Compare commits
59 Commits
51 changed files with 1233 additions and 4695 deletions
@ -1,255 +1,2 @@
|
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[Acedia.FixDualiesCost] |
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; This feature fixes several issues, related to the selling price of both |
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; single and dual pistols, all originating from the existence of dual weapons. |
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; Most notable issue is the ability to "print" money by buying and |
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; selling pistols in a certain way. |
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; |
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; Fix only works with vanilla pistols, as it's unpredictable what |
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; custom ones can do and they can handle these issues on their own |
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; in a better way. |
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autoEnable=true |
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; Some issues involve possible decrease in pistols' price and |
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; don't lead to the exploit, but are still bugs and require fixing. |
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; If you have a Deagle in your inventory and then get another one |
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; (by either buying or picking it off the ground) - the price of resulting |
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; dual pistols will be set to the price of the last deagle, |
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; like the first one wasn't worth anything at all. |
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; In particular this means that (prices are off-perk for more clarity): |
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; 1. If you buy dual deagles (-1000 do$h) and then sell them at 75% of |
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; the cost (+750 do$h), you lose 250 do$h; |
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; 2. If you first buy a deagle (-500 do$h), then buy |
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; the second one (-500 do$h) and then sell them, you'll only get |
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; 75% of the cost of 1 deagle (+375 do$h), now losing 625 do$h; |
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; 3. So if you already have bought a deagle (-500 do$h), |
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; you can get a more expensive weapon by doing a stupid thing |
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; and first selling your Deagle (+375 do$h), |
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; then buying dual deagles (-1000 do$h). |
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; If you sell them after that, you'll gain 75% of the cost of |
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; dual deagles (+750 do$h), leaving you with losing only 375 do$h. |
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; Of course, situations described above are only relevant if you're planning |
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; to sell your weapons at some point and most players won't even |
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; notice these issues. |
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; But such an oversight still shouldn't exist in a game and we fix it by |
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; setting sell value of dualies as a sum of values of each pistol. |
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; Yet, fixing this issue leads to players having more expensive |
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; (while fairly priced) weapons than on vanilla, technically making |
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; the game easier. And some people might object to having that in |
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; a whitelisted bug-fixing feature. |
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; These people are, without a question, complete degenerates. |
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; But making mods for only non-mentally challenged isn't inclusive. |
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; So we add this option. |
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; Set it to 'false' if you only want to fix ammo printing |
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; and leave the rest of the bullshit as-is. |
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allowSellValueIncrease=true |
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|
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|
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[Acedia.FixAmmoSelling] |
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; This feature addressed an oversight in vanilla code that |
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; allows clients to sell weapon's ammunition. |
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; Due to the implementation of ammo selling, this allows cheaters to |
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; "print money" by buying and selling ammo over and over again. |
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autoEnable=true |
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; Due to how this fix works, players with level below 6 get charged less |
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; than necessary by the shop and this fix must take the rest of |
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; the cost by itself. |
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; The problem is, due to how ammo purchase is coded, low-level (<6 lvl) |
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; players can actually buy more ammo for "fixed" weapons than they can afford |
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; by filling ammo for one or all weapons. |
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; Setting this flag to 'true' will allow us to still take full cost |
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; from them, putting them in "debt" (having negative dosh amount). |
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; If you don't want to have players with negative dosh values on your server |
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; as a side-effect of this fix, then leave this flag as 'false', |
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; letting low level players buy ammo cheaper |
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; (but not cheaper than lvl6 could). |
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; NOTE: this issue doesn't affect level 6 players. |
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; NOTE #2: this fix does give players below level 6 some |
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; technical advantage compared to vanilla game, but this advantage |
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; cannot exceed benefits of having level 6. |
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allowNegativeDosh=false |
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|
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|
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[Acedia.FixInventoryAbuse] |
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; This feature addressed two issues with the inventory: |
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; 1. Players carrying amount of weapons that shouldn't be allowed by the |
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; weight limit. |
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; 2. Players carrying two variants of the same gun. |
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; For example carrying both M32 and camo M32. |
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; Single and dual version of the same weapon are also considered |
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; the same type of gun, so you shouldn't be able to carry |
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; both MK23 and dual MK23 or dual handcannons and golden handcannon. |
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; But cheaters do. But not with this fix. |
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autoEnable=true |
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; How often (in seconds) should we do inventory validation checks? |
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; You shouldn't really worry about performance, but there's also no need to |
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; do this check too often. |
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checkInterval=0.25 |
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; For this fix to properly work, this array must contain an entry for |
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; every dual weapon in the game (like pistols, with single and dual versions). |
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; It's made configurable in case of custom dual weapons. |
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dualiesClasses=(single=class'KFMod.SinglePickup',dual=class'KFMod.DualiesPickup') |
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dualiesClasses=(single=class'KFMod.Magnum44Pickup',dual=class'KFMod.Dual44MagnumPickup') |
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dualiesClasses=(single=class'KFMod.MK23Pickup',dual=class'KFMod.DualMK23Pickup') |
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dualiesClasses=(single=class'KFMod.DeaglePickup',dual=class'KFMod.DualDeaglePickup') |
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dualiesClasses=(single=class'KFMod.GoldenDeaglePickup',dual=class'KFMod.GoldenDualDeaglePickup') |
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dualiesClasses=(single=class'KFMod.FlareRevolverPickup',dual=class'KFMod.DualFlareRevolverPickup') |
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|
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|
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[Acedia.FixInfiniteNades] |
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; This feature fixes a vulnerability in a code of 'Frag' that can allow |
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; player to throw grenades even when he no longer has any. |
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; There's also no cooldowns on the throw, which can lead to a server crash. |
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autoEnable=true |
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; Setting this flag to 'true' will allow to throw grenades by calling |
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; 'ServerThrow' directly, as long as player has necessary ammo. |
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; This can allow some players to throw grenades much quicker than intended, |
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; therefore it's suggested to keep this flag set to 'false'. |
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ignoreTossFlags=false |
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|
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|
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[Acedia.FixDoshSpam] |
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; This feature addressed two dosh-related issues: |
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; 1. Crashing servers by spamming 'CashPickup' actors with 'TossCash'; |
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; 2. Breaking collision detection logic by stacking large amount of |
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; 'CashPickup' actors in one place, which allows one to either |
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; reach unintended locations or even instantly kill zeds. |
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; |
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; It fixes them by limiting speed, with which dosh can spawn, and |
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; allowing this limit to decrease when there's already too much dosh |
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; present on the map. |
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autoEnable=true |
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; Highest and lowest speed with which players can throw dosh wads. |
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; It'll be evenly spread between all players. |
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; For example, if speed is set to 6 and only one player will be spamming dosh, |
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; - he'll be able to throw 6 wads of dosh per second; |
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; but if all 6 players are spamming it, - each will throw only 1 per second. |
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; NOTE: these speed values can be exceeded, since a player is guaranteed |
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; to be able to throw at least one wad of dosh, if he didn't do so in awhile. |
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; NOTE #2: if maximum value is less than minimum one, |
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; the lowest (maximum one) will be used. |
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doshPerSecondLimitMax=50 |
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doshPerSecondLimitMin=5 |
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; Amount of dosh pickups on the map at which we must set dosh per second |
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; to 'doshPerSecondLimitMin'. |
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; We use 'doshPerSecondLimitMax' when there's no dosh on the map and |
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; scale linearly between them as it's amount grows. |
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criticalDoshAmount=25 |
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|
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|
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[Acedia.FixSpectatorCrash] |
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; This feature attempts to prevent server crashes caused by someone |
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; quickly switching between being spectator and an active player. |
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autoEnable=true |
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; This fix will try to kick any player that switches between active player |
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; and cooldown faster than time (in seconds) in this value. |
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; NOTE: raising this value past default value of '0.25' |
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; won't actually improve crash prevention, but might cause regular players to |
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; get accidentally kicked. |
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spectatorChangeTimeout=0.25 |
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; [ADVANCED] Don't change this setting unless you know what you're doing. |
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; Allows you to turn off server blocking. |
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; Players that don't respect timeout will still be kicked. |
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; This might be needed if this fix conflicts with another mutator |
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; that also changes 'numPlayers'. |
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; This option is necessary to block aggressive enough server crash |
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; attempts, but can cause compatibility issues with some mutators. |
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; It's highly recommended to rewrite such a mutator to be compatible instead. |
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; NOTE: fix should be compatible with most faked players-type mutators, |
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; since this it remembers the difference between amount of |
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; real players and 'numPlayers'. |
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; After unblocking, it sets 'numPlayers' to |
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; the current amount of real players + that difference. |
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; So 4 players + 3 (=7 numPlayers) after kicking 1 player becomes |
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; 3 players + 3 (=6 numPlayers). |
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allowServerBlock=true |
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|
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|
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[Acedia.FixFFHack] |
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; This feature fixes a bug that can allow players to bypass server's |
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; friendly fire limitations and teamkill. |
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; Usual fixes apply friendly fire scale to suspicious damage themselves, which |
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; also disables some of the environmental damage. |
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; In oder to avoid that, this fix allows server owner to define precisely |
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; to what damage types to apply the friendly fire scaling. |
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; It should be all damage types related to projectiles. |
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autoEnable=true |
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; Defines a general rule for chosing whether or not to apply |
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; friendly fire scaling. |
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; This can be overwritten by exceptions ('alwaysScale' or 'neverScale'). |
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; Enabling scaling by default without any exceptions in 'neverScale' will |
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; make this fix behave almost identically to Mutant's 'Explosives Fix Mutator'. |
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scaleByDefault=false |
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; Damage types, for which we should always reaaply friendly fire scaling. |
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alwaysScale=Class'KFMod.DamTypeCrossbuzzsawHeadShot' |
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alwaysScale=Class'KFMod.DamTypeCrossbuzzsaw' |
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alwaysScale=Class'KFMod.DamTypeFrag' |
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alwaysScale=Class'KFMod.DamTypePipeBomb' |
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alwaysScale=Class'KFMod.DamTypeM203Grenade' |
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alwaysScale=Class'KFMod.DamTypeM79Grenade' |
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alwaysScale=Class'KFMod.DamTypeM79GrenadeImpact' |
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alwaysScale=Class'KFMod.DamTypeM32Grenade' |
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alwaysScale=Class'KFMod.DamTypeLAW' |
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alwaysScale=Class'KFMod.DamTypeLawRocketImpact' |
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alwaysScale=Class'KFMod.DamTypeFlameNade' |
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alwaysScale=Class'KFMod.DamTypeFlareRevolver' |
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alwaysScale=Class'KFMod.DamTypeFlareProjectileImpact' |
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alwaysScale=Class'KFMod.DamTypeBurned' |
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alwaysScale=Class'KFMod.DamTypeTrenchgun' |
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alwaysScale=Class'KFMod.DamTypeHuskGun' |
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alwaysScale=Class'KFMod.DamTypeCrossbow' |
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alwaysScale=Class'KFMod.DamTypeCrossbowHeadShot' |
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alwaysScale=Class'KFMod.DamTypeM99SniperRifle' |
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alwaysScale=Class'KFMod.DamTypeM99HeadShot' |
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alwaysScale=Class'KFMod.DamTypeShotgun' |
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alwaysScale=Class'KFMod.DamTypeNailGun' |
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alwaysScale=Class'KFMod.DamTypeDBShotgun' |
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alwaysScale=Class'KFMod.DamTypeKSGShotgun' |
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alwaysScale=Class'KFMod.DamTypeBenelli' |
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alwaysScale=Class'KFMod.DamTypeSPGrenade' |
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alwaysScale=Class'KFMod.DamTypeSPGrenadeImpact' |
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alwaysScale=Class'KFMod.DamTypeSeekerSixRocket' |
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alwaysScale=Class'KFMod.DamTypeSeekerRocketImpact' |
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alwaysScale=Class'KFMod.DamTypeSealSquealExplosion' |
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alwaysScale=Class'KFMod.DamTypeRocketImpact' |
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alwaysScale=Class'KFMod.DamTypeBlowerThrower' |
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alwaysScale=Class'KFMod.DamTypeSPShotgun' |
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alwaysScale=Class'KFMod.DamTypeZEDGun' |
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alwaysScale=Class'KFMod.DamTypeZEDGunMKII' |
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alwaysScale=Class'KFMod.DamTypeZEDGunMKII' |
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; Damage types, for which we should never reaply friendly fire scaling. |
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;neverScale=Class'KFMod.???' |
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|
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|
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[Acedia.FixZedTimeLags] |
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; When zed time activates, game speed is immediately set to |
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; 'zedTimeSlomoScale' (0.2 by default), defined, like all other variables, |
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; in 'KFGameType'. Zed time lasts 'zedTimeDuration' seconds (3.0 by default), |
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; but during last 'zedTimeDuration * 0.166' seconds (by default 0.498) |
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; it starts to speed back up, causing game speed to update every tick. |
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; This makes animations look more smooth when exiting zed-time. |
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; However, updating speed every tick for that purpose seems like |
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; an overkill and, combined with things like |
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; increased tick rate, certain open maps and increased zed limit, |
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; it can lead to noticable lags at the end of the zed time. |
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; This fix limits amount of actual game speed updates, alleviating the issue. |
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; |
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; As a side effect it also fixes an issue where during zed time speed up |
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; 'zedTimeSlomoScale' was assumed to be default value of '0.2'. |
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; Now zed time will behave correctly with mods that change 'zedTimeSlomoScale'. |
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autoEnable=true |
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; Maximum amount of game speed updates upon leaving zed time. |
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; 2 or 3 seem to provide a good enough result that, |
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; i.e. it should be hard to notice difference with vanilla game behavior. |
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; 1 is a smallest possible value, resulting in effectively removing any |
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; smooting via speed up, simply changing speed from |
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; the slowest (0.2) to the highest. |
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; For the reference: on servers with default 30 tick rate there's usually |
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; about 13 updates total (without this fix). |
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maxGameSpeedUpdatesAmount=3 |
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; [ADVANCED] Don't change this setting unless you know what you're doing. |
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; Compatibility setting that allows to keep 'GameInfo' 's 'Tick' event |
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; from being disabled. |
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; Useful when running Acedia along with custom 'GameInfo' |
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; (that isn't 'KFGameType') that relies on 'Tick' event. |
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; Note, however, that in order to keep this fix working properly, |
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; it's on you to make sure 'KFGameType.Tick()' logic isn't executed. |
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disableTick=true |
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[Acedia.Packages] |
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useGameModes=false |
@ -0,0 +1,7 @@
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[hard GameMode] |
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title={$green Hard difficulty} |
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difficulty=normal |
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|
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[hell GameMode] |
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title={$crimson Hell On Earth} |
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difficulty=hoe |
@ -1,131 +0,0 @@
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/** |
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* Main and only Acedia mutator used for initialization of necessary services |
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* and providing access to mutator events' calls. |
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* Copyright 2020 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 |
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
||||
* GNU General Public License for more details. |
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* |
||||
* You should have received a copy of the GNU General Public License |
||||
* along with Acedia. If not, see <https://www.gnu.org/licenses/>. |
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*/ |
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class Acedia extends Mutator |
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config(Acedia); |
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|
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// Default value of this variable will be used to store |
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// reference to the active Acedia mutator, |
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// as well as to ensure there's only one copy of it. |
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// We can't use 'Singleton' class for that, |
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// as we have to derive from 'Mutator'. |
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var private Acedia selfReference; |
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|
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// Array of predefined services that must be started along with Acedia mutator. |
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var private array< class<Service> > systemServices; |
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|
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static public final function Acedia GetInstance() |
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{ |
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return default.selfReference; |
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} |
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|
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event PreBeginPlay() |
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{ |
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// Enforce one copy rule and remember a reference to that copy |
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if (default.selfReference != none) |
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{ |
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Destroy(); |
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return; |
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} |
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default.selfReference = self; |
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// Boot up Acedia |
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LoadManifest(class'Manifest'); |
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LaunchServices(); |
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InjectBroadcastHandler(); // TODO: move this to 'SideEffect' mechanic |
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} |
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|
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private final function LoadManifest(class<Manifest> manifestClass) |
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{ |
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local int i; |
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// Activate manifest's listeners |
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for (i = 0; i < manifestClass.default.requiredListeners.length; i += 1) |
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{ |
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if (manifestClass.default.requiredListeners[i] == none) continue; |
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manifestClass.default.requiredListeners[i].static.SetActive(true); |
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} |
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// Enable features |
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for (i = 0; i < manifestClass.default.features.length; i += 1) |
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{ |
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if (manifestClass.default.features[i] == none) continue; |
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if (manifestClass.default.features[i].static.IsAutoEnabled()) |
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{ |
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manifestClass.default.features[i].static.EnableMe(); |
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} |
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} |
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} |
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|
||||
private final function LaunchServices() |
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{ |
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local int i; |
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for (i = 0; i < systemServices.length; i += 1) |
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{ |
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if (systemServices[i] == none) continue; |
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Spawn(systemServices[i]); |
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} |
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} |
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|
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private final function InjectBroadcastHandler() |
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{ |
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local BroadcastHandler ourBroadcastHandler; |
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if (level == none || level.game == none) return; |
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|
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ourBroadcastHandler = Spawn(class'BroadcastHandler'); |
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// Swap out level's first handler with ours |
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// (needs to be done for both actor reference and it's class) |
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ourBroadcastHandler.nextBroadcastHandler = level.game.broadcastHandler; |
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ourBroadcastHandler.nextBroadcastHandlerClass = level.game.broadcastClass; |
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level.game.broadcastHandler = ourBroadcastHandler; |
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level.game.broadcastClass = class'BroadcastHandler'; |
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} |
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|
||||
// Acedia is only able to run in a server mode right now, |
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// so this function is just a stub. |
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public final function bool IsServerOnly() |
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{ |
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return true; |
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} |
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|
||||
// Provide a way to handle CheckReplacement event |
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function bool CheckReplacement(Actor other, out byte isSuperRelevant) |
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{ |
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return class'MutatorEvents'.static. |
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CallCheckReplacement(other, isSuperRelevant); |
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} |
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|
||||
function Mutate(string command, PlayerController sendingPlayer) |
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{ |
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if (class'MutatorEvents'.static.CallMutate(command, sendingPlayer)) |
||||
{ |
||||
super.Mutate(command, sendingPlayer); |
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} |
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} |
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|
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defaultproperties |
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{ |
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// List built-in services |
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systemServices(0) = class'ConnectionService' |
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// This is a server-only mutator |
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remoteRole = ROLE_None |
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bAlwaysRelevant = true |
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// Mutator description |
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GroupName = "Core mutator" |
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FriendlyName = "Acedia" |
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Description = "Mutator for all your degenerate needs" |
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} |
@ -1,32 +0,0 @@
|
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/** |
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* Facilitates some core replicated functions between client and server. |
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* Copyright 2019 Anton Tarasenko |
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*------------------------------------------------------------------------------ |
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* This file is part of Acedia. |
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* |
||||
* 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 AcediaReplicationInfo extends ReplicationInfo; |
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|
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var public PlayerController linkOwner; |
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|
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replication |
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{ |
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reliable if (role == ROLE_Authority) |
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linkOwner; |
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} |
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|
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defaultproperties |
||||
{ |
||||
} |
@ -1,142 +0,0 @@
|
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/** |
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* Event generator for events, related to broadcasting messages |
||||
* through standard Unreal Script means: |
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* 1. text messages, typed by a player; |
||||
* 2. localized messages, identified by a LocalMessage class and id. |
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* Allows to make decisions whether or not to propagate certain messages. |
||||
* 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 BroadcastEvents extends Events |
||||
abstract; |
||||
|
||||
struct LocalizedMessage |
||||
{ |
||||
// Every localized message is described by a class and id. |
||||
// For example, consider 'KFMod.WaitingMessage': |
||||
// if passed 'id' is '1', |
||||
// then it's supposed to be a message about new wave, |
||||
// but if passed 'id' is '2', |
||||
// then it's about completing the wave. |
||||
var class<LocalMessage> class; |
||||
var int id; |
||||
// Localized messages in unreal script can be passed along with |
||||
// optional arguments, described by variables below. |
||||
var PlayerReplicationInfo relatedPRI1; |
||||
var PlayerReplicationInfo relatedPRI2; |
||||
var Object relatedObject; |
||||
}; |
||||
|
||||
static function bool CallCanBroadcast(Actor broadcaster, int recentSentTextSize) |
||||
{ |
||||
local int i; |
||||
local bool result; |
||||
local array< class<Listener> > listeners; |
||||
listeners = GetListeners(); |
||||
for (i = 0;i < listeners.length;i += 1) |
||||
{ |
||||
result = class<BroadcastListenerBase>(listeners[i]) |
||||
.static.CanBroadcast(broadcaster, recentSentTextSize); |
||||
if (!result) return false; |
||||
} |
||||
return true; |
||||
} |
||||
|
||||
static function bool CallHandleText |
||||
( |
||||
Actor sender, |
||||
out string message, |
||||
name messageType |
||||
) |
||||
{ |
||||
local int i; |
||||
local bool result; |
||||
local array< class<Listener> > listeners; |
||||
listeners = GetListeners(); |
||||
for (i = 0;i < listeners.length;i += 1) |
||||
{ |
||||
result = class<BroadcastListenerBase>(listeners[i]) |
||||
.static.HandleText(sender, message, messageType); |
||||
if (!result) return false; |
||||
} |
||||
return true; |
||||
} |
||||
|
||||
static function bool CallHandleTextFor |
||||
( |
||||
PlayerController receiver, |
||||
Actor sender, |
||||
out string message, |
||||
name messageType |
||||
) |
||||
{ |
||||
local int i; |
||||
local bool result; |
||||
local array< class<Listener> > listeners; |
||||
listeners = GetListeners(); |
||||
for (i = 0;i < listeners.length;i += 1) |
||||
{ |
||||
result = class<BroadcastListenerBase>(listeners[i]) |
||||
.static.HandleTextFor(receiver, sender, message, messageType); |
||||
if (!result) return false; |
||||
} |
||||
return true; |
||||
} |
||||
|
||||
static function bool CallHandleLocalized |
||||
( |
||||
Actor sender, |
||||
LocalizedMessage message |
||||
) |
||||
{ |
||||
local int i; |
||||
local bool result; |
||||
local array< class<Listener> > listeners; |
||||
listeners = GetListeners(); |
||||
for (i = 0;i < listeners.length;i += 1) |
||||
{ |
||||
result = class<BroadcastListenerBase>(listeners[i]) |
||||
.static.HandleLocalized(sender, message); |
||||
if (!result) return false; |
||||
} |
||||
return true; |
||||
} |
||||
|
||||
static function bool CallHandleLocalizedFor |
||||
( |
||||
PlayerController receiver, |
||||
Actor sender, |
||||
LocalizedMessage message |
||||
) |
||||
{ |
||||
local int i; |
||||
local bool result; |
||||
local array< class<Listener> > listeners; |
||||
listeners = GetListeners(); |
||||
for (i = 0;i < listeners.length;i += 1) |
||||
{ |
||||
result = class<BroadcastListenerBase>(listeners[i]) |
||||
.static.HandleLocalizedFor(receiver, sender, message); |
||||
if (!result) return false; |
||||
} |
||||
return true; |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
relatedListener = class'BroadcastListenerBase' |
||||
} |
@ -1,197 +0,0 @@
|
||||
/** |
||||
* 'BroadcastHandler' class that used by Acedia to catch |
||||
* broadcasting events. For Acedia to work properly it needs to be added to |
||||
* the very beginning of the broadcast handlers' chain. |
||||
* 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/>. |
||||
*/ |
||||
// TODO: make it work from any place in the chain. |
||||
class BroadcastHandler extends Engine.BroadcastHandler |
||||
dependson(BroadcastEvents); |
||||
|
||||
// The way vanilla 'BroadcastHandler' works - it can check if broadcast is |
||||
// possible for any actor, but for actually sending the text messages it will |
||||
// try to extract player's data from it |
||||
// and will simply pass 'none' if it can't. |
||||
// We remember senders in this array in order to pass real ones to our events. |
||||
// Array instead of variable is to account for folded calls |
||||
// (when handling of broadcast events leads to another message generation). |
||||
var private array<Actor> storedSenders; |
||||
|
||||
// We want to insert our code in some of the functions between |
||||
// 'AllowsBroadcast' check and actual broadcasting, |
||||
// so we can't just use a 'super.AllowsBroadcast()' call. |
||||
// Instead we first manually do this check, then perform our logic and then |
||||
// make a super call, but with 'blockAllowsBroadcast' flag set to 'true', |
||||
// which causes overloaded 'AllowsBroadcast()' to omit actual checks. |
||||
var private bool blockAllowsBroadcast; |
||||
|
||||
// Functions below simply reroute vanilla's broadcast events to |
||||
// Acedia's 'BroadcastEvents', while keeping original senders |
||||
// and blocking 'AllowsBroadcast()' as described in comments for |
||||
// 'storedSenders' and 'blockAllowsBroadcast'. |
||||
|
||||
public function bool HandlerAllowsBroadcast(Actor broadcaster, int sentTextNum) |
||||
{ |
||||
local bool canBroadcast; |
||||
// Check listeners |
||||
canBroadcast = class'BroadcastEvents'.static |
||||
.CallCanBroadcast(broadcaster, sentTextNum); |
||||
// Check other broadcast handlers (if present) |
||||
if (canBroadcast && nextBroadcastHandler != none) |
||||
{ |
||||
canBroadcast = nextBroadcastHandler |
||||
.HandlerAllowsBroadcast(broadcaster, sentTextNum); |
||||
} |
||||
return canBroadcast; |
||||
} |
||||
|
||||
function Broadcast(Actor sender, coerce string message, optional name type) |
||||
{ |
||||
local bool canTryToBroadcast; |
||||
if (!AllowsBroadcast(sender, Len(message))) |
||||
return; |
||||
canTryToBroadcast = class'BroadcastEvents'.static |
||||
.CallHandleText(sender, message, type); |
||||
if (canTryToBroadcast) |
||||
{ |
||||
storedSenders[storedSenders.length] = sender; |
||||
blockAllowsBroadcast = true; |
||||
super.Broadcast(sender, message, type); |
||||
blockAllowsBroadcast = false; |
||||
storedSenders.length = storedSenders.length - 1; |
||||
} |
||||
} |
||||
|
||||
function BroadcastTeam |
||||
( |
||||
Controller sender, |
||||
coerce string message, |
||||
optional name type |
||||
) |
||||
{ |
||||
local bool canTryToBroadcast; |
||||
if (!AllowsBroadcast(sender, Len(message))) |
||||
return; |
||||
canTryToBroadcast = class'BroadcastEvents'.static |
||||
.CallHandleText(sender, message, type); |
||||
if (canTryToBroadcast) |
||||
{ |
||||
storedSenders[storedSenders.length] = sender; |
||||
blockAllowsBroadcast = true; |
||||
super.BroadcastTeam(sender, message, type); |
||||
blockAllowsBroadcast = false; |
||||
storedSenders.length = storedSenders.length - 1; |
||||
} |
||||
} |
||||
|
||||
event AllowBroadcastLocalized |
||||
( |
||||
Actor sender, |
||||
class<LocalMessage> message, |
||||
optional int switch, |
||||
optional PlayerReplicationInfo relatedPRI1, |
||||
optional PlayerReplicationInfo relatedPRI2, |
||||
optional Object optionalObject |
||||
) |
||||
{ |
||||
local bool canTryToBroadcast; |
||||
local BroadcastEvents.LocalizedMessage packedMessage; |
||||
if (!AllowsBroadcast(sender, Len(message))) |
||||
return; |
||||
packedMessage.class = message; |
||||
packedMessage.id = switch; |
||||
packedMessage.relatedPRI1 = relatedPRI1; |
||||
packedMessage.relatedPRI2 = relatedPRI2; |
||||
packedMessage.relatedObject = optionalObject; |
||||
canTryToBroadcast = class'BroadcastEvents'.static |
||||
.CallHandleLocalized(sender, packedMessage); |
||||
if (canTryToBroadcast) |
||||
{ |
||||
super.AllowBroadcastLocalized( sender, message, switch, |
||||
relatedPRI1, relatedPRI2, |
||||
optionalObject); |
||||
} |
||||
} |
||||
|
||||
function bool AllowsBroadcast(actor broadcaster, int len) |
||||
{ |
||||
if (blockAllowsBroadcast) |
||||
return true; |
||||
return super.AllowsBroadcast(broadcaster, len); |
||||
} |
||||
|
||||
function bool AcceptBroadcastText |
||||
( |
||||
PlayerController receiver, |
||||
PlayerReplicationInfo senderPRI, |
||||
out string message, |
||||
optional name type |
||||
) |
||||
{ |
||||
local bool canBroadcast; |
||||
local Actor sender; |
||||
if (senderPRI != none) |
||||
{ |
||||
sender = PlayerController(senderPRI.owner); |
||||
} |
||||
if (sender == none && storedSenders.length > 0) |
||||
{ |
||||
sender = storedSenders[storedSenders.length - 1]; |
||||
} |
||||
canBroadcast = class'BroadcastEvents'.static |
||||
.CallHandleTextFor(receiver, sender, message, type); |
||||
if (!canBroadcast) |
||||
{ |
||||
return false; |
||||
} |
||||
return super.AcceptBroadcastText(receiver, senderPRI, message, type); |
||||
} |
||||
|
||||
|
||||
function bool AcceptBroadcastLocalized |
||||
( |
||||
PlayerController receiver, |
||||
Actor sender, |
||||
class<LocalMessage> message, |
||||
optional int switch, |
||||
optional PlayerReplicationInfo relatedPRI1, |
||||
optional PlayerReplicationInfo relatedPRI2, |
||||
optional Object obj |
||||
) |
||||
{ |
||||
local bool canBroadcast; |
||||
local BroadcastEvents.LocalizedMessage packedMessage; |
||||
packedMessage.class = message; |
||||
packedMessage.id = switch; |
||||
packedMessage.relatedPRI1 = relatedPRI1; |
||||
packedMessage.relatedPRI2 = relatedPRI2; |
||||
packedMessage.relatedObject = obj; |
||||
canBroadcast = class'BroadcastEvents'.static |
||||
.CallHandleLocalizedFor(receiver, sender, packedMessage); |
||||
if (!canBroadcast) |
||||
{ |
||||
return false; |
||||
} |
||||
return super.AcceptBroadcastLocalized( receiver, sender, message, switch, |
||||
relatedPRI1, relatedPRI2, obj); |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
blockAllowsBroadcast = false |
||||
} |
@ -1,120 +0,0 @@
|
||||
/** |
||||
* Listener for events, related to broadcasting messages |
||||
* through standard Unreal Script means: |
||||
* 1. text messages, typed by a player; |
||||
* 2. localized messages, identified by a LocalMessage class and id. |
||||
* Allows to make decisions whether or not to propagate certain messages. |
||||
* 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 BroadcastListenerBase extends Listener |
||||
abstract; |
||||
|
||||
static final function PlayerController GetController(Actor sender) |
||||
{ |
||||
local Pawn senderPawn; |
||||
senderPawn = Pawn(sender); |
||||
if (senderPawn != none) return PlayerController(senderPawn.controller); |
||||
return PlayerController(sender); |
||||
} |
||||
|
||||
// This event is called whenever registered broadcast handlers are asked if |
||||
// they'd allow given actor ('broadcaster') to broadcast a text message, |
||||
// given that none so far rejected it and he recently already broadcasted |
||||
// or tried to broadcast 'recentSentTextSize' symbols of text |
||||
// (that value is periodically reset in 'GameInfo', |
||||
// by default should be each second). |
||||
// NOTE: this function is ONLY called when someone tries to |
||||
// broadcast TEXT messages. |
||||
// If one of the listeners returns 'false', - |
||||
// it will be treated just like one of broadcasters returning 'false' |
||||
// in 'AllowsBroadcast' and this method won't be called for remaining |
||||
// active listeners. |
||||
static function bool CanBroadcast(Actor broadcaster, int recentSentTextSize) |
||||
{ |
||||
return true; |
||||
} |
||||
|
||||
// This event is called whenever a someone is trying to broadcast |
||||
// a text message (typically the typed by a player). |
||||
// This function is called once per message and allows you to change it |
||||
// (by changing 'message' argument) before any of the players receive it. |
||||
// Return 'true' to allow the message through. |
||||
// If one of the listeners returns 'false', - |
||||
// it will be treated just like one of broadcasters returning 'false' |
||||
// in 'AcceptBroadcastText' and this method won't be called for remaining |
||||
// active listeners. |
||||
static function bool HandleText |
||||
( |
||||
Actor sender, |
||||
out string message, |
||||
optional name messageType |
||||
) |
||||
{ |
||||
return true; |
||||
} |
||||
|
||||
// This event is similar to 'HandleText', but is called for every player |
||||
// the message is sent to. |
||||
// If allows you to alter the message, but the changes are accumulated |
||||
// as events go through the players. |
||||
static function bool HandleTextFor |
||||
( |
||||
PlayerController receiver, |
||||
Actor sender, |
||||
out string message, |
||||
optional name messageType |
||||
) |
||||
{ |
||||
return true; |
||||
} |
||||
|
||||
// This event is called whenever a localized message is trying to |
||||
// get broadcasted to a certain player ('receiver'). |
||||
// Return 'true' to allow the message through. |
||||
// If one of the listeners returns 'false', - |
||||
// it will be treated just like one of broadcasters returning 'false' |
||||
// in 'AcceptBroadcastText' and this method won't be called for remaining |
||||
// active listeners. |
||||
static function bool HandleLocalized |
||||
( |
||||
Actor sender, |
||||
BroadcastEvents.LocalizedMessage message |
||||
) |
||||
{ |
||||
return true; |
||||
} |
||||
|
||||
// This event is similar to 'HandleLocalized', but is called for |
||||
// every player the message is sent to. |
||||
static function bool HandleLocalizedFor |
||||
( |
||||
PlayerController receiver, |
||||
Actor sender, |
||||
BroadcastEvents.LocalizedMessage message |
||||
) |
||||
{ |
||||
return true; |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
relatedEvents = class'BroadcastEvents' |
||||
} |
||||
|
||||
// Text messages can (optionally) have their type specified. |
||||
// Examples of it are names 'Say' and 'CriticalEvent'. |
@ -1,133 +0,0 @@
|
||||
/** |
||||
* One of the two classes that make up a core of event system in Acedia. |
||||
* |
||||
* 'Events' (or it's child) class shouldn't be instantiated. |
||||
* Usually module would provide '...Events' class that defines |
||||
* certain set of static functions that can generate event calls to |
||||
* all it's active listeners. |
||||
* If you're simply using modules someone made, - |
||||
* you don't need to bother yourself with further specifics. |
||||
* If you wish to create your own event generator, |
||||
* then first create a '...ListenerBase' object |
||||
* (more about it in the description of 'Listener' class) |
||||
* and set 'relatedListener' variable to point to it's class. |
||||
* Then for each event create a caller function in your 'Event' class, |
||||
* following this template: |
||||
* ____________________________________________________________________________ |
||||
* | static function CallEVENT_NAME(<ARGUMENTS>) |
||||
* | { |
||||
* | local int i; |
||||
* | local array< class<Listener> > listeners; |
||||
* | listeners = GetListeners(); |
||||
* | for (i = 0; i < listeners.length; i += 1) |
||||
* | { |
||||
* | class<...ListenerBase>(listeners[i]) |
||||
* | .static.EVENT_NAME(<ARGUMENTS>); |
||||
* | } |
||||
* | } |
||||
* |___________________________________________________________________________ |
||||
* If each listener must indicate whether it gives it's permission for |
||||
* something to happen, then use this template: |
||||
* ____________________________________________________________________________ |
||||
* | static function CallEVENT_NAME(<ARGUMENTS>) |
||||
* | { |
||||
* | local int i; |
||||
* | local bool result; |
||||
* | local array< class<Listener> > listeners; |
||||
* | listeners = GetListeners(); |
||||
* | for (i = 0; i < listeners.length; i += 1) |
||||
* | { |
||||
* | result = class<...ListenerBase>(listeners[i]) |
||||
* | .static.EVENT_NAME(<ARGUMENTS>); |
||||
* | if (!result) return false; |
||||
* | } |
||||
* | return true; |
||||
* | } |
||||
* |___________________________________________________________________________ |
||||
* For concrete example look at |
||||
* 'MutatorEvents' and 'MutatorListenerBase'. |
||||
* 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 Events extends Object |
||||
abstract; |
||||
|
||||
var private array< class<Listener> > listeners; |
||||
|
||||
var public const class<Listener> relatedListener; |
||||
|
||||
static public final function array< class<Listener> > GetListeners() |
||||
{ |
||||
return default.listeners; |
||||
} |
||||
|
||||
// Make given listener active. |
||||
// If listener was already activated also returns 'false'. |
||||
static public final function bool ActivateListener(class<Listener> newListener) |
||||
{ |
||||
local int i; |
||||
if (newListener == none) return false; |
||||
if (!ClassIsChildOf(newListener, default.relatedListener)) return false; |
||||
|
||||
for (i = 0;i < default.listeners.length;i += 1) |
||||
{ |
||||
if (default.listeners[i] == newListener) |
||||
{ |
||||
return false; |
||||
} |
||||
} |
||||
default.listeners[default.listeners.length] = newListener; |
||||
return true; |
||||
} |
||||
|
||||
// Make given listener inactive. |
||||
// If listener wasn't active returns 'false'. |
||||
static public final function bool DeactivateListener(class<Listener> listener) |
||||
{ |
||||
local int i; |
||||
if (listener == none) return false; |
||||
|
||||
for (i = 0; i < default.listeners.length; i += 1) |
||||
{ |
||||
if (default.listeners[i] == listener) |
||||
{ |
||||
default.listeners.Remove(i, 1); |
||||
return true; |
||||
} |
||||
} |
||||
return false; |
||||
} |
||||
|
||||
static public final function bool IsActiveListener(class<Listener> listener) |
||||
{ |
||||
local int i; |
||||
if (listener == none) return false; |
||||
|
||||
for (i = 0; i < default.listeners.length; i += 1) |
||||
{ |
||||
if (default.listeners[i] == listener) |
||||
{ |
||||
return true; |
||||
} |
||||
} |
||||
return false; |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
relatedListener = class'Listener' |
||||
} |
@ -1,117 +0,0 @@
|
||||
/** |
||||
* Feature represents a certain subset of Acedia's functionality that |
||||
* can be enabled or disabled, according to server owner's wishes. |
||||
* In the current version of Acedia enabling or disabling a feature requires |
||||
* manually editing configuration file and restarting a server. |
||||
* Factually feature is just a collection of settings with one universal |
||||
* 'isActive' setting that tells Acedia whether or not to load a feature. |
||||
* 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 Feature extends Singleton |
||||
abstract |
||||
config(Acedia); |
||||
|
||||
// Setting that tells Acedia whether or not to enable this feature |
||||
// during initialization. |
||||
// Only it's default value is ever used. |
||||
var private config bool autoEnable; |
||||
|
||||
// Listeners listed here will be automatically activated. |
||||
var public const array< class<Listener> > requiredListeners; |
||||
|
||||
// Sets whether to enable this feature by default. |
||||
public static final function SetAutoEnable(bool doEnable) |
||||
{ |
||||
default.autoEnable = doEnable; |
||||
StaticSaveConfig(); |
||||
} |
||||
|
||||
public static final function bool IsAutoEnabled() |
||||
{ |
||||
return default.autoEnable; |
||||
} |
||||
|
||||
// Whether feature is enabled is determined by |
||||
public static final function bool IsEnabled() |
||||
{ |
||||
return (GetInstance() != none); |
||||
} |
||||
|
||||
// Enables feature of given class. |
||||
// To disable a feature simply use 'Destroy'. |
||||
public static final function Feature EnableMe() |
||||
{ |
||||
local Feature newInstance; |
||||
if (IsEnabled()) |
||||
{ |
||||
return Feature(GetInstance()); |
||||
} |
||||
default.blockSpawning = false; |
||||
newInstance = class'Acedia'.static.GetInstance().Spawn(default.class); |
||||
default.blockSpawning = true; |
||||
return newInstance; |
||||
} |
||||
|
||||
// Event functions that are called when |
||||
public function OnEnabled(){} |
||||
public function OnDisabled(){} |
||||
|
||||
// Set listeners' status |
||||
private static function SetListenersActiveSatus(bool newStatus) |
||||
{ |
||||
local int i; |
||||
for (i = 0; i < default.requiredListeners.length; i += 1) |
||||
{ |
||||
if (default.requiredListeners[i] == none) continue; |
||||
default.requiredListeners[i].static.SetActive(newStatus); |
||||
} |
||||
} |
||||
|
||||
// 'OnEnabled' and 'OnDisabled' should be called from functions that |
||||
// will be called regardless of whether 'Feature' was created |
||||
// with 'ChangeEnabledState' or in some other way. |
||||
event PreBeginPlay() |
||||
{ |
||||
super.PreBeginPlay(); |
||||
// '!bDeleteMe' means that we will be a singleton instance, |
||||
// meaning that we only just got enabled. |
||||
if (!bDeleteMe && IsEnabled()) |
||||
{ |
||||
// Block spawning this feature before calling any other events |
||||
default.blockSpawning = true; |
||||
SetListenersActiveSatus(true); |
||||
OnEnabled(); |
||||
return; |
||||
} |
||||
} |
||||
|
||||
event Destroyed() |
||||
{ |
||||
super.Destroyed(); |
||||
SetListenersActiveSatus(false); |
||||
OnDisabled(); |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
autoEnable = false |
||||
// Prevent spawning this feature by any other means than 'EnableMe()'. |
||||
blockSpawning = true |
||||
// Features are server-only actors |
||||
remoteRole = ROLE_None |
||||
} |
@ -1,85 +0,0 @@
|
||||
/** |
||||
* This actor attaches itself to the ammo boxes |
||||
* and imitates their collision to let us detect when they're picked up. |
||||
* 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 AmmoPickupStalker extends Actor; |
||||
|
||||
// Ammo box this stalker is attached to. |
||||
// If it is destroyed (not just picked up) - stalker must die too. |
||||
var private KFAmmoPickup target; |
||||
|
||||
// This variable is used to record if our 'target' ammo box was in |
||||
// active state ('Pickup') last time we've checked. |
||||
// We need this because ammo box's 'Touch' event can fire off first and |
||||
// force the box to sleep before stalker could catch same event. |
||||
// Without this variable we would have no way to know if player |
||||
// simply walked near the place of a sleeping box or actually grabbed it. |
||||
var private bool wasActive; |
||||
|
||||
// Static function that spawns a new stalker for the given box. |
||||
// Careful, as there's no checks for whether a stalker is |
||||
// already attached to it. |
||||
// Ensuring that is on the user of the function. |
||||
public final static function StalkAmmoPickup(KFAmmoPickup newTarget) |
||||
{ |
||||
local AmmoPickupStalker newStalker; |
||||
if (newTarget == none) return; |
||||
|
||||
newStalker = newTarget.Spawn(class'AmmoPickupStalker'); |
||||
newStalker.target = newTarget; |
||||
newStalker.SetBase(newTarget); |
||||
newStalker.SetCollision(true); |
||||
newStalker.SetCollisionSize(newTarget.collisionRadius, |
||||
newTarget.collisionHeight); |
||||
} |
||||
|
||||
event Touch(Actor other) |
||||
{ |
||||
local FixAmmoSelling 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()); |
||||
if (ammoSellingFix != none) |
||||
{ |
||||
ammoSellingFix.RecordAmmoPickup(Pawn(other), target); |
||||
} |
||||
} |
||||
|
||||
event Tick(float delta) |
||||
{ |
||||
if (target != none) |
||||
{ |
||||
wasActive = target.IsInState('Pickup'); |
||||
} |
||||
else |
||||
{ |
||||
Destroy(); |
||||
} |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
// Server-only, hidden |
||||
remoteRole = ROLE_None |
||||
bAlwaysRelevant = true |
||||
drawType = DT_None |
||||
} |
@ -1,395 +0,0 @@
|
||||
/** |
||||
* 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 |
||||
*------------------------------------------------------------------------------ |
||||
* 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 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 |
||||
* (its' 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; |
||||
|
||||
// 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; |
||||
}; |
||||
|
||||
// All weapons we've detected so far. |
||||
var private array<WeaponRecord> registeredWeapons; |
||||
|
||||
public function OnEnabled() |
||||
{ |
||||
local KFWeapon nextWeapon; |
||||
local KFAmmoPickup nextPickup; |
||||
// 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); |
||||
} |
||||
} |
||||
|
||||
public function OnDisabled() |
||||
{ |
||||
local int i; |
||||
local AmmoPickupStalker nextStalker; |
||||
local array<AmmoPickupStalker> stalkers; |
||||
// 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; |
||||
} |
||||
} |
||||
registeredWeapons.length = 0; |
||||
// 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(); |
||||
} |
||||
} |
||||
} |
||||
|
||||
// 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; |
||||
if (potentialAbuser == none) return; |
||||
|
||||
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; |
||||
return; |
||||
} |
||||
} |
||||
} |
||||
|
||||
// Finds ammo instance for recorded weapon in it's owner's inventory. |
||||
private 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'). |
||||
private 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; |
||||
// Check conditions from 'KFAmmoPickup' code ('Touch' function) |
||||
if (pickup == none) return; |
||||
if (pawnWithAmmo == none) return; |
||||
if (pawnWithAmmo.controller == none) return; |
||||
if (!pawnWithAmmo.bCanPickupInventory) return; |
||||
if (!FastTrace(pawnWithAmmo.location, pickup.location)) return; |
||||
|
||||
// Add relevant amount of ammo to our records |
||||
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; |
||||
} |
||||
} |
||||
} |
||||
|
||||
event Tick(float delta) |
||||
{ |
||||
local int i; |
||||
// For all the weapon records... |
||||
i = 0; |
||||
while (i < registeredWeapons.length) |
||||
{ |
||||
// ...remove dead records |
||||
if (registeredWeapons[i].weapon == none) |
||||
{ |
||||
registeredWeapons.Remove(i, 1); |
||||
continue; |
||||
} |
||||
// ...find ammo if it's missing |
||||
if (registeredWeapons[i].ammo == none) |
||||
{ |
||||
registeredWeapons[i] = FindAmmoInstance(registeredWeapons[i]); |
||||
} |
||||
// ...tax for ammo, if we can |
||||
registeredWeapons[i] = TaxAmmoChange(registeredWeapons[i]); |
||||
i += 1; |
||||
} |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
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' |
||||
} |
@ -1,26 +0,0 @@
|
||||
/** |
||||
* A helper class for 'FixAmmoSelling' that sets ammo cost for M32 to that |
||||
* of a level 6 player and doesn't allow for a perk discount. |
||||
* 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 FixAmmoSellingClass_CamoM32Pickup extends CamoM32Pickup; |
||||
|
||||
defaultproperties |
||||
{ |
||||
AmmoCost = 42 |
||||
} |
@ -1,26 +0,0 @@
|
||||
/** |
||||
* A helper class for 'FixAmmoSelling' that sets ammo cost for xbow to that |
||||
* of a level 6 player and doesn't allow for a perk discount. |
||||
* 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 FixAmmoSellingClass_CrossbowPickup extends CrossbowPickup; |
||||
|
||||
defaultproperties |
||||
{ |
||||
AmmoCost = 11.6 |
||||
} |
@ -1,26 +0,0 @@
|
||||
/** |
||||
* A helper class for 'FixAmmoSelling' that sets ammo cost for m79 to that |
||||
* of a level 6 player and doesn't allow for a perk discount. |
||||
* 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 FixAmmoSellingClass_GoldenM79Pickup extends GoldenM79Pickup; |
||||
|
||||
defaultproperties |
||||
{ |
||||
AmmoCost = 7 |
||||
} |
@ -1,26 +0,0 @@
|
||||
/** |
||||
* A helper class for 'FixAmmoSelling' that sets ammo cost for LAW to that |
||||
* of a level 6 player and doesn't allow for a perk discount. |
||||
* 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 FixAmmoSellingClass_LAWPickup extends LAWPickup; |
||||
|
||||
defaultproperties |
||||
{ |
||||
AmmoCost = 21 |
||||
} |
@ -1,26 +0,0 @@
|
||||
/** |
||||
* A helper class for 'FixAmmoSelling' that sets ammo cost for M32 to that |
||||
* of a level 6 player and doesn't allow for a perk discount. |
||||
* 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 FixAmmoSellingClass_M32Pickup extends M32Pickup; |
||||
|
||||
defaultproperties |
||||
{ |
||||
AmmoCost = 42 |
||||
} |
@ -1,26 +0,0 @@
|
||||
/** |
||||
* A helper class for 'FixAmmoSelling' that sets ammo cost for M79 to that |
||||
* of a level 6 player and doesn't allow for a perk discount. |
||||
* 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 FixAmmoSellingClass_M79Pickup extends M79Pickup; |
||||
|
||||
defaultproperties |
||||
{ |
||||
AmmoCost = 7 |
||||
} |
@ -1,26 +0,0 @@
|
||||
/** |
||||
* A helper class for 'FixAmmoSelling' that sets ammo cost for pipes |
||||
* to that of a level 6 player and doesn't allow for a perk discount. |
||||
* 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 FixAmmoSellingClass_PipeBombPickup extends PipeBombPickup; |
||||
|
||||
defaultproperties |
||||
{ |
||||
AmmoCost = 195 |
||||
} |
@ -1,27 +0,0 @@
|
||||
/** |
||||
* A helper class for 'FixAmmoSelling' that sets ammo cost for |
||||
* orca grnade launcher to that of a level 6 player |
||||
* and doesn't allow for a perk discount. |
||||
* 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 FixAmmoSellingClass_SPGrenadePickup extends SPGrenadePickup; |
||||
|
||||
defaultproperties |
||||
{ |
||||
AmmoCost = 7 |
||||
} |
@ -1,26 +0,0 @@
|
||||
/** |
||||
* A helper class for 'FixAmmoSelling' that sets ammo cost for harpoon |
||||
* to that of a level 6 player and doesn't allow for a perk discount. |
||||
* 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 FixAmmoSellingClass_SealSquealPickup extends SealSquealPickup; |
||||
|
||||
defaultproperties |
||||
{ |
||||
AmmoCost = 21 |
||||
} |
@ -1,26 +0,0 @@
|
||||
/** |
||||
* A helper class for 'FixAmmoSelling' that sets ammo cost for seeker |
||||
* to that of a level 6 player and doesn't allow for a perk discount. |
||||
* 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 FixAmmoSellingClass_SeekerSixPickup extends SeekerSixPickup; |
||||
|
||||
defaultproperties |
||||
{ |
||||
AmmoCost = 10.5 |
||||
} |
@ -1,97 +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)) |
||||
{ |
||||
ReplacePickupWith(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' function produces bad results. |
||||
private static function ReplacePickupWith(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; |
||||
} |
||||
|
||||
// TODO: this is code duplication, some sort of solution is needed |
||||
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' |
||||
} |
@ -1,252 +0,0 @@
|
||||
/** |
||||
* 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 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 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 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; |
||||
|
||||
// To limit dosh spawning speed we need some measure of |
||||
// time passage between ticks. |
||||
// This variable stores last value seen by us as a good approximation. |
||||
// It's a real (not in-game) time. |
||||
var private float lastTickDuration; |
||||
|
||||
// This structure records how much a certain player has |
||||
// contributed to an overall dosh creation. |
||||
struct DoshStreamPerPlayer |
||||
{ |
||||
var PlayerController 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<CashPickup> wads; |
||||
|
||||
public function OnEnabled() |
||||
{ |
||||
local CashPickup nextCash; |
||||
// 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] = nextCash; |
||||
} |
||||
} |
||||
|
||||
public function OnDisabled() |
||||
{ |
||||
wads.length = 0; |
||||
currentContributors.length = 0; |
||||
} |
||||
|
||||
// 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; |
||||
overallContribution = 0.0; |
||||
for (i = 0; i < currentContributors.length; i += 1) |
||||
{ |
||||
overallContribution += currentContributors[i].contribution; |
||||
} |
||||
return (overallContribution > lastTickDuration * GetCurrentDPSLimit()); |
||||
} |
||||
|
||||
// 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 == player) |
||||
{ |
||||
return i; |
||||
} |
||||
} |
||||
return -1; |
||||
} |
||||
|
||||
// Adds given cash to given player contribution record and |
||||
// registers that cash in our wads array. |
||||
// Does nothing if given cash was already registered. |
||||
public final function AddContribution(PlayerController player, CashPickup cash) |
||||
{ |
||||
local int i; |
||||
local int playerIndex; |
||||
local DoshStreamPerPlayer newStreamRecord; |
||||
// Check if given dosh was already accounted for. |
||||
for (i = 0; i < wads.length; i += 1) |
||||
{ |
||||
if (cash == wads[i]) |
||||
{ |
||||
return; |
||||
} |
||||
} |
||||
wads[wads.length] = cash; |
||||
// Add contribution to player |
||||
playerIndex = GetContributorIndex(player); |
||||
if (playerIndex >= 0) |
||||
{ |
||||
currentContributors[playerIndex].contribution += 1.0; |
||||
return; |
||||
} |
||||
newStreamRecord.player = player; |
||||
newStreamRecord.contribution = 1.0; |
||||
currentContributors[currentContributors.length] = newStreamRecord; |
||||
} |
||||
|
||||
private final function ReducePlayerContributions(float trueTimePassed) |
||||
{ |
||||
local int i; |
||||
local float streamReduction; |
||||
streamReduction = trueTimePassed * |
||||
(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] == none) |
||||
{ |
||||
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) continue; |
||||
updContributors[updContributors.length] = currentContributors[i]; |
||||
} |
||||
currentContributors = updContributors; |
||||
} |
||||
|
||||
event Tick(float delta) |
||||
{ |
||||
local float trueTimePassed; |
||||
trueTimePassed = delta * (1.1 / level.timeDilation); |
||||
CleanWadsArray(); |
||||
ReducePlayerContributions(trueTimePassed); |
||||
RemoveNonContributors(); |
||||
lastTickDuration = trueTimePassed; |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
doshPerSecondLimitMax = 50 |
||||
doshPerSecondLimitMin = 5 |
||||
criticalDoshAmount = 25 |
||||
// Listeners |
||||
requiredListeners(0) = class'MutatorListener_FixDoshSpam' |
||||
} |
@ -1,51 +0,0 @@
|
||||
/** |
||||
* Overloaded mutator events listener to catch and, possibly, |
||||
* prevent spawning dosh actors. |
||||
* 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_FixDoshSpam extends MutatorListenerBase |
||||
abstract; |
||||
|
||||
static function bool CheckReplacement(Actor other, out byte isSuperRelevant) |
||||
{ |
||||
local FixDoshSpam doshFix; |
||||
local PlayerController player; |
||||
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' |
||||
} |
@ -1,45 +0,0 @@
|
||||
/** |
||||
* This rule detects any pickup events to allow us to |
||||
* properly record and/or fix pistols' prices. |
||||
* 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 DualiesCostRule extends GameRules; |
||||
|
||||
function bool OverridePickupQuery |
||||
( |
||||
Pawn other, |
||||
Pickup item, |
||||
out byte allowPickup |
||||
) |
||||
{ |
||||
local KFWeaponPickup weaponPickup; |
||||
local FixDualiesCost dualiesCostFix; |
||||
weaponPickup = KFWeaponPickup(item); |
||||
dualiesCostFix = FixDualiesCost(class'FixDualiesCost'.static.GetInstance()); |
||||
if (weaponPickup != none && dualiesCostFix != none) |
||||
{ |
||||
dualiesCostFix.ApplyPendingValues(); |
||||
dualiesCostFix.StoreSinglePistolValues(); |
||||
dualiesCostFix.SetNextSellValue(weaponPickup.sellValue); |
||||
} |
||||
return super.OverridePickupQuery(other, item, allowPickup); |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
} |
@ -1,454 +0,0 @@
|
||||
/** |
||||
* 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 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 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 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 |
||||
{ |
||||
var KFWeapon weapon; |
||||
var float value; |
||||
}; |
||||
var private const array<WeaponValuePair> pendingValues; |
||||
|
||||
// Describe sell values of all currently existing single pistols. |
||||
struct WeaponDataRecord |
||||
{ |
||||
var KFWeapon 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. |
||||
var Pawn owner; |
||||
}; |
||||
var private const array<WeaponDataRecord> storedValues; |
||||
|
||||
// Sell value of the last seen pickup in 'OverridePickupQuery' |
||||
var private int nextSellValue; |
||||
|
||||
public function OnEnabled() |
||||
{ |
||||
local KFWeapon nextWeapon; |
||||
// Find all frags, that spawned when this fix wasn't running. |
||||
foreach level.DynamicActors(class'KFMod.KFWeapon', nextWeapon) |
||||
{ |
||||
RegisterSinglePistol(nextWeapon, false); |
||||
} |
||||
level.game.AddGameModifier(Spawn(class'DualiesCostRule')); |
||||
} |
||||
|
||||
public function OnDisabled() |
||||
{ |
||||
local GameRules rulesIter; |
||||
local DualiesCostRule ruleToDestroy; |
||||
// Check first rule |
||||
if (level.game.gameRulesModifiers == none) return; |
||||
|
||||
ruleToDestroy = DualiesCostRule(level.game.gameRulesModifiers); |
||||
if (ruleToDestroy != none) |
||||
{ |
||||
level.game.gameRulesModifiers = ruleToDestroy.nextGameRules; |
||||
ruleToDestroy.Destroy(); |
||||
return; |
||||
} |
||||
// Check rest of the rules |
||||
rulesIter = level.game.gameRulesModifiers; |
||||
while (rulesIter != none) |
||||
{ |
||||
ruleToDestroy = DualiesCostRule(rulesIter.nextGameRules); |
||||
if (ruleToDestroy != none) |
||||
{ |
||||
rulesIter.nextGameRules = ruleToDestroy.nextGameRules; |
||||
ruleToDestroy.Destroy(); |
||||
} |
||||
rulesIter = rulesIter.nextGameRules; |
||||
} |
||||
} |
||||
|
||||
public final function SetNextSellValue(int newValue) |
||||
{ |
||||
nextSellValue = newValue; |
||||
} |
||||
|
||||
// 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 = singlePistol; |
||||
newRecord.class = singlePistol.class; |
||||
newRecord.owner = 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 = 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 != none) continue; |
||||
if (storedValues[i].class != dualiesClasses[index].single) continue; |
||||
if (storedValues[i].owner != dualPistols.instigator) continue; |
||||
newPendingValue.weapon = dualPistols; |
||||
newPendingValue.value = storedValues[i].value + nextSellValue; |
||||
pendingValues[pendingValues.length] = newPendingValue; |
||||
break; |
||||
} |
||||
} |
||||
|
||||
public final function ApplyPendingValues() |
||||
{ |
||||
local int i; |
||||
for (i = 0; i < pendingValues.length; i += 1) |
||||
{ |
||||
if (pendingValues[i].weapon == 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 || pendingValues[i].weapon.sellValue == -1) |
||||
{ |
||||
pendingValues[i].weapon.sellValue = pendingValues[i].value; |
||||
} |
||||
} |
||||
pendingValues.length = 0; |
||||
} |
||||
|
||||
public final function StoreSinglePistolValues() |
||||
{ |
||||
local int i; |
||||
i = 0; |
||||
while (i < storedValues.length) |
||||
{ |
||||
if (storedValues[i].reference == none) |
||||
{ |
||||
storedValues.Remove(i, 1); |
||||
continue; |
||||
} |
||||
storedValues[i].owner = storedValues[i].reference.instigator; |
||||
storedValues[i].value = storedValues[i].reference.sellValue; |
||||
i += 1; |
||||
} |
||||
} |
||||
|
||||
event Tick(float delta) |
||||
{ |
||||
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' |
||||
} |
@ -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' |
||||
} |
@ -1,74 +0,0 @@
|
||||
/** |
||||
* This rule detects suspicious attempts to deal damage and |
||||
* applies friendly fire scaling according to 'FixFFHack's rules. |
||||
* 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 FFHackRule extends GameRules; |
||||
|
||||
function int NetDamage |
||||
( |
||||
int originalDamage, |
||||
int damage, |
||||
Pawn injured, |
||||
Pawn instigator, |
||||
Vector hitLocation, |
||||
out Vector momentum, |
||||
class<DamageType> damageType |
||||
) |
||||
{ |
||||
local KFGameType gameType; |
||||
local FixFFHack ffHackFix; |
||||
gameType = KFGameType(level.game); |
||||
// Something is very wrong and we can just bail on this damage |
||||
if (damageType == none || gameType == none) return 0; |
||||
|
||||
// We only check when suspicious instigators that aren't a world |
||||
if (!damageType.default.bCausedByWorld && IsSuspicious(instigator)) |
||||
{ |
||||
ffHackFix = FixFFHack(class'FixFFHack'.static.GetInstance()); |
||||
if (ffHackFix != none && ffHackFix.ShouldScaleDamage(damageType)) |
||||
{ |
||||
// Remove pushback to avoid environmental kills |
||||
momentum = Vect(0.0, 0.0, 0.0); |
||||
damage *= gameType.friendlyFireScale; |
||||
} |
||||
} |
||||
return super.NetDamage( originalDamage, damage, injured, instigator, |
||||
hitLocation, momentum, damageType); |
||||
} |
||||
|
||||
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; |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
} |
@ -1,152 +0,0 @@
|
||||
/** |
||||
* 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 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 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 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; |
||||
|
||||
public function OnEnabled() |
||||
{ |
||||
level.game.AddGameModifier(Spawn(class'FFHackRule')); |
||||
} |
||||
|
||||
public function OnDisabled() |
||||
{ |
||||
local GameRules rulesIter; |
||||
local FFHackRule ruleToDestroy; |
||||
// Check first rule |
||||
if (level.game.gameRulesModifiers == none) return; |
||||
|
||||
ruleToDestroy = FFHackRule(level.game.gameRulesModifiers); |
||||
if (ruleToDestroy != none) |
||||
{ |
||||
level.game.gameRulesModifiers = ruleToDestroy.nextGameRules; |
||||
ruleToDestroy.Destroy(); |
||||
return; |
||||
} |
||||
// Check rest of the rules |
||||
rulesIter = level.game.gameRulesModifiers; |
||||
while (rulesIter != none) |
||||
{ |
||||
ruleToDestroy = FFHackRule(rulesIter.nextGameRules); |
||||
if (ruleToDestroy != none) |
||||
{ |
||||
rulesIter.nextGameRules = ruleToDestroy.nextGameRules; |
||||
ruleToDestroy.Destroy(); |
||||
} |
||||
rulesIter = rulesIter.nextGameRules; |
||||
} |
||||
} |
||||
|
||||
// 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 |
||||
{ |
||||
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' |
||||
} |
@ -1,233 +0,0 @@
|
||||
/** |
||||
* 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 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, |
||||
// therefore it's suggested to keep this flag set to 'false'. |
||||
var private config const bool ignoreTossFlags; |
||||
|
||||
// Records how much ammo given frag grenade ('Frag') has. |
||||
struct FragAmmoRecord |
||||
{ |
||||
var public Frag fragReference; |
||||
var public int amount; |
||||
}; |
||||
var private array<FragAmmoRecord> ammoRecords; |
||||
|
||||
public function OnEnabled() |
||||
{ |
||||
local Frag nextFrag; |
||||
// Find all frags, that spawned when this fix wasn't running. |
||||
foreach level.DynamicActors(class'KFMod.Frag', nextFrag) |
||||
{ |
||||
RegisterFrag(nextFrag); |
||||
} |
||||
RecreateFrags(); |
||||
} |
||||
|
||||
public function OnDisabled() |
||||
{ |
||||
RecreateFrags(); |
||||
ammoRecords.length = 0; |
||||
} |
||||
|
||||
// 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 == 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; |
||||
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' |
||||
if (oldRecords[i].fragReference == none) continue; |
||||
fragOwner = oldRecords[i].fragReference.instigator; |
||||
if (fragOwner == none) continue; |
||||
// Recreate |
||||
oldRecords[i].fragReference.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 = 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; |
||||
} |
||||
|
||||
event Tick(float delta) |
||||
{ |
||||
local int i; |
||||
// Update our ammo records with current, correct data. |
||||
i = 0; |
||||
while (i < ammoRecords.length) |
||||
{ |
||||
if (ammoRecords[i].fragReference != none) |
||||
{ |
||||
ammoRecords[i].amount = GetFragAmmo(ammoRecords[i].fragReference); |
||||
i += 1; |
||||
} |
||||
else |
||||
{ |
||||
ammoRecords.Remove(i, 1); |
||||
} |
||||
} |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
ignoreTossFlags = false |
||||
// Listeners |
||||
requiredListeners(0) = class'MutatorListener_FixInfiniteNades' |
||||
} |
@ -1,36 +0,0 @@
|
||||
/** |
||||
* A replacement for vanilla 'FragFire' fire class for 'Frag' weapon that |
||||
* adds additional ammo check in accordance to ammo records |
||||
* of 'FixInfiniteNades'. |
||||
* 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 FixedFragFire extends KFMod.FragFire; |
||||
|
||||
function DoFireEffect() |
||||
{ |
||||
local FixInfiniteNades nadeFix; |
||||
nadeFix = FixInfiniteNades(class'FixInfiniteNades'.static.GetInstance()); |
||||
if (nadeFix == none || nadeFix.RegisterNadeThrow(Frag(weapon))) |
||||
{ |
||||
super.DoFireEffect(); |
||||
} |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
} |
@ -1,44 +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; |
||||
|
||||
// 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 |
||||
{ |
||||
} |
@ -1,225 +0,0 @@
|
||||
/** |
||||
* 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 |
||||
*------------------------------------------------------------------------------ |
||||
* 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 extends Feature; |
||||
|
||||
// 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; |
||||
|
||||
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; |
||||
|
||||
public function OnEnabled() |
||||
{ |
||||
local float actualInterval; |
||||
actualInterval = checkInterval; |
||||
if (actualInterval <= 0) |
||||
{ |
||||
actualInterval = 0.25; |
||||
} |
||||
SetTimer(actualInterval, true); |
||||
} |
||||
|
||||
public function OnDisabled() |
||||
{ |
||||
SetTimer(0.0f, false); |
||||
} |
||||
|
||||
// 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]); |
||||
} |
||||
} |
||||
|
||||
event Timer() |
||||
{ |
||||
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 |
||||
{ |
||||
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') |
||||
} |
@ -1,51 +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 |
||||
} |
@ -1,291 +0,0 @@
|
||||
/** |
||||
* 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 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 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 |
||||
{ |
||||
var PlayerController 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. |
||||
var private array<PlayerController> 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; |
||||
|
||||
// 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 == 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] == 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(); |
||||
currentCooldowns.Remove(index, 1); |
||||
violators[violators.length] = player; |
||||
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 = 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; |
||||
// Only works with 'KFGameType' and it's children. |
||||
if (level != none) kfGameType = KFGameType(level.game); |
||||
if (kfGameType == none) return; |
||||
|
||||
// Actually block/unblock |
||||
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] != none) |
||||
{ |
||||
return; |
||||
} |
||||
} |
||||
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() |
||||
{ |
||||
local KFGameType kfGameType; |
||||
if (level != none) kfGameType = KFGameType(level.game); |
||||
if (kfGameType == none) return 0; |
||||
return kfGameType.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 != none |
||||
&& currentCooldowns[i].cooldown > 0.0) |
||||
{ |
||||
i += 1; |
||||
} |
||||
else |
||||
{ |
||||
currentCooldowns.Remove(i, 1); |
||||
} |
||||
} |
||||
} |
||||
|
||||
event Tick(float delta) |
||||
{ |
||||
local float trueTimePassed; |
||||
trueTimePassed = delta * (1.1 / level.timeDilation); |
||||
TryUnblocking(); |
||||
ReduceCooldowns(trueTimePassed); |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
// Configurable variables |
||||
spectatorChangeTimeout = 0.25 |
||||
allowServerBlock = true |
||||
// Inner variables |
||||
becomingActiveBlocked = false |
||||
// Listeners |
||||
requiredListeners(0) = class'BroadcastListener_FixSpectatorCrash' |
||||
} |
@ -1,188 +0,0 @@
|
||||
/** |
||||
* 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 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 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; |
||||
// Recorded game type, to avoid constant conversions every tick |
||||
var private KFGameType gameType; |
||||
|
||||
public function OnEnabled() |
||||
{ |
||||
gameType = KFGameType(level.game); |
||||
if (gameType == none) |
||||
{ |
||||
Destroy(); |
||||
} |
||||
else if (disableTick) |
||||
{ |
||||
gameType.Disable('Tick'); |
||||
} |
||||
} |
||||
|
||||
public function OnDisabled() |
||||
{ |
||||
gameType = KFGameType(level.game); |
||||
if (gameType != none && disableTick) |
||||
{ |
||||
gameType.Enable('Tick'); |
||||
} |
||||
} |
||||
|
||||
event Tick(float delta) |
||||
{ |
||||
local float trueTimePassed; |
||||
if (gameType == none) return; |
||||
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 * (1.1 / level.timeDilation); |
||||
gameType.currentZEDTimeDuration -= trueTimePassed; |
||||
|
||||
// Handle speeding up phase |
||||
if (gameType.bSpeedingBackUp) |
||||
{ |
||||
DoSpeedBackUp(trueTimePassed); |
||||
} |
||||
else if (gameType.currentZEDTimeDuration < GetSpeedupDuration()) |
||||
{ |
||||
gameType.bSpeedingBackUp = true; |
||||
updateCooldown = GetFullUpdateCooldown(); |
||||
TellClientsZedTimeEnds(); |
||||
DoSpeedBackUp(trueTimePassed); |
||||
} |
||||
// 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) |
||||
{ |
||||
// 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(); |
||||
} |
||||
slowdownScale = gameType.currentZEDTimeDuration / GetSpeedupDuration(); |
||||
newGameSpeed = Lerp(slowdownScale, 1.0, gameType.zedTimeSlomoScale); |
||||
gameType.SetGameSpeed(newGameSpeed); |
||||
} |
||||
|
||||
private final function float GetSpeedupDuration() |
||||
{ |
||||
return gameType.zedTimeDuration * 0.166; |
||||
} |
||||
|
||||
private final function float GetFullUpdateCooldown() |
||||
{ |
||||
return GetSpeedupDuration() / maxGameSpeedUpdatesAmount; |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
maxGameSpeedUpdatesAmount = 3 |
||||
disableTick = true |
||||
} |
@ -0,0 +1,400 @@
|
||||
/** |
||||
* Base class for a game mode config, contains all the information Acedia's |
||||
* game modes must have, including settings |
||||
* (`includeFeature`, `includeFeatureAs` and `excludeFeature`) |
||||
* for picking used `Feature`s. |
||||
* |
||||
* Contains three types of methods: |
||||
* 1. Getters for its values; |
||||
* 2. `UpdateFeatureArray()` method for updating list of `Feature`s to |
||||
* be used based on game info's settings; |
||||
* 3. `Report...()` methods that perform various validation checks |
||||
* (and log them) on config data. |
||||
* Copyright 2021-2022 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 BaseGameMode extends AcediaConfig |
||||
dependson(Packages) |
||||
abstract; |
||||
|
||||
// Name of the game mode players will see in voting (formatted string) |
||||
var protected config string title; |
||||
// Preferable difficulty level (plain string) |
||||
var protected config string difficulty; |
||||
// `Mutator`s to add with this game mode |
||||
var protected config array<string> includeMutator; |
||||
// `Feature`s to include (with "default" config) |
||||
var protected config array<string> includeFeature; |
||||
// `Feature`s to exclude from game mode, regardless of other settings |
||||
// (this one has highest priority) |
||||
var protected config array<string> excludeFeature; |
||||
|
||||
struct FeatureConfigPair |
||||
{ |
||||
var public string feature; |
||||
var public string config; |
||||
}; |
||||
// `Feature`s to include (with specified config). |
||||
// Higher priority than `includeFeature`, but lower than `excludeFeature`. |
||||
var protected config array<FeatureConfigPair> includeFeatureAs; |
||||
|
||||
var private LoggerAPI.Definition warnBadMutatorName, warnBadFeatureName; |
||||
|
||||
protected function HashTable ToData() |
||||
{ |
||||
local int i; |
||||
local HashTable result; |
||||
local HashTable nextPair; |
||||
local ArrayList nextArray; |
||||
|
||||
result = _.collections.EmptyHashTable(); |
||||
result.SetFormattedString(P("title"), title); |
||||
result.SetString(P("difficulty"), difficulty); |
||||
nextArray = _.collections.EmptyArrayList(); |
||||
for (i = 0; i < includeFeature.length; i += 1) { |
||||
nextArray.AddString(includeFeature[i]); |
||||
} |
||||
result.SetItem(P("includeFeature"), nextArray); |
||||
_.memory.Free(nextArray); |
||||
nextArray = _.collections.EmptyArrayList(); |
||||
for (i = 0; i < excludeFeature.length; i += 1) { |
||||
nextArray.AddItem(_.text.FromString(excludeFeature[i])); |
||||
} |
||||
result.SetItem(P("excludeFeature"), nextArray); |
||||
_.memory.Free(nextArray); |
||||
nextArray = _.collections.EmptyArrayList(); |
||||
for (i = 0; i < includeMutator.length; i += 1) { |
||||
nextArray.AddItem(_.text.FromString(includeFeature[i])); |
||||
} |
||||
result.SetItem(P("includeMutator"), nextArray); |
||||
_.memory.Free(nextArray); |
||||
nextArray = _.collections.EmptyArrayList(); |
||||
for (i = 0; i < includeFeatureAs.length; i += 1) |
||||
{ |
||||
nextPair = _.collections.EmptyHashTable(); |
||||
nextPair.SetString(P("feature"), includeFeatureAs[i].feature); |
||||
nextPair.SetString(P("config"), includeFeatureAs[i].config); |
||||
nextArray.AddItem(nextPair); |
||||
_.memory.Free(nextPair); |
||||
} |
||||
result.SetItem(P("includeFeatureAs"), nextArray); |
||||
_.memory.Free(nextArray); |
||||
return result; |
||||
} |
||||
|
||||
protected function FromData(HashTable source) |
||||
{ |
||||
local int i; |
||||
local ArrayList nextArray; |
||||
local HashTable nextPair; |
||||
|
||||
if (source == none) { |
||||
return; |
||||
} |
||||
title = source.GetFormattedString(P("title")); |
||||
title = source.GetString(P("title")); |
||||
nextArray = source.GetArrayList(P("includeFeature")); |
||||
includeFeature = DynamicIntoStringArray(nextArray); |
||||
_.memory.Free(nextArray); |
||||
nextArray = source.GetArrayList(P("excludeFeature")); |
||||
excludeFeature = DynamicIntoStringArray(nextArray); |
||||
_.memory.Free(nextArray); |
||||
nextArray = source.GetArrayList(P("includeMutator")); |
||||
includeMutator = DynamicIntoStringArray(nextArray); |
||||
_.memory.Free(nextArray); |
||||
nextArray = source.GetArrayList(P("includeFeatureAs")); |
||||
if (nextArray == none) { |
||||
return; |
||||
} |
||||
includeFeatureAs.length = 0; |
||||
for (i = 0; i < nextArray.GetLength(); i += 1) |
||||
{ |
||||
nextPair = nextArray.GetHashTable(i); |
||||
includeFeatureAs[i] = HashTableIntoPair(nextPair); |
||||
_.memory.Free(nextPair); |
||||
} |
||||
_.memory.Free(nextArray); |
||||
} |
||||
|
||||
private final function FeatureConfigPair HashTableIntoPair(HashTable source) |
||||
{ |
||||
local Text nextText; |
||||
local FeatureConfigPair result; |
||||
|
||||
if (source == none) { |
||||
return result; |
||||
} |
||||
nextText = source.GetText(P("feature")); |
||||
if (nextText != none) { |
||||
result.feature = nextText.ToString(); |
||||
} |
||||
nextText = source.GetText(P("config")); |
||||
if (nextText != none) { |
||||
result.config = nextText.ToString(); |
||||
} |
||||
return result; |
||||
} |
||||
|
||||
private final function array<string> DynamicIntoStringArray(ArrayList source) |
||||
{ |
||||
local int i; |
||||
local Text nextText; |
||||
local array<string> result; |
||||
|
||||
if (source == none) { |
||||
return result; |
||||
} |
||||
for (i = 0; i < source.GetLength(); i += 1) |
||||
{ |
||||
nextText = source.GetText(i); |
||||
if (nextText != none) { |
||||
includeFeature[i] = nextText.ToString(); |
||||
} |
||||
} |
||||
} |
||||
|
||||
protected function array<Text> StringToTextArray(array<string> input) |
||||
{ |
||||
local int i; |
||||
local array<Text> result; |
||||
|
||||
for (i = 0; i < input.length; i += 1) { |
||||
result[i] = _.text.FromString(input[i]); |
||||
} |
||||
return result; |
||||
} |
||||
|
||||
/** |
||||
* @return Name of the `GameInfo` class to be used with the caller game mode. |
||||
*/ |
||||
public function Text GetGameTypeClass() |
||||
{ |
||||
return none; |
||||
} |
||||
|
||||
/** |
||||
* @return Human-readable name of the caller game mode. |
||||
* Players will see it as the name of the mode in the voting options. |
||||
*/ |
||||
public function Text GetTitle() |
||||
{ |
||||
return _.text.FromFormattedString(title); |
||||
} |
||||
|
||||
/** |
||||
* @return Specified difficulty for the game mode. |
||||
* Interpretation of this value can depend on each particular game mode. |
||||
*/ |
||||
public function Text GetDifficulty() |
||||
{ |
||||
return _.text.FromString(difficulty); |
||||
} |
||||
|
||||
/** |
||||
* Checks `Feature`-related settings (`includeFeature`, `includeFeatureAs` and |
||||
* `excludeFeature`) for correctness and reports any issues. |
||||
* Currently correctness check simply ensures that all listed `Feature`s |
||||
* actually exist. |
||||
*/ |
||||
public function ReportIncorrectSettings( |
||||
array<Packages.FeatureConfigPair> featuresToEnable) |
||||
{ |
||||
local int i; |
||||
local array<string> featureNames, featuresToReplace; |
||||
|
||||
for (i = 0; i < featuresToEnable.length; i += 1) { |
||||
featureNames[i] = string(featuresToEnable[i].featureClass); |
||||
} |
||||
ValidateFeatureArray(includeFeature, featureNames, "includeFeatures"); |
||||
ValidateFeatureArray(excludeFeature, featureNames, "excludeFeatures"); |
||||
for (i = 0; i < includeFeatureAs.length; i += 1) { |
||||
featuresToReplace[i] = includeFeatureAs[i].feature; |
||||
} |
||||
ValidateFeatureArray(featuresToReplace, featureNames, "includeFeatureAs"); |
||||
} |
||||
|
||||
/** |
||||
* Checks `Mutator`-related settings (`includeMutator`) for correctness and |
||||
* reports any issues. |
||||
* Currently correctness check performs a simple validity check for mutator, |
||||
* to make sure it would not define a new option in server's URL. |
||||
* |
||||
* See `ValidateServerURLName()` for more information. |
||||
*/ |
||||
public function ReportBadMutatorNames() |
||||
{ |
||||
local int i; |
||||
|
||||
for (i = 0; i < includeMutator.length; i += 1) |
||||
{ |
||||
if (!ValidateServerURLName(includeMutator[i])) |
||||
{ |
||||
_.logger.Auto(warnBadMutatorName) |
||||
.Arg(_.text.FromString(includeMutator[i])) |
||||
.Arg(_.text.FromString(string(name))); |
||||
} |
||||
} |
||||
} |
||||
|
||||
/** |
||||
* Makes sure that a word to be used in server URL as a part of an option |
||||
* does not contain "," / "?" / "=" or whitespace. |
||||
* This is useful to make sure that user-specified mutator entries only add |
||||
* one mutator or option's key / values will not specify only one pair, |
||||
* avoiding "?opt1=value1?opt2=value2" entries. |
||||
*/ |
||||
protected function bool ValidateServerURLName(string entry) |
||||
{ |
||||
if (InStr(entry, "=") >= 0) return false; |
||||
if (InStr(entry, "?") >= 0) return false; |
||||
if (InStr(entry, ",") >= 0) return false; |
||||
if (InStr(entry, " ") >= 0) return false; |
||||
return true; |
||||
} |
||||
|
||||
// Is every element `subset` present inside `whole`? |
||||
private function ValidateFeatureArray( |
||||
array<string> subset, |
||||
array<string> whole, |
||||
string arrayName) |
||||
{ |
||||
local int i, j; |
||||
local bool foundItem; |
||||
|
||||
for (i = 0; i < subset.length; i += 1) |
||||
{ |
||||
foundItem = false; |
||||
for (j = 0; j < whole.length; j += 1) |
||||
{ |
||||
if (subset[i] ~= whole[j]) |
||||
{ |
||||
foundItem = true; |
||||
break; |
||||
} |
||||
} |
||||
if (!foundItem) |
||||
{ |
||||
_.logger.Auto(warnBadFeatureName) |
||||
.Arg(_.text.FromString(includeMutator[i])) |
||||
.Arg(_.text.FromString(string(name))) |
||||
.Arg(_.text.FromString(arrayName)); |
||||
} |
||||
} |
||||
} |
||||
|
||||
/** |
||||
* Updates passed `Feature` settings according to this game mode's settings. |
||||
* |
||||
* @param featuresToEnable Settings to update. |
||||
* `FeatureConfigPair` is a pair of `Feature` (`featureClass`) and its |
||||
* config's name (`configName`). |
||||
* If `configName` is set to `none`, then corresponding `Feature` |
||||
* should not be enabled. |
||||
* Otherwise it should be enabled with a specified config. |
||||
*/ |
||||
public function UpdateFeatureArray( |
||||
out array<Packages.FeatureConfigPair> featuresToEnable) |
||||
{ |
||||
local int i; |
||||
local Text newConfigName; |
||||
local string nextFeatureClassName; |
||||
|
||||
for (i = 0; i < featuresToEnable.length; i += 1) |
||||
{ |
||||
nextFeatureClassName = string(featuresToEnable[i].featureClass); |
||||
// `excludeFeature` |
||||
if (FeatureExcluded(nextFeatureClassName)) |
||||
{ |
||||
_.memory.Free(featuresToEnable[i].configName); |
||||
featuresToEnable[i].configName = none; |
||||
continue; |
||||
} |
||||
// `includeFeatureAs` |
||||
newConfigName = TryReplacingFeatureConfig(nextFeatureClassName); |
||||
if (newConfigName != none) |
||||
{ |
||||
_.memory.Free(featuresToEnable[i].configName); |
||||
featuresToEnable[i].configName = newConfigName; |
||||
} |
||||
// `includeFeature` |
||||
if ( featuresToEnable[i].configName == none |
||||
&& FeatureInIncludedArray(nextFeatureClassName)) |
||||
{ |
||||
featuresToEnable[i].configName = P("default").Copy(); |
||||
} |
||||
} |
||||
} |
||||
|
||||
private function bool FeatureExcluded(string featureClassName) |
||||
{ |
||||
local int i; |
||||
|
||||
for (i = 0; i < excludeFeature.length; i += 1) |
||||
{ |
||||
if (excludeFeature[i] ~= featureClassName) { |
||||
return true; |
||||
} |
||||
} |
||||
return false; |
||||
} |
||||
|
||||
private function Text TryReplacingFeatureConfig(string featureClassName) |
||||
{ |
||||
local int i; |
||||
|
||||
for (i = 0; i < includeFeatureAs.length; i += 1) |
||||
{ |
||||
if (includeFeatureAs[i].feature ~= featureClassName) { |
||||
return _.text.FromString(includeFeatureAs[i].config); |
||||
} |
||||
} |
||||
return none; |
||||
} |
||||
|
||||
private function bool FeatureInIncludedArray(string featureClassName) |
||||
{ |
||||
local int i; |
||||
|
||||
for (i = 0; i < includeFeature.length; i += 1) |
||||
{ |
||||
if (includeFeature[i] ~= featureClassName) { |
||||
return true; |
||||
} |
||||
} |
||||
return false; |
||||
} |
||||
|
||||
public function array<Text> GetIncludedMutators() |
||||
{ |
||||
local int i; |
||||
local array<string> validatedMutators; |
||||
|
||||
for (i = 0; i < includeMutator.length; i += 1) |
||||
{ |
||||
if (ValidateServerURLName(includeMutator[i])) { |
||||
validatedMutators[validatedMutators.length] = includeMutator[i]; |
||||
} |
||||
} |
||||
return StringToTextArray(validatedMutators); |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
configName = "AcediaGameModes" |
||||
warnBadMutatorName = (l=LOG_Warning,m="Mutator \"%1\" specified for game mode \"%2\" contains invalid characters and will be ignored. This is a configuration error, you should fix it.") |
||||
warnBadFeatureName = (l=LOG_Warning,m="Feature \"%1\" specified for game mode \"%2\" in array `%3` does not exist in enabled packages and will be ignored. This is a configuration error, you should fix it.") |
||||
} |
@ -0,0 +1,195 @@
|
||||
/** |
||||
* The only implementation for `BaseGameMode` suitable for standard |
||||
* killing floor game types. |
||||
* Copyright 2021-2022 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 GameMode extends BaseGameMode |
||||
perobjectconfig |
||||
config(AcediaGameModes); |
||||
|
||||
struct GameOption |
||||
{ |
||||
var public string key; |
||||
var public string value; |
||||
}; |
||||
// Allow to specify additional server options for this game mode |
||||
var protected config array<GameOption> option; |
||||
// Specify `GameInfo`'s class to use, default is "KFMod.KFGameType" |
||||
// (plain string) |
||||
var protected config string gameTypeClass; |
||||
// Short version of the name of the game mode players will see in |
||||
// voting handler messages sometimes (plain string) |
||||
var protected config string acronym; |
||||
// Map prefix - only maps that start with specified prefix will be voteable for |
||||
// this game mode (plain string) |
||||
var protected config string mapPrefix; |
||||
|
||||
var private LoggerAPI.Definition warnBadOption; |
||||
|
||||
protected function DefaultIt() |
||||
{ |
||||
title = "Acedia game mode"; |
||||
difficulty = "Hell On Earth"; |
||||
gameTypeClass = "KFMod.KFGameType"; |
||||
acronym = ""; |
||||
mapPrefix = "KF"; |
||||
includeFeature.length = 0; |
||||
excludeFeature.length = 0; |
||||
includeMutator.length = 0; |
||||
option.length = 0; |
||||
} |
||||
|
||||
protected function HashTable ToData() |
||||
{ |
||||
local int i; |
||||
local ArrayList nextArray; |
||||
local HashTable result, nextPair; |
||||
|
||||
result = super.ToData(); |
||||
if (result == none) { |
||||
return none; |
||||
} |
||||
result.SetString(P("gameTypeClass"), gameTypeClass); |
||||
result.SetString(P("acronym"), acronym); |
||||
result.SetString(P("mapPrefix"), mapPrefix); |
||||
nextArray = _.collections.EmptyArrayList(); |
||||
for (i = 0; i < option.length; i += 1) |
||||
{ |
||||
nextPair = _.collections.EmptyHashTable(); |
||||
nextPair.SetString(P("key"), option[i].key); |
||||
nextPair.SetString(P("value"), option[i].value); |
||||
nextArray.AddItem(nextPair); |
||||
_.memory.Free(nextPair); |
||||
} |
||||
result.SetItem(P("option"), nextArray); |
||||
_.memory.Free(nextArray); |
||||
return result; |
||||
} |
||||
|
||||
protected function FromData(HashTable source) |
||||
{ |
||||
local int i; |
||||
local GameOption nextGameOption; |
||||
local ArrayList nextArray; |
||||
local HashTable nextPair; |
||||
|
||||
super.FromData(source); |
||||
if (source == none) { |
||||
return; |
||||
} |
||||
gameTypeClass = source.GetString(P("gameTypeClass")); |
||||
acronym = source.GetString(P("acronym")); |
||||
mapPrefix = source.GetString(P("mapPrefix")); |
||||
nextArray = source.GetArrayList(P("option")); |
||||
if (nextArray == none) { |
||||
return; |
||||
} |
||||
option.length = 0; |
||||
for (i = 0; i < nextArray.GetLength(); i += 1) |
||||
{ |
||||
nextPair = HashTable(nextArray.GetItem(i)); |
||||
if (nextPair == none) { |
||||
continue; |
||||
} |
||||
nextGameOption.key = nextPair.GetString(P("key")); |
||||
nextGameOption.value = nextPair.GetString(P("value")); |
||||
option[option.length] = nextGameOption; |
||||
_.memory.Free(nextPair); |
||||
} |
||||
_.memory.Free(nextArray); |
||||
} |
||||
|
||||
public function Text GetGameTypeClass() |
||||
{ |
||||
if (gameTypeClass == "") { |
||||
return P("KFMod.KFGameType").Copy(); |
||||
} |
||||
else { |
||||
return _.text.FromString(gameTypeClass); |
||||
} |
||||
} |
||||
|
||||
public function Text GetAcronym() |
||||
{ |
||||
if (acronym == "") { |
||||
return _.text.FromString(string(name)); |
||||
} |
||||
else { |
||||
return _.text.FromString(acronym); |
||||
} |
||||
} |
||||
|
||||
public function Text GetMapPrefix() |
||||
{ |
||||
if (acronym == "") { |
||||
return _.text.FromString("KF-"); |
||||
} |
||||
else { |
||||
return _.text.FromString(mapPrefix); |
||||
} |
||||
} |
||||
|
||||
/** |
||||
* Checks option-related settings (`option`) for correctness and reports |
||||
* any issues. |
||||
* Currently correctness check performs a simple validity check for mutator, |
||||
* to make sure it would not define a new option in server's URL. |
||||
* |
||||
* See `ValidateServerURLName()` in `BaseGameMode` for more information. |
||||
*/ |
||||
public function ReportBadOptions() |
||||
{ |
||||
local int i; |
||||
|
||||
for (i = 0; i < option.length; i += 1) |
||||
{ |
||||
if ( !ValidateServerURLName(option[i].key) |
||||
|| !ValidateServerURLName(option[i].value)) |
||||
{ |
||||
_.logger.Auto(warnBadOption) |
||||
.Arg(_.text.FromString(option[i].key)) |
||||
.Arg(_.text.FromString(option[i].value)) |
||||
.Arg(_.text.FromString(string(name))); |
||||
} |
||||
} |
||||
} |
||||
|
||||
/** |
||||
* @return Server options as key-value pairs in an `HashTable`. |
||||
*/ |
||||
public function HashTable GetOptions() |
||||
{ |
||||
local int i; |
||||
local HashTable result; |
||||
|
||||
result = _.collections.EmptyHashTable(); |
||||
for (i = 0; i < option.length; i += 1) |
||||
{ |
||||
if (!ValidateServerURLName(option[i].key)) continue; |
||||
if (!ValidateServerURLName(option[i].value)) continue; |
||||
result.SetItem( _.text.FromString(option[i].key), |
||||
_.text.FromString(option[i].value)); |
||||
} |
||||
return result; |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
configName = "AcediaGameModes" |
||||
warnBadOption = (l=LOG_Warning,m="Option with key \"%1\" and value \"%2\" specified for game mode \"%3\" contains invalid characters and will be ignored. This is a configuration error, you should fix it.") |
||||
} |
@ -1,59 +0,0 @@
|
||||
/** |
||||
* One of the two classes that make up a core of event system in Acedia. |
||||
* |
||||
* 'Listener' (or it's child) class shouldn't be instantiated. |
||||
* Usually module would provide '...ListenerBase' class that defines |
||||
* certain set of static functions, corresponding to events it can listen to. |
||||
* In order to handle those events you must create it's child class and |
||||
* override said functions. But they will only be called if |
||||
* 'SetActive(true)' is called for that child class. |
||||
* To create you own '...ListenerBase' class you need to define |
||||
* a static function for each event you wish it to catch and |
||||
* set 'relatedEvents' variable to point at the 'Events' class |
||||
* that will generate your events. |
||||
* For concrete example look at |
||||
* 'ConnectionEvents' and 'ConnectionListenerBase'. |
||||
* 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 Listener extends Object |
||||
abstract; |
||||
|
||||
var public const class<Events> relatedEvents; |
||||
|
||||
|
||||
static public final function SetActive(bool active) |
||||
{ |
||||
if (active) |
||||
{ |
||||
default.relatedEvents.static.ActivateListener(default.class); |
||||
} |
||||
else |
||||
{ |
||||
default.relatedEvents.static.DeactivateListener(default.class); |
||||
} |
||||
} |
||||
|
||||
static public final function IsActive(bool active) |
||||
{ |
||||
default.relatedEvents.static.IsActiveListener(default.class); |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
relatedEvents = class'Events' |
||||
} |
@ -1,44 +0,0 @@
|
||||
/** |
||||
* Manifest is meant to describe contents of the package (mutator file) |
||||
* as well as what actors/objects should be automatically created when package |
||||
* is loaded and what event listeners should be activated. |
||||
* Currently only implements automatic listener activation. |
||||
* 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 Manifest extends Object |
||||
abstract; |
||||
|
||||
// List of features in this manifest's package. |
||||
var public const array< class<Feature> > features; |
||||
|
||||
// Listeners listed here will be automatically activated. |
||||
var public const array< class<Listener> > requiredListeners; |
||||
|
||||
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' |
||||
// Listeners |
||||
requiredListeners(0) = class'MutatorListener_Connection' |
||||
} |
@ -1,56 +0,0 @@
|
||||
/** |
||||
* Event generator that repeats events of a mutator. |
||||
* 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 MutatorEvents extends Events |
||||
abstract; |
||||
|
||||
static function bool CallCheckReplacement(Actor other, out byte isSuperRelevant) |
||||
{ |
||||
local int i; |
||||
local bool result; |
||||
local array< class<Listener> > listeners; |
||||
listeners = GetListeners(); |
||||
for (i = 0; i < listeners.length; i += 1) |
||||
{ |
||||
result = class<MutatorListenerBase>(listeners[i]) |
||||
.static.CheckReplacement(other, isSuperRelevant); |
||||
if (!result) return false; |
||||
} |
||||
return true; |
||||
} |
||||
|
||||
static function bool CallMutate(string command, PlayerController sendingPlayer) |
||||
{ |
||||
local int i; |
||||
local bool result; |
||||
local array< class<Listener> > listeners; |
||||
listeners = GetListeners(); |
||||
for (i = 0; i < listeners.length;i += 1) |
||||
{ |
||||
result = class<MutatorListenerBase>(listeners[i]) |
||||
.static.Mutate(command, sendingPlayer); |
||||
if (!result) return false; |
||||
} |
||||
return true; |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
relatedListener = class'MutatorListenerBase' |
||||
} |
@ -1,47 +0,0 @@
|
||||
/** |
||||
* Listener for events, normally propagated by mutators. |
||||
* 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 MutatorListenerBase extends Listener |
||||
abstract; |
||||
|
||||
// This event is called whenever 'CheckReplacement' |
||||
// check is propagated through mutators. |
||||
// If one of the listeners returns 'false', - |
||||
// it will be treated just like a mutator returning 'false' |
||||
// in 'CheckReplacement' and |
||||
// this method won't be called for remaining active listeners. |
||||
static function bool CheckReplacement(Actor other, out byte isSuperRelevant) |
||||
{ |
||||
return true; |
||||
} |
||||
|
||||
// This event is called whenever 'Mutate' is propagated through mutators. |
||||
// If one of the listeners returns 'false', - |
||||
// this method won't be called for remaining active listeners or mutators. |
||||
// If all listeners return 'true', - |
||||
// mutate command will be further propagated to the rest of the mutators. |
||||
static function bool Mutate(string command, PlayerController sendingPlayer) |
||||
{ |
||||
return true; |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
relatedEvents = class'MutatorEvents' |
||||
} |
@ -0,0 +1,272 @@
|
||||
/** |
||||
* Main and only Acedia mutator used for loading Acedia packages |
||||
* and providing access to mutator events' calls. |
||||
* Name is chosen to make config files more readable. |
||||
* Copyright 2020-2022 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 Packages extends Mutator |
||||
config(Acedia); |
||||
|
||||
// Acedia's reference to a `Global` object. |
||||
var private Global _; |
||||
var private ServerGlobal _server; |
||||
var private ClientGlobal _client; |
||||
|
||||
// Load Acedia on the client as well? |
||||
var private config bool clientside; |
||||
// Array of predefined services that must be started along with Acedia mutator. |
||||
var private config array<string> package; |
||||
// Set to `true` to activate Acedia's game modes system |
||||
var private config bool useGameModes; |
||||
// Responsible for setting up Acedia's game modes in current voting system |
||||
var VotingHandlerAdapter votingAdapter; |
||||
|
||||
var Mutator_OnMutate_Signal onMutateSignal; |
||||
var Mutator_OnModifyLogin_Signal onModifyLoginSignal; |
||||
var Mutator_OnCheckReplacement_Signal onCheckReplacementSignal; |
||||
|
||||
var private LoggerAPI.Definition infoFeatureEnabled; |
||||
var private LoggerAPI.Definition errNoServerLevelCore, errorCannotRunTests; |
||||
|
||||
struct FeatureConfigPair |
||||
{ |
||||
var public class<Feature> featureClass; |
||||
var public Text configName; |
||||
}; |
||||
|
||||
// "Constructor" |
||||
simulated function PreBeginPlay() |
||||
{ |
||||
if (level.netMode == NM_DedicatedServer) { |
||||
InitializeServer(); |
||||
} |
||||
else { |
||||
InitializeClient(); |
||||
} |
||||
} |
||||
|
||||
private simulated function InitializeClient() |
||||
{ |
||||
_ = class'Global'.static.GetInstance(); |
||||
class'ClientLevelCore'.static.CreateLevelCore(self); |
||||
} |
||||
|
||||
private function InitializeServer() |
||||
{ |
||||
local int i; |
||||
local LevelCore serverCore; |
||||
local GameMode currentGameMode; |
||||
local array<FeatureConfigPair> availableFeatures; |
||||
|
||||
if (clientside) { |
||||
AddToPackageMap("Acedia"); |
||||
} |
||||
CheckForGarbage(); |
||||
// Launch and setup core Acedia |
||||
_ = class'Global'.static.GetInstance(); |
||||
_server = class'ServerGlobal'.static.GetInstance(); |
||||
_client = class'ClientGlobal'.static.GetInstance(); |
||||
serverCore = class'ServerLevelCore'.static.CreateLevelCore(self); |
||||
for (i = 0; i < package.length; i += 1) { |
||||
_.environment.RegisterPackage_S(package[i]); |
||||
} |
||||
if (serverCore != none) { |
||||
_server.ConnectServerLevelCore(); |
||||
} |
||||
else |
||||
{ |
||||
_.logger.Auto(errNoServerLevelCore); |
||||
return; |
||||
} |
||||
if (class'TestingService'.default.runTestsOnStartUp) { |
||||
RunStartUpTests(); |
||||
} |
||||
SetupMutatorSignals(); |
||||
// Determine required features and launch them |
||||
availableFeatures = GetAutoConfigurationInfo(); |
||||
if (useGameModes) |
||||
{ |
||||
votingAdapter = VotingHandlerAdapter( |
||||
_.memory.Allocate(class'VotingHandlerAdapter')); |
||||
votingAdapter.InjectIntoVotingHandler(); |
||||
currentGameMode = votingAdapter.SetupGameModeAfterTravel(); |
||||
if (currentGameMode != none) { |
||||
currentGameMode.UpdateFeatureArray(availableFeatures); |
||||
} |
||||
} |
||||
EnableFeatures(availableFeatures); |
||||
} |
||||
|
||||
// "Finalizer" |
||||
function ServerTraveling(string URL, bool bItems) |
||||
{ |
||||
if (votingAdapter != none) |
||||
{ |
||||
votingAdapter.PrepareForServerTravel(); |
||||
votingAdapter.RestoreVotingHandlerConfigBackup(); |
||||
_.memory.Free(votingAdapter); |
||||
votingAdapter = none; |
||||
} |
||||
_.environment.ShutDown(); |
||||
if (nextMutator != none) { |
||||
nextMutator.ServerTraveling(URL, bItems); |
||||
} |
||||
Destroy(); |
||||
} |
||||
|
||||
// Checks whether Acedia has left garbage after the previous map. |
||||
// This can lead to serious problems, so such diagnostic check is warranted. |
||||
private function CheckForGarbage() |
||||
{ |
||||
local int leftoverObjectAmount; |
||||
local int leftoverActorAmount; |
||||
local int leftoverDBRAmount; |
||||
local AcediaObject nextObject; |
||||
local AcediaActor nextActor; |
||||
local DBRecord nextRecord; |
||||
|
||||
foreach AllObjects(class'AcediaObject', nextObject) { |
||||
leftoverObjectAmount += 1; |
||||
} |
||||
foreach AllActors(class'AcediaActor', nextActor) { |
||||
leftoverActorAmount += 1; |
||||
} |
||||
foreach AllObjects(class'DBRecord', nextRecord) { |
||||
leftoverDBRAmount += 1; |
||||
} |
||||
if ( leftoverObjectAmount == 0 && leftoverActorAmount == 0 |
||||
&& leftoverDBRAmount == 0) |
||||
{ |
||||
Log("Acedia garbage check: nothing was found."); |
||||
} |
||||
else |
||||
{ |
||||
Log("Acedia garbage check: garbage was found." @ |
||||
"This can cause problems, report it."); |
||||
Log("Leftover object:" @ leftoverObjectAmount); |
||||
Log("Leftover actors:" @ leftoverActorAmount); |
||||
Log("Leftover database records:" @ leftoverDBRAmount); |
||||
} |
||||
} |
||||
|
||||
public final function array<FeatureConfigPair> GetAutoConfigurationInfo() |
||||
{ |
||||
local int i; |
||||
local array< class<Feature> > availableFeatures; |
||||
local FeatureConfigPair nextPair; |
||||
local array<FeatureConfigPair> result; |
||||
|
||||
availableFeatures = _.environment.GetAvailableFeatures(); |
||||
for (i = 0; i < availableFeatures.length; i += 1) |
||||
{ |
||||
nextPair.featureClass = availableFeatures[i]; |
||||
nextPair.configName = availableFeatures[i].static |
||||
.GetAutoEnabledConfig(); |
||||
result[result.length] = nextPair; |
||||
} |
||||
return result; |
||||
} |
||||
|
||||
private function EnableFeatures(array<FeatureConfigPair> features) |
||||
{ |
||||
local int i; |
||||
|
||||
for (i = 0; i < features.length; i += 1) |
||||
{ |
||||
if (features[i].featureClass == none) continue; |
||||
if (features[i].configName == none) continue; |
||||
features[i].featureClass.static.EnableMe(features[i].configName); |
||||
_.logger.Auto(infoFeatureEnabled) |
||||
.Arg(_.text.FromString(string(features[i].featureClass))) |
||||
.Arg(features[i].configName); // consumes `configName` |
||||
} |
||||
} |
||||
|
||||
// Fetches and sets up signals that `Mutator` needs to provide |
||||
private function SetupMutatorSignals() |
||||
{ |
||||
local ServerUnrealService service; |
||||
|
||||
service = ServerUnrealService(class'ServerUnrealService'.static.Require()); |
||||
onMutateSignal = Mutator_OnMutate_Signal( |
||||
service.GetSignal(class'Mutator_OnMutate_Signal')); |
||||
onModifyLoginSignal = Mutator_OnModifyLogin_Signal( |
||||
service.GetSignal(class'Mutator_OnModifyLogin_Signal')); |
||||
onCheckReplacementSignal = Mutator_OnCheckReplacement_Signal( |
||||
service.GetSignal(class'Mutator_OnCheckReplacement_Signal')); |
||||
} |
||||
|
||||
private final function RunStartUpTests() |
||||
{ |
||||
local TestingService testService; |
||||
|
||||
testService = TestingService(class'TestingService'.static.Require()); |
||||
testService.PrepareTests(); |
||||
if (testService.filterTestsByName) { |
||||
testService.FilterByName(testService.requiredName); |
||||
} |
||||
if (testService.filterTestsByGroup) { |
||||
testService.FilterByGroup(testService.requiredGroup); |
||||
} |
||||
if (!testService.Run()) { |
||||
_.logger.Auto(errorCannotRunTests); |
||||
} |
||||
} |
||||
|
||||
/** |
||||
* Below `Mutator` events are redirected into appropriate signals. |
||||
*/ |
||||
function bool CheckReplacement(Actor other, out byte isSuperRelevant) |
||||
{ |
||||
if (onCheckReplacementSignal != none) { |
||||
return onCheckReplacementSignal.Emit(other, isSuperRelevant); |
||||
} |
||||
return true; |
||||
} |
||||
|
||||
function Mutate(string command, PlayerController sendingController) |
||||
{ |
||||
if (onMutateSignal != none) { |
||||
onMutateSignal.Emit(command, sendingController); |
||||
} |
||||
super.Mutate(command, sendingController); |
||||
} |
||||
|
||||
function ModifyLogin(out string portal, out string options) |
||||
{ |
||||
if (onModifyLoginSignal != none) { |
||||
onModifyLoginSignal.Emit(portal, options); |
||||
} |
||||
super.ModifyLogin(portal, options); |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
clientside = false |
||||
useGameModes = false |
||||
// This is a server-only mutator |
||||
remoteRole = ROLE_SimulatedProxy |
||||
bAlwaysRelevant = true |
||||
// Mutator description |
||||
GroupName = "Package loader" |
||||
FriendlyName = "Acedia loader" |
||||
Description = "Launcher for Acedia packages" |
||||
infoFeatureEnabled = (l=LOG_Info,m="Feature `%1` enabled with config \"%2\".") |
||||
errNoServerLevelCore = (l=LOG_Error,m="Cannot create `ServerLevelCore`!") |
||||
errorCannotRunTests = (l=LOG_Error,m="Could not perform Acedia's tests.") |
||||
} |
@ -1,28 +0,0 @@
|
||||
/** |
||||
* Parent class for all services used in Acedia. |
||||
* Currently simply makes itself server-only. |
||||
* 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 Service extends Singleton |
||||
abstract; |
||||
|
||||
defaultproperties |
||||
{ |
||||
remoteRole = ROLE_None |
||||
DrawType = DT_None |
||||
} |
@ -1,51 +0,0 @@
|
||||
/** |
||||
* Event generator for 'ConnectionService'. |
||||
* 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 ConnectionEvents extends Events |
||||
dependson(ConnectionService) |
||||
abstract; |
||||
|
||||
static function CallPlayerConnected(ConnectionService.Connection connection) |
||||
{ |
||||
local int i; |
||||
local array< class<Listener> > listeners; |
||||
listeners = GetListeners(); |
||||
for (i = 0; i < listeners.length; i += 1) |
||||
{ |
||||
class<ConnectionListenerBase>(listeners[i]) |
||||
.static.PlayerConnected(connection); |
||||
} |
||||
} |
||||
|
||||
static function CallPlayerDisconnected(ConnectionService.Connection connection) |
||||
{ |
||||
local int i; |
||||
local array< class<Listener> > listeners; |
||||
listeners = GetListeners(); |
||||
for (i = 0; i < listeners.length; i += 1) |
||||
{ |
||||
class<ConnectionListenerBase>(listeners[i]) |
||||
.static.PlayerDisconnected(connection); |
||||
} |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
relatedListener = class'ConnectionListenerBase' |
||||
} |
@ -1,34 +0,0 @@
|
||||
/** |
||||
* Listener for events generated by 'ConnectionService'. |
||||
* 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 ConnectionListenerBase extends Listener |
||||
dependson(ConnectionService) |
||||
abstract; |
||||
|
||||
// 'PlayerConnected' is called the moment we detect a new player on a server. |
||||
static function PlayerConnected(ConnectionService.Connection connection); |
||||
|
||||
// 'PlayerDisconnected' is called the moment we |
||||
// detect a player leaving the server. |
||||
static function PlayerDisconnected(ConnectionService.Connection connection); |
||||
|
||||
defaultproperties |
||||
{ |
||||
relatedEvents = class'ConnectionEvents' |
||||
} |
@ -1,142 +0,0 @@
|
||||
/** |
||||
* This service tracks current connections to the server |
||||
* as well as their basic information, |
||||
* like IP or steam ID of connecting player. |
||||
* 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 ConnectionService extends Service; |
||||
|
||||
// Stores basic information about a connection |
||||
struct Connection |
||||
{ |
||||
var public string networkAddress; |
||||
var public string steamID; |
||||
var public PlayerController controllerReference; |
||||
// Reference to 'AcediaReplicationInfo' for this client, |
||||
// in case it was created. |
||||
var private AcediaReplicationInfo acediaRI; |
||||
}; |
||||
|
||||
var private array<Connection> activeConnections; |
||||
|
||||
// Shortcut to 'ConnectionEvents', so that we don't have to write |
||||
// class'ConnectionEvents' every time. |
||||
var const class<ConnectionEvents> events; |
||||
|
||||
// Returning 'true' guarantees that 'controllerToCheck != none' |
||||
// and either 'controllerToCheck.playerReplicationInfo != none' |
||||
// or 'auxiliaryRepInfo != none'. |
||||
private function bool IsHumanController(PlayerController controllerToCheck) |
||||
{ |
||||
local PlayerReplicationInfo replicationInfo; |
||||
if (controllerToCheck == none) return false; |
||||
if (!controllerToCheck.bIsPlayer) return false; |
||||
// Is this a WebAdmin that didn't yet set 'bIsPlayer = false' |
||||
if (MessagingSpectator(controllerToCheck) != none) return false; |
||||
// Check replication info |
||||
replicationInfo = controllerToCheck.playerReplicationInfo; |
||||
if (replicationInfo == none) return false; |
||||
if (replicationInfo.bBot) return false; |
||||
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 function int GetConnectionIndex(PlayerController controllerToCheck) |
||||
{ |
||||
local int i; |
||||
if (controllerToCheck == none) return -1; |
||||
for (i = 0; i < activeConnections.length; i += 1) |
||||
{ |
||||
if (activeConnections[i].controllerReference == controllerToCheck) |
||||
{ |
||||
return i; |
||||
} |
||||
} |
||||
return -1; |
||||
} |
||||
|
||||
// Remove connections with now invalid ('none') player controller reference. |
||||
private function RemoveBrokenConnections() |
||||
{ |
||||
local int i; |
||||
i = 0; |
||||
while (i < activeConnections.length) |
||||
{ |
||||
if (activeConnections[i].controllerReference == none) |
||||
{ |
||||
if (activeConnections[i].acediaRI != none) |
||||
{ |
||||
activeConnections[i].acediaRI.Destroy(); |
||||
} |
||||
events.static.CallPlayerDisconnected(activeConnections[i]); |
||||
activeConnections.Remove(i, 1); |
||||
} |
||||
else |
||||
{ |
||||
i += 1; |
||||
} |
||||
} |
||||
} |
||||
|
||||
// Return connection, corresponding to a given player controller. |
||||
public final function Connection GetConnection(PlayerController player) |
||||
{ |
||||
local int connectionIndex; |
||||
local Connection emptyConnection; |
||||
connectionIndex = GetConnectionIndex(player); |
||||
if (connectionIndex < 0) return emptyConnection; |
||||
return activeConnections[connectionIndex]; |
||||
} |
||||
|
||||
// Attempts to register a connection for this player controller. |
||||
// Shouldn't be used outside of 'ConnectionService' module. |
||||
// Returns 'true' if connection is registered (even if it was already added). |
||||
public final function bool RegisterConnection(PlayerController player) |
||||
{ |
||||
local Connection newConnection; |
||||
if (!IsHumanController(player)) return false; |
||||
if (GetConnectionIndex(player) >= 0) return true; |
||||
newConnection.controllerReference = player; |
||||
if (!class'Acedia'.static.GetInstance().IsServerOnly()) |
||||
{ |
||||
newConnection.acediaRI = Spawn(class'AcediaReplicationInfo', player); |
||||
newConnection.acediaRI.linkOwner = player; |
||||
} |
||||
newConnection.networkAddress = player.GetPlayerNetworkAddress(); |
||||
newConnection.steamID = player.GetPlayerIDHash(); |
||||
activeConnections[activeConnections.length] = newConnection; |
||||
events.static.CallPlayerConnected(newConnection); |
||||
return true; |
||||
} |
||||
|
||||
public final function array<Connection> GetActiveConnections() |
||||
{ |
||||
return activeConnections; |
||||
} |
||||
|
||||
event Tick(float delta) |
||||
{ |
||||
RemoveBrokenConnections(); |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
events = class'ConnectionEvents' |
||||
} |
@ -1,53 +0,0 @@
|
||||
/** |
||||
* Overloaded mutator events listener to catch connecting players. |
||||
* 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_Connection extends MutatorListenerBase |
||||
abstract; |
||||
|
||||
static function bool CheckReplacement(Actor other, out byte isSuperRelevant) |
||||
{ |
||||
local KFSteamStatsAndAchievements playerSteamStatsAndAchievements; |
||||
local PlayerController player; |
||||
local ConnectionService service; |
||||
// We are looking for 'KFSteamStatsAndAchievements' instead of |
||||
// 'PlayerController' because, by the time they it's created, |
||||
// controller should have a valid reference to 'PlayerReplicationInfo', |
||||
// as well as valid network address and IDHash (steam id). |
||||
// However, neither of those are properly initialized at the point when |
||||
// 'CheckReplacement' is called for 'PlayerController'. |
||||
// |
||||
// Since 'KFSteamStatsAndAchievements' |
||||
// is created soon after (at the same tick) |
||||
// for each new `PlayerController`, |
||||
// we'll be detecting new users right after server |
||||
// detected and properly initialized them. |
||||
playerSteamStatsAndAchievements = KFSteamStatsAndAchievements(other); |
||||
if (playerSteamStatsAndAchievements == none) return true; |
||||
service = ConnectionService(class'ConnectionService'.static.GetInstance()); |
||||
if (service == none) return true; |
||||
|
||||
player = PlayerController(playerSteamStatsAndAchievements.owner); |
||||
service.RegisterConnection(player); |
||||
return true; |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
relatedEvents = class'MutatorEvents' |
||||
} |
@ -1,73 +0,0 @@
|
||||
/** |
||||
* Singleton is an auxiliary class, meant to be used as a base for others, |
||||
* that allows for only one instance of it to exist. |
||||
* To make sure your child class properly works, either don't overload |
||||
* 'PreBeginPlay' or make sure to call it's parent's version. |
||||
* 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 Singleton extends Actor |
||||
abstract; |
||||
|
||||
// Default value of this variable will store one and only existing version\ |
||||
// of actor of this class. |
||||
var private Singleton activeInstance; |
||||
|
||||
// Setting default value of this variable to 'true' prevents creation of |
||||
// a singleton, even if no instances of it exist. |
||||
// Only a default value is ever used. |
||||
var protected bool blockSpawning; |
||||
|
||||
public final static function Singleton GetInstance() |
||||
{ |
||||
if (default.activeInstance != none && default.activeInstance.bPendingDelete) |
||||
return none; |
||||
return default.activeInstance; |
||||
} |
||||
|
||||
public final static function bool IsSingletonCreationBlocked() |
||||
{ |
||||
return default.blockSpawning; |
||||
} |
||||
|
||||
// Make sure only one instance of 'Singleton' exists at any point in time. |
||||
// If you overload this function in any child class - |
||||
// first call this version of the method and then check if |
||||
// you are about to be deleted 'bDeleteMe == true': |
||||
// ____________________________________________________________________________ |
||||
// | super.PreBeginPlay(); |
||||
// | // ^^^ If singleton wasn't already created, - only after that call |
||||
// | // will instance, returned by 'GetInstance()', be set. |
||||
// | if (bDeleteMe) |
||||
// | return; |
||||
// |___________________________________________________________________________ |
||||
event PreBeginPlay() |
||||
{ |
||||
if (default.blockSpawning || GetInstance() != none) |
||||
{ |
||||
Destroy(); |
||||
} |
||||
else |
||||
{ |
||||
default.activeInstance = self; |
||||
} |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
blockSpawning = false |
||||
} |
@ -0,0 +1,354 @@
|
||||
/** |
||||
* Acedia currently lacks its own means to provide a map/mode voting |
||||
* (and new voting mod with proper GUI would not be whitelisted anyway). |
||||
* This is why this class was made - to inject existing voting handlers with |
||||
* data from Acedia's game modes. |
||||
* Requires `GameInfo`'s voting handler to be derived from |
||||
* `XVotingHandler`, which is satisfied by pretty much every used handler. |
||||
* Copyright 2021-2022 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 VotingHandlerAdapter extends AcediaObject |
||||
dependson(VotingHandler); |
||||
|
||||
/** |
||||
* All usage of this object should start with `InjectIntoVotingHandler()` |
||||
* method that will read all the `GameMode` configs and fill voting handler's |
||||
* config with their data, while making a backup of all values. |
||||
* Backup can be restored with `RestoreVotingHandlerConfigBackup()` method. |
||||
* How that affects the clients depends on whether restoration was done before, |
||||
* during or after the replication. It is intended to be done after |
||||
* server travel has started. |
||||
* the process of injection is to create an ordered list of game modes |
||||
* (`availableGameModes`) and generate appropriate voting handler's configs |
||||
* with `BuildVotingHandlerConfig()`, saving them in the same order inside |
||||
* the voting handler. Picked game mode is then determined by index of |
||||
* the picked voting handler's option. |
||||
* |
||||
* Additionally this class has a static internal state that allows it to |
||||
* transfer data along the server travel - it is used mainly to remember picked |
||||
* game mode and enforce game's difficulty by altering and restoring |
||||
* `GameInfo`'s variable. |
||||
* To make such transfer happen one must call `PrepareForServerTravel()` before |
||||
* server travel to set the internal static state and |
||||
* then `SetupGameModeAfterTravel()` after travel (when the new map is loading) |
||||
* to read (and forget) from internal state. |
||||
*/ |
||||
|
||||
// Aliases are an unnecessary overkill for difficulty names, so just define |
||||
// them in special `string` arrays. |
||||
// We accept detect not just these exact words, but any of their prefixes. |
||||
var private const array<string> beginnerSynonyms; |
||||
var private const array<string> normalSynonyms; |
||||
var private const array<string> hardSynonyms; |
||||
var private const array<string> suicidalSynonyms; |
||||
var private const array<string> hoeSynonyms; |
||||
|
||||
// All available game modes for Acedia, loaded during initialization. |
||||
// This array is directly produces replacement for `XVotingHandler`'s |
||||
// `gameConfig` array and records of `availableGameModes` relate to those of |
||||
// `gameConfig` with the same index. |
||||
// So if we know that a voting option with a certain index was chosen - |
||||
// it means that user picked game mode from `availableGameModes` with |
||||
// the same index. |
||||
var private array<Text> availableGameModes; |
||||
|
||||
// Finding voting handler is not cheap, so only do it once and then store it. |
||||
var private NativeActorRef votingHandlerReference; |
||||
// Save `VotingHandler`'s config to restore it before server travel - |
||||
// otherwise Acedia will alter its config |
||||
var private array<VotingHandler.MapVoteGameConfig> backupVotingHandlerConfig; |
||||
|
||||
// Setting default value of this flag to `true` indicates that map switching |
||||
// just occurred and we need to recover some information from the previous map. |
||||
var private bool isServerTraveling; |
||||
// We should not rely on "VotingHandler" to inform us from which game mode its |
||||
// selected config option originated after server travel, so we need to |
||||
// remember it in this default variable before switching maps. |
||||
var private string targetGameMode; |
||||
// Acedia's game modes intend on supporting difficulty switching, but |
||||
// `KFGameType` does not support appropriate flags, so we enforce default |
||||
// difficulty by overwriting default value of its `gameDifficulty` variable. |
||||
// But to not affect game's configs we must restore old value after new map is |
||||
// loaded. Store it in default variable for that. |
||||
var private float storedGameDifficulty; |
||||
|
||||
var private LoggerAPI.Definition fatNoXVotingHandler, fatBadGameConfigIndexVH; |
||||
var private LoggerAPI.Definition fatBadGameConfigIndexAdapter; |
||||
|
||||
protected function Finalizer() |
||||
{ |
||||
_.memory.Free(votingHandlerReference); |
||||
_.memory.FreeMany(availableGameModes); |
||||
votingHandlerReference = none; |
||||
availableGameModes.length = 0; |
||||
} |
||||
|
||||
/** |
||||
* Replaces `XVotingHandler`'s configs with Acedia's game modes. |
||||
* Backup of replaced configs is made internally, so that they can be restored |
||||
* on map change. |
||||
*/ |
||||
public final function InjectIntoVotingHandler() |
||||
{ |
||||
local int i; |
||||
local GameMode nextGameMode; |
||||
local XVotingHandler votingHandler; |
||||
local array<VotingHandler.MapVoteGameConfig> newVotingHandlerConfig; |
||||
|
||||
if (votingHandlerReference != none) { |
||||
return; |
||||
} |
||||
votingHandler = XVotingHandler(_server.unreal.FindActorInstance( |
||||
_server.unreal.GetGameType().VotingHandlerClass)); |
||||
if (votingHandler == none) |
||||
{ |
||||
_.logger.Auto(fatNoXVotingHandler); |
||||
return; |
||||
} |
||||
votingHandlerReference = _server.unreal.ActorRef(votingHandler); |
||||
class'GameMode'.static.Initialize(); |
||||
availableGameModes = class'GameMode'.static.AvailableConfigs(); |
||||
for (i = 0; i < availableGameModes.length; i += 1) |
||||
{ |
||||
nextGameMode = GameMode(class'GameMode'.static |
||||
.GetConfigInstance(availableGameModes[i])); |
||||
newVotingHandlerConfig[i] = BuildVotingHandlerConfig(nextGameMode); |
||||
// Report omitted mutators / server options |
||||
nextGameMode.ReportBadMutatorNames(); |
||||
nextGameMode.ReportBadOptions(); |
||||
} |
||||
backupVotingHandlerConfig = votingHandler.gameConfig; |
||||
votingHandler.gameConfig = newVotingHandlerConfig; |
||||
} |
||||
|
||||
private function VotingHandler.MapVoteGameConfig BuildVotingHandlerConfig( |
||||
GameMode gameMode) |
||||
{ |
||||
local VotingHandler.MapVoteGameConfig result; |
||||
|
||||
result.gameClass = _.text.IntoString(gameMode.GetGameTypeClass()); |
||||
result.gameName = _.text.ToColoredString(gameMode.GetTitle()); |
||||
result.prefix = _.text.IntoString(gameMode.GetMapPrefix()); |
||||
result.acronym = _.text.IntoString(gameMode.GetAcronym()); |
||||
result.mutators = BuildMutatorString(gameMode); |
||||
result.options = BuildOptionsString(gameMode); |
||||
return result; |
||||
} |
||||
|
||||
private function string BuildMutatorString(GameMode gameMode) |
||||
{ |
||||
local int i; |
||||
local string result; |
||||
local array<Text> usedMutators; |
||||
|
||||
usedMutators = gameMode.GetIncludedMutators(); |
||||
for (i = 0; i < usedMutators.length; i += 1) |
||||
{ |
||||
if (i > 0) { |
||||
result $= ","; |
||||
} |
||||
result $= _.text.IntoString(usedMutators[i]); |
||||
} |
||||
return result; |
||||
} |
||||
|
||||
private function string BuildOptionsString(GameMode gameMode) |
||||
{ |
||||
local bool optionWasAdded; |
||||
local string result; |
||||
local string nextKey, nextValue; |
||||
local CollectionIterator iter; |
||||
local HashTable options; |
||||
|
||||
options = gameMode.GetOptions(); |
||||
for (iter = options.Iterate(); !iter.HasFinished(); iter.Next()) |
||||
{ |
||||
nextKey = _.text.IntoString(Text(iter.GetKey())); |
||||
nextValue = _.text.IntoString(Text(iter.Get())); |
||||
if (optionWasAdded) { |
||||
result $= "?"; |
||||
} |
||||
result $= (nextKey $ "=" $ nextValue); |
||||
optionWasAdded = true; |
||||
} |
||||
options.FreeSelf(); |
||||
iter.FreeSelf(); |
||||
return result; |
||||
} |
||||
|
||||
/** |
||||
* Makes necessary preparations for the server travel. |
||||
*/ |
||||
public final function PrepareForServerTravel() |
||||
{ |
||||
local int pickedVHConfig; |
||||
local GameMode nextGameMode; |
||||
local string nextGameClassName; |
||||
local class<GameInfo> nextGameClass; |
||||
local XVotingHandler votingHandler; |
||||
|
||||
if (votingHandlerReference == none) return; |
||||
votingHandler = XVotingHandler(votingHandlerReference.Get()); |
||||
if (votingHandler == none) return; |
||||
// Server travel caused by something else than `XVotingHandler` |
||||
if (!votingHandler.bLevelSwitchPending) return; |
||||
|
||||
pickedVHConfig = votingHandler.currentGameConfig; |
||||
if (pickedVHConfig < 0 || pickedVHConfig >= votingHandler.gameConfig.length) |
||||
{ |
||||
_.logger.Auto(fatBadGameConfigIndexVH) |
||||
.ArgInt(pickedVHConfig) |
||||
.ArgInt(votingHandler.gameConfig.length); |
||||
return; |
||||
} |
||||
if (pickedVHConfig >= availableGameModes.length) |
||||
{ |
||||
_.logger.Auto(fatBadGameConfigIndexAdapter) |
||||
.ArgInt(pickedVHConfig) |
||||
.ArgInt(availableGameModes.length); |
||||
return; |
||||
} |
||||
nextGameClassName = votingHandler.gameConfig[pickedVHConfig].gameClass; |
||||
if (string(_server.unreal.GetGameType().class) ~= nextGameClassName) { |
||||
nextGameClass = _server.unreal.GetGameType().class; |
||||
} |
||||
else |
||||
{ |
||||
nextGameClass = |
||||
class<GameInfo>(_.memory.LoadClass_S(nextGameClassName)); |
||||
} |
||||
default.isServerTraveling = true; |
||||
default.targetGameMode = availableGameModes[pickedVHConfig].ToString(); |
||||
nextGameMode = GetConfigFromString(default.targetGameMode); |
||||
default.storedGameDifficulty = nextGameClass.default.gameDifficulty; |
||||
nextGameClass.default.gameDifficulty = GetNumericDifficulty(nextGameMode); |
||||
} |
||||
|
||||
/** |
||||
* Restore `GameInfo`'s settings after the server travel and |
||||
* apply selected `GameMode`. |
||||
* |
||||
* @return `GameMode` picked before server travel |
||||
* (the one that must be running now). |
||||
*/ |
||||
public final function GameMode SetupGameModeAfterTravel() |
||||
{ |
||||
if (!default.isServerTraveling) { |
||||
return none; |
||||
} |
||||
_server.unreal.GetGameType().default.gameDifficulty = |
||||
default.storedGameDifficulty; |
||||
default.isServerTraveling = false; |
||||
return GetConfigFromString(targetGameMode); |
||||
} |
||||
|
||||
/** |
||||
* Restores `XVotingHandler`'s config to the values that were overridden by |
||||
* `VHAdapter`'s `InjectIntoVotingHandler()` method. |
||||
*/ |
||||
public final function RestoreVotingHandlerConfigBackup() |
||||
{ |
||||
local XVotingHandler votingHandler; |
||||
|
||||
if (votingHandlerReference == none) return; |
||||
votingHandler = XVotingHandler(votingHandlerReference.Get()); |
||||
if (votingHandler == none) return; |
||||
|
||||
votingHandler.gameConfig = backupVotingHandlerConfig; |
||||
votingHandler.default.gameConfig = backupVotingHandlerConfig; |
||||
votingHandler.SaveConfig(); |
||||
} |
||||
|
||||
// `GameMode`'s name as a `string` -> `GameMode` instance |
||||
private function GameMode GetConfigFromString(string configName) |
||||
{ |
||||
local GameMode result; |
||||
local Text nextConfigName; |
||||
nextConfigName = _.text.FromString(configName); |
||||
result = GameMode(class'GameMode'.static.GetConfigInstance(nextConfigName)); |
||||
_.memory.Free(nextConfigName); |
||||
return result; |
||||
} |
||||
|
||||
// Convert `GameMode`'s difficulty's textual representation into |
||||
// KF's numeric one. |
||||
private final function int GetNumericDifficulty(GameMode gameMode) |
||||
{ |
||||
local int i; |
||||
local string difficulty; |
||||
|
||||
difficulty = Locs(_.text.IntoString(gameMode.GetDifficulty())); |
||||
for (i = 0; i < default.beginnerSynonyms.length; i += 1) |
||||
{ |
||||
if (IsPrefixOf(difficulty, default.beginnerSynonyms[i])) { |
||||
return 1; |
||||
} |
||||
} |
||||
for (i = 0; i < default.normalSynonyms.length; i += 1) |
||||
{ |
||||
if (IsPrefixOf(difficulty, default.normalSynonyms[i])) { |
||||
return 2; |
||||
} |
||||
} |
||||
for (i = 0; i < default.hardSynonyms.length; i += 1) |
||||
{ |
||||
if (IsPrefixOf(difficulty, default.hardSynonyms[i])) { |
||||
return 4; |
||||
} |
||||
} |
||||
for (i = 0; i < default.suicidalSynonyms.length; i += 1) |
||||
{ |
||||
if (IsPrefixOf(difficulty, default.suicidalSynonyms[i])) { |
||||
return 5; |
||||
} |
||||
} |
||||
for (i = 0; i < default.hoeSynonyms.length; i += 1) |
||||
{ |
||||
if (IsPrefixOf(difficulty, default.hoeSynonyms[i])) { |
||||
return 7; |
||||
} |
||||
} |
||||
return int(difficulty); |
||||
} |
||||
|
||||
protected final static function bool IsPrefixOf(string prefix, string value) |
||||
{ |
||||
return (InStr(value, prefix) == 0); |
||||
} |
||||
|
||||
defaultproperties |
||||
{ |
||||
beginnerSynonyms(0) = "easy" |
||||
beginnerSynonyms(1) = "beginer" |
||||
beginnerSynonyms(2) = "beginner" |
||||
beginnerSynonyms(3) = "begginer" |
||||
beginnerSynonyms(4) = "begginner" |
||||
normalSynonyms(0) = "regular" |
||||
normalSynonyms(1) = "default" |
||||
normalSynonyms(2) = "normal" |
||||
hardSynonyms(0) = "harder" // "hard" is prefix of this, so it will count |
||||
hardSynonyms(1) = "difficult" |
||||
suicidalSynonyms(0) = "suicidal" |
||||
hoeSynonyms(0) = "hellonearth" |
||||
hoeSynonyms(1) = "hellon earth" |
||||
hoeSynonyms(2) = "hell onearth" |
||||
hoeSynonyms(3) = "hoe" |
||||
fatNoXVotingHandler = (l=LOG_Fatal,m="`XVotingHandler` class is missing. Make sure your server setup supports Acedia's game modes (by used voting handler derived from `XVotingHandler`).") |
||||
fatBadGameConfigIndexVH = (l=LOG_Fatal,m="`XVotingHandler`'s `currentGameConfig` variable value of %1 is out-of-bounds for `XVotingHandler.gameConfig` of length %2. Report this issue.") |
||||
fatBadGameConfigIndexAdapter = (l=LOG_Fatal,m="`XVotingHandler`'s `currentGameConfig` variable value of %1 is out-of-bounds for `VHAdapter` of length %2. Report this issue.") |
||||
} |
Reference in new issue