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312 lines
14 KiB
312 lines
14 KiB
/** |
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* This feature addresses the bug that allows teammates to explode some of |
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* the player's projectiles by damaging them even when friendly fire is |
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* turned off, therefore killing the player (whether by accident or not). |
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* |
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* Problem is solved by "disarming" projectiles vulnerable to this |
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* friendly fire and replacing them with our own class of projectile that is |
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* spawned only on a server and does additional safety checks to ensure it will |
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* only explode when it is expected from it. |
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* Copyright 2021 Anton Tarasenko |
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*------------------------------------------------------------------------------ |
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* This file is part of Acedia. |
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* |
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* Acedia is free software: you can redistribute it and/or modify |
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* it under the terms of the GNU General Public License as published by |
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* the Free Software Foundation, version 3 of the License, or |
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* (at your option) any later version. |
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* |
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* Acedia is distributed in the hope that it will be useful, |
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* but WITHOUT ANY WARRANTY; without even the implied warranty of |
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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* GNU General Public License for more details. |
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* |
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* You should have received a copy of the GNU General Public License |
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>. |
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*/ |
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class FixProjectileFF_Feature extends Feature; |
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/** |
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* All projectiles vulnerable to this bug (we consider only those that can |
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* explode and harm the player) are derived from `ROBallisticProjectile`. When |
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* one of them is spawned we will: |
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* 1. Set it's damage parameters to zero, to ensure that it won't damage |
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* anyone or anything if other measures fail; |
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* 2. Disable it's collision, preventing it from being accessed via |
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* `VisibleCollidingActors()` method that is usually used to damage |
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* these projectiles. |
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* Then we spawn our own version of the projectile with fixed |
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* `TakeDamage()` that does additional check that either it's projectile's |
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* owner that damages it or friendly fire is enabled. |
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* To do this replacement we will need to catch the moment when vanilla |
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* projectile spawns. Unfortunately, this cannot be done by default, since all |
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* projectiles have `bGameRelevant` flag set to `true`, which prevents |
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* `CheckReplacement()` from being called for them. So, when feature is |
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* enabled, it forces all the projectiles we are interested in to have |
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* `bGameRelevant = false`. |
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* |
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* Issue arises from the fact that these two projectiles can desynchronize: |
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* old projectile, that client sees, might not be in the same location as the |
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* new one (especially since we are disabling collisions for the old one), that |
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* deals damage. There are two cases to consider, depending on |
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* the `bNetTemporary` of the old projectile: |
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* 1. `bNetTemporary == true`: projectile version on client side is |
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* independent from the server-side's one. In this case there is |
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* nothing we can do. In fact, vanilla game suffers from this very bug |
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* that makes, say, M79 projectile fly past the zed it exploded |
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* (usually after killing it). To deal with this we would need |
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* the ability to affect client's code, which cannot be done in |
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* the server mode. |
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* 2. `bNetTemporary == false`: projectile version on client side is |
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* actually synchronized with the server-side's one. In this case we |
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* will simply make new projectile to constantly force the old one to |
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* be in the same place at the same rotation. We will also propagate |
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* various state-changing events such as exploding, disintegrating from |
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* siren's scream or sticking to the wall/zed. That is, we will make |
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* the old projectile (that client can see) "the face" of the new one |
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* (that client cannot see). Only "The Orca Bomb Propeller" and |
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* "SealSqueal Harpoon Bomber" fall into this group. |
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*/ |
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// By default (`ignoreFriendlyFire == false`), when friendly fire is enabled |
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// (at any level), this fix allows other players to explode one's projectiles. |
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// By setting this to `true` you will force this fix to prevent it no matter |
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// what, even when server has full friendly fire enabled. |
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var private /*config*/ bool ignoreFriendlyFire; |
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// Stores what pairs of projectile classes that describe what (vulnerable) |
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// class must be replaced with what (protected class). It also remembers the |
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// previous state of `bGameRelevant` for replaceable class to restore it in |
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// case this feature is disabled. |
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struct ReplacementRule |
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{ |
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// `bGameRelevant` before this feature set it to `false` |
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var bool relevancyFlag; |
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var class<ROBallisticProjectile> vulnerableClass; |
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var class<ROBallisticProjectile> protectedClass; |
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}; |
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var private const array<ReplacementRule> rules; |
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protected function OnEnabled() |
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{ |
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local int i; |
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for (i = 0; i < rules.length; i += 1) |
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{ |
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if (rules[i].vulnerableClass == none) continue; |
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if (rules[i].protectedClass == none) continue; |
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rules[i].relevancyFlag = rules[i].vulnerableClass.default.bGameRelevant; |
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rules[i].vulnerableClass.default.bGameRelevant = false; |
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} |
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_.unreal.mutator.OnCheckReplacement(self).connect = CheckReplacement; |
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} |
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protected function OnDisabled() |
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{ |
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local int i; |
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for (i = 0; i < rules.length; i += 1) |
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{ |
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if (rules[i].vulnerableClass == none) continue; |
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if (rules[i].protectedClass == none) continue; |
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rules[i].vulnerableClass.default.bGameRelevant = rules[i].relevancyFlag; |
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} |
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_.unreal.mutator.OnCheckReplacement(self).Disconnect(); |
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} |
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protected function SwapConfig(FeatureConfig config) |
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{ |
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local FixProjectileFF newConfig; |
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newConfig = FixProjectileFF(config); |
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if (newConfig == none) { |
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return; |
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} |
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ignoreFriendlyFire = newConfig.ignoreFriendlyFire; |
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default.ignoreFriendlyFire = ignoreFriendlyFire; |
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} |
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private function bool CheckReplacement(Actor other, out byte isSuperRelevant) |
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{ |
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local ROBallisticProjectile projectile; |
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local class<ROBallisticProjectile> newClass; |
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projectile = ROBallisticProjectile(other); |
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if (projectile == none) { |
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return true; |
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} |
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projectile.bGameRelevant = true; |
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newClass = FindFixedClass(projectile.class); |
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if (newClass == none || newClass == projectile.class) { |
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return true; |
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} |
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ReplaceProjectileWith(ROBallisticProjectile(other), newClass); |
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return true; |
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} |
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private function ReplaceProjectileWith( |
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ROBallisticProjectile oldProjectile, |
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class<ROBallisticProjectile> replacementClass) |
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{ |
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local Pawn instigator; |
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local ROBallisticProjectile newProjectile; |
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if (oldProjectile == none) return; |
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if (replacementClass == none) return; |
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instigator = oldProjectile.instigator; |
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if (instigator == none) return; |
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newProjectile = instigator.Spawn( replacementClass,,, |
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oldProjectile.location, |
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oldProjectile.rotation); |
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if (newProjectile == none) return; |
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// Move projectile damage data to make sure new projectile deals |
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// exactly the same damage as the old one and the old one no longer |
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// deals any. |
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// Technically we only need to zero `oldProjectile` damage values for |
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// most weapons, since they are automatically the same for the |
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// new projectile. |
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// However `KFMod.HuskGun` is an exception that changes these values |
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// depending of the charge, so we need to either consider this as a |
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// special case or just move values all the time - which is what we have |
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// chosen to do. |
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newProjectile.damage = oldProjectile.damage; |
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oldProjectile.damage = 0; |
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newProjectile.damageRadius = oldProjectile.damageRadius; |
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oldProjectile.damageRadius = 0; |
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MoveImpactDamage(oldProjectile, newProjectile); |
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// New projectile must govern all of the mechanics, so make the old mimic |
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// former's movements as close as possible |
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SetupOldProjectileAsFace(oldProjectile, newProjectile); |
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} |
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// Make old projectile behave as close to the new one as possible |
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private function SetupOldProjectileAsFace( |
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ROBallisticProjectile oldProjectile, |
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ROBallisticProjectile newProjectile) |
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{ |
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local FixProjectileFFClass_SPGrenadeProjectile newProjectileAsOrca; |
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local FixProjectileFFClass_SealSquealProjectile newProjectileAsHarpoon; |
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if (oldProjectile == none) return; |
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if (newProjectile == none) return; |
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// Removing collisions: |
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// 1. Avoids unnecessary bumping into zeds and other `Actor`s; |
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// 2. Removes `oldProjectile` from being accessible by |
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// `VisibleCollidingActors()`, therefore avoiding unwanted |
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// `TakeDamage()` calls from friendly fire. |
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oldProjectile.SetCollision(false, false); |
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// Prevent `oldProjectile` from dealing explosion damage in case something |
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// still damages and explodes it |
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oldProjectile.bHurtEntry = true; |
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// We can only make client-side projectile follow new server-side one for |
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// two projectile classes |
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newProjectileAsOrca = |
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FixProjectileFFClass_SPGrenadeProjectile(newProjectile); |
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if (newProjectileAsOrca != none) |
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{ |
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newProjectileAsOrca.SetFace(SPGrenadeProjectile(oldProjectile)); |
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return; |
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} |
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newProjectileAsHarpoon = |
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FixProjectileFFClass_SealSquealProjectile(newProjectile); |
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if (newProjectileAsHarpoon != none) { |
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newProjectileAsHarpoon.SetFace(SealSquealProjectile(oldProjectile)); |
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} |
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} |
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// `impactDamage` is separately defined in 4 different base classes of interest |
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// and moving (or zeroing) it is cumbersome enough to warrant a separate method |
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private function MoveImpactDamage( |
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ROBallisticProjectile oldProjectile, |
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ROBallisticProjectile newProjectile) |
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{ |
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local LAWProj oldProjectileAsLaw, newProjectileAsLaw; |
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local M79GrenadeProjectile oldProjectileAsM79, newProjectileAsM79; |
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local SPGrenadeProjectile oldProjectileAsOrca, newProjectileAsOrca; |
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local SealSquealProjectile oldProjectileAsHarpoon, newProjectileAsHarpoon; |
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if (oldProjectile == none) return; |
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if (newProjectile == none) return; |
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// L.A.W + derivatives: |
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// Zed guns, Flare Revolver, Husk Gun |
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oldProjectileAsLaw = LawProj(oldProjectile); |
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newProjectileAsLaw = LawProj(newProjectile); |
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if (oldProjectileAsLaw != none && newProjectileAsLaw != none) |
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{ |
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newProjectileAsLaw.impactDamage = oldProjectileAsLaw.impactDamage; |
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oldProjectileAsLaw.impactDamage = 0; |
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return; |
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} |
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// M79 Grenade Launcher + derivatives: |
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// M32, M4 203 |
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oldProjectileAsM79 = M79GrenadeProjectile(oldProjectile); |
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newProjectileAsM79 = M79GrenadeProjectile(newProjectile); |
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if (oldProjectileAsM79 != none && newProjectileAsM79 != none) |
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{ |
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newProjectileAsM79.impactDamage = oldProjectileAsM79.impactDamage; |
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oldProjectileAsM79.impactDamage = 0; |
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return; |
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} |
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// The Orca Bomb Propeller |
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oldProjectileAsOrca = SPGrenadeProjectile(oldProjectile); |
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newProjectileAsOrca = SPGrenadeProjectile(newProjectile); |
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if (oldProjectileAsOrca != none && newProjectileAsOrca != none) |
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{ |
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newProjectileAsOrca.impactDamage = oldProjectileAsOrca.impactDamage; |
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oldProjectileAsOrca.impactDamage = 0; |
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return; |
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} |
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// SealSqueal Harpoon Bomber |
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oldProjectileAsHarpoon = SealSquealProjectile(oldProjectile); |
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newProjectileAsHarpoon = SealSquealProjectile(newProjectile); |
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if (oldProjectileAsHarpoon != none && newProjectileAsHarpoon != none) |
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{ |
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newProjectileAsHarpoon.impactDamage = |
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oldProjectileAsHarpoon.impactDamage; |
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oldProjectileAsHarpoon.impactDamage = 0; |
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return; |
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} |
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} |
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// Returns "fixed" class that no longer explodes from random damage |
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private final function class<ROBallisticProjectile> FindFixedClass( |
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class<ROBallisticProjectile> projectileClass) |
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{ |
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local int i; |
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local array<ReplacementRule> rulesCopy; |
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if (projectileClass == none) { |
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return none; |
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} |
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rulesCopy = default.rules; |
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for (i = 0; i < rulesCopy.length; i += 1) |
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{ |
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if (rulesCopy[i].vulnerableClass == projectileClass) { |
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return rulesCopy[i].protectedClass; |
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} |
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} |
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return projectileClass; |
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} |
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// Check if, according to this fix, projectiles should explode from |
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// friendly fire |
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// If `FixProjectileFF` in disabled always returns `false`. |
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public static final function bool IsFriendlyFireAcceptable() |
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{ |
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if (default.ignoreFriendlyFire) { |
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return false; |
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} |
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return __().unreal.GetKFGameType().friendlyFireScale > 0; |
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} |
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defaultproperties |
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{ |
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configClass = class'FixProjectileFF' |
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ignoreFriendlyFire = false |
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rules(0) = (vulnerableClass=class'KFMod.M79GrenadeProjectile',protectedClass=class'FixProjectileFFClass_M79GrenadeProjectile') |
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rules(1) = (vulnerableClass=class'KFMod.M32GrenadeProjectile',protectedClass=class'FixProjectileFFClass_M32GrenadeProjectile') |
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rules(2) = (vulnerableClass=class'KFMod.LAWProj',protectedClass=class'FixProjectileFFClass_LAWProj') |
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rules(3) = (vulnerableClass=class'KFMod.M203GrenadeProjectile',protectedClass=class'FixProjectileFFClass_M203GrenadeProjectile') |
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rules(4) = (vulnerableClass=class'KFMod.ZEDGunProjectile',protectedClass=class'FixProjectileFFClass_ZEDGunProjectile') |
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rules(5) = (vulnerableClass=class'KFMod.ZEDMKIIPrimaryProjectile',protectedClass=class'FixProjectileFFClass_ZEDMKIIPrimaryProjectile') |
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rules(6) = (vulnerableClass=class'KFMod.ZEDMKIISecondaryProjectile',protectedClass=class'FixProjectileFFClass_ZEDMKIISecondaryProjectile') |
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rules(7) = (vulnerableClass=class'KFMod.FlareRevolverProjectile',protectedClass=class'FixProjectileFFClass_FlareRevolverProjectile') |
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rules(8) = (vulnerableClass=class'KFMod.HuskGunProjectile',protectedClass=class'FixProjectileFFClass_HuskGunProjectile') |
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rules(9) = (vulnerableClass=class'KFMod.SPGrenadeProjectile',protectedClass=class'FixProjectileFFClass_SPGrenadeProjectile') |
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rules(10) = (vulnerableClass=class'KFMod.SealSquealProjectile',protectedClass=class'FixProjectileFFClass_SealSquealProjectile') |
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} |