/** * 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 . */ class FixDualiesCost extends Feature 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 single; var class dual; }; var private const array 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 pendingValues; // Describe sell values of all currently existing single pistols. struct WeaponDataRecord { // Reference to `KFWeapon` instance var NativeActorRef reference; var class 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 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 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 pickupClass; local KFPlayerReplicationInfo instigatorRI; if (weapon == none) return 0.0; pickupClass = class(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 { 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' }