixProjectileFFClass_SealSquealProjectile.uc
  39. 2
      sources/FixProjectileFF/FixedClasses/FixProjectileFFClass_ZEDGunProjectile.uc
  40. 2
      sources/FixProjectileFF/FixedClasses/FixProjectileFFClass_ZEDMKIIPrimaryProjectile.uc
  41. 2
      sources/FixProjectileFF/FixedClasses/FixProjectileFFClass_ZEDMKIISecondaryProjectile.uc
  42. 168
      sources/FixProjectileFF/MutatorListener_FixProjectileFF.uc
  43. 50
      sources/FixSpectatorCrash/BroadcastListener_FixSpectatorCrash.uc
  44. 281
      sources/FixSpectatorCrash/FixSpectatorCrash.uc
  45. 341
      sources/FixSpectatorCrash/FixSpectatorCrash_Feature.uc
  46. 166
      sources/FixZedTimeLags/FixZedTimeLags.uc
  47. 191
      sources/FixZedTimeLags/FixZedTimeLags_Feature.uc
  48. 22
      sources/Manifest.uc

22
config/AcediaFixes.ini

@ -1,4 +1,4 @@
[AcediaFixes.FixDualiesCost]
[default FixDualiesCost]
; This feature fixes several issues, related to the selling price of both
; single and dual pistols, all originating from the existence of dual weapons.
; Most notable issue is the ability to "print" money by buying and
@ -43,7 +43,7 @@ autoEnable=true
allowSellValueIncrease=true
[AcediaFixes.FixAmmoSelling]
[default FixAmmoSelling]
; This feature addressed an oversight in vanilla code that
; allows clients to sell weapon's ammunition.
; Due to the implementation of ammo selling, this allows cheaters to
@ -68,7 +68,7 @@ autoEnable=true
allowNegativeDosh=false
[AcediaFixes.FixInventoryAbuse]
[default FixInventoryAbuse]
; This feature addressed two issues with the inventory:
; 1. Players carrying amount of weapons that shouldn't be allowed by the
; weight limit.
@ -94,7 +94,7 @@ dualiesClasses=(single=class'KFMod.GoldenDeaglePickup',dual=class'KFMod.GoldenDu
dualiesClasses=(single=class'KFMod.FlareRevolverPickup',dual=class'KFMod.DualFlareRevolverPickup')
[AcediaFixes.FixInfiniteNades]
[default FixInfiniteNades]
; This feature fixes a vulnerability in a code of `Frag` that can allow
; player to throw grenades even when he no longer has any.
; There's also no cooldowns on the throw, which can lead to a server crash.
@ -106,7 +106,7 @@ autoEnable=true
ignoreTossFlags=true
[AcediaFixes.FixDoshSpam]
[default FixDoshSpam]
; This feature addressed two dosh-related issues:
; 1. Crashing servers by spamming `CashPickup` actors with `TossCash()`;
; 2. Breaking collision detection logic by stacking large amount of
@ -142,7 +142,7 @@ criticalDoshAmount=25
checkInterval=0.25
[AcediaFixes.FixSpectatorCrash]
[default FixSpectatorCrash]
; This feature attempts to prevent server crashes caused by someone
; quickly switching between being spectator and an active player.
autoEnable=true
@ -170,7 +170,7 @@ spectatorChangeTimeout=0.25
allowServerBlock=true
[AcediaFixes.FixFFHack]
[default FixFFHack]
; This feature fixes a bug that can allow players to bypass server's
; friendly fire limitations and teamkill.
; Usual fixes apply friendly fire scale to suspicious damage themselves, which
@ -225,7 +225,7 @@ alwaysScale=Class'KFMod.DamTypeZEDGunMKII'
; Damage types, for which we should never reaply friendly fire scaling.
;neverScale=Class'KFMod.???'
[AcediaFixes.FixPipes]
[default FixPipes]
; This feature addresses several bugs related to pipe bombs:
; 1. Gaining extra explosive damage by shooting pipes with
; a high fire rate weapon;
@ -261,7 +261,7 @@ preventNPCDetonation=true
proximityCheckElevation=20
[AcediaFixes.FixProjectileFF]
[default FixProjectileFF]
; This feature addresses the bug that allows teammates to explode some of
; the player's projectiles by damaging them even when friendly fire is
; turned off, therefore killing the player (whether by accident or not).
@ -272,7 +272,7 @@ autoEnable=true
; what, even when server has full friendly fire enabled.
ignoreFriendlyFire=false
[AcediaFixes.FixZedTimeLags]
[default FixZedTimeLags]
; When zed time activates, game speed is immediately set to
; `zedTimeSlomoScale` (0.2 by default), defined, like all other variables,
; in `KFGameType`. Zed time lasts `zedTimeDuration` seconds (3.0 by default),
@ -319,7 +319,7 @@ disableTick=true
; changes will be to avoid solutions that are way too "hacky" and prefer some
; message spam getting through to the possibility of some unexpected gameplay
; effects as far as vanilla game is concerned.
[AcediaFixes.FixLogSpam]
[default FixLogSpam]
autoEnable=true
; This optionresponsible for fixing log spam
; due to picking up dropped weapons without set `inventory` variable.

5
sources/FixAmmoSelling/AmmoPickupStalker.uc

@ -51,13 +51,14 @@ public final static function StalkAmmoPickup(KFAmmoPickup newTarget)
event Touch(Actor other)
{
local FixAmmoSelling ammoSellingFix;
local FixAmmoSelling_Feature ammoSellingFix;
if (target == none) return;
// If our box was sleeping for while (more than a tick), -
// player couldn't have gotten any ammo.
if (!wasActive && !target.IsInState('Pickup')) return;
ammoSellingFix = FixAmmoSelling(class'FixAmmoSelling'.static.GetInstance());
ammoSellingFix = FixAmmoSelling_Feature(
class'FixAmmoSelling_Feature'.static.GetInstance());
if (ammoSellingFix != none) {
ammoSellingFix.RecordAmmoPickup(Pawn(other), target);
}

359
sources/FixAmmoSelling/FixAmmoSelling.uc

@ -1,20 +1,6 @@
/**
* This feature addressed an oversight in vanilla code that
* allows clients to sell weapon's ammunition.
* Moreover, when being sold, ammunition cost is always multiplied by 0.75,
* without taking into an account possible discount a player might have.
* This allows cheaters to "print money" by buying and selling ammo over and
* over again ammunition for some weapons,
* notably pipe bombs (74% discount for lvl6 demolition)
* and crossbow (42% discount for lvl6 sharpshooter).
*
* This feature fixes this problem by setting `pickupClass` variable in
* potentially abusable weapons to our own value that won't receive a discount.
* Luckily for us, it seems that pickup spawn and discount checks are the only
* two place where variable is directly checked in a vanilla game's code
* (`default.pickupClass` is used everywhere else),
* so we can easily deal with the side effects of such change.
* Copyright 2020 Anton Tarasenko
* Config object for `FixAmmoSelling_Feature`.
* Copyright 2021 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
@ -31,347 +17,34 @@
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class FixAmmoSelling extends Feature
class FixAmmoSelling extends FeatureConfig
perobjectconfig
config(AcediaFixes);
/**
* We will replace `pickupClass` variable for all instances of potentially
* abusable weapons. That is weapons, that have a discount for their ammunition
* (via `GetAmmoCostScaling()` function in a corresponding perk class).
* They are defined (along with our pickup replacements) in `rules` array.
* That array isn't configurable, since the abusable status is hardcoded into
* perk classes and the main mod that allows to change those (ServerPerks),
* also solves ammo selling by a more direct method
* (only available for the mods that replace player pawn class).
* This change already completely fixes ammo printing.
* Possible concern with changing the value of `pickupClass` is that
* it might affect gameplay in too many ways.
* But, luckily for us, that value is only used when spawning a new pickup and
* in `ServerBuyAmmo` function of `KFPawn`
* (all the other places use it's default value instead).
* This means that the only two side-effects of our change are:
* 1. That wrong pickup class will be spawned. This problem is easily
* solved by replacing spawned actor in `CheckReplacement()`.
* 2. That ammo will be sold at a different (lower for us) price,
* while trader would still display and require the original price.
* This problem is solved by manually taking from player the difference
* between what he should have had to pay and what he actually paid.
* This brings us to the second issue -
* detecting when player bought the ammo.
* Unfortunately, it doesn't seem possible to detect with 100% certainty
* without replacing pawn or shop classes,
* so we have to eliminate other possibilities.
* There are seem to be three ways for players to get more ammo:
* 1. For some mod to give it;
* 2. Found it an ammo box;
* 3. To buy ammo (can only happen in trader).
* We don't want to provide mods with low-level API for bug fixes,
* so to ensure the compatibility, mods that want to increase ammo values
* will have to solve compatibility issue by themselves:
* either by reimplementing this fix (possibly the best option)
* or by giving players appropriate money along with the ammo.
* The only other case we have to eliminate is ammo boxes.
* First, all cases of ammo boxes outside the trader are easy to detect,
* since in this case we can be sure that player didn't buy ammo
* (and mods that can allow it can just get rid of
* `ServerSellAmmo()` function directly, similarly to how ServerPerks does it).
* We'll detect all the other boxes by attaching an auxiliary actor
* (`AmmoPickupStalker`) to them, that will fire off `Touch()` event
* at the same time as ammo boxes.
* The only possible problem is that part of the ammo cost is
* taken with a slight delay, which leaves cheaters a window of opportunity
* to buy more than they can afford.
* This issue is addressed by each ammo type costing as little as possible
* (it's cost for corresponding perk at lvl6)
* and a flag that does allow players to go into negative dosh values
* (the cost is potential bugs in this fix itself, that
* can somewhat affect regular players).
*/
// Due to how this fix works, players with level below 6 get charged less
// than necessary by the shop and this fix must take the rest of
// the cost by itself.
// The problem is, due to how ammo purchase is coded, low-level (<6 lvl)
// players can actually buy more ammo for "fixed" weapons than they can afford
// by filling ammo for one or all weapons.
// Setting this flag to `true` will allow us to still take full cost
// from them, putting them in "debt" (having negative dosh amount).
// If you don't want to have players with negative dosh values on your server
// as a side-effect of this fix, then leave this flag as `false`,
// letting low level players buy ammo cheaper
// (but not cheaper than lvl6 could).
// NOTE: this issue doesn't affect level 6 players.
// NOTE #2: this fix does give players below level 6 some
// technical advantage compared to vanilla game, but this advantage
// cannot exceed benefits of having level 6.
var private config const bool allowNegativeDosh;
// This structure records what classes of weapons can be abused
// and what pickup class we should use to fix the exploit.
struct ReplacementRule
{
var class<KFWeapon> abusableWeapon;
var class<KFWeaponPickup> pickupReplacement;
};
// Actual list of abusable weapons.
var private const array<ReplacementRule> rules;
var public config bool allowNegativeDosh;
// We create one such record for any
// abusable weapon instance in the game to store:
struct WeaponRecord
protected function AssociativeArray ToData()
{
// The instance itself.
var KFWeapon weapon;
// Corresponding ammo instance
// (all abusable weapons only have one ammo type).
var KFAmmunition ammo;
// Last ammo amount we've seen, used to detect players gaining ammo
// (from either ammo boxes or buying it).
var int lastAmmoAmount;
};
protected function OnEnabled()
{
local LevelInfo level;
local KFWeapon nextWeapon;
local KFAmmoPickup nextPickup;
level = _.unreal.GetLevel();
// Find all abusable weapons
foreach level.DynamicActors(class'KFMod.KFWeapon', nextWeapon) {
FixWeapon(nextWeapon);
}
// Start tracking all ammo boxes
foreach level.DynamicActors(class'KFMod.KFAmmoPickup', nextPickup) {
class'AmmoPickupStalker'.static.StalkAmmoPickup(nextPickup);
}
local AssociativeArray data;
data = __().collections.EmptyAssociativeArray();
data.SetBool(P("allowNegativeDosh"), allowNegativeDosh, true);
return data;
}
protected function OnDisabled()
protected function FromData(AssociativeArray source)
{
local int i;
local LevelInfo level;
local AmmoPickupStalker nextStalker;
local array<AmmoPickupStalker> stalkers;
local array<WeaponRecord> registeredWeapons;
level = _.unreal.GetLevel();
registeredWeapons = FixAmmoSellingService(GetService()).registeredWeapons;
// Restore all the `pickupClass` variables we've changed.
for (i = 0; i < registeredWeapons.length; i += 1)
{
if (registeredWeapons[i].weapon != none)
{
registeredWeapons[i].weapon.pickupClass =
registeredWeapons[i].weapon.default.pickupClass;
}
}
// Kill all the stalkers;
// to be safe, avoid destroying them directly in the iterator.
foreach level.DynamicActors(class'AmmoPickupStalker', nextStalker) {
stalkers[stalkers.length] = nextStalker;
if (source != none) {
allowNegativeDosh = source.GetBool(P("allowNegativeDosh"));
}
for (i = 0; i < stalkers.length; i += 1)
{
if (stalkers[i] != none) {
stalkers[i].Destroy();
}
}
}
// Checks if given class is a one of our pickup replacer classes.
public static final function bool IsReplacer(class<Actor> pickupClass)
{
local int i;
if (pickupClass == none) return false;
for (i = 0; i < default.rules.length; i += 1)
{
if (pickupClass == default.rules[i].pickupReplacement) {
return true;
}
}
return false;
}
// 1. Checks if weapon can be abused and if it can, - fixes the problem.
// 2. Starts tracking abusable weapon to detect when player buys ammo for it.
public final function FixWeapon(KFWeapon potentialAbuser)
protected function DefaultIt()
{
local int i;
local WeaponRecord newRecord;
local array<WeaponRecord> registeredWeapons;
local FixAmmoSellingService service;
if (potentialAbuser == none) return;
service = FixAmmoSellingService(GetService());
registeredWeapons = service.registeredWeapons;
for (i = 0; i < registeredWeapons.length; i += 1)
{
if (registeredWeapons[i].weapon == potentialAbuser) {
return;
}
}
for (i = 0; i < rules.length; i += 1)
{
if (potentialAbuser.class == rules[i].abusableWeapon)
{
potentialAbuser.pickupClass = rules[i].pickupReplacement;
newRecord.weapon = potentialAbuser;
registeredWeapons[registeredWeapons.length] = newRecord;
service.registeredWeapons = registeredWeapons;
return;
}
}
}
// Finds ammo instance for recorded weapon in it's owner's inventory.
public final function WeaponRecord FindAmmoInstance(WeaponRecord record)
{
local Inventory invIter;
local KFAmmunition ammo;
if (record.weapon == none) return record;
if (record.weapon.instigator == none) return record;
// Find instances anew
invIter = record.weapon.instigator.inventory;
while (invIter != none)
{
if (record.weapon.ammoClass[0] == invIter.class) {
ammo = KFAmmunition(invIter);
}
invIter = invIter.inventory;
}
// Add missing instances
if (ammo != none)
{
record.ammo = ammo;
record.lastAmmoAmount = ammo.ammoAmount;
}
return record;
}
// Calculates how much more player should have paid for `ammoAmount`
// amount of ammo, compared to how much trader took after our fix.
private final function float GetPriceCorrection(
KFWeapon kfWeapon,
int ammoAmount
)
{
local float boughtMagFraction;
// `vanillaPrice` - price that would be calculated
// without our interference
// `fixPrice` - price that will be calculated after
// we've replaced pickup class
local float vanillaPrice, fixPrice;
local KFPlayerReplicationInfo kfRI;
local class<KFWeaponPickup> vanillaPickupClass, fixPickupClass;
if (kfWeapon == none || kfWeapon.instigator == none) return 0.0;
fixPickupClass = class<KFWeaponPickup>(kfWeapon.pickupClass);
vanillaPickupClass = class<KFWeaponPickup>(kfWeapon.default.pickupClass);
if (fixPickupClass == none || vanillaPickupClass == none) return 0.0;
// Calculate base prices
boughtMagFraction = (float(ammoAmount) / kfWeapon.default.magCapacity);
fixPrice = boughtMagFraction * fixPickupClass.default.AmmoCost;
vanillaPrice = boughtMagFraction * vanillaPickupClass.default.AmmoCost;
// Apply perk discount for vanilla price
// (we don't need to consider secondary ammo or husk gun special cases,
// since such weapons can't be abused via ammo dosh-printing)
kfRI = KFPlayerReplicationInfo(kfWeapon.instigator.playerReplicationInfo);
if (kfRI != none && kfRI.clientVeteranSkill != none)
{
vanillaPrice *= kfRI.clientVeteranSkill.static.
GetAmmoCostScaling(kfRI, vanillaPickupClass);
}
// TWI's code rounds up ammo cost
// to the integer value whenever ammo is bought,
// so to calculate exactly how much we need to correct the cost,
// we must find difference between the final, rounded cost values.
return float(Max(0, int(vanillaPrice) - int(fixPrice)));
}
// Takes current ammo and last recorded in `record` value to calculate
// how much money to take from the player
// (calculations are done via `GetPriceCorrection()`).
public final function WeaponRecord TaxAmmoChange(WeaponRecord record)
{
local int ammoDiff;
local KFPawn taxPayer;
local PlayerReplicationInfo replicationInfo;
taxPayer = KFPawn(record.weapon.instigator);
if (record.weapon == none || taxPayer == none) return record;
// No need to charge money if player couldn't have
// possibly bought the ammo.
if (!taxPayer.CanBuyNow()) return record;
// Find ammo difference with recorded value.
if (record.ammo != none)
{
ammoDiff = Max(0, record.ammo.ammoAmount - record.lastAmmoAmount);
record.lastAmmoAmount = record.ammo.ammoAmount;
}
// Make player pay dosh
replicationInfo = taxPayer.playerReplicationInfo;
if (replicationInfo != none)
{
replicationInfo.score -= GetPriceCorrection(record.weapon, ammoDiff);
// This shouldn't happen, since shop is supposed to make sure
// player has enough dosh to buy ammo at full price
// (actual price + our correction).
// But if user is extra concerned about it, -
// we can additionally for force the score above 0.
if (!allowNegativeDosh) {
replicationInfo.score = FMax(0, replicationInfo.score);
}
}
return record;
}
// Changes our records to account for player picking up the ammo box,
// to avoid charging his for it.
public final function RecordAmmoPickup(Pawn pawnWithAmmo, KFAmmoPickup pickup)
{
local int i;
local int newAmount;
local array<WeaponRecord> registeredWeapons;
local FixAmmoSellingService service;
// Check conditions from `KFAmmoPickup` code (`Touch()` method)
if (pickup == none) return;
if (pawnWithAmmo == none) return;
if (pawnWithAmmo.controller == none) return;
if (!pawnWithAmmo.bCanPickupInventory) return;
if (!pickup.FastTrace(pawnWithAmmo.location, pickup.location)) return;
// Add relevant amount of ammo to our records
service = FixAmmoSellingService(GetService());
registeredWeapons = service.registeredWeapons;
for (i = 0; i < registeredWeapons.length; i += 1)
{
if (registeredWeapons[i].weapon == none) continue;
if (registeredWeapons[i].weapon.instigator == pawnWithAmmo)
{
newAmount = registeredWeapons[i].lastAmmoAmount
+ registeredWeapons[i].ammo.ammoPickupAmount;
newAmount = Min(registeredWeapons[i].ammo.maxAmmo, newAmount);
registeredWeapons[i].lastAmmoAmount = newAmount;
}
}
service.registeredWeapons = registeredWeapons;
allowNegativeDosh = false;
}
defaultproperties
{
configName = "AcediaFixes"
allowNegativeDosh = false
rules(0)=(abusableWeapon=class'KFMod.Crossbow',pickupReplacement=class'FixAmmoSellingClass_CrossbowPickup')
rules(1)=(abusableWeapon=class'KFMod.PipeBombExplosive',pickupReplacement=class'FixAmmoSellingClass_PipeBombPickup')
rules(2)=(abusableWeapon=class'KFMod.M79GrenadeLauncher',pickupReplacement=class'FixAmmoSellingClass_M79Pickup')
rules(3)=(abusableWeapon=class'KFMod.GoldenM79GrenadeLauncher',pickupReplacement=class'FixAmmoSellingClass_GoldenM79Pickup')
rules(4)=(abusableWeapon=class'KFMod.M32GrenadeLauncher',pickupReplacement=class'FixAmmoSellingClass_M32Pickup')
rules(5)=(abusableWeapon=class'KFMod.CamoM32GrenadeLauncher',pickupReplacement=class'FixAmmoSellingClass_CamoM32Pickup')
rules(6)=(abusableWeapon=class'KFMod.LAW',pickupReplacement=class'FixAmmoSellingClass_LAWPickup')
rules(7)=(abusableWeapon=class'KFMod.SPGrenadeLauncher',pickupReplacement=class'FixAmmoSellingClass_SPGrenadePickup')
rules(8)=(abusableWeapon=class'KFMod.SealSquealHarpoonBomber',pickupReplacement=class'FixAmmoSellingClass_SealSquealPickup')
rules(9)=(abusableWeapon=class'KFMod.SeekerSixRocketLauncher',pickupReplacement=class'FixAmmoSellingClass_SeekerSixPickup')
// Listeners
requiredListeners(0) = class'MutatorListener_FixAmmoSelling'
// Service
serviceClass = class'FixAmmoSellingService'
}

8
sources/FixAmmoSelling/FixAmmoSellingService.uc

@ -18,14 +18,14 @@
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class FixAmmoSellingService extends FeatureService
dependson(FixAmmoSelling);
dependson(FixAmmoSelling_Feature);
var private FixAmmoSelling ammoSellingFix;
var private FixAmmoSelling_Feature ammoSellingFix;
// All weapons we've detected so far.
// Made `public` to avoid needless calls, since this is not part of
// a library's interface anyway.
var public array<FixAmmoSelling.WeaponRecord> registeredWeapons;
var public array<FixAmmoSelling_Feature.WeaponRecord> registeredWeapons;
protected function Finalizer()
{
@ -35,7 +35,7 @@ protected function Finalizer()
public function SetOwnerFeature(Feature newOwnerFeature)
{
super.SetOwnerFeature(newOwnerFeature);
ammoSellingFix = FixAmmoSelling(newOwnerFeature);
ammoSellingFix = FixAmmoSelling_Feature(newOwnerFeature);
}
event Tick(float delta)

447
sources/FixAmmoSelling/FixAmmoSelling_Feature.uc

@ -0,0 +1,447 @@
/**
* This feature addressed an oversight in vanilla code that
* allows clients to sell weapon's ammunition.
* Moreover, when being sold, ammunition cost is always multiplied by 0.75,
* without taking into an account possible discount a player might have.
* This allows cheaters to "print money" by buying and selling ammo over and
* over again ammunition for some weapons,
* notably pipe bombs (74% discount for lvl6 demolition)
* and crossbow (42% discount for lvl6 sharpshooter).
*
* This feature fixes this problem by setting `pickupClass` variable in
* potentially abusable weapons to our own value that won't receive a discount.
* Luckily for us, it seems that pickup spawn and discount checks are the only
* two place where variable is directly checked in a vanilla game's code
* (`default.pickupClass` is used everywhere else),
* so we can easily deal with the side effects of such change.
* 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 FixAmmoSelling_Feature extends Feature;
/**
* We will replace `pickupClass` variable for all instances of potentially
* abusable weapons. That is weapons, that have a discount for their ammunition
* (via `GetAmmoCostScaling()` function in a corresponding perk class).
* They are defined (along with our pickup replacements) in `rules` array.
* That array isn't configurable, since the abusable status is hardcoded into
* perk classes and the main mod that allows to change those (ServerPerks),
* also solves ammo selling by a more direct method
* (only available for the mods that replace player pawn class).
* This change already completely fixes ammo printing.
* Possible concern with changing the value of `pickupClass` is that
* it might affect gameplay in too many ways.
* But, luckily for us, that value is only used when spawning a new pickup and
* in `ServerBuyAmmo` function of `KFPawn`
* (all the other places use it's default value instead).
* This means that the only two side-effects of our change are:
* 1. That wrong pickup class will be spawned. This problem is easily
* solved by replacing spawned actor in `CheckReplacement()`.
* 2. That ammo will be sold at a different (lower for us) price,
* while trader would still display and require the original price.
* This problem is solved by manually taking from player the difference
* between what he should have had to pay and what he actually paid.
* This brings us to the second issue -
* detecting when player bought the ammo.
* Unfortunately, it doesn't seem possible to detect with 100% certainty
* without replacing pawn or shop classes,
* so we have to eliminate other possibilities.
* There are seem to be three ways for players to get more ammo:
* 1. For some mod to give it;
* 2. Found it an ammo box;
* 3. To buy ammo (can only happen in trader).
* We don't want to provide mods with low-level API for bug fixes,
* so to ensure the compatibility, mods that want to increase ammo values
* will have to solve compatibility issue by themselves:
* either by reimplementing this fix (possibly the best option)
* or by giving players appropriate money along with the ammo.
* The only other case we have to eliminate is ammo boxes.
* First, all cases of ammo boxes outside the trader are easy to detect,
* since in this case we can be sure that player didn't buy ammo
* (and mods that can allow it can just get rid of
* `ServerSellAmmo()` function directly, similarly to how ServerPerks does it).
* We'll detect all the other boxes by attaching an auxiliary actor
* (`AmmoPickupStalker`) to them, that will fire off `Touch()` event
* at the same time as ammo boxes.
* The only possible problem is that part of the ammo cost is
* taken with a slight delay, which leaves cheaters a window of opportunity
* to buy more than they can afford.
* This issue is addressed by each ammo type costing as little as possible
* (it's cost for corresponding perk at lvl6)
* and a flag that does allow players to go into negative dosh values
* (the cost is potential bugs in this fix itself, that
* can somewhat affect regular players).
*/
// Due to how this fix works, players with level below 6 get charged less
// than necessary by the shop and this fix must take the rest of
// the cost by itself.
// The problem is, due to how ammo purchase is coded, low-level (<6 lvl)
// players can actually buy more ammo for "fixed" weapons than they can afford
// by filling ammo for one or all weapons.
// Setting this flag to `true` will allow us to still take full cost
// from them, putting them in "debt" (having negative dosh amount).
// If you don't want to have players with negative dosh values on your server
// as a side-effect of this fix, then leave this flag as `false`,
// letting low level players buy ammo cheaper
// (but not cheaper than lvl6 could).
// NOTE: this issue doesn't affect level 6 players.
// NOTE #2: this fix does give players below level 6 some
// technical advantage compared to vanilla game, but this advantage
// cannot exceed benefits of having level 6.
var private /*config*/ bool allowNegativeDosh;
// This structure records what classes of weapons can be abused
// and what pickup class we should use to fix the exploit.
struct ReplacementRule
{
var class<KFWeapon> abusableWeapon;
var class<KFWeaponPickup> pickupReplacement;
};
// Actual list of abusable weapons.
var private const array<ReplacementRule> rules;
// We create one such record for any
// abusable weapon instance in the game to store:
struct WeaponRecord
{
// The instance itself.
var KFWeapon weapon;
// Corresponding ammo instance
// (all abusable weapons only have one ammo type).
var KFAmmunition ammo;
// Last ammo amount we've seen, used to detect players gaining ammo
// (from either ammo boxes or buying it).
var int lastAmmoAmount;
};
protected function OnEnabled()
{
local LevelInfo level;
local KFWeapon nextWeapon;
local KFAmmoPickup nextPickup;
level = _.unreal.GetLevel();
_.unreal.mutator.OnCheckReplacement(self).connect = CheckReplacement;
// Find all abusable weapons
foreach level.DynamicActors(class'KFMod.KFWeapon', nextWeapon) {
FixWeapon(nextWeapon);
}
// Start tracking all ammo boxes
foreach level.DynamicActors(class'KFMod.KFAmmoPickup', nextPickup) {
class'AmmoPickupStalker'.static.StalkAmmoPickup(nextPickup);
}
}
protected function OnDisabled()
{
local int i;
local LevelInfo level;
local AmmoPickupStalker nextStalker;
local array<AmmoPickupStalker> stalkers;
local array<WeaponRecord> registeredWeapons;
level = _.unreal.GetLevel();
_.unreal.mutator.OnCheckReplacement(self).Disconnect();
registeredWeapons = FixAmmoSellingService(GetService()).registeredWeapons;
// Restore all the `pickupClass` variables we've changed.
for (i = 0; i < registeredWeapons.length; i += 1)
{
if (registeredWeapons[i].weapon != none)
{
registeredWeapons[i].weapon.pickupClass =
registeredWeapons[i].weapon.default.pickupClass;
}
}
// Kill all the stalkers;
// to be safe, avoid destroying them directly in the iterator.
foreach level.DynamicActors(class'AmmoPickupStalker', nextStalker) {
stalkers[stalkers.length] = nextStalker;
}
for (i = 0; i < stalkers.length; i += 1)
{
if (stalkers[i] != none) {
stalkers[i].Destroy();
}
}
}
protected function SwapConfig(FeatureConfig config)
{
local FixAmmoSelling newConfig;
newConfig = FixAmmoSelling(config);
if (newConfig == none) {
return;
}
allowNegativeDosh = newConfig.allowNegativeDosh;
}
// Checks if given class is a one of our pickup replacer classes.
public static final function bool IsReplacer(class<Actor> pickupClass)
{
local int i;
if (pickupClass == none) return false;
for (i = 0; i < default.rules.length; i += 1)
{
if (pickupClass == default.rules[i].pickupReplacement) {
return true;
}
}
return false;
}
// 1. Checks if weapon can be abused and if it can, - fixes the problem.
// 2. Starts tracking abusable weapon to detect when player buys ammo for it.
public final function FixWeapon(KFWeapon potentialAbuser)
{
local int i;
local WeaponRecord newRecord;
local array<WeaponRecord> registeredWeapons;
local FixAmmoSellingService service;
if (potentialAbuser == none) return;
service = FixAmmoSellingService(GetService());
registeredWeapons = service.registeredWeapons;
for (i = 0; i < registeredWeapons.length; i += 1)
{
if (registeredWeapons[i].weapon == potentialAbuser) {
return;
}
}
for (i = 0; i < rules.length; i += 1)
{
if (potentialAbuser.class == rules[i].abusableWeapon)
{
potentialAbuser.pickupClass = rules[i].pickupReplacement;
newRecord.weapon = potentialAbuser;
registeredWeapons[registeredWeapons.length] = newRecord;
service.registeredWeapons = registeredWeapons;
return;
}
}
}
// Finds ammo instance for recorded weapon in it's owner's inventory.
public final function WeaponRecord FindAmmoInstance(WeaponRecord record)
{
local Inventory invIter;
local KFAmmunition ammo;
if (record.weapon == none) return record;
if (record.weapon.instigator == none) return record;
// Find instances anew
invIter = record.weapon.instigator.inventory;
while (invIter != none)
{
if (record.weapon.ammoClass[0] == invIter.class) {
ammo = KFAmmunition(invIter);
}
invIter = invIter.inventory;
}
// Add missing instances
if (ammo != none)
{
record.ammo = ammo;
record.lastAmmoAmount = ammo.ammoAmount;
}
return record;
}
// Calculates how much more player should have paid for `ammoAmount`
// amount of ammo, compared to how much trader took after our fix.
private final function float GetPriceCorrection(
KFWeapon kfWeapon,
int ammoAmount
)
{
local float boughtMagFraction;
// `vanillaPrice` - price that would be calculated
// without our interference
// `fixPrice` - price that will be calculated after
// we've replaced pickup class
local float vanillaPrice, fixPrice;
local KFPlayerReplicationInfo kfRI;
local class<KFWeaponPickup> vanillaPickupClass, fixPickupClass;
if (kfWeapon == none || kfWeapon.instigator == none) return 0.0;
fixPickupClass = class<KFWeaponPickup>(kfWeapon.pickupClass);
vanillaPickupClass = class<KFWeaponPickup>(kfWeapon.default.pickupClass);
if (fixPickupClass == none || vanillaPickupClass == none) return 0.0;
// Calculate base prices
boughtMagFraction = (float(ammoAmount) / kfWeapon.default.magCapacity);
fixPrice = boughtMagFraction * fixPickupClass.default.AmmoCost;
vanillaPrice = boughtMagFraction * vanillaPickupClass.default.AmmoCost;
// Apply perk discount for vanilla price
// (we don't need to consider secondary ammo or husk gun special cases,
// since such weapons can't be abused via ammo dosh-printing)
kfRI = KFPlayerReplicationInfo(kfWeapon.instigator.playerReplicationInfo);
if (kfRI != none && kfRI.clientVeteranSkill != none)
{
vanillaPrice *= kfRI.clientVeteranSkill.static.
GetAmmoCostScaling(kfRI, vanillaPickupClass);
}
// TWI's code rounds up ammo cost
// to the integer value whenever ammo is bought,
// so to calculate exactly how much we need to correct the cost,
// we must find difference between the final, rounded cost values.
return float(Max(0, int(vanillaPrice) - int(fixPrice)));
}
// Takes current ammo and last recorded in `record` value to calculate
// how much money to take from the player
// (calculations are done via `GetPriceCorrection()`).
public final function WeaponRecord TaxAmmoChange(WeaponRecord record)
{
local int ammoDiff;
local KFPawn taxPayer;
local PlayerReplicationInfo replicationInfo;
taxPayer = KFPawn(record.weapon.instigator);
if (record.weapon == none || taxPayer == none) return record;
// No need to charge money if player couldn't have
// possibly bought the ammo.
if (!taxPayer.CanBuyNow()) return record;
// Find ammo difference with recorded value.
if (record.ammo != none)
{
ammoDiff = Max(0, record.ammo.ammoAmount - record.lastAmmoAmount);
record.lastAmmoAmount = record.ammo.ammoAmount;
}
// Make player pay dosh
replicationInfo = taxPayer.playerReplicationInfo;
if (replicationInfo != none)
{
replicationInfo.score -= GetPriceCorrection(record.weapon, ammoDiff);
// This shouldn't happen, since shop is supposed to make sure
// player has enough dosh to buy ammo at full price
// (actual price + our correction).
// But if user is extra concerned about it, -
// we can additionally for force the score above 0.
if (!allowNegativeDosh) {
replicationInfo.score = FMax(0, replicationInfo.score);
}
}
return record;
}
// Changes our records to account for player picking up the ammo box,
// to avoid charging his for it.
public final function RecordAmmoPickup(Pawn pawnWithAmmo, KFAmmoPickup pickup)
{
local int i;
local int newAmount;
local array<WeaponRecord> registeredWeapons;
local FixAmmoSellingService service;
// Check conditions from `KFAmmoPickup` code (`Touch()` method)
if (pickup == none) return;
if (pawnWithAmmo == none) return;
if (pawnWithAmmo.controller == none) return;
if (!pawnWithAmmo.bCanPickupInventory) return;
if (!pickup.FastTrace(pawnWithAmmo.location, pickup.location)) return;
// Add relevant amount of ammo to our records
service = FixAmmoSellingService(GetService());
registeredWeapons = service.registeredWeapons;
for (i = 0; i < registeredWeapons.length; i += 1)
{
if (registeredWeapons[i].weapon == none) continue;
if (registeredWeapons[i].weapon.instigator == pawnWithAmmo)
{
newAmount = registeredWeapons[i].lastAmmoAmount
+ registeredWeapons[i].ammo.ammoPickupAmount;
newAmount = Min(registeredWeapons[i].ammo.maxAmmo, newAmount);
registeredWeapons[i].lastAmmoAmount = newAmount;
}
}
service.registeredWeapons = registeredWeapons;
}
private final function bool CheckReplacement(
Actor other,
out byte isSuperRelevant)
{
if (other == none) {
return true;
}
// We need to replace pickup classes back,
// as they might not even exist on clients.
if (IsReplacer(other.class))
{
ReplaceOldPickup(Pickup(other));
return false;
}
FixWeapon(KFWeapon(other));
// If it's ammo pickup - we need to stalk it
class'AmmoPickupStalker'.static.StalkAmmoPickup(KFAmmoPickup(other));
return true;
}
// This function recreates the logic of `KFWeapon.DropFrom()`,
// since standard `ReplaceWith()` method produces bad results.
private function ReplaceOldPickup(Pickup oldPickup)
{
local Pawn instigator;
local Pickup newPickup;
local KFWeapon relevantWeapon;
if (oldPickup == none) return;
instigator = oldPickup.instigator;
if (instigator == none) return;
relevantWeapon = GetWeaponOfClass(instigator, oldPickup.inventoryType);
if (relevantWeapon == none) return;
newPickup = relevantWeapon.Spawn( relevantWeapon.default.pickupClass,,,
relevantWeapon.location);
newPickup.InitDroppedPickupFor(relevantWeapon);
newPickup.velocity = relevantWeapon.velocity +
Vector(instigator.rotation) * 100;
if (instigator.health > 0)
KFWeaponPickup(newPickup).bThrown = true;
}
static final function KFWeapon GetWeaponOfClass(
Pawn playerPawn,
class<Inventory> weaponClass)
{
local Inventory invIter;
if (playerPawn == none) return none;
invIter = playerPawn.inventory;
while (invIter != none)
{
if (invIter.class == weaponClass) {
return KFWeapon(invIter);
}
invIter = invIter.inventory;
}
return none;
}
defaultproperties
{
configClass = class'FixAmmoSelling'
allowNegativeDosh = false
rules(0)=(abusableWeapon=class'KFMod.Crossbow',pickupReplacement=class'FixAmmoSellingClass_CrossbowPickup')
rules(1)=(abusableWeapon=class'KFMod.PipeBombExplosive',pickupReplacement=class'FixAmmoSellingClass_PipeBombPickup')
rules(2)=(abusableWeapon=class'KFMod.M79GrenadeLauncher',pickupReplacement=class'FixAmmoSellingClass_M79Pickup')
rules(3)=(abusableWeapon=class'KFMod.GoldenM79GrenadeLauncher',pickupReplacement=class'FixAmmoSellingClass_GoldenM79Pickup')
rules(4)=(abusableWeapon=class'KFMod.M32GrenadeLauncher',pickupReplacement=class'FixAmmoSellingClass_M32Pickup')
rules(5)=(abusableWeapon=class'KFMod.CamoM32GrenadeLauncher',pickupReplacement=class'FixAmmoSellingClass_CamoM32Pickup')
rules(6)=(abusableWeapon=class'KFMod.LAW',pickupReplacement=class'FixAmmoSellingClass_LAWPickup')
rules(7)=(abusableWeapon=class'KFMod.SPGrenadeLauncher',pickupReplacement=class'FixAmmoSellingClass_SPGrenadePickup')
rules(8)=(abusableWeapon=class'KFMod.SealSquealHarpoonBomber',pickupReplacement=class'FixAmmoSellingClass_SealSquealPickup')
rules(9)=(abusableWeapon=class'KFMod.SeekerSixRocketLauncher',pickupReplacement=class'FixAmmoSellingClass_SeekerSixPickup')
// Service
serviceClass = class'FixAmmoSellingService'
}

94
sources/FixAmmoSelling/MutatorListener_FixAmmoSelling.uc

@ -1,94 +0,0 @@
/**
* Overloaded mutator events listener to register every new
* spawned weapon and ammo pickup.
* Copyright 2020 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 MutatorListener_FixAmmoSelling extends MutatorListenerBase
abstract;
static function bool CheckReplacement(Actor other, out byte isSuperRelevant)
{
if (other == none) return true;
// We need to replace pickup classes back,
// as they might not even exist on clients.
if (class'FixAmmoSelling'.static.IsReplacer(other.class))
{
ReplaceOldPickup(Pickup(other));
return false;
}
CheckAbusableWeapon(KFWeapon(other));
// If it's ammo pickup - we need to stalk it
class'AmmoPickupStalker'.static.StalkAmmoPickup(KFAmmoPickup(other));
return true;
}
private static function CheckAbusableWeapon(KFWeapon newWeapon)
{
local FixAmmoSelling ammoSellingFix;
if (newWeapon == none) return;
ammoSellingFix = FixAmmoSelling(class'FixAmmoSelling'.static.GetInstance());
if (ammoSellingFix == none) return;
ammoSellingFix.FixWeapon(newWeapon);
}
// This function recreates the logic of `KFWeapon.DropFrom()`,
// since standard `ReplaceWith()` method produces bad results.
private static function ReplaceOldPickup(Pickup oldPickup)
{
local Pawn instigator;
local Pickup newPickup;
local KFWeapon relevantWeapon;
if (oldPickup == none) return;
instigator = oldPickup.instigator;
if (instigator == none) return;
relevantWeapon = GetWeaponOfClass(instigator, oldPickup.inventoryType);
if (relevantWeapon == none) return;
newPickup = relevantWeapon.Spawn( relevantWeapon.default.pickupClass,,,
relevantWeapon.location);
newPickup.InitDroppedPickupFor(relevantWeapon);
newPickup.velocity = relevantWeapon.velocity +
Vector(instigator.rotation) * 100;
if (instigator.health > 0)
KFWeaponPickup(newPickup).bThrown = true;
}
static final function KFWeapon GetWeaponOfClass(
Pawn playerPawn,
class<Inventory> weaponClass
)
{
local Inventory invIter;
if (playerPawn == none) return none;
invIter = playerPawn.inventory;
while (invIter != none)
{
if (invIter.class == weaponClass) {
return KFWeapon(invIter);
}
invIter = invIter.inventory;
}
return none;
}
defaultproperties
{
relatedEvents = class'MutatorEvents'
}

249
sources/FixDoshSpam/FixDoshSpam.uc

@ -1,14 +1,6 @@
/**
* This feature addressed two dosh-related issues:
* 1. Crashing servers by spamming 'CashPickup' actors with 'TossCash';
* 2. Breaking collision detection logic by stacking large amount of
* 'CashPickup' actors in one place, which allows one to either
* reach unintended locations or even instantly kill zeds.
*
* It fixes them by limiting speed, with which dosh can spawn, and
* allowing this limit to decrease when there's already too much dosh
* present on the map.
* Copyright 2019 - 2021 Anton Tarasenko
* Config object for `FixDoshSpam_Feature`.
* Copyright 2021 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
@ -25,235 +17,50 @@
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class FixDoshSpam extends Feature
class FixDoshSpam extends FeatureConfig
perobjectconfig
config(AcediaFixes);
/**
* First, we limit amount of dosh that can be spawned simultaneously.
* The simplest method is to place a cooldown on spawning `CashPickup` actors,
* i.e. after spawning one `CashPickup` we'd completely prevent spawning
* any other instances of it for a fixed amount of time.
* However, that might allow a malicious spammer to block others from
* throwing dosh, - all he needs to do is to spam dosh at right time intervals.
* We'll resolve this issue by recording how many `CashPickup` actors
* each player has spawned as their "contribution" and decay
* that value with time, only allowing to spawn new dosh after
* contribution decayed to zero. Speed of decay is derived from current dosh
* spawning speed limit and decreases with amount of players
* with non-zero contributions (since it means that they're throwing dosh).
* Second issue is player amassing a large amount of dosh in one point
* that leads to skipping collision checks, which then allows players to pass
* through level geometry or enter zeds' collisions, instantly killing them.
* Since dosh disappears on it's own, the easiest method to prevent that is to
* severely limit how much dosh players can throw per second,
* so that there's never enough dosh laying around to affect collision logic.
* The downside to such severe limitations is that game behaves less
* vanilla-like, where you could throw away streams of dosh.
* To solve that we'll first use a more generous limit on dosh players can
* throw per second, but will track how much dosh is currently present
* in a level and linearly decelerate speed, according to that amount.
*/
// Highest and lowest speed with which players can throw dosh wads.
// It'll be evenly spread between all players.
// For example, if speed is set to 6 and only one player will be spamming dosh,
// - he'll be able to throw 6 wads of dosh per second;
// but if all 6 players are spamming it, - each will throw only 1 per second.
// NOTE: these speed values can be exceeded, since a player is guaranteed
// to be able to throw at least one wad of dosh, if he didn't do so in awhile.
// NOTE #2: if maximum value is less than minimum one,
// the lowest (maximum one) will be used.
var private config const float doshPerSecondLimitMax;
var private config const float doshPerSecondLimitMin;
// Amount of dosh pickups on the map at which we must set dosh per second
// to `doshPerSecondLimitMin`.
// We use `doshPerSecondLimitMax` when there's no dosh on the map and
// scale linearly between them as it's amount grows.
var private config const int criticalDoshAmount;
// We immediately reduce the rate dosh can be spawned at when players throw
// new wads of cash. But, for performance reasons, we only periodically turn it
// back up. This interval determines how often we check for whether it's okay
// to raise the limit on the spawned dosh.
// You should not set this value too high, it is recommended not to exceed
// 1 second.
var private config const float checkInterval;
// This structure records how much a certain player has
// contributed to an overall dosh creation.
struct DoshStreamPerPlayer
{
// Reference to `PlayerController`
var NativeActorRef player;
// Amount of dosh we remember this player creating, decays with time.
var float contribution;
};
var private array<DoshStreamPerPlayer> currentContributors;
// Wads of cash that are lying around on the map.
var private array<NativeActorRef> wads;
// Generates "reset" events when `wads` array is getting cleaned from
// destroyed/picked up dosh and players' contributions are reduced.
var private RealTimer checkTimer;
protected function OnEnabled()
{
local LevelInfo level;
local CashPickup nextCash;
checkTimer = _.time.StartRealTimer(checkInterval, true);
checkTimer.OnElapsed(self).connect = Tick;
level = _.unreal.GetLevel();
// Find all wads of cash laying around on the map,
// so that we could accordingly limit the cash spam.
foreach level.DynamicActors(class'KFMod.CashPickup', nextCash) {
wads[wads.length] = _.unreal.ActorRef(nextCash);
}
}
protected function OnDisabled()
{
local int i;
_.memory.FreeMany(wads);
for (i = 0; i < currentContributors.length; i += 1) {
currentContributors[i].player.FreeSelf();
}
wads.length = 0;
currentContributors.length = 0;
checkTimer.FreeSelf();
}
var public /*config*/ float doshPerSecondLimitMax;
var public /*config*/ float doshPerSecondLimitMin;
var public /*config*/ int criticalDoshAmount;
var public /*config*/ float checkInterval;
// Did player with this controller contribute to the latest dosh generation?
public final function bool IsContributor(PlayerController player)
protected function AssociativeArray ToData()
{
return (GetContributorIndex(player) >= 0);
local AssociativeArray data;
data = __().collections.EmptyAssociativeArray();
data.SetFloat(P("doshPerSecondLimitMax"), doshPerSecondLimitMax, true);
data.SetFloat(P("doshPerSecondLimitMin"), doshPerSecondLimitMin, true);
data.SetInt(P("criticalDoshAmount"), criticalDoshAmount, true);
data.SetFloat(P("checkInterval"), checkInterval, true);
return data;
}
// Did we already reach allowed limit of dosh per second?
public final function bool IsDoshStreamOverLimit()
protected function FromData(AssociativeArray source)
{
local int i;
local float overallContribution;
local float allowedContribution;
overallContribution = 0.0;
for (i = 0; i < currentContributors.length; i += 1) {
overallContribution += currentContributors[i].contribution;
}
allowedContribution = checkTimer.GetElapsedTime() * GetCurrentDPSLimit();
return overallContribution > allowedContribution;
}
// What is our current dosh per second limit?
private final function float GetCurrentDPSLimit()
{
local float speedScale;
if (doshPerSecondLimitMax < doshPerSecondLimitMin) {
return doshPerSecondLimitMax;
}
speedScale = Float(wads.length) / Float(criticalDoshAmount);
speedScale = FClamp(speedScale, 0.0, 1.0);
// At 0.0 scale (no dosh on the map) - use max speed
// At 1.0 scale (critical dosh on the map) - use min speed
return Lerp(speedScale, doshPerSecondLimitMax, doshPerSecondLimitMin);
}
// Returns index of the contributor corresponding to the given controller.
// Returns `-1` if no connection correspond to the given controller.
// Returns `-1` if given controller is equal to `none`.
private final function int GetContributorIndex(PlayerController player)
{
local int i;
if (player == none) return -1;
for (i = 0; i < currentContributors.length; i += 1)
if (source != none)
{
if (currentContributors[i].player.Get() == player) {
return i;
}
}
return -1;
}
// Adds given cash to given player contribution record and
// registers that cash in our wads array.
public final function AddContribution(PlayerController player, CashPickup cash)
{
local int playerIndex;
local DoshStreamPerPlayer newStreamRecord;
wads[wads.length] = _.unreal.ActorRef(cash);
// Add contribution to player
playerIndex = GetContributorIndex(player);
if (playerIndex >= 0)
{
currentContributors[playerIndex].contribution += 1.0;
return;
}
newStreamRecord.player = _.unreal.ActorRef(player);
newStreamRecord.contribution = 1.0;
currentContributors[currentContributors.length] = newStreamRecord;
}
private final function ReducePlayerContributions()
{
local int i;
local float streamReduction;
streamReduction = checkInterval *
(GetCurrentDPSLimit() / currentContributors.length);
for (i = 0; i < currentContributors.length; i += 1) {
currentContributors[i].contribution -= streamReduction;
}
}
// Clean out wads that disappeared or were picked up by players.
private final function CleanWadsArray()
{
local int i;
i = 0;
while (i < wads.length)
{
if (wads[i].Get() == none)
{
wads[i].FreeSelf();
wads.Remove(i, 1);
}
else {
i += 1;
}
}
}
// Don't track players that no longer contribute to dosh generation.
private final function RemoveNonContributors()
{
local int i;
local array<DoshStreamPerPlayer> updContributors;
for (i = 0; i < currentContributors.length; i += 1)
{
// We want to keep on record even players that quit,
// since their contribution still must be accounted for.
if (currentContributors[i].contribution <= 0.0) {
currentContributors[i].player.FreeSelf();
}
else {
updContributors[updContributors.length] = currentContributors[i];
}
doshPerSecondLimitMax = source.GetFloat(P("doshPerSecondLimitMax"), 50);
doshPerSecondLimitMin = source.GetFloat(P("doshPerSecondLimitMin"), 5);
criticalDoshAmount = source.GetInt(P("criticalDoshAmount"), 25);
checkInterval = source.GetFloat(P("checkInterval"), 0.25);
}
currentContributors = updContributors;
}
private function Tick(Timer source)
protected function DefaultIt()
{
CleanWadsArray();
ReducePlayerContributions();
RemoveNonContributors();
doshPerSecondLimitMax = 50;
doshPerSecondLimitMin = 5;
criticalDoshAmount = 25;
checkInterval = 0.25;
}
defaultproperties
{
configName = "AcediaFixes"
doshPerSecondLimitMax = 50
doshPerSecondLimitMin = 5
criticalDoshAmount = 25
checkInterval = 0.25
// Listeners
requiredListeners(0) = class'MutatorListener_FixDoshSpam'
}

298
sources/FixDoshSpam/FixDoshSpam_Feature.uc

@ -0,0 +1,298 @@
/**
* This feature addressed two dosh-related issues:
* 1. Crashing servers by spamming 'CashPickup' actors with 'TossCash';
* 2. Breaking collision detection logic by stacking large amount of
* 'CashPickup' actors in one place, which allows one to either
* reach unintended locations or even instantly kill zeds.
*
* It fixes them by limiting speed, with which dosh can spawn, and
* allowing this limit to decrease when there's already too much dosh
* present on the map.
* Copyright 2019 - 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 FixDoshSpam_Feature extends Feature;
/**
* First, we limit amount of dosh that can be spawned simultaneously.
* The simplest method is to place a cooldown on spawning `CashPickup` actors,
* i.e. after spawning one `CashPickup` we'd completely prevent spawning
* any other instances of it for a fixed amount of time.
* However, that might allow a malicious spammer to block others from
* throwing dosh, - all he needs to do is to spam dosh at right time intervals.
* We'll resolve this issue by recording how many `CashPickup` actors
* each player has spawned as their "contribution" and decay
* that value with time, only allowing to spawn new dosh after
* contribution decayed to zero. Speed of decay is derived from current dosh
* spawning speed limit and decreases with amount of players
* with non-zero contributions (since it means that they're throwing dosh).
* Second issue is player amassing a large amount of dosh in one point
* that leads to skipping collision checks, which then allows players to pass
* through level geometry or enter zeds' collisions, instantly killing them.
* Since dosh disappears on it's own, the easiest method to prevent that is to
* severely limit how much dosh players can throw per second,
* so that there's never enough dosh laying around to affect collision logic.
* The downside to such severe limitations is that game behaves less
* vanilla-like, where you could throw away streams of dosh.
* To solve that we'll first use a more generous limit on dosh players can
* throw per second, but will track how much dosh is currently present
* in a level and linearly decelerate speed, according to that amount.
*/
// Highest and lowest speed with which players can throw dosh wads.
// It'll be evenly spread between all players.
// For example, if speed is set to 6 and only one player will be spamming dosh,
// - he'll be able to throw 6 wads of dosh per second;
// but if all 6 players are spamming it, - each will throw only 1 per second.
// NOTE: these speed values can be exceeded, since a player is guaranteed
// to be able to throw at least one wad of dosh, if he didn't do so in awhile.
// NOTE #2: if maximum value is less than minimum one,
// the lowest (maximum one) will be used.
var private /*config*/ float doshPerSecondLimitMax;
var private /*config*/ float doshPerSecondLimitMin;
// Amount of dosh pickups on the map at which we must set dosh per second
// to `doshPerSecondLimitMin`.
// We use `doshPerSecondLimitMax` when there's no dosh on the map and
// scale linearly between them as it's amount grows.
var private /*config*/ int criticalDoshAmount;
// We immediately reduce the rate dosh can be spawned at when players throw
// new wads of cash. But, for performance reasons, we only periodically turn it
// back up. This interval determines how often we check for whether it's okay
// to raise the limit on the spawned dosh.
// You should not set this value too high, it is recommended not to exceed
// 1 second.
var private /*config*/ float checkInterval;
// This structure records how much a certain player has
// contributed to an overall dosh creation.
struct DoshStreamPerPlayer
{
// Reference to `PlayerController`
var NativeActorRef player;
// Amount of dosh we remember this player creating, decays with time.
var float contribution;
};
var private array<DoshStreamPerPlayer> currentContributors;
// Wads of cash that are lying around on the map.
var private array<NativeActorRef> wads;
// Generates "reset" events when `wads` array is getting cleaned from
// destroyed/picked up dosh and players' contributions are reduced.
var private RealTimer checkTimer;
protected function OnEnabled()
{
local LevelInfo level;
local CashPickup nextCash;
checkTimer = _.time.StartRealTimer(checkInterval, true);
checkTimer.OnElapsed(self).connect = Tick;
_.unreal.mutator.OnCheckReplacement(self).connect = CheckReplacement;
level = _.unreal.GetLevel();
// Find all wads of cash laying around on the map,
// so that we could accordingly limit the cash spam.
foreach level.DynamicActors(class'KFMod.CashPickup', nextCash) {
wads[wads.length] = _.unreal.ActorRef(nextCash);
}
}
protected function OnDisabled()
{
local int i;
_.memory.FreeMany(wads);
for (i = 0; i < currentContributors.length; i += 1) {
currentContributors[i].player.FreeSelf();
}
wads.length = 0;
currentContributors.length = 0;
_.unreal.mutator.OnCheckReplacement(self).Disconnect();
checkTimer.FreeSelf();
}
protected function SwapConfig(FeatureConfig config)
{
local FixDoshSpam newConfig;
newConfig = FixDoshSpam(config);
if (newConfig == none) {
return;
}
doshPerSecondLimitMax = newConfig.doshPerSecondLimitMax;
doshPerSecondLimitMin = newConfig.doshPerSecondLimitMin;
criticalDoshAmount = newConfig.criticalDoshAmount;
checkInterval = newConfig.checkInterval;
if (checkTimer != none) {
checkTimer.SetInterval(checkInterval);
}
}
private final function bool CheckReplacement(
Actor other,
out byte isSuperRelevant)
{
local PlayerController player;
if (other == none) return true;
if (other.class != class'CashPickup') return true;
// This means this dosh wasn't spawned in `TossCash()` of `KFPawn`,
// so it isn't related to the exploit we're trying to fix.
if (other.instigator == none) return true;
// We only want to prevent spawning cash if we're already over
// the limit and the one trying to throw this cash contributed to it.
// We allow other players to throw at least one wad of cash.
player = PlayerController(other.instigator.controller);
if (IsDoshStreamOverLimit() && IsContributor(player)) {
return false;
}
// If we do spawn cash - record this contribution.
AddContribution(player, CashPickup(other));
return true;
}
// Did player with this controller contribute to the latest dosh generation?
public final function bool IsContributor(PlayerController player)
{
return (GetContributorIndex(player) >= 0);
}
// Did we already reach allowed limit of dosh per second?
public final function bool IsDoshStreamOverLimit()
{
local int i;
local float overallContribution;
local float allowedContribution;
overallContribution = 0.0;
for (i = 0; i < currentContributors.length; i += 1) {
overallContribution += currentContributors[i].contribution;
}
allowedContribution = checkTimer.GetElapsedTime() * GetCurrentDPSLimit();
return overallContribution > allowedContribution;
}
// What is our current dosh per second limit?
private final function float GetCurrentDPSLimit()
{
local float speedScale;
if (doshPerSecondLimitMax < doshPerSecondLimitMin) {
return doshPerSecondLimitMax;
}
speedScale = Float(wads.length) / Float(criticalDoshAmount);
speedScale = FClamp(speedScale, 0.0, 1.0);
// At 0.0 scale (no dosh on the map) - use max speed
// At 1.0 scale (critical dosh on the map) - use min speed
return Lerp(speedScale, doshPerSecondLimitMax, doshPerSecondLimitMin);
}
// Returns index of the contributor corresponding to the given controller.
// Returns `-1` if no connection correspond to the given controller.
// Returns `-1` if given controller is equal to `none`.
private final function int GetContributorIndex(PlayerController player)
{
local int i;
if (player == none) return -1;
for (i = 0; i < currentContributors.length; i += 1)
{
if (currentContributors[i].player.Get() == player) {
return i;
}
}
return -1;
}
// Adds given cash to given player contribution record and
// registers that cash in our wads array.
public final function AddContribution(PlayerController player, CashPickup cash)
{
local int playerIndex;
local DoshStreamPerPlayer newStreamRecord;
wads[wads.length] = _.unreal.ActorRef(cash);
// Add contribution to player
playerIndex = GetContributorIndex(player);
if (playerIndex >= 0)
{
currentContributors[playerIndex].contribution += 1.0;
return;
}
newStreamRecord.player = _.unreal.ActorRef(player);
newStreamRecord.contribution = 1.0;
currentContributors[currentContributors.length] = newStreamRecord;
}
private final function ReducePlayerContributions()
{
local int i;
local float streamReduction;
streamReduction = checkInterval *
(GetCurrentDPSLimit() / currentContributors.length);
for (i = 0; i < currentContributors.length; i += 1) {
currentContributors[i].contribution -= streamReduction;
}
}
// Clean out wads that disappeared or were picked up by players.
private final function CleanWadsArray()
{
local int i;
i = 0;
while (i < wads.length)
{
if (wads[i].Get() == none)
{
wads[i].FreeSelf();
wads.Remove(i, 1);
}
else {
i += 1;
}
}
}
// Don't track players that no longer contribute to dosh generation.
private final function RemoveNonContributors()
{
local int i;
local array<DoshStreamPerPlayer> updContributors;
for (i = 0; i < currentContributors.length; i += 1)
{
// We want to keep on record even players that quit,
// since their contribution still must be accounted for.
if (currentContributors[i].contribution <= 0.0) {
currentContributors[i].player.FreeSelf();
}
else {
updContributors[updContributors.length] = currentContributors[i];
}
}
currentContributors = updContributors;
}
private function Tick(Timer source)
{
CleanWadsArray();
ReducePlayerContributions();
RemoveNonContributors();
}
defaultproperties
{
configClass = class'FixDoshSpam'
doshPerSecondLimitMax = 50
doshPerSecondLimitMin = 5
criticalDoshAmount = 25
checkInterval = 0.25
}

51
sources/FixDoshSpam/MutatorListener_FixDoshSpam.uc

@ -1,51 +0,0 @@
/**
* Overloaded mutator events listener to catch and, possibly,
* prevent spawning dosh actors.
* Copyright 2019 - 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 MutatorListener_FixDoshSpam extends MutatorListenerBase
abstract;
static function bool CheckReplacement(Actor other, out byte isSuperRelevant)
{
local FixDoshSpam doshFix;
local PlayerController player;
if (other == none) return true;
if (other.class != class'CashPickup') return true;
// This means this dosh wasn't spawned in `TossCash()` of `KFPawn`,
// so it isn't related to the exploit we're trying to fix.
if (other.instigator == none) return true;
doshFix = FixDoshSpam(class'FixDoshSpam'.static.GetInstance());
if (doshFix == none) return true;
// We only want to prevent spawning cash if we're already over
// the limit and the one trying to throw this cash contributed to it.
// We allow other players to throw at least one wad of cash.
player = PlayerController(other.instigator.controller);
if (doshFix.IsDoshStreamOverLimit() && doshFix.IsContributor(player)) {
return false;
}
// If we do spawn cash - record this contribution.
doshFix.AddContribution(player, CashPickup(other));
return true;
}
defaultproperties
{
relatedEvents = class'MutatorEvents'
}

441
sources/FixDualiesCost/FixDualiesCost.uc

@ -1,15 +1,6 @@
/**
* This feature fixes several issues related to the selling price of both
* single and dual pistols, all originating from the existence of dual weapons.
* Most notable issue is the ability to "print" money by buying and
* selling pistols in a certain way.
*
* It fixes all of the issues by manually setting pistols'
* `SellValue` variables to proper values.
* Fix only works with vanilla pistols, as it's unpredictable what
* custom ones can do and they can handle these issues on their own
* in a better way.
* Copyright 2020 - 2021 Anton Tarasenko
* Config object for `FixDualiesCost_Feature`.
* Copyright 2021 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
@ -26,434 +17,36 @@
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class FixDualiesCost extends Feature
class FixDualiesCost extends FeatureConfig
perobjectconfig
config(AcediaFixes);
/**
* Issues with pistols' cost may look varied and surface in
* a plethora of ways, but all of them originate from the two main errors
* in vanilla's code:
* 1. If you have a pistol in your inventory at the time when you
* buy/pickup another one - the sell value of resulting dualies is
* incorrectly set to the sell value of the second pistol;
* 2. When player has dual pistols and drops one on the floor, -
* the sell value for the one left with the player isn't set.
* All weapons in Killing Floor get sell value assigned to them
* (appropriately, in a `SellValue` variable). This is to ensure that the sell
* price is set the moment players buys the gun. Otherwise, due to ridiculous
* perked discounts, you'd be able to buy a pistol at 30% price
* as sharpshooter, but sell at 75% of a price as any other perk,
* resulting in 45% of pure profit.
* Unfortunately, that's exactly what happens when `SellValue` isn't set
* (left as it's default value of `-1`): sell value of such weapons is
* determined only at the moment of sale and depends on the perk of the seller,
* allowing for possible exploits.
*
* These issues are fixed by directly assigning
* proper values to `SellValue`. To do that we need to detect when player
* buys/sells/drops/picks up weapons, which we accomplish by catching
* `CheckReplacement()` event for weapon instances. This approach has two
* issues.
* One is that, if vanilla's code sets an incorrect sell value, -
* it's doing it after weapon is spawned and, therefore,
* after `CheckReplacement()` call, so we have, instead, to remember to do
* it later, as early as possible
* (either the next tick or before another operation with weapons).
* Another issue is that when you have a pistol and pick up a pistol of
* the same type, - at the moment dualies instance is spawned,
* the original pistol in player's inventory is gone and we can't use
* it's sell value to calculate new value of dual pistols.
* This problem is solved by separately recording the value for every
* single pistol every tick.
* However, if pistol pickups are placed close enough together on the map,
* player can start touching them (which triggers a pickup) at the same time,
* picking them both in a single tick. This leaves us no room to record
* the value of a single pistol players picks up first.
* To get it we use game rules to catch `OverridePickupQuery` event that's
* called before the first one gets destroyed,
* but after it's sell value was already set.
* Last issue is that when player picks up a second pistol - we don't know
* it's sell value and, therefore, can't calculate value of dual pistols.
* This is resolved by recording that value directly from a pickup,
* in abovementioned function `OverridePickupQuery`.
* NOTE: 9mm is an exception due to the fact that you always have at least
* one and the last one can't be sold. We'll deal with it by setting
* the following rule: sell value of the un-droppable pistol is always 0
* and the value of a pair of 9mms is the value of the single droppable pistol.
*/
// Some issues involve possible decrease in pistols' price and
// don't lead to exploit, but are still bugs and require fixing.
// If you have a Deagle in your inventory and then get another one
// (by either buying or picking it off the ground) - the price of resulting
// dual pistols will be set to the price of the last deagle,
// like the first one wasn't worth anything at all.
// In particular this means that (prices are off-perk for more clarity):
// 1. If you buy dual deagles (-1000 do$h) and then sell them at 75% of
// the cost (+750 do$h), you lose 250 do$h;
// 2. If you first buy a deagle (-500 do$h), then buy
// the second one (-500 do$h) and then sell them, you'll only get
// 75% of the cost of 1 deagle (+375 do$h), now losing 625 do$h;
// 3. So if you already have bought a deagle (-500 do$h),
// you can get a more expensive weapon by doing a stupid thing
// and first selling your Deagle (+375 do$h),
// then buying dual deagles (-1000 do$h).
// If you sell them after that, you'll gain 75% of the cost of
// dual deagles (+750 do$h), leaving you with losing only 375 do$h.
// Of course, situations described above are only relevant if you're planning
// to sell your weapons at some point and most people won't even notice it.
// But such an oversight still shouldn't exist in a game and we fix it by
// setting sell value of dualies as a sum of values of each pistol.
// Yet, fixing this issue leads to players having more expensive
// (while fairly priced) weapons than on vanilla, technically making
// the game easier. And some people might object to having that in
// a whitelisted bug-fixing feature.
// These people are, without a question, complete degenerates.
// But making mods for only non-mentally challenged isn't inclusive.
// So we add this option.
// Set it to `false` if you only want to fix ammo printing
// and leave the rest of the bullshit as-is.
var private config const bool allowSellValueIncrease;
// Describe all the possible pairs of dual pistols in a vanilla game.
struct DualiesPair
{
var class<KFWeapon> single;
var class<KFWeapon> dual;
};
var private const array<DualiesPair> dualiesClasses;
// Describe sell values that need to be applied at earliest later point.
struct WeaponValuePair
{
// Reference to `KFWeapon` instance
var NativeActorRef weapon;
var float value;
};
var private const array<WeaponValuePair> pendingValues;
// Describe sell values of all currently existing single pistols.
struct WeaponDataRecord
{
// Reference to `KFWeapon` instance
var NativeActorRef reference;
var class<KFWeapon> class;
var float value;
// The whole point of this structure is to remember value of a weapon
// after it's destroyed. Since `reference` will become `none` by then,
// we will use the `owner` reference to identify the weapon.
// Reference to `Pawn`.
var NativeActorRef owner;
};
var private const array<WeaponDataRecord> storedValues;
// Sell value of the last seen pickup in `OverridePickupQuery`
var private int nextSellValue;
protected function OnEnabled()
{
local LevelInfo level;
local KFWeapon nextWeapon;
_.unreal.OnTick(self).connect = Tick;
_.unreal.gameRules.OnOverridePickupQuery(self).connect = PickupQuery;
level = _.unreal.GetLevel();
// Find all weapons, that spawned when this fix wasn't running.
foreach level.DynamicActors(class'KFMod.KFWeapon', nextWeapon) {
RegisterSinglePistol(nextWeapon, false);
}
}
protected function OnDisabled()
{
local int i;
_.unreal.OnTick(self).Disconnect();
_.unreal.gameRules.OnOverridePickupQuery(self).Disconnect();
for (i = 0; i < storedValues.length; i += 1)
{
storedValues[i].reference.FreeSelf();
storedValues[i].owner.FreeSelf();
}
for (i = 0; i < pendingValues.length; i += 1) {
pendingValues[i].weapon.FreeSelf();
}
}
function bool PickupQuery(
Pawn other,
Pickup item,
out byte allowPickup)
{
local KFWeaponPickup weaponPickup;
weaponPickup = KFWeaponPickup(item);
if (weaponPickup != none)
{
ApplyPendingValues();
StoreSinglePistolValues();
nextSellValue = weaponPickup.sellValue;
}
return false;
}
// Finds a weapon of a given class in given `Pawn`'s inventory.
// Returns `none` if weapon isn't there.
private final function KFWeapon GetWeaponOfClass(
Pawn playerPawn,
class<KFWeapon> weaponClass
)
{
local Inventory invIter;
if (playerPawn == none) return none;
invIter = playerPawn.inventory;
while (invIter != none)
{
if (invIter.class == weaponClass) {
return KFWeapon(invIter);
}
invIter = invIter.inventory;
}
return none;
}
// Gets weapon index in our record of dual pistol classes.
// Second variable determines whether we're searching for single
// or dual variant:
// ~ `true` - searching for single
// ~ `false` - for dual
// Returns `-1` if weapon isn't found
// (dual MK23 won't be found as a single weapon).
private final function int GetIndexAs(KFWeapon weapon, bool asSingle)
{
local int i;
if (weapon == none) return -1;
for (i = 0; i < dualiesClasses.length; i += 1)
{
if (asSingle && dualiesClasses[i].single == weapon.class) {
return i;
}
if (!asSingle && dualiesClasses[i].dual == weapon.class) {
return i;
}
}
return -1;
}
// Calculates full cost of a weapon with a discount,
// dependent on it's instigator's perk.
private final function float GetFullCost(KFWeapon weapon)
{
local float cost;
local class<KFWeaponPickup> pickupClass;
local KFPlayerReplicationInfo instigatorRI;
if (weapon == none) return 0.0;
pickupClass = class<KFWeaponPickup>(weapon.default.pickupClass);
if (pickupClass == none) return 0.0;
cost = pickupClass.default.cost;
if (weapon.instigator != none)
{
instigatorRI =
KFPlayerReplicationInfo(weapon.instigator.playerReplicationInfo);
}
if (instigatorRI != none && instigatorRI.clientVeteranSkill != none)
{
cost *= instigatorRI.clientVeteranSkill.static
.GetCostScaling(instigatorRI, pickupClass);
}
return cost;
}
// If passed weapon is a pistol - we start tracking it's value;
// Otherwise - do nothing.
public final function RegisterSinglePistol(
KFWeapon singlePistol,
bool justSpawned
)
{
local WeaponDataRecord newRecord;
if (singlePistol == none) return;
if (GetIndexAs(singlePistol, true) < 0) return;
newRecord.reference = _.unreal.ActorRef(singlePistol);
newRecord.class = singlePistol.class;
newRecord.owner = _.unreal.ActorRef(singlePistol.instigator);
if (justSpawned) {
newRecord.value = nextSellValue;
}
else {
newRecord.value = singlePistol.sellValue;
}
storedValues[storedValues.length] = newRecord;
}
// Fixes sell value after player throws one pistol out of a pair.
public final function FixCostAfterThrow(KFWeapon singlePistol)
{
local int index;
local KFWeapon dualPistols;
if (singlePistol == none) return;
index = GetIndexAs(singlePistol, true);
if (index < 0) return;
dualPistols = GetWeaponOfClass( singlePistol.instigator,
dualiesClasses[index].dual);
if (dualPistols == none) return;
// Sell value recorded into `dualPistols` will end up as a value of
// a dropped pickup.
// Sell value of `singlePistol` will be the value for the pistol,
// left in player's hands.
if (dualPistols.class == class'KFMod.Single')
{
// 9mm is an exception.
// Remaining weapon costs nothing.
singlePistol.sellValue = 0;
// We don't change the sell value of the dropped weapon,
// as it's default behavior to transfer full value of a pair to it.
return;
}
// For other pistols - divide the value.
singlePistol.sellValue = dualPistols.sellValue / 2;
dualPistols.sellValue = singlePistol.sellValue;
}
// Fixes sell value after buying a pair of dual pistols,
// if player already had a single version.
public final function FixCostAfterBuying(KFWeapon dualPistols)
{
local int index;
local KFWeapon singlePistol;
local WeaponValuePair newPendingValue;
if (dualPistols == none) return;
index = GetIndexAs(dualPistols, false);
if (index < 0) return;
singlePistol = GetWeaponOfClass(dualPistols.instigator,
dualiesClasses[index].single);
if (singlePistol == none) return;
var public config bool allowSellValueIncrease;
// `singlePistol` will get destroyed, so it's sell value is irrelevant.
// `dualPistols` will be the new pair of pistols, but it's value will
// get overwritten by vanilla's code after this function.
// So we must add it to pending values to be changed later.
newPendingValue.weapon = _.unreal.ActorRef(dualPistols);
if (dualPistols.class == class'KFMod.Dualies')
{
// 9mm is an exception.
// The value of pair of 9mms is the price of additional pistol,
// that defined as a price of a pair in game.
newPendingValue.value = GetFullCost(dualPistols) * 0.75;
}
else
{
// Otherwise price of a pair is the price of two pistols:
// `singlePistol.sellValue` - the one we had
// `(FullCost / 2) * 0.75` - and the one we bought
newPendingValue.value = singlePistol.sellValue
+ (GetFullCost(dualPistols) / 2) * 0.75;
}
pendingValues[pendingValues.length] = newPendingValue;
}
// Fixes sell value after player picks up a single pistol,
// while already having one of the same time in his inventory.
public final function FixCostAfterPickUp(KFWeapon dualPistols)
protected function AssociativeArray ToData()
{
local int i;
local int index;
local KFWeapon singlePistol;
local WeaponValuePair newPendingValue;
if (dualPistols == none) return;
// In both cases of:
// 1. buying dualies, without having a single pistol of
// 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
// (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.Get() != none) continue;
if (storedValues[i].class != dualiesClasses[index].single) continue;
if (storedValues[i].owner.Get() != dualPistols.instigator) continue;
newPendingValue.weapon = _.unreal.ActorRef(dualPistols);
newPendingValue.value = storedValues[i].value + nextSellValue;
pendingValues[pendingValues.length] = newPendingValue;
break;
}
}
private final function ApplyPendingValues()
{
local int i;
local KFWeapon nextWeapon;
for (i = 0; i < pendingValues.length; i += 1)
{
nextWeapon = KFWeapon(pendingValues[i].weapon.Get());
pendingValues[i].weapon.FreeSelf();
if (nextWeapon == 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 || nextWeapon.sellValue == -1) {
nextWeapon.sellValue = pendingValues[i].value;
}
}
pendingValues.length = 0;
local AssociativeArray data;
data = __().collections.EmptyAssociativeArray();
data.SetBool(P("allowSellValueIncrease"), allowSellValueIncrease, true);
return data;
}
private final function StoreSinglePistolValues()
protected function FromData(AssociativeArray source)
{
local int i;
local KFWeapon nextWeapon;
while (i < storedValues.length)
if (source != none)
{
nextWeapon = KFWeapon(storedValues[i].reference.Get());
if (nextWeapon == none)
{
storedValues[i].reference.FreeSelf();
storedValues[i].owner.FreeSelf();
storedValues.Remove(i, 1);
continue;
}
storedValues[i].owner.Set(nextWeapon.instigator);
storedValues[i].value = nextWeapon.sellValue;
i += 1;
allowSellValueIncrease =
source.GetBool(P("allowSellValueIncrease"), true);
}
}
private function Tick(float delta, float timeDilationCoefficient)
protected function DefaultIt()
{
ApplyPendingValues();
StoreSinglePistolValues();
allowSellValueIncrease = true;
}
defaultproperties
{
configName = "AcediaFixes"
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'
}

485
sources/FixDualiesCost/FixDualiesCost_Feature.uc

@ -0,0 +1,485 @@
/**
* This feature fixes several issues related to the selling price of both
* single and dual pistols, all originating from the existence of dual weapons.
* Most notable issue is the ability to "print" money by buying and
* selling pistols in a certain way.
*
* It fixes all of the issues by manually setting pistols'
* `SellValue` variables to proper values.
* Fix only works with vanilla pistols, as it's unpredictable what
* custom ones can do and they can handle these issues on their own
* in a better way.
* 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 FixDualiesCost_Feature extends Feature;
/**
* Issues with pistols' cost may look varied and surface in
* a plethora of ways, but all of them originate from the two main errors
* in vanilla's code:
* 1. If you have a pistol in your inventory at the time when you
* buy/pickup another one - the sell value of resulting dualies is
* incorrectly set to the sell value of the second pistol;
* 2. When player has dual pistols and drops one on the floor, -
* the sell value for the one left with the player isn't set.
* All weapons in Killing Floor get sell value assigned to them
* (appropriately, in a `SellValue` variable). This is to ensure that the sell
* price is set the moment players buys the gun. Otherwise, due to ridiculous
* perked discounts, you'd be able to buy a pistol at 30% price
* as sharpshooter, but sell at 75% of a price as any other perk,
* resulting in 45% of pure profit.
* Unfortunately, that's exactly what happens when `SellValue` isn't set
* (left as it's default value of `-1`): sell value of such weapons is
* determined only at the moment of sale and depends on the perk of the seller,
* allowing for possible exploits.
*
* These issues are fixed by directly assigning
* proper values to `SellValue`. To do that we need to detect when player
* buys/sells/drops/picks up weapons, which we accomplish by catching
* `CheckReplacement()` event for weapon instances. This approach has two
* issues.
* One is that, if vanilla's code sets an incorrect sell value, -
* it's doing it after weapon is spawned and, therefore,
* after `CheckReplacement()` call, so we have, instead, to remember to do
* it later, as early as possible
* (either the next tick or before another operation with weapons).
* Another issue is that when you have a pistol and pick up a pistol of
* the same type, - at the moment dualies instance is spawned,
* the original pistol in player's inventory is gone and we can't use
* it's sell value to calculate new value of dual pistols.
* This problem is solved by separately recording the value for every
* single pistol every tick.
* However, if pistol pickups are placed close enough together on the map,
* player can start touching them (which triggers a pickup) at the same time,
* picking them both in a single tick. This leaves us no room to record
* the value of a single pistol players picks up first.
* To get it we use game rules to catch `OverridePickupQuery` event that's
* called before the first one gets destroyed,
* but after it's sell value was already set.
* Last issue is that when player picks up a second pistol - we don't know
* it's sell value and, therefore, can't calculate value of dual pistols.
* This is resolved by recording that value directly from a pickup,
* in abovementioned function `OverridePickupQuery`.
* NOTE: 9mm is an exception due to the fact that you always have at least
* one and the last one can't be sold. We'll deal with it by setting
* the following rule: sell value of the un-droppable pistol is always 0
* and the value of a pair of 9mms is the value of the single droppable pistol.
*/
// Some issues involve possible decrease in pistols' price and
// don't lead to exploit, but are still bugs and require fixing.
// If you have a Deagle in your inventory and then get another one
// (by either buying or picking it off the ground) - the price of resulting
// dual pistols will be set to the price of the last deagle,
// like the first one wasn't worth anything at all.
// In particular this means that (prices are off-perk for more clarity):
// 1. If you buy dual deagles (-1000 do$h) and then sell them at 75% of
// the cost (+750 do$h), you lose 250 do$h;
// 2. If you first buy a deagle (-500 do$h), then buy
// the second one (-500 do$h) and then sell them, you'll only get
// 75% of the cost of 1 deagle (+375 do$h), now losing 625 do$h;
// 3. So if you already have bought a deagle (-500 do$h),
// you can get a more expensive weapon by doing a stupid thing
// and first selling your Deagle (+375 do$h),
// then buying dual deagles (-1000 do$h).
// If you sell them after that, you'll gain 75% of the cost of
// dual deagles (+750 do$h), leaving you with losing only 375 do$h.
// Of course, situations described above are only relevant if you're planning
// to sell your weapons at some point and most people won't even notice it.
// But such an oversight still shouldn't exist in a game and we fix it by
// setting sell value of dualies as a sum of values of each pistol.
// Yet, fixing this issue leads to players having more expensive
// (while fairly priced) weapons than on vanilla, technically making
// the game easier. And some people might object to having that in
// a whitelisted bug-fixing feature.
// These people are, without a question, complete degenerates.
// But making mods for only non-mentally challenged isn't inclusive.
// So we add this option.
// Set it to `false` if you only want to fix ammo printing
// and leave the rest of the bullshit as-is.
var private /*config*/ bool allowSellValueIncrease;
// Describe all the possible pairs of dual pistols in a vanilla game.
struct DualiesPair
{
var class<KFWeapon> single;
var class<KFWeapon> dual;
};
var private const array<DualiesPair> dualiesClasses;
// Describe sell values that need to be applied at earliest later point.
struct WeaponValuePair
{
// Reference to `KFWeapon` instance
var NativeActorRef weapon;
var float value;
};
var private const array<WeaponValuePair> pendingValues;
// Describe sell values of all currently existing single pistols.
struct WeaponDataRecord
{
// Reference to `KFWeapon` instance
var NativeActorRef reference;
var class<KFWeapon> class;
var float value;
// The whole point of this structure is to remember value of a weapon
// after it's destroyed. Since `reference` will become `none` by then,
// we will use the `owner` reference to identify the weapon.
// Reference to `Pawn`.
var NativeActorRef owner;
};
var private const array<WeaponDataRecord> storedValues;
// Sell value of the last seen pickup in `OverridePickupQuery`
var private int nextSellValue;
protected function OnEnabled()
{
local LevelInfo level;
local KFWeapon nextWeapon;
_.unreal.OnTick(self).connect = Tick;
_.unreal.mutator.OnCheckReplacement(self).connect = CheckReplacement;
_.unreal.gameRules.OnOverridePickupQuery(self).connect = PickupQuery;
level = _.unreal.GetLevel();
// Find all weapons, that spawned when this fix wasn't running.
foreach level.DynamicActors(class'KFMod.KFWeapon', nextWeapon) {
RegisterSinglePistol(nextWeapon, false);
}
}
protected function OnDisabled()
{
local int i;
_.unreal.OnTick(self).Disconnect();
_.unreal.mutator.OnCheckReplacement(self).Disconnect();
_.unreal.gameRules.OnOverridePickupQuery(self).Disconnect();
for (i = 0; i < storedValues.length; i += 1)
{
storedValues[i].reference.FreeSelf();
storedValues[i].owner.FreeSelf();
}
for (i = 0; i < pendingValues.length; i += 1) {
pendingValues[i].weapon.FreeSelf();
}
}
protected function SwapConfig(FeatureConfig config)
{
local FixDualiesCost newConfig;
newConfig = FixDualiesCost(config);
if (newConfig == none) {
return;
}
allowSellValueIncrease = newConfig.allowSellValueIncrease;
}
private final function bool CheckReplacement(
Actor other,
out byte isSuperRelevant)
{
local KFWeapon weapon;
weapon = KFWeapon(other);
if (weapon == none) {
return true;
}
RegisterSinglePistol(weapon, true);
FixCostAfterThrow(weapon);
FixCostAfterBuying(weapon);
FixCostAfterPickUp(weapon);
return true;
}
function bool PickupQuery(
Pawn other,
Pickup item,
out byte allowPickup)
{
local KFWeaponPickup weaponPickup;
weaponPickup = KFWeaponPickup(item);
if (weaponPickup != none)
{
ApplyPendingValues();
StoreSinglePistolValues();
nextSellValue = weaponPickup.sellValue;
}
return false;
}
// Finds a weapon of a given class in given `Pawn`'s inventory.
// Returns `none` if weapon isn't there.
private final function KFWeapon GetWeaponOfClass(
Pawn playerPawn,
class<KFWeapon> weaponClass
)
{
local Inventory invIter;
if (playerPawn == none) return none;
invIter = playerPawn.inventory;
while (invIter != none)
{
if (invIter.class == weaponClass) {
return KFWeapon(invIter);
}
invIter = invIter.inventory;
}
return none;
}
// Gets weapon index in our record of dual pistol classes.
// Second variable determines whether we're searching for single
// or dual variant:
// ~ `true` - searching for single
// ~ `false` - for dual
// Returns `-1` if weapon isn't found
// (dual MK23 won't be found as a single weapon).
private final function int GetIndexAs(KFWeapon weapon, bool asSingle)
{
local int i;
if (weapon == none) return -1;
for (i = 0; i < dualiesClasses.length; i += 1)
{
if (asSingle && dualiesClasses[i].single == weapon.class) {
return i;
}
if (!asSingle && dualiesClasses[i].dual == weapon.class) {
return i;
}
}
return -1;
}
// Calculates full cost of a weapon with a discount,
// dependent on it's instigator's perk.
private final function float GetFullCost(KFWeapon weapon)
{
local float cost;
local class<KFWeaponPickup> pickupClass;
local KFPlayerReplicationInfo instigatorRI;
if (weapon == none) return 0.0;
pickupClass = class<KFWeaponPickup>(weapon.default.pickupClass);
if (pickupClass == none) return 0.0;
cost = pickupClass.default.cost;
if (weapon.instigator != none)
{
instigatorRI =
KFPlayerReplicationInfo(weapon.instigator.playerReplicationInfo);
}
if (instigatorRI != none && instigatorRI.clientVeteranSkill != none)
{
cost *= instigatorRI.clientVeteranSkill.static
.GetCostScaling(instigatorRI, pickupClass);
}
return cost;
}
// If passed weapon is a pistol - we start tracking it's value;
// Otherwise - do nothing.
public final function RegisterSinglePistol(
KFWeapon singlePistol,
bool justSpawned
)
{
local WeaponDataRecord newRecord;
if (singlePistol == none) return;
if (GetIndexAs(singlePistol, true) < 0) return;
newRecord.reference = _.unreal.ActorRef(singlePistol);
newRecord.class = singlePistol.class;
newRecord.owner = _.unreal.ActorRef(singlePistol.instigator);
if (justSpawned) {
newRecord.value = nextSellValue;
}
else {
newRecord.value = singlePistol.sellValue;
}
storedValues[storedValues.length] = newRecord;
}
// Fixes sell value after player throws one pistol out of a pair.
public final function FixCostAfterThrow(KFWeapon singlePistol)
{
local int index;
local KFWeapon dualPistols;
if (singlePistol == none) return;
index = GetIndexAs(singlePistol, true);
if (index < 0) return;
dualPistols = GetWeaponOfClass( singlePistol.instigator,
dualiesClasses[index].dual);
if (dualPistols == none) return;
// Sell value recorded into `dualPistols` will end up as a value of
// a dropped pickup.
// Sell value of `singlePistol` will be the value for the pistol,
// left in player's hands.
if (dualPistols.class == class'KFMod.Single')
{
// 9mm is an exception.
// Remaining weapon costs nothing.
singlePistol.sellValue = 0;
// We don't change the sell value of the dropped weapon,
// as it's default behavior to transfer full value of a pair to it.
return;
}
// For other pistols - divide the value.
singlePistol.sellValue = dualPistols.sellValue / 2;
dualPistols.sellValue = singlePistol.sellValue;
}
// Fixes sell value after buying a pair of dual pistols,
// if player already had a single version.
public final function FixCostAfterBuying(KFWeapon dualPistols)
{
local int index;
local KFWeapon singlePistol;
local WeaponValuePair newPendingValue;
if (dualPistols == none) return;
index = GetIndexAs(dualPistols, false);
if (index < 0) return;
singlePistol = GetWeaponOfClass(dualPistols.instigator,
dualiesClasses[index].single);
if (singlePistol == none) return;
// `singlePistol` will get destroyed, so it's sell value is irrelevant.
// `dualPistols` will be the new pair of pistols, but it's value will
// get overwritten by vanilla's code after this function.
// So we must add it to pending values to be changed later.
newPendingValue.weapon = _.unreal.ActorRef(dualPistols);
if (dualPistols.class == class'KFMod.Dualies')
{
// 9mm is an exception.
// The value of pair of 9mms is the price of additional pistol,
// that defined as a price of a pair in game.
newPendingValue.value = GetFullCost(dualPistols) * 0.75;
}
else
{
// Otherwise price of a pair is the price of two pistols:
// `singlePistol.sellValue` - the one we had
// `(FullCost / 2) * 0.75` - and the one we bought
newPendingValue.value = singlePistol.sellValue
+ (GetFullCost(dualPistols) / 2) * 0.75;
}
pendingValues[pendingValues.length] = newPendingValue;
}
// Fixes sell value after player picks up a single pistol,
// while already having one of the same time in his inventory.
public final function FixCostAfterPickUp(KFWeapon dualPistols)
{
local int i;
local int index;
local KFWeapon singlePistol;
local WeaponValuePair newPendingValue;
if (dualPistols == none) return;
// In both cases of:
// 1. buying dualies, without having a single pistol of
// 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
// (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.Get() != none) continue;
if (storedValues[i].class != dualiesClasses[index].single) continue;
if (storedValues[i].owner.Get() != dualPistols.instigator) continue;
newPendingValue.weapon = _.unreal.ActorRef(dualPistols);
newPendingValue.value = storedValues[i].value + nextSellValue;
pendingValues[pendingValues.length] = newPendingValue;
break;
}
}
private final function ApplyPendingValues()
{
local int i;
local KFWeapon nextWeapon;
for (i = 0; i < pendingValues.length; i += 1)
{
nextWeapon = KFWeapon(pendingValues[i].weapon.Get());
pendingValues[i].weapon.FreeSelf();
if (nextWeapon == 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 || nextWeapon.sellValue == -1) {
nextWeapon.sellValue = pendingValues[i].value;
}
}
pendingValues.length = 0;
}
private final function StoreSinglePistolValues()
{
local int i;
local KFWeapon nextWeapon;
while (i < storedValues.length)
{
nextWeapon = KFWeapon(storedValues[i].reference.Get());
if (nextWeapon == none)
{
storedValues[i].reference.FreeSelf();
storedValues[i].owner.FreeSelf();
storedValues.Remove(i, 1);
continue;
}
storedValues[i].owner.Set(nextWeapon.instigator);
storedValues[i].value = nextWeapon.sellValue;
i += 1;
}
}
private function Tick(float delta, float timeDilationCoefficient)
{
ApplyPendingValues();
StoreSinglePistolValues();
}
defaultproperties
{
configClass = class'FixDualiesCost'
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')
}

43
sources/FixDualiesCost/MutatorListener_FixDualiesCost.uc

@ -1,43 +0,0 @@
/**
* Overloaded mutator events listener to catch when pistol-type weapons
* (single or dual) are spawned and to correct their price.
* Copyright 2020 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 MutatorListener_FixDualiesCost extends MutatorListenerBase
abstract;
static function bool CheckReplacement(Actor other, out byte isSuperRelevant)
{
local KFWeapon weapon;
local FixDualiesCost dualiesCostFix;
weapon = KFWeapon(other);
if (weapon == none) return true;
dualiesCostFix = FixDualiesCost(class'FixDualiesCost'.static.GetInstance());
if (dualiesCostFix == none) return true;
dualiesCostFix.RegisterSinglePistol(weapon, true);
dualiesCostFix.FixCostAfterThrow(weapon);
dualiesCostFix.FixCostAfterBuying(weapon);
dualiesCostFix.FixCostAfterPickUp(weapon);
return true;
}
defaultproperties
{
relatedEvents = class'MutatorEvents'
}

181
sources/FixFFHack/FixFFHack.uc

@ -1,12 +1,6 @@
/**
* This feature fixes a bug that can allow players to bypass server's
* friendly fire limitations and teamkill.
* Usual fixes apply friendly fire scale to suspicious damage themselves, which
* also disables some of the environmental damage.
* In order to avoid that, this fix allows server owner to define precisely
* to what damage types to apply the friendly fire scaling.
* It should be all damage types related to projectiles.
* Copyright 2019 - 2021 Anton Tarasenko
* Config object for `FixFFHack_Feature`.
* Copyright 2021 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
@ -23,117 +17,108 @@
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class FixFFHack extends Feature
class FixFFHack extends FeatureConfig
perobjectconfig
config(AcediaFixes);
/**
* It's possible to bypass friendly fire damage scaling and always deal
* full damage to other players, if one were to either leave the server or
* spectate right after shooting a projectile. We use game rules to catch
* such occurrences and apply friendly fire scaling to weapons,
* specified by server admins.
* To specify required subset of weapons, one must first
* chose a general rule (scale by default / don't scale by default) and then,
* optionally, add exceptions to it.
* Choosing `scaleByDefault == true` as a general rule will make this fix
* behave in the similar way to `KFExplosiveFix` by mutant and will disable
* some environmental sources of damage on some maps. One can then add relevant
* damage classes as exceptions to fix that downside, but making an extensive
* list of such sources might prove problematic.
* On the other hand, setting `scaleByDefault == false` will allow to get
* rid of team-killing exploits by simply adding damage types of all
* projectile weapons, used on a server. This fix comes with such filled-in
* list of all vanilla projectile classes.
*/
// Defines a general rule for choosing whether or not to apply
// friendly fire scaling.
// This can be overwritten by exceptions (`alwaysScale` or `neverScale`).
// Enabling scaling by default without any exceptions in `neverScale` will
// make this fix behave almost identically to Mutant's
// 'Explosives Fix Mutator'.
var private config const bool scaleByDefault;
// Damage types, for which we should always reapply friendly fire scaling.
var private config const array< class<DamageType> > alwaysScale;
// Damage types, for which we should never reapply friendly fire scaling.
var private config const array< class<DamageType> > neverScale;
protected function OnEnabled()
{
_.unreal.gameRules.OnNetDamage(self).connect = NetDamage;
}
var public config bool scaleByDefault;
var public config array< class<DamageType> > alwaysScale;
var public config array< class<DamageType> > neverScale;
protected function OnDisabled()
protected function AssociativeArray ToData()
{
_.unreal.gameRules.OnNetDamage(self).Disconnect();
local int i;
local DynamicArray damageTypeArray;
local AssociativeArray data;
data = _.collections.EmptyAssociativeArray();
data.SetBool(P("scaleByDefault"), scaleByDefault, true);
damageTypeArray = _.collections.EmptyDynamicArray();
for (i = 0; i < alwaysScale.length; i += 1) {
damageTypeArray.AddItem(_.text.FromString(string(alwaysScale[i])));
}
data.SetItem(P("alwaysScale"), damageTypeArray);
damageTypeArray = _.collections.EmptyDynamicArray();
for (i = 0; i < neverScale.length; i += 1) {
damageTypeArray.AddItem(_.text.FromString(string(neverScale[i])));
}
data.SetItem(P("neverScale"), damageTypeArray);
return data;
}
function int NetDamage(
int originalDamage,
int damage,
Pawn injured,
Pawn instigator,
Vector hitLocation,
out Vector momentum,
class<DamageType> damageType)
protected function FromData(AssociativeArray source)
{
// Something is very wrong and we can just bail on this damage
if (damageType == none) {
return 0;
local int i;
local DynamicArray damageTypeArray;
if (source == none) {
return;
}
// We only check when suspicious instigators that aren't a world
if (!damageType.default.bCausedByWorld && IsSuspicious(instigator))
{
if (ShouldScaleDamage(damageType))
scaleByDefault = source.GetBool(P("scaleByDefault"));
alwaysScale.length = 0;
damageTypeArray = source.GetDynamicArray(P("alwaysScale"));
if (damageTypeArray != none) {
for (i = 0; i < damageTypeArray.GetLength(); i += 1)
{
// Remove pushback to avoid environmental kills
momentum = Vect(0.0, 0.0, 0.0);
damage *= _.unreal.GetKFGameType().friendlyFireScale;
alwaysScale[i] = class<DamageType>(
_.memory.LoadClass(damageTypeArray.GetText(i)));
}
}
return damage;
}
private function bool IsSuspicious(Pawn instigator)
{
// Instigator vanished
if (instigator == none) return true;
// Instigator already became spectator
if (KFPawn(instigator) != none)
neverScale.length = 0;
damageTypeArray = source.GetDynamicArray(P("neverScale"));
if (damageTypeArray != none) {
for (i = 0; i < damageTypeArray.GetLength(); i += 1)
{
if (instigator.playerReplicationInfo != none) {
return instigator.playerReplicationInfo.bOnlySpectator;
neverScale[i] = class<DamageType>(
_.memory.LoadClass(damageTypeArray.GetText(i)));
}
return true; // Replication info is gone => suspicious
}
return false;
}
// Checks general rule and exception list
public final function bool ShouldScaleDamage(class<DamageType> damageType)
protected function DefaultIt()
{
local int i;
local array< class<DamageType> > exceptions;
if (damageType == none) return false;
if (scaleByDefault) {
exceptions = neverScale;
}
else {
exceptions = alwaysScale;
}
for (i = 0; i < exceptions.length; i += 1)
{
if (exceptions[i] == damageType) {
return (!scaleByDefault);
}
}
return scaleByDefault;
scaleByDefault = false;
alwaysScale.length = 0;
neverScale.length = 0;
// Vanilla damage types for projectiles
alwaysScale[0] = class'KFMod.DamTypeCrossbuzzsawHeadShot';
alwaysScale[1] = class'KFMod.DamTypeCrossbuzzsaw';
alwaysScale[2] = class'KFMod.DamTypeFrag';
alwaysScale[3] = class'KFMod.DamTypePipeBomb';
alwaysScale[4] = class'KFMod.DamTypeM203Grenade';
alwaysScale[5] = class'KFMod.DamTypeM79Grenade';
alwaysScale[6] = class'KFMod.DamTypeM79GrenadeImpact';
alwaysScale[7] = class'KFMod.DamTypeM32Grenade';
alwaysScale[8] = class'KFMod.DamTypeLAW';
alwaysScale[9] = class'KFMod.DamTypeLawRocketImpact';
alwaysScale[10] = class'KFMod.DamTypeFlameNade';
alwaysScale[11] = class'KFMod.DamTypeFlareRevolver';
alwaysScale[12] = class'KFMod.DamTypeFlareProjectileImpact';
alwaysScale[13] = class'KFMod.DamTypeBurned';
alwaysScale[14] = class'KFMod.DamTypeTrenchgun';
alwaysScale[15] = class'KFMod.DamTypeHuskGun';
alwaysScale[16] = class'KFMod.DamTypeCrossbow';
alwaysScale[17] = class'KFMod.DamTypeCrossbowHeadShot';
alwaysScale[18] = class'KFMod.DamTypeM99SniperRifle';
alwaysScale[19] = class'KFMod.DamTypeM99HeadShot';
alwaysScale[20] = class'KFMod.DamTypeShotgun';
alwaysScale[21] = class'KFMod.DamTypeNailGun';
alwaysScale[22] = class'KFMod.DamTypeDBShotgun';
alwaysScale[23] = class'KFMod.DamTypeKSGShotgun';
alwaysScale[24] = class'KFMod.DamTypeBenelli';
alwaysScale[25] = class'KFMod.DamTypeSPGrenade';
alwaysScale[26] = class'KFMod.DamTypeSPGrenadeImpact';
alwaysScale[27] = class'KFMod.DamTypeSeekerSixRocket';
alwaysScale[28] = class'KFMod.DamTypeSeekerRocketImpact';
alwaysScale[29] = class'KFMod.DamTypeSealSquealExplosion';
alwaysScale[30] = class'KFMod.DamTypeRocketImpact';
alwaysScale[31] = class'KFMod.DamTypeBlowerThrower';
alwaysScale[32] = class'KFMod.DamTypeSPShotgun';
alwaysScale[33] = class'KFMod.DamTypeZEDGun';
alwaysScale[34] = class'KFMod.DamTypeZEDGunMKII';
}
defaultproperties
{
configName = "AcediaFixes"
scaleByDefault = false
// Vanilla damage types for projectiles
alwaysScale(0) = class'KFMod.DamTypeCrossbuzzsawHeadShot'

186
sources/FixFFHack/FixFFHack_Feature.uc

@ -0,0 +1,186 @@
/**
* This feature fixes a bug that can allow players to bypass server's
* friendly fire limitations and teamkill.
* Usual fixes apply friendly fire scale to suspicious damage themselves, which
* also disables some of the environmental damage.
* In order to avoid that, this fix allows server owner to define precisely
* to what damage types to apply the friendly fire scaling.
* It should be all damage types related to projectiles.
* Copyright 2019 - 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 FixFFHack_Feature extends Feature;
/**
* It's possible to bypass friendly fire damage scaling and always deal
* full damage to other players, if one were to either leave the server or
* spectate right after shooting a projectile. We use game rules to catch
* such occurrences and apply friendly fire scaling to weapons,
* specified by server admins.
* To specify required subset of weapons, one must first
* chose a general rule (scale by default / don't scale by default) and then,
* optionally, add exceptions to it.
* Choosing `scaleByDefault == true` as a general rule will make this fix
* behave in the similar way to `KFExplosiveFix` by mutant and will disable
* some environmental sources of damage on some maps. One can then add relevant
* damage classes as exceptions to fix that downside, but making an extensive
* list of such sources might prove problematic.
* On the other hand, setting `scaleByDefault == false` will allow to get
* rid of team-killing exploits by simply adding damage types of all
* projectile weapons, used on a server. This fix comes with such filled-in
* list of all vanilla projectile classes.
*/
// Defines a general rule for choosing whether or not to apply
// friendly fire scaling.
// This can be overwritten by exceptions (`alwaysScale` or `neverScale`).
// Enabling scaling by default without any exceptions in `neverScale` will
// make this fix behave almost identically to Mutant's
// 'Explosives Fix Mutator'.
var private /*config*/ bool scaleByDefault;
// Damage types, for which we should always reapply friendly fire scaling.
var private /*config*/ array< class<DamageType> > alwaysScale;
// Damage types, for which we should never reapply friendly fire scaling.
var private /*config*/ array< class<DamageType> > neverScale;
protected function OnEnabled()
{
_.unreal.gameRules.OnNetDamage(self).connect = NetDamage;
}
protected function OnDisabled()
{
_.unreal.gameRules.OnNetDamage(self).Disconnect();
}
protected function SwapConfig(FeatureConfig config)
{
local FixFFHack newConfig;
newConfig = FixFFHack(config);
if (newConfig == none) {
return;
}
scaleByDefault = newConfig.scaleByDefault;
alwaysScale = newConfig.alwaysScale;
neverScale = newConfig.neverScale;
}
function int NetDamage(
int originalDamage,
int damage,
Pawn injured,
Pawn instigator,
Vector hitLocation,
out Vector momentum,
class<DamageType> damageType)
{
// Something is very wrong and we can just bail on this damage
if (damageType == none) {
return 0;
}
// We only check when suspicious instigators that aren't a world
if (!damageType.default.bCausedByWorld && IsSuspicious(instigator))
{
if (ShouldScaleDamage(damageType))
{
// Remove pushback to avoid environmental kills
momentum = Vect(0.0, 0.0, 0.0);
damage *= _.unreal.GetKFGameType().friendlyFireScale;
}
}
return damage;
}
private function bool IsSuspicious(Pawn instigator)
{
// Instigator vanished
if (instigator == none) return true;
// Instigator already became spectator
if (KFPawn(instigator) != none)
{
if (instigator.playerReplicationInfo != none) {
return instigator.playerReplicationInfo.bOnlySpectator;
}
return true; // Replication info is gone => suspicious
}
return false;
}
// Checks general rule and exception list
public final function bool ShouldScaleDamage(class<DamageType> damageType)
{
local int i;
local array< class<DamageType> > exceptions;
if (damageType == none) return false;
if (scaleByDefault) {
exceptions = neverScale;
}
else {
exceptions = alwaysScale;
}
for (i = 0; i < exceptions.length; i += 1)
{
if (exceptions[i] == damageType) {
return (!scaleByDefault);
}
}
return scaleByDefault;
}
defaultproperties
{
configClass = class'FixFFHack'
scaleByDefault = false
// Vanilla damage types for projectiles
alwaysScale(0) = class'KFMod.DamTypeCrossbuzzsawHeadShot'
alwaysScale(1) = class'KFMod.DamTypeCrossbuzzsaw'
alwaysScale(2) = class'KFMod.DamTypeFrag'
alwaysScale(3) = class'KFMod.DamTypePipeBomb'
alwaysScale(4) = class'KFMod.DamTypeM203Grenade'
alwaysScale(5) = class'KFMod.DamTypeM79Grenade'
alwaysScale(6) = class'KFMod.DamTypeM79GrenadeImpact'
alwaysScale(7) = class'KFMod.DamTypeM32Grenade'
alwaysScale(8) = class'KFMod.DamTypeLAW'
alwaysScale(9) = class'KFMod.DamTypeLawRocketImpact'
alwaysScale(10) = class'KFMod.DamTypeFlameNade'
alwaysScale(11) = class'KFMod.DamTypeFlareRevolver'
alwaysScale(12) = class'KFMod.DamTypeFlareProjectileImpact'
alwaysScale(13) = class'KFMod.DamTypeBurned'
alwaysScale(14) = class'KFMod.DamTypeTrenchgun'
alwaysScale(15) = class'KFMod.DamTypeHuskGun'
alwaysScale(16) = class'KFMod.DamTypeCrossbow'
alwaysScale(17) = class'KFMod.DamTypeCrossbowHeadShot'
alwaysScale(18) = class'KFMod.DamTypeM99SniperRifle'
alwaysScale(19) = class'KFMod.DamTypeM99HeadShot'
alwaysScale(20) = class'KFMod.DamTypeShotgun'
alwaysScale(21) = class'KFMod.DamTypeNailGun'
alwaysScale(22) = class'KFMod.DamTypeDBShotgun'
alwaysScale(23) = class'KFMod.DamTypeKSGShotgun'
alwaysScale(24) = class'KFMod.DamTypeBenelli'
alwaysScale(25) = class'KFMod.DamTypeSPGrenade'
alwaysScale(26) = class'KFMod.DamTypeSPGrenadeImpact'
alwaysScale(27) = class'KFMod.DamTypeSeekerSixRocket'
alwaysScale(28) = class'KFMod.DamTypeSeekerRocketImpact'
alwaysScale(29) = class'KFMod.DamTypeSealSquealExplosion'
alwaysScale(30) = class'KFMod.DamTypeRocketImpact'
alwaysScale(31) = class'KFMod.DamTypeBlowerThrower'
alwaysScale(32) = class'KFMod.DamTypeSPShotgun'
alwaysScale(33) = class'KFMod.DamTypeZEDGun'
alwaysScale(34) = class'KFMod.DamTypeZEDGunMKII'
}

237
sources/FixInfiniteNades/FixInfiniteNades.uc

@ -1,8 +1,6 @@
/**
* This feature fixes a vulnerability in a code of `Frag` that can allow
* player to throw grenades even when he no longer has any.
* There's also no cooldowns on the throw, which can lead to a server crash.
* Copyright 2019 Anton Tarasenko
/**
* Config object for `FixInfiniteNades_Feature`.
* Copyright 2021 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
@ -19,235 +17,34 @@
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class FixInfiniteNades extends Feature
class FixInfiniteNades extends FeatureConfig
perobjectconfig
config(AcediaFixes);
/**
* It is possible to call `ServerThrow` function from client,
* forcing it to get executed on a server. This function consumes the grenade
* ammo and spawns a nade, but it doesn't check if player had any grenade ammo
* in the first place, allowing you him to throw however many grenades
* he wants. Moreover, unlike a regular throwing method, calling this function
* allows to spawn many grenades without any delay,
* which can lead to a server crash.
*
* This fix tracks every instance of `Frag` weapon that's responsible for
* throwing grenades and records how much ammo they have have.
* This is necessary, because whatever means we use, when we get a say in
* preventing grenade from spawning the ammo was already reduced.
* This means that we can't distinguished between a player abusing a bug by
* throwing grenade when he doesn't have necessary ammo and player throwing
* his last nade, as in both cases current ammo visible to us will be 0.
* Then, before every nade throw, it checks if player has enough ammo and
* blocks grenade from spawning if he doesn't.
* We change a `FireModeClass[0]` from `FragFire` to `FixedFragFire` and
* only call `super.DoFireEffect()` if we decide spawning grenade
* should be allowed. The side effect is a change in server's `FireModeClass`.
*/
// Setting this flag to `true` will allow to throw grenades by calling
// `ServerThrow()` directly, as long as player has necessary ammo.
// This can allow some players to throw grenades much quicker than intended,
// so if you wish to prevent it, keep this flag set to `false`.
var private config const bool ignoreTossFlags;
// Set to `true` when this fix is getting disabled to avoid replacing the
// fire class again.
var private bool shuttingDown;
// Records how much ammo given frag grenade (`Frag`) has.
struct FragAmmoRecord
{
// Reference to `Frag`
var public NativeActorRef fragReference;
var public int amount;
};
var private array<FragAmmoRecord> ammoRecords;
protected function OnEnabled()
{
local Frag nextFrag;
local LevelInfo level;
level = _.unreal.GetLevel();
_.unreal.OnTick(self).connect = Tick;
shuttingDown = false;
// Find all frags, that spawned when this fix wasn't running.
foreach level.DynamicActors(class'KFMod.Frag', nextFrag) {
RegisterFrag(nextFrag);
}
RecreateFrags();
}
protected function OnDisabled()
{
_.unreal.OnTick(self).Disconnect();
shuttingDown = true;
RecreateFrags();
ammoRecords.length = 0;
}
// Returns `true` when this feature is in the process of shutting down,
// which means nades' fire class should not be replaced.
public final function bool IsShuttingDown()
{
return shuttingDown;
}
// Returns index of the connection corresponding to the given controller.
// Returns `-1` if no connection correspond to the given controller.
// Returns `-1` if given controller is equal to `none`.
private final function int GetAmmoIndex(Frag fragToCheck)
{
local int i;
if (fragToCheck == none) return -1;
for (i = 0; i < ammoRecords.length; i += 1)
{
if (ammoRecords[i].fragReference.Get() == fragToCheck) {
return i;
}
}
return -1;
}
// Recreates all the `Frag` actors, to change their fire mode mid-game.
private final function RecreateFrags()
{
local int i;
local float maxAmmo, currentAmmo;
local Frag newFrag, oldFrag;
local Pawn fragOwner;
local array<FragAmmoRecord> oldRecords;
oldRecords = ammoRecords;
for (i = 0; i < oldRecords.length; i += 1)
{
// Check if we even need to recreate that instance of `Frag`
oldFrag = Frag(oldRecords[i].fragReference.Get());
oldRecords[i].fragReference.FreeSelf();
if (oldFrag == none) continue;
fragOwner = oldFrag.instigator;
if (fragOwner == none) continue;
// Recreate
oldFrag.Destroy();
fragOwner.CreateInventory("KFMod.Frag");
newFrag = GetPawnFrag(fragOwner);
// Restore ammo amount
if (newFrag != none)
{
newFrag.GetAmmoCount(maxAmmo, currentAmmo);
newFrag.AddAmmo(oldRecords[i].amount - Int(currentAmmo), 0);
}
}
}
// Utility function to help find a `Frag` instance in a given pawn's inventory.
static private final function Frag GetPawnFrag(Pawn pawnWithFrag)
{
local Frag foundFrag;
local Inventory invIter;
if (pawnWithFrag == none) return none;
invIter = pawnWithFrag.inventory;
while (invIter != none)
{
foundFrag = Frag(invIter);
if (foundFrag != none) {
return foundFrag;
}
invIter = invIter.inventory;
}
return none;
}
// Utility function for extracting current ammo amount from a frag class.
private final function int GetFragAmmo(Frag fragReference)
{
local float maxAmmo;
local float currentAmmo;
if (fragReference == none) return 0;
fragReference.GetAmmoCount(maxAmmo, currentAmmo);
return Int(currentAmmo);
}
var public config bool ignoreTossFlags;
// Attempts to add new `Frag` instance to our records.
public final function RegisterFrag(Frag newFrag)
protected function AssociativeArray ToData()
{
local int index;
local FragAmmoRecord newRecord;
index = GetAmmoIndex(newFrag);
if (index >= 0) return;
newRecord.fragReference = _.unreal.ActorRef(newFrag);
newRecord.amount = GetFragAmmo(newFrag);
ammoRecords[ammoRecords.length] = newRecord;
local AssociativeArray data;
data = __().collections.EmptyAssociativeArray();
data.SetBool(P("ignoreTossFlags"), ignoreTossFlags, true);
return data;
}
// This function tells our fix that there was a nade throw and we should
// reduce current `Frag` ammo in our records.
// Returns `true` if we had ammo for that, and `false` if we didn't.
public final function bool RegisterNadeThrow(Frag relevantFrag)
protected function FromData(AssociativeArray source)
{
if (CanThrowGrenade(relevantFrag))
{
ReduceGrenades(relevantFrag);
return true;
if (source != none) {
ignoreTossFlags = source.GetBool(P("ignoreTossFlags"), true);
}
return false;
}
// Can we throw grenade according to our rules?
// A throw can be prevented if:
// - we think that player doesn't have necessary ammo;
// - Player isn't currently `tossing` a nade,
// meaning it was a direct call of `ServerThrow`.
private final function bool CanThrowGrenade(Frag fragToCheck)
{
local int index;
// Nothing to check
if (fragToCheck == none) return false;
// No ammo
index = GetAmmoIndex(fragToCheck);
if (index < 0) return false;
if (ammoRecords[index].amount <= 0) return false;
// Not tossing
if (ignoreTossFlags) return true;
if (!fragToCheck.bTossActive || fragToCheck.bTossSpawned) return false;
return true;
}
// Reduces recorded amount of ammo in our records for the given nade.
private final function ReduceGrenades(Frag relevantFrag)
protected function DefaultIt()
{
local int index;
index = GetAmmoIndex(relevantFrag);
if (index < 0) return;
ammoRecords[index].amount -= 1;
}
private function Tick(float delta, float timeDilationCoefficient)
{
local int i;
local Frag nextFrag;
// Update our ammo records with current, correct data.
while (i < ammoRecords.length)
{
nextFrag = Frag(ammoRecords[i].fragReference.Get());
if (nextFrag != none)
{
ammoRecords[i].amount = GetFragAmmo(nextFrag);
i += 1;
}
else
{
ammoRecords[i].fragReference.FreeSelf();
ammoRecords.Remove(i, 1);
}
}
ignoreTossFlags = true;
}
defaultproperties
{
configName = "AcediaFixes"
ignoreTossFlags = true
// Listeners
requiredListeners(0) = class'MutatorListener_FixInfiniteNades'
}

273
sources/FixInfiniteNades/FixInfiniteNades_Feature.uc

@ -0,0 +1,273 @@
/**
* This feature fixes a vulnerability in a code of `Frag` that can allow
* player to throw grenades even when he no longer has any.
* There's also no cooldowns on the throw, which can lead to a server crash.
* Copyright 2019 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 FixInfiniteNades_Feature extends Feature;
/**
* It is possible to call `ServerThrow` function from client,
* forcing it to get executed on a server. This function consumes the grenade
* ammo and spawns a nade, but it doesn't check if player had any grenade ammo
* in the first place, allowing you him to throw however many grenades
* he wants. Moreover, unlike a regular throwing method, calling this function
* allows to spawn many grenades without any delay,
* which can lead to a server crash.
*
* This fix tracks every instance of `Frag` weapon that's responsible for
* throwing grenades and records how much ammo they have have.
* This is necessary, because whatever means we use, when we get a say in
* preventing grenade from spawning the ammo was already reduced.
* This means that we can't distinguished between a player abusing a bug by
* throwing grenade when he doesn't have necessary ammo and player throwing
* his last nade, as in both cases current ammo visible to us will be 0.
* Then, before every nade throw, it checks if player has enough ammo and
* blocks grenade from spawning if he doesn't.
* We change a `FireModeClass[0]` from `FragFire` to `FixedFragFire` and
* only call `super.DoFireEffect()` if we decide spawning grenade
* should be allowed. The side effect is a change in server's `FireModeClass`.
*/
// Setting this flag to `true` will allow to throw grenades by calling
// `ServerThrow()` directly, as long as player has necessary ammo.
// This can allow some players to throw grenades much quicker than intended,
// so if you wish to prevent it, keep this flag set to `false`.
var private /*config*/ bool ignoreTossFlags;
// Set to `true` when this fix is getting disabled to avoid replacing the
// fire class again.
var private bool shuttingDown;
// Records how much ammo given frag grenade (`Frag`) has.
struct FragAmmoRecord
{
// Reference to `Frag`
var public NativeActorRef fragReference;
var public int amount;
};
var private array<FragAmmoRecord> ammoRecords;
protected function OnEnabled()
{
local Frag nextFrag;
local LevelInfo level;
level = _.unreal.GetLevel();
_.unreal.OnTick(self).connect = Tick;
_.unreal.mutator.OnCheckReplacement(self).connect = CheckReplacement;
shuttingDown = false;
// Find all frags, that spawned when this fix wasn't running.
foreach level.DynamicActors(class'KFMod.Frag', nextFrag) {
RegisterFrag(nextFrag);
}
RecreateFrags();
}
protected function OnDisabled()
{
_.unreal.OnTick(self).Disconnect();
_.unreal.mutator.OnCheckReplacement(self).Disconnect();
shuttingDown = true;
RecreateFrags();
ammoRecords.length = 0;
}
protected function SwapConfig(FeatureConfig config)
{
local FixInfiniteNades newConfig;
newConfig = FixInfiniteNades(config);
if (newConfig == none) {
return;
}
ignoreTossFlags = newConfig.ignoreTossFlags;
}
private function bool CheckReplacement(Actor other, out byte isSuperRelevant)
{
local Frag relevantFrag;
if (shuttingDown) {
return true;
}
// Handle detecting new frag (weapons that allows to throw nades)
relevantFrag = Frag(other);
if (relevantFrag != none)
{
RegisterFrag(relevantFrag);
relevantFrag.FireModeClass[0] = class'FixedFragFire';
return true;
}
return true;
}
// Returns index of the connection corresponding to the given controller.
// Returns `-1` if no connection correspond to the given controller.
// Returns `-1` if given controller is equal to `none`.
private final function int GetAmmoIndex(Frag fragToCheck)
{
local int i;
if (fragToCheck == none) return -1;
for (i = 0; i < ammoRecords.length; i += 1)
{
if (ammoRecords[i].fragReference.Get() == fragToCheck) {
return i;
}
}
return -1;
}
// Recreates all the `Frag` actors, to change their fire mode mid-game.
private final function RecreateFrags()
{
local int i;
local float maxAmmo, currentAmmo;
local Frag newFrag, oldFrag;
local Pawn fragOwner;
local array<FragAmmoRecord> oldRecords;
oldRecords = ammoRecords;
for (i = 0; i < oldRecords.length; i += 1)
{
// Check if we even need to recreate that instance of `Frag`
oldFrag = Frag(oldRecords[i].fragReference.Get());
oldRecords[i].fragReference.FreeSelf();
if (oldFrag == none) continue;
fragOwner = oldFrag.instigator;
if (fragOwner == none) continue;
// Recreate
oldFrag.Destroy();
fragOwner.CreateInventory("KFMod.Frag");
newFrag = GetPawnFrag(fragOwner);
// Restore ammo amount
if (newFrag != none)
{
newFrag.GetAmmoCount(maxAmmo, currentAmmo);
newFrag.AddAmmo(oldRecords[i].amount - Int(currentAmmo), 0);
}
}
}
// Utility function to help find a `Frag` instance in a given pawn's inventory.
static private final function Frag GetPawnFrag(Pawn pawnWithFrag)
{
local Frag foundFrag;
local Inventory invIter;
if (pawnWithFrag == none) return none;
invIter = pawnWithFrag.inventory;
while (invIter != none)
{
foundFrag = Frag(invIter);
if (foundFrag != none) {
return foundFrag;
}
invIter = invIter.inventory;
}
return none;
}
// Utility function for extracting current ammo amount from a frag class.
private final function int GetFragAmmo(Frag fragReference)
{
local float maxAmmo;
local float currentAmmo;
if (fragReference == none) return 0;
fragReference.GetAmmoCount(maxAmmo, currentAmmo);
return Int(currentAmmo);
}
// Attempts to add new `Frag` instance to our records.
public final function RegisterFrag(Frag newFrag)
{
local int index;
local FragAmmoRecord newRecord;
index = GetAmmoIndex(newFrag);
if (index >= 0) return;
newRecord.fragReference = _.unreal.ActorRef(newFrag);
newRecord.amount = GetFragAmmo(newFrag);
ammoRecords[ammoRecords.length] = newRecord;
}
// This function tells our fix that there was a nade throw and we should
// reduce current `Frag` ammo in our records.
// Returns `true` if we had ammo for that, and `false` if we didn't.
public final function bool RegisterNadeThrow(Frag relevantFrag)
{
if (CanThrowGrenade(relevantFrag))
{
ReduceGrenades(relevantFrag);
return true;
}
return false;
}
// Can we throw grenade according to our rules?
// A throw can be prevented if:
// - we think that player doesn't have necessary ammo;
// - Player isn't currently `tossing` a nade,
// meaning it was a direct call of `ServerThrow`.
private final function bool CanThrowGrenade(Frag fragToCheck)
{
local int index;
// Nothing to check
if (fragToCheck == none) return false;
// No ammo
index = GetAmmoIndex(fragToCheck);
if (index < 0) return false;
if (ammoRecords[index].amount <= 0) return false;
// Not tossing
if (ignoreTossFlags) return true;
if (!fragToCheck.bTossActive || fragToCheck.bTossSpawned) return false;
return true;
}
// Reduces recorded amount of ammo in our records for the given nade.
private final function ReduceGrenades(Frag relevantFrag)
{
local int index;
index = GetAmmoIndex(relevantFrag);
if (index < 0) return;
ammoRecords[index].amount -= 1;
}
private function Tick(float delta, float timeDilationCoefficient)
{
local int i;
local Frag nextFrag;
// Update our ammo records with current, correct data.
while (i < ammoRecords.length)
{
nextFrag = Frag(ammoRecords[i].fragReference.Get());
if (nextFrag != none)
{
ammoRecords[i].amount = GetFragAmmo(nextFrag);
i += 1;
}
else
{
ammoRecords[i].fragReference.FreeSelf();
ammoRecords.Remove(i, 1);
}
}
}
defaultproperties
{
configClass = class'FixInfiniteNades'
ignoreTossFlags = true
}

5
sources/FixInfiniteNades/FixedFragFire.uc

@ -23,8 +23,9 @@ class FixedFragFire extends KFMod.FragFire;
function DoFireEffect()
{
local FixInfiniteNades nadeFix;
nadeFix = FixInfiniteNades(class'FixInfiniteNades'.static.GetInstance());
local FixInfiniteNades_Feature nadeFix;
nadeFix = FixInfiniteNades_Feature(
class'FixInfiniteNades_Feature'.static.GetInstance());
if (nadeFix == none || nadeFix.RegisterNadeThrow(Frag(weapon))) {
super.DoFireEffect();
}

45
sources/FixInfiniteNades/MutatorListener_FixInfiniteNades.uc

@ -1,45 +0,0 @@
/**
* Overloaded mutator events listener to catch
* new `Frag` weapons and `Nade` projectiles.
* Copyright 2019 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 MutatorListener_FixInfiniteNades extends MutatorListenerBase
abstract;
static function bool CheckReplacement(Actor other, out byte isSuperRelevant)
{
local Frag relevantFrag;
local FixInfiniteNades nadeFix;
nadeFix = FixInfiniteNades(class'FixInfiniteNades'.static.GetInstance());
if (nadeFix == none) return true;
if (nadeFix.IsShuttingDown()) return true;
// Handle detecting new frag (weapons that allows to throw nades)
relevantFrag = Frag(other);
if (relevantFrag != none)
{
nadeFix.RegisterFrag(relevantFrag);
relevantFrag.FireModeClass[0] = class'FixedFragFire';
return true;
}
return true;
}
defaultproperties
{
}

243
sources/FixInventoryAbuse/FixInventoryAbuse.uc

@ -1,16 +1,6 @@
/**
* 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 Anton Tarasenko
* Config object for `FixInventoryAbuse_Feature`.
* Copyright 2021 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
@ -27,192 +17,91 @@
* 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 extends Feature
config(AcediaFixes);
// 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 const float checkInterval;
var private Timer checkTimer;
class FixInventoryAbuse extends FeatureConfig
perobjectconfig
config(AcediaFixes)
dependson(FixInventoryAbuse_Feature);
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 const 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);
}
var public config float checkInterval;
var public config array<FixInventoryAbuse_Feature.DualiesPair> dualiesClasses;
// 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)
protected function AssociativeArray ToData()
{
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).
local DynamicArray pairsArray;
local AssociativeArray data, pair;
data = _.collections.EmptyAssociativeArray();
data.SetFloat(P("checkInterval"), checkInterval, true);
pairsArray = _.collections.EmptyDynamicArray();
for (i = 0; i < dualiesClasses.length; i += 1)
{
if (dualiesClasses[i].dual == root)
{
root = dualiesClasses[i].single;
break;
pair = _.collections.EmptyAssociativeArray();
pair.SetItem( P("single"),
_.text.FromString(string(dualiesClasses[i].single)));
pair.SetItem( P("dual"),
_.text.FromString(string(dualiesClasses[i].dual)));
pairsArray.AddItem(pair);
}
}
// 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;
data.SetItem(P("dualiesClasses"), pairsArray);
return data;
}
// 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)
protected function FromData(AssociativeArray source)
{
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;
local int i;
local DynamicArray pairsArray;
local AssociativeArray loadedPair;
local FixInventoryAbuse_Feature.DualiesPair newPair;
if (source == none) {
return;
}
checkInterval = source.GetFloat(P("checkInterval"), 0.25);
pairsArray = source.GetDynamicArray(P("dualiesClasses"));
dualiesClasses.length = 0;
if (pairsArray == none) {
return;
}
// Then just check obtained roots for duplicates.
for (i = 0; i < rootList.length; i += 1)
{
for (j = i + 1; j < rootList.length; j += 1)
for (i = 0; i < pairsArray.GetLength(); i += 1)
{
if (rootList[i] == rootList[j]) {
return true;
}
loadedPair = pairsArray.GetAssociativeArray(i);
if (loadedPair == none) continue;
newPair.single = class<KFWeaponPickup>(
_.memory.LoadClass(loadedPair.GetText(P("single"))) );
newPair.dual = class<KFWeaponPickup>(
_.memory.LoadClass(loadedPair.GetText(P("dual"))) );
dualiesClasses[dualiesClasses.length] = newPair;
}
}
return false;
}
private final function Vector DropWeapon(KFWeapon weaponToDrop)
protected function DefaultIt()
{
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);
}
}
local FixInventoryAbuse_Feature.DualiesPair newPair;
checkInterval = 0.25;
dualiesClasses.length = 0;
newPair.single = class'KFMod.SinglePickup';
newPair.dual = class'KFMod.DualiesPickup';
dualiesClasses[dualiesClasses.length] = newPair;
newPair.single = class'KFMod.Magnum44Pickup';
newPair.dual = class'KFMod.Dual44MagnumPickup';
dualiesClasses[dualiesClasses.length] = newPair;
newPair.single = class'KFMod.MK23Pickup';
newPair.dual = class'KFMod.DualMK23Pickup';
dualiesClasses[dualiesClasses.length] = newPair;
newPair.single = class'KFMod.DeaglePickup';
newPair.dual = class'KFMod.DualDeaglePickup';
dualiesClasses[dualiesClasses.length] = newPair;
newPair.single = class'KFMod.GoldenDeaglePickup';
newPair.dual = class'KFMod.GoldenDualDeaglePickup';
dualiesClasses[dualiesClasses.length] = newPair;
newPair.single = class'KFMod.FlareRevolverPickup';
newPair.dual = class'KFMod.DualFlareRevolverPickup';
dualiesClasses[dualiesClasses.length] = newPair;
}
defaultproperties
{
configName = "AcediaFixes"
checkInterval = 0.25
dualiesClasses(0)=(single=class'KFMod.SinglePickup',dual=class'KFMod.DualiesPickup')
dualiesClasses(1)=(single=class'KFMod.Magnum44Pickup',dual=class'KFMod.Dual44MagnumPickup')

237
sources/FixInventoryAbuse/FixInventoryAbuse_Feature.uc

@ -0,0 +1,237 @@
/**
* 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')
}

57
sources/FixLogSpam/FixLogSpam.uc

@ -1,16 +1,5 @@
/**
* This feature fixes different instances of log spam by the killing floor
* with various warnings and errors. Some of them have actual underlying bugs
* that need to be fixed, but a lot seem to be just a byproduct of dead and
* abandoned features or simple negligence.
* Whatever the case, now that TWI will no longer make any new changes to
* the game a lot of them do not serve any purpose and simply pollute
* log files. We try to get rid of at least some of them.
* Since changes we make do not actually have gameplay effect and
* are more aimed at convenience of server owners, our philosophy with the
* changes will be to avoid solutions that are way too "hacky" and prefer some
* message spam getting through to the possibility of some unexpected gameplay
* effects as far as vanilla game is concerned.
* Config object for `FixLogSpam_Feature`.
* Copyright 2021 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
@ -28,44 +17,40 @@
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class FixLogSpam extends Feature
class FixLogSpam extends FeatureConfig
perobjectconfig
config(AcediaFixes);
// This is responsible for fixing log spam due to picking up dropped
// weapons without set `inventory` variable.
var private config const bool fixPickupSpam;
var private HelperPickup helperPickupSpam;
var public config bool fixPickupSpam;
var public config bool fixTraderSpam;
var private config const bool fixTraderSpam;
var private HelperTrader helperTraderSpam;
protected function OnEnabled()
protected function AssociativeArray ToData()
{
if (fixPickupSpam) {
helperPickupSpam = HelperPickup(_.memory.Allocate(class'HelperPickup'));
}
if (fixTraderSpam) {
helperTraderSpam = HelperTrader(_.memory.Allocate(class'HelperTrader'));
}
local AssociativeArray data;
data = __().collections.EmptyAssociativeArray();
data.SetBool(P("fixPickupSpam"), fixPickupSpam, true);
data.SetBool(P("fixTraderSpam"), fixTraderSpam, true);
return data;
}
protected function OnDisabled()
protected function FromData(AssociativeArray source)
{
_.memory.Free(helperPickupSpam);
helperPickupSpam = none;
_.memory.Free(helperTraderSpam);
helperTraderSpam = none;
if (source != none)
{
fixPickupSpam = source.GetBool(P("fixPickupSpam"), true);
fixTraderSpam = source.GetBool(P("fixTraderSpam"), true);
}
}
public function Tick(float delta)
protected function DefaultIt()
{
if (helperPickupSpam != none) {
helperPickupSpam.Tick();
}
fixPickupSpam = true;
fixTraderSpam = true;
}
defaultproperties
{
configName = "AcediaFixes"
fixPickupSpam = true
fixTraderSpam = true
}

93
sources/FixLogSpam/FixLogSpam_Feature.uc

@ -0,0 +1,93 @@
/**
* This feature fixes different instances of log spam by the killing floor
* with various warnings and errors. Some of them have actual underlying bugs
* that need to be fixed, but a lot seem to be just a byproduct of dead and
* abandoned features or simple negligence.
* Whatever the case, now that TWI will no longer make any new changes to
* the game a lot of them do not serve any purpose and simply pollute
* log files. We try to get rid of at least some of them.
* Since changes we make do not actually have gameplay effect and
* are more aimed at convenience of server owners, our philosophy with the
* changes will be to avoid solutions that are way too "hacky" and prefer some
* message spam getting through to the possibility of some unexpected gameplay
* effects as far as vanilla game is concerned.
* Copyright 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 FixLogSpam_Feature extends Feature;
// This is responsible for fixing log spam due to picking up dropped
// weapons without set `inventory` variable.
var private /*config*/ bool fixPickupSpam;
var private HelperPickup helperPickupSpam;
var private /*config*/ bool fixTraderSpam;
var private HelperTrader helperTraderSpam;
protected function OnEnabled()
{
if (fixPickupSpam) {
helperPickupSpam = HelperPickup(_.memory.Allocate(class'HelperPickup'));
}
if (fixTraderSpam) {
helperTraderSpam = HelperTrader(_.memory.Allocate(class'HelperTrader'));
}
}
protected function OnDisabled()
{
_.memory.Free(helperPickupSpam);
helperPickupSpam = none;
_.memory.Free(helperTraderSpam);
helperTraderSpam = none;
}
protected function SwapConfig(FeatureConfig config)
{
local FixLogSpam newConfig;
newConfig = FixLogSpam(config);
if (newConfig == none) {
return;
}
// Pickup spam
fixPickupSpam = newConfig.fixPickupSpam;
if (fixPickupSpam && helperPickupSpam == none) {
helperPickupSpam = HelperPickup(_.memory.Allocate(class'HelperPickup'));
}
if (!fixPickupSpam && helperPickupSpam != none)
{
_.memory.Free(helperPickupSpam);
helperPickupSpam = none;
}
// Trader fixTraderSpam
fixTraderSpam = newConfig.fixTraderSpam;
if (fixTraderSpam && helperTraderSpam == none) {
helperTraderSpam = HelperTrader(_.memory.Allocate(class'HelperPickup'));
}
if (!fixTraderSpam && helperTraderSpam != none)
{
_.memory.Free(helperTraderSpam);
helperTraderSpam = none;
}
}
defaultproperties
{
configClass = class'FixLogSpam'
fixPickupSpam = true
fixTraderSpam = true
}

50
sources/FixLogSpam/SpamPickup/HelperPickup.uc

@ -18,8 +18,7 @@
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class HelperPickup extends AcediaObject
config(AcediaFixes);
class HelperPickup extends AcediaObject;
/**
* `KFWeaponPickup` class is responsible for spamming log with
@ -90,7 +89,9 @@ protected function Constructor()
// (and force additional pickup fix update)
_.unreal.gameRules.OnOverridePickupQuery(self).connect = PickupQuery;
// To detect newly spawned pickups
class'MutatorListener_FixLogSpam_Pickup'.static.SetActive(true);
_.unreal.mutator.OnCheckReplacement(self).connect = CheckReplacement;
// For updating pickups as soon as possible
_.unreal.OnTick(self).connect = Tick;
// Find all `KFWeaponPickup`s laying around on the map,
// so that we can fix preexisting ones too.
// But add them to pending list in a freaky case this `HealperPickup`
@ -119,7 +120,33 @@ protected function Finalizer()
recordedPickups.length = 0;
pendingPickups.length = 0;
_.unreal.gameRules.OnOverridePickupQuery(self).Disconnect();
class'MutatorListener_FixLogSpam_Pickup'.static.SetActive(false);
_.unreal.mutator.OnCheckReplacement(self).Disconnect();
_.unreal.OnTick(self).Disconnect();
}
function bool PickupQuery(
Pawn toucher,
Pickup touchedPickup,
out byte allowPickup)
{
UpdatePickups();
return false;
}
private function bool CheckReplacement(Actor other, out byte isSuperRelevant)
{
local KFWeaponPickup otherPickup;
otherPickup = KFWeaponPickup(other);
if (otherPickup != none) {
HandlePickup(otherPickup);
}
return true;
}
private function Tick(float delta, float timeDilationCoefficient)
{
CleanRecordedPickups();
UpdatePickups();
}
public final static function HelperPickup GetInstance()
@ -214,21 +241,6 @@ private final function UpdatePickups()
pendingPickups.length = 0;
}
function bool PickupQuery(
Pawn toucher,
Pickup touchedPickup,
out byte allowPickup)
{
UpdatePickups();
return false;
}
public final function Tick()
{
CleanRecordedPickups();
UpdatePickups();
}
defaultproperties
{
}

40
sources/FixLogSpam/SpamPickup/MutatorListener_FixLogSpam_Pickup.uc

@ -1,40 +0,0 @@
/**
* Overloaded mutator events listener to catch and, possibly,
* prevent spawning `KFWeaponPickup` for fixing log spam related to them.
* Copyright 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 MutatorListener_FixLogSpam_Pickup extends MutatorListenerBase
abstract;
static function bool CheckReplacement(Actor other, out byte isSuperRelevant)
{
local HelperPickup helper;
local KFWeaponPickup otherPickup;
otherPickup = KFWeaponPickup(other);
if (otherPickup == none) return true;
helper = class'HelperPickup'.static.GetInstance();
if (helper == none) return true;
helper.HandlePickup(otherPickup);
return true;
}
defaultproperties
{
relatedEvents = class'MutatorEvents'
}

441
sources/FixPipes/FixPipes.uc

@ -1,11 +1,5 @@
/**
* This feature addresses several bugs related to pipe bombs:
* 1. Gaining extra explosive damage by shooting pipes with
* a high fire rate weapon;
* 2. Other players exploding one's pipes;
* 3. Corpses and story NPCs exploding nearby pipes;
* 4. Pipes being stuck in places where they cannot detect nearby
* enemies and, therefore, not exploding.
* Config object for `FixPipes_Feature`.
* Copyright 2021 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
@ -23,428 +17,55 @@
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class FixPipes extends Feature
class FixPipes extends FeatureConfig
perobjectconfig
config(AcediaFixes);
/**
* There are two main culprits for the issues we are interested in:
* `TakeDamage()` and `Timer()` methods. `TakeDamage()` lacks sufficient checks
* for instigator allows for ways to damage it, causing explosion. It also
* lacks any checks for whether pipe bom already exploded, allowing players to
* damage it several time before it's destroyed, causing explosion every time.
* `Timer()` method simply contains a porximity check for hostile pawns that
* wrongfully detects certain actor (like `KF_StoryNPC` or players' corpses)
* and cannot detect zeds around itself if pipe is placed in a way that
* prevents it from having a direct line of sight towards zeds.
* To fix our issues we have to somehow overload both of these methods,
* which is impossible while keeping Acedia server-side. So we will have to
* do some hacks.
*
* `TakeDamage()`. To override this method's behavior we will remove actor
* collision from pipe bombs, preventing it from being directly damaged, then
* add an `ExtendedZCollision` subclass around it to catch `TakeDamage()`
* events that would normally target pipe bombs themselves. There we can add
* additional checks to help us decide whether pipe bombs should actually
* be damaged.
*
* `Timer()`. It would be simple to take control of this method by, say,
* spamming `SetTimer(0.0, false)` every tick and then executing our own logic
* elsewhere. However we only care about changin `Timer()`'s logic when pipe
* bomb attempts to detect cnearby enemies and do not want to manage the rest
* of `Timer()`'s logic.
* Pipe bombs work like this: after being thrown they fall until they land,
* invoking `Landed()` and `HitWall()` calls that start up the timer. Then
* timer uses `ArmingCountDown` variable to count down the time for pipe to
* "arm", that is, start functioning. It's after that that pipe starts to try
* and detect nearby enemies until it decides to start exploding sequence,
* instantly exploded with damage or disintegrated by siren's scream.
* We want to catch the moment when `ArmingCountDown` reaches zero and
* only then disable the timer. Then case we'll only need to reimplement logic
* that takes care of enemy detection. We also do not need to constantly
* re-reset the timer, since any code that will restart it would mean that
* pipe bomb no longer needs to look for enemies.
* When we detect enough enemies nearby or a change in pipe bomb's state
* due to outside factors (being exploded or disintegrated) we simply need to
* start it's the timer (if it was not done for us already).
*/
// NOTE #1: setting either of `preventMassiveDamage` or
// `preventSuspiciousDamage` might change how and where pipes might fall on
// the ground (for example, pipe hats shoul not work anymore). In most cases,
// however, there should be no difference from vanilla gameplay.
// Setting this to `true` fixes a mechanic that allows pipes to deal extra
// damage when detonated with a high fire rate weapons: pipes will now always
// deal the same amount of damage.
var public const config bool preventMassiveDamage;
// It's possible for teammates to explode one's pipe under certain
// circumstances. Setting this setting to `true` will prevent that
// from happening.
var public const config bool preventSuspiciousDamage;
// Setting this to `true` will prevent pipe bombs from being detonated by
// the nearby corpses on other player.
var public const config bool preventCorpseDetonation;
// Setting this to `true` will prevents pipe bombs from being detonated by
// nearby KFO NPCs (Ringmaster Lockheart).
var public const config bool preventNPCDetonation;
// Certain spots prevent pipe bombs from having a line of sight to the
// nearby zeds, preventing them from ever exploding. This issue can be resolves
// by checking zed's proximity not to the pipe itself, but to a point directly
// above it (20 units above by default).
// If you wish to disable this part of the feature - set it to zero or
// negative value. Otherwise it is suggested to keep it at `20`.
var public const config float proximityCheckElevation;
var public config bool preventMassiveDamage;
var public config bool preventSuspiciousDamage;
var public config bool preventCorpseDetonation;
var public config bool preventNPCDetonation;
var public config float proximityCheckElevation;
// Since this feature needs to do proximity check instead of pipes, we will
// need to track all the pipes we will be doing checks for.
// This struct contains all reference to the pipe itself and everything
// else we need to track.
struct PipeRecord
protected function AssociativeArray ToData()
{
// Pipe that this record tracks.
// Reference to `PipeBombProjectile`.
var NativeActorRef pipe;
// Each pipe has a separate timer for their scheduled proximity checks,
// so we need a separate variable to track when that time comes for
// each and every pipe
var float timerCountDown;
// `true` if we have already intercepted (and replaced with our own)
// the proximity check for the pipe in this record
var bool proximityCheckIntercepted;
// Reference to the `ExtendedZCollision` we created to catch
// `TakeDamage()` event.
// Reference to `PipesSafetyCollision`.
var NativeActorRef safetyCollision;
};
var private array<PipeRecord> pipeRecords;
// Store the `bAlwaysRelevant` of the `class'PipeBombProjectile'` before this
// feature activated to restore it in case it gets disabled
// (we need to change `bAlwaysRelevant` in order to catch events of
// pipe bombs spawning).
var private bool pipesRelevancyFlag;
var private Timer cleanupTimer;
protected function OnEnabled()
{
local LevelInfo level;
local PipeBombProjectile nextPipe;
pipesRelevancyFlag = class'PipeBombProjectile'.default.bAlwaysRelevant;
class'PipeBombProjectile'.default.bGameRelevant = false;
// Set cleanup timer, there is little point to making
// clean up interval configurable.
cleanupTimer = _.time.StartTimer(5.0, true);
cleanupTimer.OnElapsed(self).connect = CleanPipeRecords;
// Fix pipes that are already lying about on the map
level = _.unreal.GetLevel();
foreach level.DynamicActors(class'KFMod.PipeBombProjectile', nextPipe) {
RegisterPipe(nextPipe);
}
local AssociativeArray data;
data = __().collections.EmptyAssociativeArray();
data.SetBool(P("preventMassiveDamage"), preventMassiveDamage, true);
data.SetBool(P("preventSuspiciousDamage"), preventSuspiciousDamage, true);
data.SetBool(P("preventCorpseDetonation"), preventCorpseDetonation, true);
data.SetBool(P("preventNPCDetonation"), preventNPCDetonation, true);
data.SetFloat(P("proximityCheckElevation"), proximityCheckElevation, true);
return data;
}
protected function OnDisabled()
protected function FromData(AssociativeArray source)
{
local int i;
class'PipeBombProjectile'.default.bGameRelevant = pipesRelevancyFlag;
cleanupTimer.FreeSelf();
for (i = 0; i < pipeRecords.length; i += 1) {
ReleasePipe(pipeRecords[i]);
}
pipeRecords.length = 0;
}
// Adds new pipe to our list and does necessary steps to replace logic of
// `TakeDamage()` and `Timer()` methods.
public final function RegisterPipe(PipeBombProjectile newPipe)
{
local int i;
local PipeRecord newRecord;
if (newPipe == none) {
if (source == none) {
return;
}
// Check whether we have already added this pipe
for (i = 0; i < pipeRecords.length; i += 1)
{
if (pipeRecords[i].pipe.Get() == newPipe) {
return;
}
}
newRecord.pipe = _.unreal.ActorRef(newPipe);
// Setup `PipesSafetyCollision` for catching `TakeDamage()` events
// (only if we need to according to settings)
if (NeedSafetyCollision())
{
newRecord.safetyCollision = _.unreal.ActorRef(
class'PipesSafetyCollision'.static.ProtectPipes(newPipe));
}
pipeRecords[pipeRecords.length] = newRecord;
// Intercept proximity checks (only if we need to according to settings)
if (NeedManagedProximityChecks())
{
// We do this after we have added new pipe record to the complete list
// so that we can redo the check early for
// the previously recorded pipes
InterceptProximityChecks();
}
}
// Rolls back our changes to the pipe in the given `PipeRecord`.
public final function ReleasePipe(PipeRecord pipeRecord)
{
local PipeBombProjectile pipe;
local PipesSafetyCollision safetyCollision;
if (pipeRecord.safetyCollision != none)
{
safetyCollision =
PipesSafetyCollision(pipeRecord.safetyCollision.Get());
pipeRecord.safetyCollision.FreeSelf();
pipeRecord.safetyCollision = none;
}
if (safetyCollision != none) {
safetyCollision.TurnOff();
}
pipe = PipeBombProjectile(pipeRecord.pipe.Get());
pipeRecord.pipe.FreeSelf();
pipeRecord.pipe = none;
if (pipeRecord.proximityCheckIntercepted && pipe != none)
{
pipeRecord.proximityCheckIntercepted = false;
if (IsPipeDoingProximityChecks(pipe)) {
pipe.SetTimer(pipeRecord.timerCountDown, true);
}
}
}
// Checks whether we actually need to use replace logic of `TakeDamage()`
// method according to settings.
private final function bool NeedSafetyCollision()
{
if (preventMassiveDamage) return true;
if (preventSuspiciousDamage) return true;
return false;
}
// Checks whether we actually need to use replace logic of `Timer()`
// method according to settings.
private final function bool NeedManagedProximityChecks()
{
if (preventCorpseDetonation) return true;
if (preventNPCDetonation) return true;
if (proximityCheckElevation > 0.0) return true;
return false;
}
// Removes dead records with pipe instances turned into `none`
private final function CleanPipeRecords(Timer source)
{
local int i;
while (i < pipeRecords.length)
{
if (pipeRecords[i].pipe.Get() == none)
{
_.memory.Free(pipeRecords[i].pipe);
_.memory.Free(pipeRecords[i].safetyCollision);
pipeRecords.Remove(i, 1);
}
else {
i += 1;
}
}
preventMassiveDamage = source.GetBool(P("preventMassiveDamage"));
preventSuspiciousDamage = source.GetBool(P("preventSuspiciousDamage"));
preventCorpseDetonation = source.GetBool(P("preventCorpseDetonation"));
preventNPCDetonation = source.GetBool(P("preventNPCDetonation"));
proximityCheckElevation = source.GetFloat(P("proximityCheckElevation"), 20);
}
// Tries to replace logic of `SetTimer()` with our own for every pipe we
// keep track of that:
// 1. Started doing proximity checks;
// 2. Have not yet had it's logic replaced.
private final function InterceptProximityChecks()
protected function DefaultIt()
{
local int i;
local PipeBombProjectile nextPipe;
for (i = 0; i < pipeRecords.length; i += 1)
{
if (pipeRecords[i].proximityCheckIntercepted) continue;
nextPipe = PipeBombProjectile(pipeRecords[i].pipe.Get());
if (nextPipe == none) continue;
if (IsPipeDoingProximityChecks(nextPipe))
{
// Turn off pipe's own timer
nextPipe.SetTimer(0, false);
// We set `1.0` because that is the vanilla value;
// Line 123 of "PipeBombProjectile.uc": `SetTimer(1.0,True);`
pipeRecords[i].timerCountDown = 1.0;
pipeRecords[i].proximityCheckIntercepted = true;
}
}
}
// Assumes `pipe != none`
private final function bool IsPipeDoingProximityChecks(PipeBombProjectile pipe)
{
// These checks need to pass so that `Timer()` call from
// "PipeBombProjectile.uc" enters the proximity check code
// (starting at line 131)
if (pipe.bHidden) return false;
if (pipe.bTriggered) return false;
if (pipe.bEnemyDetected) return false;
return (pipe.armingCountDown < 0);
}
// Checks what pipes have their timers run out and doing proximity checks
// for them
private final function PerformProximityChecks(float delta)
{
local int i;
local Vector checkLocation;
local PipeBombProjectile nextPipe;
for (i = 0; i < pipeRecords.length; i += 1)
{
pipeRecords[i].timerCountDown -= delta;
if (pipeRecords[i].timerCountDown > 0) continue;
nextPipe = PipeBombProjectile(pipeRecords[i].pipe.Get());
if (nextPipe == none) continue;
// `timerCountDown` does not makes sense for pipes that
// are not doing proxiity checks
if (!IsPipeDoingProximityChecks(nextPipe)) continue;
checkLocation = nextPipe.location;
if (proximityCheckElevation > 0) {
checkLocation.z += proximityCheckElevation;
}
// This method repeats vanilla logic with some additional checks
// and sets new timers by itself
DoPipeProximityCheck(pipeRecords[i], checkLocation);
}
}
// Original code is somewhat messy and was reworked in this more manageble
// form as core logic is simple - for every nearby `Pawn` we increase the
// percieved level for the pipe and when it reaches certain threshold
// (`threatThreshhold = 1.0`) pipe explodes.
// In native logic there are three cases for increasing threat level:
// 1. Zeds increase it by a certain predefined
// (in `KFMonster` class amount);
// 2. Instigator (and his team, in case friendly fire is enabled and
// they can be hurt by pipes) raise threat level by a negligible
// amount (`0.001`) that will not lead to pipes exploding, but
// will cause them to beep faster, warning about the danger;
// 3. Some wacky code to check whether the `Pawn` is on the same team.
// In a regualar killing floor game only something that is neither
// player or zed can fit that. This is what causes corpses and
// KFO NPCs to explode pipes.
// Threat level is not directly set in vanilla code for
// this case, instead performing two operations
// `bEnemyDetected=true;` and `SetTimer(0.15,True);`.
// However, given the code that follows these calls, executing them
// is equivalent to adding `threatThreshhold` to the current
// threat level. Which is what we do here instead.
private final function DoPipeProximityCheck(
out PipeRecord pipeRecord,
Vector checkLocation)
{
local Pawn checkPawn;
local float threatLevel;
local PipeBombProjectile pipe;
pipe = PipeBombProjectile(pipeRecord.pipe.Get());
if (pipe == none) {
return;
}
pipe.bAlwaysRelevant = false;
pipe.PlaySound(pipe.beepSound,, 0.5,, 50.0);
// Out rewritten logic, which should do exactly the same:
foreach pipe.VisibleCollidingActors( class'Pawn', checkPawn,
pipe.detectionRadius, checkLocation)
{
threatLevel += GetThreatLevel(pipe, checkPawn);
// Explosion! No need to bother with the rest of the `Pawn`s.
if (threatLevel >= pipe.threatThreshhold) {
break;
}
}
// Resume vanilla code from "PipeBombProjectile.uc", lines from 169 to 181:
if(threatLevel >= pipe.threatThreshhold)
{
pipe.bEnemyDetected = true;
pipe.SetTimer(0.15, true);
}
else if(threatLevel > 0) {
pipeRecord.timerCountDown = 0.5;
}
else {
pipeRecord.timerCountDown = 1.0;
}
}
// Threat level calculations are moves to a separate method to make algorithm
// less cumbersome
private final function float GetThreatLevel(
PipeBombProjectile pipe,
Pawn checkPawn)
{
local bool onSameTeam;
local bool friendlyFireEnabled;
local KFGameType kfGame;
local PlayerReplicationInfo playerRI;
local KFMonster zed;
if (pipe == none) return 0.0;
if (checkPawn == none) return 0.0;
playerRI = checkPawn.playerReplicationInfo;
if (pipe.level != none) {
kfGame = KFGameType(pipe.level.game);
}
if (kfGame != none) {
friendlyFireEnabled = kfGame.friendlyFireScale > 0;
}
// Warn teammates about pipes
onSameTeam = playerRI != none && playerRI.team.teamIndex == pipe.placedTeam;
if (checkPawn == pipe.instigator || (friendlyFireEnabled && onSameTeam)) {
return 0.001;
}
// Count zed's threat score
zed = KFMonster(checkPawn);
if (zed != none) {
return zed.motionDetectorThreat;
}
// Managed checks
if (preventCorpseDetonation && checkPawn.health <= 0) {
return 0.0;
}
if (preventNPCDetonation && KF_StoryNPC(CheckPawn) != none) {
return 0.0;
}
// Something weird demands a special full-alert treatment.
// Some checks are removed:
// 1. Removed `checkPawn.Role == ROLE_Authority` check, since we are
// working on server exclusively;
// 2. Removed `checkPawn != instigator` since, if
// `checkPawn == pipe.instigator`, previous `if` block will
// prevent us from reaching this point
if( playerRI != none && playerRI.team.teamIndex != pipe.placedTeam
|| checkPawn.GetTeamNum() != pipe.placedTeam)
{
// Full threat score
return pipe.threatThreshhold;
}
return 0.0;
}
event Tick(float delta)
{
if (NeedManagedProximityChecks())
{
InterceptProximityChecks();
PerformProximityChecks(delta);
}
preventMassiveDamage = true;
preventSuspiciousDamage = true;
preventCorpseDetonation = true;
preventNPCDetonation = true;
proximityCheckElevation = 20.0;
}
defaultproperties
{
configName = "AcediaFixes"
preventMassiveDamage = true
preventSuspiciousDamage = true
preventCorpseDetonation = true
preventNPCDetonation = true
proximityCheckElevation = 20.0
// Listeners
requiredListeners(0) = class'MutatorListener_FixPipes'
}

480
sources/FixPipes/FixPipes_Feature.uc

@ -0,0 +1,480 @@
/**
* This feature addresses several bugs related to pipe bombs:
* 1. Gaining extra explosive damage by shooting pipes with
* a high fire rate weapon;
* 2. Other players exploding one's pipes;
* 3. Corpses and story NPCs exploding nearby pipes;
* 4. Pipes being stuck in places where they cannot detect nearby
* enemies and, therefore, not exploding.
* Copyright 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 FixPipes_Feature extends Feature;
/**
* There are two main culprits for the issues we are interested in:
* `TakeDamage()` and `Timer()` methods. `TakeDamage()` lacks sufficient checks
* for instigator allows for ways to damage it, causing explosion. It also
* lacks any checks for whether pipe bom already exploded, allowing players to
* damage it several time before it's destroyed, causing explosion every time.
* `Timer()` method simply contains a porximity check for hostile pawns that
* wrongfully detects certain actor (like `KF_StoryNPC` or players' corpses)
* and cannot detect zeds around itself if pipe is placed in a way that
* prevents it from having a direct line of sight towards zeds.
* To fix our issues we have to somehow overload both of these methods,
* which is impossible while keeping Acedia server-side. So we will have to
* do some hacks.
*
* `TakeDamage()`. To override this method's behavior we will remove actor
* collision from pipe bombs, preventing it from being directly damaged, then
* add an `ExtendedZCollision` subclass around it to catch `TakeDamage()`
* events that would normally target pipe bombs themselves. There we can add
* additional checks to help us decide whether pipe bombs should actually
* be damaged.
*
* `Timer()`. It would be simple to take control of this method by, say,
* spamming `SetTimer(0.0, false)` every tick and then executing our own logic
* elsewhere. However we only care about changin `Timer()`'s logic when pipe
* bomb attempts to detect cnearby enemies and do not want to manage the rest
* of `Timer()`'s logic.
* Pipe bombs work like this: after being thrown they fall until they land,
* invoking `Landed()` and `HitWall()` calls that start up the timer. Then
* timer uses `ArmingCountDown` variable to count down the time for pipe to
* "arm", that is, start functioning. It's after that that pipe starts to try
* and detect nearby enemies until it decides to start exploding sequence,
* instantly exploded with damage or disintegrated by siren's scream.
* We want to catch the moment when `ArmingCountDown` reaches zero and
* only then disable the timer. Then case we'll only need to reimplement logic
* that takes care of enemy detection. We also do not need to constantly
* re-reset the timer, since any code that will restart it would mean that
* pipe bomb no longer needs to look for enemies.
* When we detect enough enemies nearby or a change in pipe bomb's state
* due to outside factors (being exploded or disintegrated) we simply need to
* start it's the timer (if it was not done for us already).
*/
// NOTE #1: setting either of `preventMassiveDamage` or
// `preventSuspiciousDamage` might change how and where pipes might fall on
// the ground (for example, pipe hats shoul not work anymore). In most cases,
// however, there should be no difference from vanilla gameplay.
// Setting this to `true` fixes a mechanic that allows pipes to deal extra
// damage when detonated with a high fire rate weapons: pipes will now always
// deal the same amount of damage.
var public /*config*/ bool preventMassiveDamage;
// It's possible for teammates to explode one's pipe under certain
// circumstances. Setting this setting to `true` will prevent that
// from happening.
var public /*config*/ bool preventSuspiciousDamage;
// Setting this to `true` will prevent pipe bombs from being detonated by
// the nearby corpses on other player.
var public /*config*/ bool preventCorpseDetonation;
// Setting this to `true` will prevents pipe bombs from being detonated by
// nearby KFO NPCs (Ringmaster Lockheart).
var public /*config*/ bool preventNPCDetonation;
// Certain spots prevent pipe bombs from having a line of sight to the
// nearby zeds, preventing them from ever exploding. This issue can be resolves
// by checking zed's proximity not to the pipe itself, but to a point directly
// above it (20 units above by default).
// If you wish to disable this part of the feature - set it to zero or
// negative value. Otherwise it is suggested to keep it at `20`.
var public /*config*/ float proximityCheckElevation;
// Since this feature needs to do proximity check instead of pipes, we will
// need to track all the pipes we will be doing checks for.
// This struct contains all reference to the pipe itself and everything
// else we need to track.
struct PipeRecord
{
// Pipe that this record tracks.
// Reference to `PipeBombProjectile`.
var NativeActorRef pipe;
// Each pipe has a separate timer for their scheduled proximity checks,
// so we need a separate variable to track when that time comes for
// each and every pipe
var float timerCountDown;
// `true` if we have already intercepted (and replaced with our own)
// the proximity check for the pipe in this record
var bool proximityCheckIntercepted;
// Reference to the `ExtendedZCollision` we created to catch
// `TakeDamage()` event.
// Reference to `PipesSafetyCollision`.
var NativeActorRef safetyCollision;
};
var private array<PipeRecord> pipeRecords;
// Store the `bAlwaysRelevant` of the `class'PipeBombProjectile'` before this
// feature activated to restore it in case it gets disabled
// (we need to change `bAlwaysRelevant` in order to catch events of
// pipe bombs spawning).
var private bool pipesRelevancyFlag;
var private Timer cleanupTimer;
protected function OnEnabled()
{
local LevelInfo level;
local PipeBombProjectile nextPipe;
pipesRelevancyFlag = class'PipeBombProjectile'.default.bAlwaysRelevant;
class'PipeBombProjectile'.default.bGameRelevant = false;
_.unreal.mutator.OnCheckReplacement(self).connect = CheckReplacement;
// Set cleanup timer, there is little point to making
// clean up interval configurable.
cleanupTimer = _.time.StartTimer(5.0, true);
cleanupTimer.OnElapsed(self).connect = CleanPipeRecords;
// Fix pipes that are already lying about on the map
level = _.unreal.GetLevel();
foreach level.DynamicActors(class'KFMod.PipeBombProjectile', nextPipe) {
RegisterPipe(nextPipe);
}
}
protected function OnDisabled()
{
local int i;
class'PipeBombProjectile'.default.bGameRelevant = pipesRelevancyFlag;
_.unreal.mutator.OnCheckReplacement(self).Disconnect();
cleanupTimer.FreeSelf();
for (i = 0; i < pipeRecords.length; i += 1) {
ReleasePipe(pipeRecords[i]);
}
pipeRecords.length = 0;
}
protected function SwapConfig(FeatureConfig config)
{
local int i;
local FixPipes newConfig;
newConfig = FixPipes(config);
if (newConfig == none) {
return;
}
preventMassiveDamage = newConfig.preventMassiveDamage;
preventSuspiciousDamage = newConfig.preventSuspiciousDamage;
preventCorpseDetonation = newConfig.preventCorpseDetonation;
preventNPCDetonation = newConfig.preventNPCDetonation;
proximityCheckElevation = newConfig.proximityCheckElevation;
for (i = 0; i < pipeRecords.length; i += 1)
{
ReleasePipe(pipeRecords[i]);
RegisterPipe(PipeBombProjectile(pipeRecords[i].safetyCollision.Get()));
}
}
private function bool CheckReplacement(Actor other, out byte isSuperRelevant)
{
local PipeBombProjectile pipeProjectile;
pipeProjectile = PipeBombProjectile(other);
if (pipeProjectile != none) {
RegisterPipe(PipeBombProjectile(other));
}
return true;
}
// Adds new pipe to our list and does necessary steps to replace logic of
// `TakeDamage()` and `Timer()` methods.
public final function RegisterPipe(PipeBombProjectile newPipe)
{
local int i;
local PipeRecord newRecord;
if (newPipe == none) {
return;
}
// Check whether we have already added this pipe
for (i = 0; i < pipeRecords.length; i += 1)
{
if (pipeRecords[i].pipe.Get() == newPipe) {
return;
}
}
newRecord.pipe = _.unreal.ActorRef(newPipe);
// Setup `PipesSafetyCollision` for catching `TakeDamage()` events
// (only if we need to according to settings)
if (NeedSafetyCollision())
{
newRecord.safetyCollision = _.unreal.ActorRef(
class'PipesSafetyCollision'.static.ProtectPipes(newPipe));
}
pipeRecords[pipeRecords.length] = newRecord;
// Intercept proximity checks (only if we need to according to settings)
if (NeedManagedProximityChecks())
{
// We do this after we have added new pipe record to the complete list
// so that we can redo the check early for
// the previously recorded pipes
InterceptProximityChecks();
}
}
// Rolls back our changes to the pipe in the given `PipeRecord`.
public final function ReleasePipe(PipeRecord pipeRecord)
{
local PipeBombProjectile pipe;
local PipesSafetyCollision safetyCollision;
if (pipeRecord.safetyCollision != none)
{
safetyCollision =
PipesSafetyCollision(pipeRecord.safetyCollision.Get());
pipeRecord.safetyCollision.FreeSelf();
pipeRecord.safetyCollision = none;
}
if (safetyCollision != none) {
safetyCollision.TurnOff();
}
pipe = PipeBombProjectile(pipeRecord.pipe.Get());
pipeRecord.pipe.FreeSelf();
pipeRecord.pipe = none;
if (pipeRecord.proximityCheckIntercepted && pipe != none)
{
pipeRecord.proximityCheckIntercepted = false;
if (IsPipeDoingProximityChecks(pipe)) {
pipe.SetTimer(pipeRecord.timerCountDown, true);
}
}
}
// Checks whether we actually need to use replace logic of `TakeDamage()`
// method according to settings.
private final function bool NeedSafetyCollision()
{
if (preventMassiveDamage) return true;
if (preventSuspiciousDamage) return true;
return false;
}
// Checks whether we actually need to use replace logic of `Timer()`
// method according to settings.
private final function bool NeedManagedProximityChecks()
{
if (preventCorpseDetonation) return true;
if (preventNPCDetonation) return true;
if (proximityCheckElevation > 0.0) return true;
return false;
}
// Removes dead records with pipe instances turned into `none`
private final function CleanPipeRecords(Timer source)
{
local int i;
while (i < pipeRecords.length)
{
if (pipeRecords[i].pipe.Get() == none)
{
_.memory.Free(pipeRecords[i].pipe);
_.memory.Free(pipeRecords[i].safetyCollision);
pipeRecords.Remove(i, 1);
}
else {
i += 1;
}
}
}
// Tries to replace logic of `SetTimer()` with our own for every pipe we
// keep track of that:
// 1. Started doing proximity checks;
// 2. Have not yet had it's logic replaced.
private final function InterceptProximityChecks()
{
local int i;
local PipeBombProjectile nextPipe;
for (i = 0; i < pipeRecords.length; i += 1)
{
if (pipeRecords[i].proximityCheckIntercepted) continue;
nextPipe = PipeBombProjectile(pipeRecords[i].pipe.Get());
if (nextPipe == none) continue;
if (IsPipeDoingProximityChecks(nextPipe))
{
// Turn off pipe's own timer
nextPipe.SetTimer(0, false);
// We set `1.0` because that is the vanilla value;
// Line 123 of "PipeBombProjectile.uc": `SetTimer(1.0,True);`
pipeRecords[i].timerCountDown = 1.0;
pipeRecords[i].proximityCheckIntercepted = true;
}
}
}
// Assumes `pipe != none`
private final function bool IsPipeDoingProximityChecks(PipeBombProjectile pipe)
{
// These checks need to pass so that `Timer()` call from
// "PipeBombProjectile.uc" enters the proximity check code
// (starting at line 131)
if (pipe.bHidden) return false;
if (pipe.bTriggered) return false;
if (pipe.bEnemyDetected) return false;
return (pipe.armingCountDown < 0);
}
// Checks what pipes have their timers run out and doing proximity checks
// for them
private final function PerformProximityChecks(float delta)
{
local int i;
local Vector checkLocation;
local PipeBombProjectile nextPipe;
for (i = 0; i < pipeRecords.length; i += 1)
{
pipeRecords[i].timerCountDown -= delta;
if (pipeRecords[i].timerCountDown > 0) continue;
nextPipe = PipeBombProjectile(pipeRecords[i].pipe.Get());
if (nextPipe == none) continue;
// `timerCountDown` does not makes sense for pipes that
// are not doing proxiity checks
if (!IsPipeDoingProximityChecks(nextPipe)) continue;
checkLocation = nextPipe.location;
if (proximityCheckElevation > 0) {
checkLocation.z += proximityCheckElevation;
}
// This method repeats vanilla logic with some additional checks
// and sets new timers by itself
DoPipeProximityCheck(pipeRecords[i], checkLocation);
}
}
// Original code is somewhat messy and was reworked in this more manageble
// form as core logic is simple - for every nearby `Pawn` we increase the
// percieved level for the pipe and when it reaches certain threshold
// (`threatThreshhold = 1.0`) pipe explodes.
// In native logic there are three cases for increasing threat level:
// 1. Zeds increase it by a certain predefined
// (in `KFMonster` class amount);
// 2. Instigator (and his team, in case friendly fire is enabled and
// they can be hurt by pipes) raise threat level by a negligible
// amount (`0.001`) that will not lead to pipes exploding, but
// will cause them to beep faster, warning about the danger;
// 3. Some wacky code to check whether the `Pawn` is on the same team.
// In a regualar killing floor game only something that is neither
// player or zed can fit that. This is what causes corpses and
// KFO NPCs to explode pipes.
// Threat level is not directly set in vanilla code for
// this case, instead performing two operations
// `bEnemyDetected=true;` and `SetTimer(0.15,True);`.
// However, given the code that follows these calls, executing them
// is equivalent to adding `threatThreshhold` to the current
// threat level. Which is what we do here instead.
private final function DoPipeProximityCheck(
out PipeRecord pipeRecord,
Vector checkLocation)
{
local Pawn checkPawn;
local float threatLevel;
local PipeBombProjectile pipe;
pipe = PipeBombProjectile(pipeRecord.pipe.Get());
if (pipe == none) {
return;
}
pipe.bAlwaysRelevant = false;
pipe.PlaySound(pipe.beepSound,, 0.5,, 50.0);
// Out rewritten logic, which should do exactly the same:
foreach pipe.VisibleCollidingActors( class'Pawn', checkPawn,
pipe.detectionRadius, checkLocation)
{
threatLevel += GetThreatLevel(pipe, checkPawn);
// Explosion! No need to bother with the rest of the `Pawn`s.
if (threatLevel >= pipe.threatThreshhold) {
break;
}
}
// Resume vanilla code from "PipeBombProjectile.uc", lines from 169 to 181:
if(threatLevel >= pipe.threatThreshhold)
{
pipe.bEnemyDetected = true;
pipe.SetTimer(0.15, true);
}
else if(threatLevel > 0) {
pipeRecord.timerCountDown = 0.5;
}
else {
pipeRecord.timerCountDown = 1.0;
}
}
// Threat level calculations are moves to a separate method to make algorithm
// less cumbersome
private final function float GetThreatLevel(
PipeBombProjectile pipe,
Pawn checkPawn)
{
local bool onSameTeam;
local bool friendlyFireEnabled;
local KFGameType kfGame;
local PlayerReplicationInfo playerRI;
local KFMonster zed;
if (pipe == none) return 0.0;
if (checkPawn == none) return 0.0;
playerRI = checkPawn.playerReplicationInfo;
if (pipe.level != none) {
kfGame = KFGameType(pipe.level.game);
}
if (kfGame != none) {
friendlyFireEnabled = kfGame.friendlyFireScale > 0;
}
// Warn teammates about pipes
onSameTeam = playerRI != none && playerRI.team.teamIndex == pipe.placedTeam;
if (checkPawn == pipe.instigator || (friendlyFireEnabled && onSameTeam)) {
return 0.001;
}
// Count zed's threat score
zed = KFMonster(checkPawn);
if (zed != none) {
return zed.motionDetectorThreat;
}
// Managed checks
if (preventCorpseDetonation && checkPawn.health <= 0) {
return 0.0;
}
if (preventNPCDetonation && KF_StoryNPC(CheckPawn) != none) {
return 0.0;
}
// Something weird demands a special full-alert treatment.
// Some checks are removed:
// 1. Removed `checkPawn.Role == ROLE_Authority` check, since we are
// working on server exclusively;
// 2. Removed `checkPawn != instigator` since, if
// `checkPawn == pipe.instigator`, previous `if` block will
// prevent us from reaching this point
if( playerRI != none && playerRI.team.teamIndex != pipe.placedTeam
|| checkPawn.GetTeamNum() != pipe.placedTeam)
{
// Full threat score
return pipe.threatThreshhold;
}
return 0.0;
}
event Tick(float delta)
{
if (NeedManagedProximityChecks())
{
InterceptProximityChecks();
PerformProximityChecks(delta);
}
}
defaultproperties
{
configClass = class'FixPipes'
preventMassiveDamage = true
preventSuspiciousDamage = true
preventCorpseDetonation = true
preventNPCDetonation = true
proximityCheckElevation = 20.0
}

39
sources/FixPipes/MutatorListener_FixPipes.uc

@ -1,39 +0,0 @@
/**
* Overloaded mutator events listener to register spawned pipe bombs.
* Copyright 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 MutatorListener_FixPipes extends MutatorListenerBase
abstract;
static function bool CheckReplacement(Actor other, out byte isSuperRelevant)
{
local FixPipes pipesFix;
local PipeBombProjectile pipeProjectile;
pipeProjectile = PipeBombProjectile(other);
if (pipeProjectile == none) return true;
pipesFix = FixPipes(class'FixPipes'.static.GetInstance());
if (pipesFix == none) return true;
pipesFix.RegisterPipe(pipeProjectile);
return true;
}
defaultproperties
{
relatedEvents = class'MutatorEvents'
}

9
sources/FixPipes/PipesSafetyCollision.uc

@ -47,8 +47,9 @@ public final static function PipesSafetyCollision ProtectPipes(
private function bool IsSuspicious(Pawn instigator)
{
// Instigator vanished
if (instigator == none) return true;
if (instigator == none) {
return true;
}
// Instigator already became spectator
if (KFPawn(instigator) != none)
{
@ -80,11 +81,11 @@ function TakeDamage(
class<DamageType> damageType,
optional int hitIndex)
{
local FixPipes pipesFix;
local FixPipes_Feature pipesFix;
local PipeBombProjectile target;
target = PipeBombProjectile(owner);
if (target == none) return;
pipesFix = FixPipes(class'FixPipes'.static.GetInstance());
pipesFix = FixPipes_Feature(class'FixPipes_Feature'.static.GetInstance());
if (pipesFix == none) return;
if (pipesFix.preventMassiveDamage && target.bTriggered) return;
if (pipesFix.preventSuspiciousDamage && IsSuspicious(instigator)) return;

141
sources/FixProjectileFF/FixProjectileFF.uc

@ -1,12 +1,5 @@
/**
* This feature addresses the bug that allows teammates to explode some of
* the player's projectiles by damaging them even when friendly fire is
* turned off, therefore killing the player (whether by accident or not).
*
* Problem is solved by "disarming" projectiles vulnerable to this
* friendly fire and replacing them with our own class of projectile that is
* spawned only on a server and does additional safety checks to ensure it will
* only explode when it is expected from it.
* Config object for `FixProjectileFF_Feature`.
* Copyright 2021 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
@ -24,138 +17,34 @@
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class FixProjectileFF extends Feature
class FixProjectileFF extends FeatureConfig
perobjectconfig
config(AcediaFixes);
/**
* All projectiles vulnerable to this bug (we consider only those that can
* explode and harm the player) are derived from `ROBallisticProjectile`. When
* one of them is spawned we will:
* 1. Set it's damage parameters to zero, to ensure that it won't damage
* anyone or anything if other measures fail;
* 2. Disable it's collision, preventing it from being accessed via
* `VisibleCollidingActors()` method that is usually used to damage
* these projectiles.
* Then we spawn our own version of the projectile with fixed
* `TakeDamage()` that does additional check that either it's projectile's
* owner that damages it or friendly fire is enabled.
* To do this replacement we will need to catch the moment when vanilla
* projectile spawns. Unfortunately, this cannot be done by default, since all
* projectiles have `bGameRelevant` flag set to `true`, which prevents
* `CheckReplacement()` from being called for them. So, when feature is
* enabled, it forces all the projectiles we are interested in to have
* `bGameRelevant = false`.
*
* Issue arises from the fact that these two projectiles can desynchronize:
* old projectile, that client sees, might not be in the same location as the
* new one (especially since we are disabling collisions for the old one), that
* deals damage. There are two cases to consider, depending on
* the `bNetTemporary` of the old projectile:
* 1. `bNetTemporary == true`: projectile version on client side is
* independent from the server-side's one. In this case there is
* nothing we can do. In fact, vanilla game suffers from this very bug
* that makes, say, M79 projectile fly past the zed it exploded
* (usually after killing it). To deal with this we would need
* the ability to affect client's code, which cannot be done in
* the server mode.
* 2. `bNetTemporary == true`: projectile version on client side is
* actually synchronized with the server-side's one. In this case we
* will simply make new projectile to constantly force the old one to
* be in the same place at the same rotation. We will also propagate
* various state-changing events such as exploding, disintegrating from
* siren's scream or sticking to the wall/zed. That is, we will make
* the old projectile (that client can see) "the face" of the new one
* (that client cannot see). Only "The Orca Bomb Propeller" and
* "SealSqueal Harpoon Bomber" fall into this group.
*/
// By default (`ignoreFriendlyFire == false`), when friendly fire is enabled
// (at any level), this fix allows other players to explode one's projectiles.
// By setting this to `true` you will force this fix to prevent it no matter
// what, even when server has full friendly fire enabled.
var private config bool ignoreFriendlyFire;
// Stores what pairs of projectile classes that describe what (vulnerable)
// class must be replaced with what (protected class). It also remembers the
// previous state of `bGameRelevant` for replaceable class to restore it in
// case this feature is disabled.
struct ReplacementRule
{
// `bGameRelevant` before this feature set it to `false`
var bool relevancyFlag;
var class<ROBallisticProjectile> vulnerableClass;
var class<ROBallisticProjectile> protectedClass;
};
var private const array<ReplacementRule> rules;
var public config bool ignoreFriendlyFire;
protected function OnEnabled()
protected function AssociativeArray ToData()
{
local int i;
for (i = 0; i < rules.length; i += 1)
{
if (rules[i].vulnerableClass == none) continue;
if (rules[i].protectedClass == none) continue;
rules[i].relevancyFlag = rules[i].vulnerableClass.default.bGameRelevant;
rules[i].vulnerableClass.default.bGameRelevant = false;
}
local AssociativeArray data;
data = __().collections.EmptyAssociativeArray();
data.SetBool(P("ignoreFriendlyFire"), ignoreFriendlyFire, true);
return data;
}
protected function OnDisabled()
protected function FromData(AssociativeArray source)
{
local int i;
for (i = 0; i < rules.length; i += 1)
{
if (rules[i].vulnerableClass == none) continue;
if (rules[i].protectedClass == none) continue;
rules[i].vulnerableClass.default.bGameRelevant = rules[i].relevancyFlag;
if (source != none) {
ignoreFriendlyFire = source.GetBool(P("ignoreFriendlyFire"));
}
}
// Returns "fixed" class that no longer explodes from random damage
public final static function class<ROBallisticProjectile> FindFixedClass(
class<ROBallisticProjectile> projectileClass)
protected function DefaultIt()
{
local int i;
local array<ReplacementRule> rulesCopy;
if (projectileClass == none) return none;
rulesCopy = default.rules;
for (i = 0; i < rulesCopy.length; i += 1)
{
if (rulesCopy[i].vulnerableClass == projectileClass) {
return rulesCopy[i].protectedClass;
}
}
return projectileClass;
}
// Check if, according to this fix, projectiles should explode from
// friendly fire
// If `FixProjectileFF` in disabled always returns `false`.
public final static function bool IsFriendlyFireAcceptable()
{
local FixProjectileFF projectileFFFix;
projectileFFFix = FixProjectileFF(GetInstance());
if (projectileFFFix == none) return false;
if (projectileFFFix.ignoreFriendlyFire) return false;
return __().unreal.GetKFGameType().friendlyFireScale > 0;
ignoreFriendlyFire = false;
}
defaultproperties
{
configName = "AcediaFixes"
ignoreFriendlyFire = false
rules(0) = (vulnerableClass=class'KFMod.M79GrenadeProjectile',protectedClass=class'FixProjectileFFClass_M79GrenadeProjectile')
rules(1) = (vulnerableClass=class'KFMod.M32GrenadeProjectile',protectedClass=class'FixProjectileFFClass_M32GrenadeProjectile')
rules(2) = (vulnerableClass=class'KFMod.LAWProj',protectedClass=class'FixProjectileFFClass_LAWProj')
rules(3) = (vulnerableClass=class'KFMod.M203GrenadeProjectile',protectedClass=class'FixProjectileFFClass_M203GrenadeProjectile')
rules(4) = (vulnerableClass=class'KFMod.ZEDGunProjectile',protectedClass=class'FixProjectileFFClass_ZEDGunProjectile')
rules(5) = (vulnerableClass=class'KFMod.ZEDMKIIPrimaryProjectile',protectedClass=class'FixProjectileFFClass_ZEDMKIIPrimaryProjectile')
rules(6) = (vulnerableClass=class'KFMod.ZEDMKIISecondaryProjectile',protectedClass=class'FixProjectileFFClass_ZEDMKIISecondaryProjectile')
rules(7) = (vulnerableClass=class'KFMod.FlareRevolverProjectile',protectedClass=class'FixProjectileFFClass_FlareRevolverProjectile')
rules(8) = (vulnerableClass=class'KFMod.HuskGunProjectile',protectedClass=class'FixProjectileFFClass_HuskGunProjectile')
rules(9) = (vulnerableClass=class'KFMod.SPGrenadeProjectile',protectedClass=class'FixProjectileFFClass_SPGrenadeProjectile')
rules(10) = (vulnerableClass=class'KFMod.SealSquealProjectile',protectedClass=class'FixProjectileFFClass_SealSquealProjectile')
// Listeners
requiredListeners(0) = class'MutatorListener_FixProjectileFF'
}

312
sources/FixProjectileFF/FixProjectileFF_Feature.uc

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

2
sources/FixProjectileFF/FixedClasses/FixProjectileFFClass_FlareRevolverProjectile.uc

@ -38,7 +38,7 @@ function TakeDamage(
}
canTakeThisDamage =
(instigatedBy == instigator)
|| class'FixProjectileFF'.static.IsFriendlyFireAcceptable();
|| class'FixProjectileFF_Feature'.static.IsFriendlyFireAcceptable();
if (canTakeThisDamage && !bDud) {
Explode(hitLocation, Vect(0, 0, 0));
}

2
sources/FixProjectileFF/FixedClasses/FixProjectileFFClass_HuskGunProjectile.uc

@ -37,7 +37,7 @@ function TakeDamage(
}
canTakeThisDamage =
(instigatedBy == instigator)
|| class'FixProjectileFF'.static.IsFriendlyFireAcceptable();
|| class'FixProjectileFF_Feature'.static.IsFriendlyFireAcceptable();
if (canTakeThisDamage && !bDud) {
Explode(hitLocation, Vect(0, 0, 0));
}

2
sources/FixProjectileFF/FixedClasses/FixProjectileFFClass_LAWProj.uc

@ -37,7 +37,7 @@ function TakeDamage(
}
canTakeThisDamage =
(instigatedBy == instigator)
|| class'FixProjectileFF'.static.IsFriendlyFireAcceptable();
|| class'FixProjectileFF_Feature'.static.IsFriendlyFireAcceptable();
if (canTakeThisDamage && !bDud) {
Explode(hitLocation, Vect(0, 0, 0));
}

2
sources/FixProjectileFF/FixedClasses/FixProjectileFFClass_M203GrenadeProjectile.uc

@ -37,7 +37,7 @@ function TakeDamage(
}
canTakeThisDamage =
(instigatedBy == instigator)
|| class'FixProjectileFF'.static.IsFriendlyFireAcceptable();
|| class'FixProjectileFF_Feature'.static.IsFriendlyFireAcceptable();
if (canTakeThisDamage && !bDud) {
Explode(hitLocation, Vect(0, 0, 0));
}

2
sources/FixProjectileFF/FixedClasses/FixProjectileFFClass_M32GrenadeProjectile.uc

@ -37,7 +37,7 @@ function TakeDamage(
}
canTakeThisDamage =
(instigatedBy == instigator)
|| class'FixProjectileFF'.static.IsFriendlyFireAcceptable();
|| class'FixProjectileFF_Feature'.static.IsFriendlyFireAcceptable();
if (canTakeThisDamage && !bDud) {
Explode(hitLocation, Vect(0, 0, 0));
}

2
sources/FixProjectileFF/FixedClasses/FixProjectileFFClass_M79GrenadeProjectile.uc

@ -37,7 +37,7 @@ function TakeDamage(
}
canTakeThisDamage =
(instigatedBy == instigator)
|| class'FixProjectileFF'.static.IsFriendlyFireAcceptable();
|| class'FixProjectileFF_Feature'.static.IsFriendlyFireAcceptable();
if (canTakeThisDamage && !bDud) {
Explode(hitLocation, Vect(0, 0, 0));
}

2
sources/FixProjectileFF/FixedClasses/FixProjectileFFClass_SPGrenadeProjectile.uc

@ -44,7 +44,7 @@ public function TakeDamage(
}
canTakeThisDamage =
(instigatedBy == instigator)
|| class'FixProjectileFF'.static.IsFriendlyFireAcceptable();
|| class'FixProjectileFF_Feature'.static.IsFriendlyFireAcceptable();
// Unlike M79/M32 - no `!bDud` check, since it's supposed to fall down
if (canTakeThisDamage)
{

2
sources/FixProjectileFF/FixedClasses/FixProjectileFFClass_SealSquealProjectile.uc

@ -44,7 +44,7 @@ public function TakeDamage(
}
canTakeThisDamage =
(instigatedBy == instigator)
|| class'FixProjectileFF'.static.IsFriendlyFireAcceptable();
|| class'FixProjectileFF_Feature'.static.IsFriendlyFireAcceptable();
// Unlike M79/M32 - no `!bDud` check, since it's supposed to fall down
if (canTakeThisDamage)
{

2
sources/FixProjectileFF/FixedClasses/FixProjectileFFClass_ZEDGunProjectile.uc

@ -37,7 +37,7 @@ function TakeDamage(
}
canTakeThisDamage =
(instigatedBy == instigator)
|| class'FixProjectileFF'.static.IsFriendlyFireAcceptable();
|| class'FixProjectileFF_Feature'.static.IsFriendlyFireAcceptable();
if (canTakeThisDamage && !bDud) {
Explode(hitLocation, Vect(0, 0, 0));
}

2
sources/FixProjectileFF/FixedClasses/FixProjectileFFClass_ZEDMKIIPrimaryProjectile.uc

@ -38,7 +38,7 @@ function TakeDamage(
}
canTakeThisDamage =
(instigatedBy == instigator)
|| class'FixProjectileFF'.static.IsFriendlyFireAcceptable();
|| class'FixProjectileFF_Feature'.static.IsFriendlyFireAcceptable();
if (canTakeThisDamage && !bDud) {
Explode(hitLocation, Vect(0, 0, 0));
}

2
sources/FixProjectileFF/FixedClasses/FixProjectileFFClass_ZEDMKIISecondaryProjectile.uc

@ -37,7 +37,7 @@ function TakeDamage(
}
canTakeThisDamage =
(instigatedBy == instigator)
|| class'FixProjectileFF'.static.IsFriendlyFireAcceptable();
|| class'FixProjectileFF_Feature'.static.IsFriendlyFireAcceptable();
if (canTakeThisDamage && !bDud) {
Explode(hitLocation, Vect(0, 0, 0));
}

168
sources/FixProjectileFF/MutatorListener_FixProjectileFF.uc

@ -1,168 +0,0 @@
/**
* Overloaded mutator events listener to replace projectiles vulnerable to
* friendly fire.
* Copyright 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 MutatorListener_FixProjectileFF extends MutatorListenerBase
abstract;
static function bool CheckReplacement(Actor other, out byte isSuperRelevant)
{
local ROBallisticProjectile projectile;
local class<ROBallisticProjectile> newClass;
projectile = ROBallisticProjectile(other);
if (projectile == none) return true;
projectile.bGameRelevant = true;
newClass =
class'FixProjectileFF'.static.FindFixedClass(projectile.class);
if (newClass == none || newClass == projectile.class) {
return true;
}
ReplaceProjectileWith(ROBallisticProjectile(other), newClass);
return true;
}
static function ReplaceProjectileWith(
ROBallisticProjectile oldProjectile,
class<ROBallisticProjectile> replacementClass)
{
local Pawn instigator;
local ROBallisticProjectile newProjectile;
if (oldProjectile == none) return;
if (replacementClass == none) return;
instigator = oldProjectile.instigator;
if (instigator == none) return;
newProjectile = instigator.Spawn( replacementClass,,,
oldProjectile.location,
oldProjectile.rotation);
if (newProjectile == none) return;
// Move projectile damage data to make sure new projectile deals
// exactly the same damage as the old one and the old one no longer
// deals any.
// Technically we only need to zero `oldProjectile` damage values for
// most weapons, since they are automatically the same for the
// new projectile.
// However `KFMod.HuskGun` is an exception that changes these values
// depending of the charge, so we need to either consider this as a
// special case or just move values all the time - which is what we have
// chosen to do.
newProjectile.damage = oldProjectile.damage;
oldProjectile.damage = 0;
newProjectile.damageRadius = oldProjectile.damageRadius;
oldProjectile.damageRadius = 0;
MoveImpactDamage(oldProjectile, newProjectile);
// New projectile must govern all of the mechanics, so make the old mimic
// former's movements as close as possible
SetupOldProjectileAsFace(oldProjectile, newProjectile);
}
// Make old projectile behave as close to the new one as possible
static function SetupOldProjectileAsFace(
ROBallisticProjectile oldProjectile,
ROBallisticProjectile newProjectile)
{
local FixProjectileFFClass_SPGrenadeProjectile newProjectileAsOrca;
local FixProjectileFFClass_SealSquealProjectile newProjectileAsHarpoon;
if (oldProjectile == none) return;
if (newProjectile == none) return;
// Removing collisions:
// 1. Avoids unnecessary bumping into zeds and other `Actor`s;
// 2. Removes `oldProjectile` from being accessible by
// `VisibleCollidingActors()`, therefore avoiding unwanted
// `TakeDamage()` calls from friendly fire.
oldProjectile.SetCollision(false, false);
// Prevent `oldProjectile` from dealing explosion damage in case something
// still damages and explodes it
oldProjectile.bHurtEntry = true;
// We can only make client-side projectile follow new server-side one for
// two projectile classes
newProjectileAsOrca =
FixProjectileFFClass_SPGrenadeProjectile(newProjectile);
if (newProjectileAsOrca != none)
{
newProjectileAsOrca.SetFace(SPGrenadeProjectile(oldProjectile));
return;
}
newProjectileAsHarpoon =
FixProjectileFFClass_SealSquealProjectile(newProjectile);
if (newProjectileAsHarpoon != none) {
newProjectileAsHarpoon.SetFace(SealSquealProjectile(oldProjectile));
}
}
// `impactDamage` is separately defined in 4 different base classes of interest
// and moving (or zeroing) it is cumbersome enough to warrant a separate method
static function MoveImpactDamage(
ROBallisticProjectile oldProjectile,
ROBallisticProjectile newProjectile)
{
local LAWProj oldProjectileAsLaw, newProjectileAsLaw;
local M79GrenadeProjectile oldProjectileAsM79, newProjectileAsM79;
local SPGrenadeProjectile oldProjectileAsOrca, newProjectileAsOrca;
local SealSquealProjectile oldProjectileAsHarpoon, newProjectileAsHarpoon;
if (oldProjectile == none) return;
if (newProjectile == none) return;
// L.A.W + derivatives:
// Zed guns, Flare Revolver, Husk Gun
oldProjectileAsLaw = LawProj(oldProjectile);
newProjectileAsLaw = LawProj(newProjectile);
if (oldProjectileAsLaw != none && newProjectileAsLaw != none)
{
newProjectileAsLaw.impactDamage = oldProjectileAsLaw.impactDamage;
oldProjectileAsLaw.impactDamage = 0;
return;
}
// M79 Grenade Launcher + derivatives:
// M32, M4 203
oldProjectileAsM79 = M79GrenadeProjectile(oldProjectile);
newProjectileAsM79 = M79GrenadeProjectile(newProjectile);
if (oldProjectileAsM79 != none && newProjectileAsM79 != none)
{
newProjectileAsM79.impactDamage = oldProjectileAsM79.impactDamage;
oldProjectileAsM79.impactDamage = 0;
return;
}
// The Orca Bomb Propeller
oldProjectileAsOrca = SPGrenadeProjectile(oldProjectile);
newProjectileAsOrca = SPGrenadeProjectile(newProjectile);
if (oldProjectileAsOrca != none && newProjectileAsOrca != none)
{
newProjectileAsOrca.impactDamage = oldProjectileAsOrca.impactDamage;
oldProjectileAsOrca.impactDamage = 0;
return;
}
// SealSqueal Harpoon Bomber
oldProjectileAsHarpoon = SealSquealProjectile(oldProjectile);
newProjectileAsHarpoon = SealSquealProjectile(newProjectile);
if (oldProjectileAsHarpoon != none && newProjectileAsHarpoon != none)
{
newProjectileAsHarpoon.impactDamage =
oldProjectileAsHarpoon.impactDamage;
oldProjectileAsHarpoon.impactDamage = 0;
return;
}
}
defaultproperties
{
relatedEvents = class'MutatorEvents'
}

50
sources/FixSpectatorCrash/BroadcastListener_FixSpectatorCrash.uc

@ -1,50 +0,0 @@
/**
* Overloaded broadcast events listener to catch the moment
* someone becomes alive player / spectator.
* Copyright 2020 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 BroadcastListener_FixSpectatorCrash extends BroadcastListenerBase
abstract;
var private const int becomeAlivePlayerID;
var private const int becomeSpectatorID;
static function bool HandleLocalized(
Actor sender,
BroadcastEvents.LocalizedMessage message
)
{
local FixSpectatorCrash specFix;
local PlayerController senderController;
if (sender == none) return true;
if (sender.level == none || sender.level.game == none) return true;
if (message.class != sender.level.game.gameMessageClass) return true;
if ( message.id != default.becomeAlivePlayerID
&& message.id != default.becomeSpectatorID) return true;
specFix = FixSpectatorCrash(class'FixSpectatorCrash'.static.GetInstance());
senderController = GetController(sender);
specFix.NotifyStatusChange(senderController);
return (!specFix.IsViolator(senderController));
}
defaultproperties
{
becomeAlivePlayerID = 1
becomeSpectatorID = 14
}

281
sources/FixSpectatorCrash/FixSpectatorCrash.uc

@ -1,11 +1,6 @@
/**
* This feature attempts to prevent server crashes caused by someone
* quickly switching between being spectator and an active player.
*
* We do so by disconnecting players who start switching way too fast
* (more than twice in a short amount of time) and temporarily faking a large
* amount of players on the server, to prevent such spam from affecting the server.
* Copyright 2020 Anton Tarasenko
* Config object for `FixSpectatorCrash_Feature`.
* Copyright 2021 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
@ -22,276 +17,40 @@
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class FixSpectatorCrash extends Feature
dependson(ConnectionService)
class FixSpectatorCrash extends FeatureConfig
perobjectconfig
config(AcediaFixes);
/**
* We use broadcast events to track when someone is switching
* to active player or spectator and remember such people
* for a short time (cooldown), defined by (`spectatorChangeTimeout`).
* If one of the player we've remembered tries to switch again,
* before the defined cooldown ran out, - we kick him
* by destroying his controller.
* One possible problem arises from the fact that controllers aren't
* immediately destroyed and instead initiate player disconnection, -
* exploiter might have enough time to cause a lag or even crash the server.
* We address this issue by temporarily blocking anyone from
* becoming active player (we do this by setting `numPlayers` variable in
* killing floor's game info to a large value).
* After all malicious players have successfully disconnected, -
* we remove the block.
*/
// This fix will try to kick any player that switches between active player
// and cooldown faster than time (in seconds) in this value.
// NOTE: raising this value past default value of `0.25`
// won't actually improve crash prevention.
var private config const float spectatorChangeTimeout;
// [ADVANCED] Don't change this setting unless you know what you're doing.
// Allows you to turn off server blocking.
// Players that don't respect timeout will still be kicked.
// This might be needed if this fix conflicts with another mutator
// that also changes `numPlayers`.
// However, it is necessary to block aggressive enough server crash attempts,
// but can cause compatibility issues with some mutators.
// It's highly preferred to rewrite such a mutator to be compatible.
// NOTE: it should be compatible with most faked players-type mutators,
// since this fix remembers the difference between amount of
// real players and `numPlayers`.
// After unblocking, it sets `numPlayers` to
// the current amount of real players + that difference.
// So 4 players + 3 (=7 numPlayers) after kicking 1 player becomes
// 3 players + 3 (=6 numPlayers).
var private config const bool allowServerBlock;
// Stores remaining cooldown value before the next allowed
// spectator change per player.
struct CooldownRecord
{
// Reference to `PlayerController`
var NativeActorRef player;
var float cooldown;
};
// Currently active cooldowns
var private array<CooldownRecord> currentCooldowns;
// Players who were decided to be violators and
// were marked for disconnecting.
// We'll be maintaining server block as long as even one
// of them hasn't yet disconnected.
// References to `PlayerController`s.
var private array<NativeActorRef> violators;
// Is server currently blocked?
var private bool becomingActiveBlocked;
// This value introduced to accommodate mods such as faked player that can
// change `numPlayers` to a value that isn't directly tied to the
// current number of active players.
// We remember the difference between active players and `numPlayers`
/// variable in game type before server block and add it after block is over.
// If some mod introduces a more complicated relation between amount of
// active players and `numPlayers`, then it must take care of
// compatibility on it's own.
var private int recordedNumPlayersMod;
protected function OnEnabled()
{
_.unreal.OnTick(self).connect = Tick;
}
protected function OnDisabled()
{
_.unreal.OnTick(self).Disconnect();
}
// If given `PlayerController` is registered in our cooldown records, -
// returns it's index.
// If it doesn't exists (or `none` value was passes), - returns `-1`.
private final function int GetCooldownIndex(PlayerController player)
{
local int i;
if (player == none) return -1;
for (i = 0; i < currentCooldowns.length; i += 1)
{
if (currentCooldowns[i].player.Get() == player) {
return i;
}
}
return -1;
}
var public config float spectatorChangeTimeout;
var public config bool allowServerBlock;
// Checks if given `PlayerController` is registered as a violator.
// `none` value isn't a violator.
public final function bool IsViolator(PlayerController player)
protected function AssociativeArray ToData()
{
local int i;
if (player == none) return false;
for (i = 0; i < violators.length; i += 1)
{
if (violators[i].Get() == player) {
return true;
}
}
return false;
local AssociativeArray data;
data = __().collections.EmptyAssociativeArray();
data.SetBool(P("allowServerBlock"), allowServerBlock, true);
data.SetFloat(P("spectatorChangeTimeout"), spectatorChangeTimeout, true);
return data;
}
// This function is to notify our fix that some player just changed status
// of active player / spectator.
// If passes value isn't `none`, it puts given player on cooldown or kicks him.
public final function NotifyStatusChange(PlayerController player)
protected function FromData(AssociativeArray source)
{
local int index;
local CooldownRecord newRecord;
if (player == none) return;
index = GetCooldownIndex(player);
// Players already on cool down must be kicked and marked as violators
if (index >= 0)
{
player.Destroy();
violators[violators.length] = currentCooldowns[index].player;
currentCooldowns.Remove(index, 1);
if (allowServerBlock) {
SetBlock(true);
}
}
// Players that aren't on cooldown are
// either violators (do nothing, just wait for their disconnect)
// or didn't recently change their status (put them on cooldown).
else if (!IsViolator(player))
{
newRecord.player = _.unreal.ActorRef(player);
newRecord.cooldown = spectatorChangeTimeout;
currentCooldowns[currentCooldowns.length] = newRecord;
}
}
// Pass `true` to block server, `false` to unblock.
// Only works if `allowServerBlock` is set to `true`.
private final function SetBlock(bool activateBlock)
{
local KFGameType kfGameType;
// Do we even need to do anything?
if (!allowServerBlock) return;
if (activateBlock == becomingActiveBlocked) return;
// Actually block/unblock
kfGameType = _.unreal.GetKFGameType();
becomingActiveBlocked = activateBlock;
if (activateBlock)
{
recordedNumPlayersMod = GetNumPlayersMod();
// This value both can't realistically fall below
// `kfGameType.maxPlayer` and won't overflow from random increase
// in vanilla code.
kfGameType.numPlayers = maxInt / 2;
}
else
{
// Adding `recordedNumPlayersMod` should prevent
// faked players from breaking.
kfGameType.numPlayers = GetRealPlayers() + recordedNumPlayersMod;
}
}
// Performs server blocking if violators have disconnected.
private final function TryUnblocking()
{
local int i;
if (!allowServerBlock) return;
if (!becomingActiveBlocked) return;
for (i = 0; i < violators.length; i += 1)
{
if (violators[i].Get() != none) {
if (source == none) {
return;
}
}
_.memory.FreeMany(violators);
violators.length = 0;
SetBlock(false);
}
// Counts current amount of "real" active players
// (connected to the server and not spectators).
// Need `ConnectionService` to be running, otherwise return `-1`.
private final function int GetRealPlayers()
{
// Auxiliary variables
local int i;
local int realPlayersAmount;
local PlayerController player;
// Information extraction
local ConnectionService service;
local array<ConnectionService.Connection> connections;
service = ConnectionService(class'ConnectionService'.static.GetInstance());
if (service == none) return -1;
// Count non-spectators
connections = service.GetActiveConnections();
realPlayersAmount = 0;
for (i = 0; i < connections.length; i += 1)
{
player = connections[i].controllerReference;
if (player == none) continue;
if (player.playerReplicationInfo == none) continue;
if (!player.playerReplicationInfo.bOnlySpectator) {
realPlayersAmount += 1;
}
}
return realPlayersAmount;
}
// Calculates difference between current amount of "real" active players
// and `numPlayers` from `KFGameType`.
// Most typically this difference will be non-zero when using
// faked players-type mutators
// (difference will be equal to the amount of faked players).
private final function int GetNumPlayersMod()
{
return _.unreal.GetKFGameType().numPlayers - GetRealPlayers();
}
private final function ReduceCooldowns(float timePassed)
{
local int i;
i = 0;
while (i < currentCooldowns.length)
{
currentCooldowns[i].cooldown -= timePassed;
if ( currentCooldowns[i].player.Get() != none
&& currentCooldowns[i].cooldown > 0.0)
{
i += 1;
}
else
{
currentCooldowns[i].player.FreeSelf();
currentCooldowns.Remove(i, 1);
}
}
allowServerBlock = source.GetBool(P("allowServerBlock"), true);
spectatorChangeTimeout = source.GetFloat(P("spectatorChangeTimeout"), 0.25);
}
private function Tick(float delta, float tileDilationCoefficient)
protected function DefaultIt()
{
local float trueTimePassed;
trueTimePassed = delta / tileDilationCoefficient;
TryUnblocking();
ReduceCooldowns(trueTimePassed);
spectatorChangeTimeout = 0.25;
allowServerBlock = true;
}
defaultproperties
{
// Configurable variables
configName = "AcediaFixes"
spectatorChangeTimeout = 0.25
allowServerBlock = true
// Inner variables
becomingActiveBlocked = false
// Listeners
requiredListeners(0) = class'BroadcastListener_FixSpectatorCrash'
}

341
sources/FixSpectatorCrash/FixSpectatorCrash_Feature.uc

@ -0,0 +1,341 @@
/**
* This feature attempts to prevent server crashes caused by someone
* quickly switching between being spectator and an active player.
*
* We do so by disconnecting players who start switching way too fast
* (more than twice in a short amount of time) and temporarily faking a large
* amount of players on the server, to prevent such spam from affecting the server.
* Copyright 2020 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 FixSpectatorCrash_Feature extends Feature
dependson(ConnectionService);
/**
* We use broadcast events to track when someone is switching
* to active player or spectator and remember such people
* for a short time (cooldown), defined by (`spectatorChangeTimeout`).
* If one of the player we've remembered tries to switch again,
* before the defined cooldown ran out, - we kick him
* by destroying his controller.
* One possible problem arises from the fact that controllers aren't
* immediately destroyed and instead initiate player disconnection, -
* exploiter might have enough time to cause a lag or even crash the server.
* We address this issue by temporarily blocking anyone from
* becoming active player (we do this by setting `numPlayers` variable in
* killing floor's game info to a large value).
* After all malicious players have successfully disconnected, -
* we remove the block.
*/
// This fix will try to kick any player that switches between active player
// and cooldown faster than time (in seconds) in this value.
// NOTE: raising this value past default value of `0.25`
// won't actually improve crash prevention.
var private config float spectatorChangeTimeout;
// [ADVANCED] Don't change this setting unless you know what you're doing.
// Allows you to turn off server blocking.
// Players that don't respect timeout will still be kicked.
// This might be needed if this fix conflicts with another mutator
// that also changes `numPlayers`.
// However, it is necessary to block aggressive enough server crash attempts,
// but can cause compatibility issues with some mutators.
// It's highly preferred to rewrite such a mutator to be compatible.
// NOTE: it should be compatible with most faked players-type mutators,
// since this fix remembers the difference between amount of
// real players and `numPlayers`.
// After unblocking, it sets `numPlayers` to
// the current amount of real players + that difference.
// So 4 players + 3 (=7 numPlayers) after kicking 1 player becomes
// 3 players + 3 (=6 numPlayers).
var private config bool allowServerBlock;
// Stores remaining cooldown value before the next allowed
// spectator change per player.
struct CooldownRecord
{
// Reference to `PlayerController`
var NativeActorRef player;
var float cooldown;
};
// Currently active cooldowns
var private array<CooldownRecord> currentCooldowns;
// Players who were decided to be violators and
// were marked for disconnecting.
// We'll be maintaining server block as long as even one
// of them hasn't yet disconnected.
// References to `PlayerController`s.
var private array<NativeActorRef> violators;
// Is server currently blocked?
var private bool becomingActiveBlocked;
// This value introduced to accommodate mods such as faked player that can
// change `numPlayers` to a value that isn't directly tied to the
// current number of active players.
// We remember the difference between active players and `numPlayers`
/// variable in game type before server block and add it after block is over.
// If some mod introduces a more complicated relation between amount of
// active players and `numPlayers`, then it must take care of
// compatibility on it's own.
var private int recordedNumPlayersMod;
// IDs of localized messages, ripped from sources
var private const int becomeAlivePlayerID;
var private const int becomeSpectatorID;
protected function OnEnabled()
{
_.unreal.OnTick(self).connect = Tick;
_.unreal.broadcasts.OnHandleLocalized(self).connect = HandleLocalized;
}
protected function OnDisabled()
{
_.unreal.OnTick(self).Disconnect();
_.unreal.broadcasts.OnHandleLocalized(self).Disconnect();
}
protected function SwapConfig(FeatureConfig config)
{
local FixSpectatorCrash newConfig;
newConfig = FixSpectatorCrash(config);
if (newConfig == none) {
return;
}
spectatorChangeTimeout = newConfig.spectatorChangeTimeout;
allowServerBlock = newConfig.allowServerBlock;
}
private function bool HandleLocalized(
Actor sender,
BroadcastAPI.LocalizedMessage message)
{
local PlayerController senderController;
if (sender == none) return true;
if (sender.level == none || sender.level.game == none) return true;
if (message.class != sender.level.game.gameMessageClass) return true;
if ( message.id != default.becomeAlivePlayerID
&& message.id != default.becomeSpectatorID) return true;
senderController = GetController(sender);
NotifyStatusChange(senderController);
return (!IsViolator(senderController));
}
private final function PlayerController GetController(Actor sender)
{
local Pawn senderPawn;
senderPawn = Pawn(sender);
if (senderPawn != none) {
return PlayerController(senderPawn.controller);
}
return PlayerController(sender);
}
// If given `PlayerController` is registered in our cooldown records, -
// returns it's index.
// If it doesn't exists (or `none` value was passes), - returns `-1`.
private final function int GetCooldownIndex(PlayerController player)
{
local int i;
if (player == none) return -1;
for (i = 0; i < currentCooldowns.length; i += 1)
{
if (currentCooldowns[i].player.Get() == player) {
return i;
}
}
return -1;
}
// Checks if given `PlayerController` is registered as a violator.
// `none` value isn't a violator.
public final function bool IsViolator(PlayerController player)
{
local int i;
if (player == none) return false;
for (i = 0; i < violators.length; i += 1)
{
if (violators[i].Get() == player) {
return true;
}
}
return false;
}
// This function is to notify our fix that some player just changed status
// of active player / spectator.
// If passes value isn't `none`, it puts given player on cooldown or kicks him.
public final function NotifyStatusChange(PlayerController player)
{
local int index;
local CooldownRecord newRecord;
if (player == none) return;
index = GetCooldownIndex(player);
// Players already on cool down must be kicked and marked as violators
if (index >= 0)
{
player.Destroy();
violators[violators.length] = currentCooldowns[index].player;
currentCooldowns.Remove(index, 1);
if (allowServerBlock) {
SetBlock(true);
}
}
// Players that aren't on cooldown are
// either violators (do nothing, just wait for their disconnect)
// or didn't recently change their status (put them on cooldown).
else if (!IsViolator(player))
{
newRecord.player = _.unreal.ActorRef(player);
newRecord.cooldown = spectatorChangeTimeout;
currentCooldowns[currentCooldowns.length] = newRecord;
}
}
// Pass `true` to block server, `false` to unblock.
// Only works if `allowServerBlock` is set to `true`.
private final function SetBlock(bool activateBlock)
{
local KFGameType kfGameType;
// Do we even need to do anything?
if (!allowServerBlock) return;
if (activateBlock == becomingActiveBlocked) return;
// Actually block/unblock
kfGameType = _.unreal.GetKFGameType();
becomingActiveBlocked = activateBlock;
if (activateBlock)
{
recordedNumPlayersMod = GetNumPlayersMod();
// This value both can't realistically fall below
// `kfGameType.maxPlayer` and won't overflow from random increase
// in vanilla code.
kfGameType.numPlayers = maxInt / 2;
}
else
{
// Adding `recordedNumPlayersMod` should prevent
// faked players from breaking.
kfGameType.numPlayers = GetRealPlayers() + recordedNumPlayersMod;
}
}
// Performs server blocking if violators have disconnected.
private final function TryUnblocking()
{
local int i;
if (!allowServerBlock) return;
if (!becomingActiveBlocked) return;
for (i = 0; i < violators.length; i += 1)
{
if (violators[i].Get() != none) {
return;
}
}
_.memory.FreeMany(violators);
violators.length = 0;
SetBlock(false);
}
// Counts current amount of "real" active players
// (connected to the server and not spectators).
// Need `ConnectionService` to be running, otherwise return `-1`.
private final function int GetRealPlayers()
{
// Auxiliary variables
local int i;
local int realPlayersAmount;
local PlayerController player;
// Information extraction
local ConnectionService service;
local array<ConnectionService.Connection> connections;
service = ConnectionService(class'ConnectionService'.static.GetInstance());
if (service == none) return -1;
// Count non-spectators
connections = service.GetActiveConnections();
realPlayersAmount = 0;
for (i = 0; i < connections.length; i += 1)
{
player = connections[i].controllerReference;
if (player == none) continue;
if (player.playerReplicationInfo == none) continue;
if (!player.playerReplicationInfo.bOnlySpectator) {
realPlayersAmount += 1;
}
}
return realPlayersAmount;
}
// Calculates difference between current amount of "real" active players
// and `numPlayers` from `KFGameType`.
// Most typically this difference will be non-zero when using
// faked players-type mutators
// (difference will be equal to the amount of faked players).
private final function int GetNumPlayersMod()
{
return _.unreal.GetKFGameType().numPlayers - GetRealPlayers();
}
private final function ReduceCooldowns(float timePassed)
{
local int i;
i = 0;
while (i < currentCooldowns.length)
{
currentCooldowns[i].cooldown -= timePassed;
if ( currentCooldowns[i].player.Get() != none
&& currentCooldowns[i].cooldown > 0.0)
{
i += 1;
}
else
{
currentCooldowns[i].player.FreeSelf();
currentCooldowns.Remove(i, 1);
}
}
}
private function Tick(float delta, float tileDilationCoefficient)
{
local float trueTimePassed;
trueTimePassed = delta / tileDilationCoefficient;
TryUnblocking();
ReduceCooldowns(trueTimePassed);
}
defaultproperties
{
configClass = class'FixSpectatorCrash'
// Configurable variables
spectatorChangeTimeout = 0.25
allowServerBlock = true
// Inner variables
becomingActiveBlocked = false
// Ripped IDs of localized messages of interest
becomeAlivePlayerID = 1
becomeSpectatorID = 14
}

166
sources/FixZedTimeLags/FixZedTimeLags.uc

@ -1,11 +1,6 @@
/**
* This feature fixes lags caused by a zed time that can occur
* on some maps when a lot of zeds are present at once.
* As a side effect it also fixes an issue where during zed time speed up
* `zedTimeSlomoScale` was assumed to be default value of `0.2`.
* Now zed time will behave correctly with mods that
* change `zedTimeSlomoScale`.
* Copyright 2020 Anton Tarasenko
* Config object for `FixZedTimeLags_Feature`.
* Copyright 2021 Anton Tarasenko
*------------------------------------------------------------------------------
* This file is part of Acedia.
*
@ -22,159 +17,42 @@
* You should have received a copy of the GNU General Public License
* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
*/
class FixZedTimeLags extends Feature
dependson(ConnectionService)
class FixZedTimeLags extends FeatureConfig
perobjectconfig
config(AcediaFixes);
/**
* When zed time activates, game speed is immediately set to
* `zedTimeSlomoScale` (0.2 by default), defined, like all other variables,
* in `KFGameType`. Zed time lasts `zedTimeDuration` seconds (3.0 by default),
* but during last `zedTimeDuration * 0.166` seconds (by default 0.498)
* it starts to speed back up, causing game speed to update every tick.
* This makes animations look more smooth when exiting zed-time;
* however, updating speed every tick for that purpose seems like
* an overkill and, combined with things like
* increased tick rate, certain maps and raised zed limit,
* it can lead to noticeable lags at the end of zed time.
* To fix this issue we disable `Tick()` event in
* `KFGameType` and then repeat that functionality in our own `Tick()` event,
* but only perform game speed updates occasionally,
* to make sure that overall amount of updates won't go over a limit,
* that can be configured via `maxGameSpeedUpdatesAmount`
* Author's test (looking really hard on clots' animations)
* seem to suggest that there shouldn't be much visible difference if
* we limit game speed updates to about 2 or 3.
*/
// Max amount of game speed updates during speed up phase
// (actual amount of updates can't be larger than amount of ticks).
// On servers with default 30 tick rate there's usually
// about 13 updates total on vanilla game.
// Values lower than 1 are treated like 1.
var private config const int maxGameSpeedUpdatesAmount;
// [ADVANCED] Don't change this setting unless you know what you're doing.
// Compatibility setting that allows to keep `GameInfo`'s `Tick()` event
// from being disabled.
// Useful when running Acedia along with custom `GameInfo`
// (that isn't `KFGameType`) that relies on `Tick()` event.
// Note, however, that in order to keep this fix working properly,
// it's on you to make sure `KFGameType.Tick()` logic isn't executed.
var private config const bool disableTick;
// Counts how much time is left until next update
var private float updateCooldown;
protected function OnEnabled()
{
if (disableTick) {
_.unreal.GetGameType().Disable('Tick');
}
_.unreal.OnTick(self).connect = Tick;
}
protected function OnDisabled()
{
if (disableTick) {
_.unreal.GetGameType().Enable('Tick');
}
_.unreal.OnTick(self).Disconnect();
}
private function Tick(float delta, float timeDilationCoefficient)
{
local KFGameType gameType;
local float trueTimePassed;
gameType = _.unreal.GetKFGameType();
if (!gameType.bZEDTimeActive) return;
// Unfortunately we need to keep disabling `Tick()` probe function,
// because it constantly gets enabled back and I don't know where
// (maybe native code?); only really matters during zed time.
if (disableTick) {
gameType.Disable('Tick');
}
// How much real (not in-game) time has passed
trueTimePassed = delta / timeDilationCoefficient;
gameType.currentZEDTimeDuration -= trueTimePassed;
var public config int maxGameSpeedUpdatesAmount;
var public config bool disableTick;
// Handle speeding up phase
if (gameType.bSpeedingBackUp) {
DoSpeedBackUp(trueTimePassed, gameType);
}
else if (gameType.currentZEDTimeDuration < GetSpeedupDuration(gameType))
{
gameType.bSpeedingBackUp = true;
updateCooldown = GetFullUpdateCooldown(gameType);
TellClientsZedTimeEnds();
DoSpeedBackUp(trueTimePassed, gameType);
}
// End zed time once it's duration has passed
if (gameType.currentZEDTimeDuration <= 0)
{
gameType.bZEDTimeActive = false;
gameType.bSpeedingBackUp = false;
gameType.zedTimeExtensionsUsed = 0;
gameType.SetGameSpeed(1.0);
}
}
private final function TellClientsZedTimeEnds()
protected function AssociativeArray ToData()
{
local int i;
local KFPlayerController player;
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)
{
player = KFPlayerController(connections[i].controllerReference);
if (player != none)
{
// Play sound of leaving zed time
player.ClientExitZedTime();
}
}
local AssociativeArray data;
data = __().collections.EmptyAssociativeArray();
data.SetBool(P("disableTick"), disableTick, true);
data.SetInt(P("maxGameSpeedUpdatesAmount"),
maxGameSpeedUpdatesAmount, true);
return data;
}
// This function is called every tick during speed up phase and manages
// gradual game speed increase.
private final function DoSpeedBackUp(float trueTimePassed, KFGameType gameType)
protected function FromData(AssociativeArray source)
{
// Game speed will always be updated in our `Tick()` event
// at the very end of the zed time.
// The rest of the updates will be uniformly distributed
// over the speed up duration.
local float newGameSpeed;
local float slowdownScale;
if (maxGameSpeedUpdatesAmount <= 1) return;
if (updateCooldown > 0.0)
{
updateCooldown -= trueTimePassed;
if (source == none) {
return;
}
else {
updateCooldown = GetFullUpdateCooldown(gameType);
}
slowdownScale =
gameType.currentZEDTimeDuration / GetSpeedupDuration(gameType);
newGameSpeed = Lerp(slowdownScale, 1.0, gameType.zedTimeSlomoScale);
gameType.SetGameSpeed(newGameSpeed);
}
private final function float GetSpeedupDuration(KFGameType gameType)
{
return gameType.zedTimeDuration * 0.166;
disableTick = source.GetBool(P("disableTick"), true);
maxGameSpeedUpdatesAmount =
source.GetInt(P("maxGameSpeedUpdatesAmount"), 3);
}
private final function float GetFullUpdateCooldown(KFGameType gameType)
protected function DefaultIt()
{
return GetSpeedupDuration(gameType) / maxGameSpeedUpdatesAmount;
maxGameSpeedUpdatesAmount = 3;
disableTick = true;
}
defaultproperties
{
configName = "AcediaFixes"
maxGameSpeedUpdatesAmount = 3
disableTick = true
}

191
sources/FixZedTimeLags/FixZedTimeLags_Feature.uc

@ -0,0 +1,191 @@
/**
* This feature fixes lags caused by a zed time that can occur
* on some maps when a lot of zeds are present at once.
* As a side effect it also fixes an issue where during zed time speed up
* `zedTimeSlomoScale` was assumed to be default value of `0.2`.
* Now zed time will behave correctly with mods that
* change `zedTimeSlomoScale`.
* Copyright 2020 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 FixZedTimeLags_Feature extends Feature
dependson(ConnectionService);
/**
* When zed time activates, game speed is immediately set to
* `zedTimeSlomoScale` (0.2 by default), defined, like all other variables,
* in `KFGameType`. Zed time lasts `zedTimeDuration` seconds (3.0 by default),
* but during last `zedTimeDuration * 0.166` seconds (by default 0.498)
* it starts to speed back up, causing game speed to update every tick.
* This makes animations look more smooth when exiting zed-time;
* however, updating speed every tick for that purpose seems like
* an overkill and, combined with things like
* increased tick rate, certain maps and raised zed limit,
* it can lead to noticeable lags at the end of zed time.
* To fix this issue we disable `Tick()` event in
* `KFGameType` and then repeat that functionality in our own `Tick()` event,
* but only perform game speed updates occasionally,
* to make sure that overall amount of updates won't go over a limit,
* that can be configured via `maxGameSpeedUpdatesAmount`
* Author's test (looking really hard on clots' animations)
* seem to suggest that there shouldn't be much visible difference if
* we limit game speed updates to about 2 or 3.
*/
// Max amount of game speed updates during speed up phase
// (actual amount of updates can't be larger than amount of ticks).
// On servers with default 30 tick rate there's usually
// about 13 updates total on vanilla game.
// Values lower than 1 are treated like 1.
var private config int maxGameSpeedUpdatesAmount;
// [ADVANCED] Don't change this setting unless you know what you're doing.
// Compatibility setting that allows to keep `GameInfo`'s `Tick()` event
// from being disabled.
// Useful when running Acedia along with custom `GameInfo`
// (that isn't `KFGameType`) that relies on `Tick()` event.
// Note, however, that in order to keep this fix working properly,
// it's on you to make sure `KFGameType.Tick()` logic isn't executed.
var private config bool disableTick;
// Counts how much time is left until next update
var private float updateCooldown;
protected function OnEnabled()
{
if (disableTick) {
_.unreal.GetGameType().Disable('Tick');
}
_.unreal.OnTick(self).connect = Tick;
}
protected function OnDisabled()
{
if (disableTick) {
_.unreal.GetGameType().Enable('Tick');
}
_.unreal.OnTick(self).Disconnect();
}
protected function SwapConfig(FeatureConfig config)
{
local FixZedTimeLags newConfig;
newConfig = FixZedTimeLags(config);
if (newConfig == none) {
return;
}
maxGameSpeedUpdatesAmount = newConfig.maxGameSpeedUpdatesAmount;
disableTick = newConfig.disableTick;
}
private function Tick(float delta, float timeDilationCoefficient)
{
local KFGameType gameType;
local float trueTimePassed;
gameType = _.unreal.GetKFGameType();
if (!gameType.bZEDTimeActive) return;
// Unfortunately we need to keep disabling `Tick()` probe function,
// because it constantly gets enabled back and I don't know where
// (maybe native code?); only really matters during zed time.
if (disableTick) {
gameType.Disable('Tick');
}
// How much real (not in-game) time has passed
trueTimePassed = delta / timeDilationCoefficient;
gameType.currentZEDTimeDuration -= trueTimePassed;
// Handle speeding up phase
if (gameType.bSpeedingBackUp) {
DoSpeedBackUp(trueTimePassed, gameType);
}
else if (gameType.currentZEDTimeDuration < GetSpeedupDuration(gameType))
{
gameType.bSpeedingBackUp = true;
updateCooldown = GetFullUpdateCooldown(gameType);
TellClientsZedTimeEnds();
DoSpeedBackUp(trueTimePassed, gameType);
}
// End zed time once it's duration has passed
if (gameType.currentZEDTimeDuration <= 0)
{
gameType.bZEDTimeActive = false;
gameType.bSpeedingBackUp = false;
gameType.zedTimeExtensionsUsed = 0;
gameType.SetGameSpeed(1.0);
}
}
private final function TellClientsZedTimeEnds()
{
local int i;
local KFPlayerController player;
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)
{
player = KFPlayerController(connections[i].controllerReference);
if (player != none)
{
// Play sound of leaving zed time
player.ClientExitZedTime();
}
}
}
// This function is called every tick during speed up phase and manages
// gradual game speed increase.
private final function DoSpeedBackUp(float trueTimePassed, KFGameType gameType)
{
// Game speed will always be updated in our `Tick()` event
// at the very end of the zed time.
// The rest of the updates will be uniformly distributed
// over the speed up duration.
local float newGameSpeed;
local float slowdownScale;
if (maxGameSpeedUpdatesAmount <= 1) return;
if (updateCooldown > 0.0)
{
updateCooldown -= trueTimePassed;
return;
}
else {
updateCooldown = GetFullUpdateCooldown(gameType);
}
slowdownScale =
gameType.currentZEDTimeDuration / GetSpeedupDuration(gameType);
newGameSpeed = Lerp(slowdownScale, 1.0, gameType.zedTimeSlomoScale);
gameType.SetGameSpeed(newGameSpeed);
}
private final function float GetSpeedupDuration(KFGameType gameType)
{
return gameType.zedTimeDuration * 0.166;
}
private final function float GetFullUpdateCooldown(KFGameType gameType)
{
return GetSpeedupDuration(gameType) / maxGameSpeedUpdatesAmount;
}
defaultproperties
{
configClass = class'FixZedTimeLags'
maxGameSpeedUpdatesAmount = 3
disableTick = true
}

22
sources/Manifest.uc

@ -22,15 +22,15 @@
defaultproperties
{
features(0) = class'FixZedTimeLags'
features(1) = class'FixDoshSpam'
features(2) = class'FixFFHack'
features(3) = class'FixInfiniteNades'
features(4) = class'FixAmmoSelling'
features(5) = class'FixSpectatorCrash'
features(6) = class'FixDualiesCost'
features(7) = class'FixInventoryAbuse'
features(8) = class'FixProjectileFF'
features(9) = class'FixPipes'
features(10) = class'FixLogSpam'
features(0) = class'FixZedTimeLags_Feature'
features(1) = class'FixDoshSpam_Feature'
features(2) = class'FixFFHack_Feature'
features(3) = class'FixInfiniteNades_Feature'
features(4) = class'FixAmmoSelling_Feature'
features(5) = class'FixSpectatorCrash_Feature'
features(6) = class'FixDualiesCost_Feature'
features(7) = class'FixInventoryAbuse_Feature'
features(8) = class'FixProjectileFF_Feature'
features(9) = class'FixPipes_Feature'
features(10) = class'FixLogSpam_Feature'
}
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