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